Hi,
I'm using osg in combination with osgNV+PhysX to simulate physical objects.
This works fine.
Now I want to suppress the visual rendering of the scene and use only the
scenegraph system of osg to simulate the physics without a graphic window
(standalone application). I tried to call the ne
Hi,
I am new to OSG and I am trying to build OSG 2.9.13 on iPhoneSimulator. I
generate a Xcode Project with Cmake. And when I want to build the "ALL
BUILD"-Target in Xcode, I get several times this error:
> -mmacosx-version-min not allowed with -miphoneos-version-min
I already set the CMake
Hi Sanat,
if you decide to upgrade, why not directly to the newest dev relese (2.9.14) ?
Maybe there are further improvements.. :)
Cheers,
Torben.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=39236#39236
___
Hi,
FYI, Paul Martz's OpenSceneGraph Quick Start Guide is preferred for
beginners in my opinion. And Qian Xuelei and I wrote a book
OpenSceneGraph Beginners Guide in the end of last year, which is
published by the Packt Publishing. Do some search in the osg-users
archives could be of a lot help, t
Hi Lv,
It is a known issue of the osgviewerQt example under Linux. AFAIK,
OSG's multithreading mechanism could well with QtOpenGL under Windows,
but the make current operation is confused when using QGLWidget as the
low-level graphics context. With Qt 4.7 and Ubuntu 10.10, the example
seems to wor
Of course OSG can work well with c#, but i recommend you to patch the block
about osg into dll.
Just by calling the dll can help you easily use it
-- Original --
From: "Sander Lan";
Date: 2011年4月27日(星期三) 下午3:50
To: "osg-users";
Subject: [osg-users] [3rdparty]
Hi, everyone,
I applied by this way, does anyone have any more good idea?
Code:
class MyDrawable : public osg::Drawable
{
public:
MyDrawable() {}
/** Copy constructor using CopyOp to manage deep vs shallow copy.*/
MySmokeDrawable(const MyDrawable& MyDrawable,const
hello,everyone,i'd like to ask some question about osg.
I 'm trying to analysis the architecture of osg depending on the source code.
As i'm a researcher and i try to do something on graphics,I have to do some
reseach.
Can anybody give me any suggestions_
Paul,
That was the problem, thanks. I didn't turn them off.
-B
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: Monday, May 09, 2011 1:49 PM
To: OpenSceneGraph Users
Subject: Re: [osg-
We're working on packaging the pre-built binaries from the build system. I am
not ready
to publish them yet, but is there anyone interested in testing some RPMs we
just built?
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Digital Imaging. OpenG
On Mon, May 9, 2011 at 9:58 PM, Jean-Sébastien Guay
wrote:
>> Do you know of an easy way for CMake to create the folders (e.g.,
>> GLSL) inside the Visual Studio project source tree?
>
> See the attached file. :-)
>
> Hope this helps,
You're my CMake hero! :-)
--
Javier Taibo
On 5/9/2011 12:08 PM, Brad Colbert wrote:
Hi folks,
There may be a simple answer to this question but how do you successfully
compile osg 2.9.* with OpenGL 3.0 support? I'm getting undefined functions,
such as glLoadMatrixf.
glLoadMatrixf isn't a 3.0 function. The likely cause of the proble
If you're using standard Visual Studio, using C++/CLI interop to write
managed ("ref") classes that interop with OSG and are callable from C#
is going to be the most powerful approach. In order to render into a
Windows Forms control, you create an empty control, get the native HWND
and provide it
Hi,
I have been playing around with the osgviewerQt example that came with osg
2.8.2.
Then I looked at the examples that are in the source for 2.9.9 and there seem
to be a lot more.
Is it recommended that I upgrade or have other users got successful and
acceptable results with 2.8.2 (or any
Alexander,
By moving the corners of the frustum, are you wanting to tweak the
frustum corners so that they have different depths (i.e. tilt the near
plane so that it is no longer orthogonal to the eye)? I don't think OGL
(and hence OSG) will allow you to do this directly. There is a "munge"
that m
Hi Javier,
Great! Thanks for the corrections. Submitted to svn/trunk.
Thanks!
Do you know of an easy way for CMake to create the folders (e.g.,
GLSL) inside the Visual Studio project source tree?
See the attached file. :-)
Hope this helps,
J-S
--
___
Hi J-S,
On Mon, May 9, 2011 at 5:15 PM, Jean-Sébastien Guay
wrote:
>
> In the end, the fact that the shader generation code in phong.cpp was trying
> to access a plug that didn't exist for a blinn material wasn't the cause of
> the crash (the code is well guarded so it just returns an empty plu
I have edited my code a little bit.
But the problem still exists. There are a lot of triangle and quads which have
2 oder 3 equal points.
One Example:
Code:
2011-May-09 21:29:19.180909 -42.5113, 37.4068, 16.453
2011-May-09 21:29:19.190909 -42.5113, 37.4068, 16.453
2011-May-09 21:29:19.190909
Yes,, which means I have to traverse down and protect any StateSet which I
found in the subgraph...
Ok, thats what I though.
/A
On Mon, May 9, 2011 at 9:31 AM, Robert Osfield wrote:
> Hi Anders,
>
> If you want to protect an child's state from being override from above
> you use the PROTECTED m
On 4/27/2011 1:50 AM, Sander Lan wrote:
> Does anyone have experience with using OpenSceneGraph in a C# environment?
http://forum.openscenegraph.org/viewtopic.php?t=3686
I'm pursuing a slightly different approach in a .NET application I'm
interfacing with
right now, but I won't have any info
Hi,
Does anyone have experience with using OpenSceneGraph in a C# environment?
Thank you!
Cheers,
Sander
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=38802#38802
___
osg-users mailing list
osg-us
Hi, every:
I am very confused with the VBO in osg.
what is the euqal funcs to the codes followed in OSG?
glGenBuffers(1, vboID);
glBindBuffer(GL_ARRAY_BUFFER, *vboID);
// initialize buffer object
unsigned int size = mesh_width * mesh_height * typeSize;
glBufferData(GL_ARRAY_BUFFER, s
Hi,
I would like to know if there is any way to get a callback or something when a
paged scene is finished loading.
My scene (terrain) is paged from disk and when i move my camera it will take
some time to page in all the geometry and so on. What would be the best way to
check when all geometry
Hi folks,
There may be a simple answer to this question but how do you successfully
compile osg 2.9.* with OpenGL 3.0 support? I'm getting undefined functions,
such as glLoadMatrixf.
-B
---
Brad Colbert
Renaissance Sciences Corporation
(480) 374-5073
Hi Robert,
On 09.05.2011 09:28, Robert Osfield wrote:
Good news, it does rather sound like it's a problem with the txf
plugin that hasn't been
updated correctly to handle the revisions to osgText. Could you send
me an example
txf file so that I can test it at my end.
Oh, of course, that's our
Hi Robert,
The stateset performance issue, if ever encountered, can easily be worked
around with a draw callback using applyAttribute/applyTextureAttribute prior to
rendering every drawable.
This is a very slim point where there might be room for improvement, and what
you said perfectly makes s
On 5/9/2011 8:42 AM, Fred Smith wrote:
It means that there seems to be a cost in doing state changes with OSG. GL
state changes do not necessarily incur any cost - this is implementation
specific anyway - whereas OSG state changes seem to always incur one, as even
going through empty statesets
Hi Javier,
In the end, the fact that the shader generation code in phong.cpp was
trying to access a plug that didn't exist for a blinn material wasn't
the cause of the crash (the code is well guarded so it just returns an
empty plug). Plus, that plug is never used anyways (the
gl_FrontMateria
Hi Fred,
On Mon, May 9, 2011 at 3:42 PM, Fred Smith wrote:
> It means that there seems to be a cost in doing state changes with OSG.
Indeed there is!! It's written to be lightweight, using pointer rater
than content comparisons where possible, but you can't ever disappear
CPU cycles completely.
Hi !
I'm working on a project in which I want to render side-by-side video with some
other stereo objects. And later reproduce this on a stereo TV.
I'm using a decklink card to capture and playback the final scene.
The problem I'm finding is that I cannot save the final scene in stereo mode in
It means that there seems to be a cost in doing state changes with OSG. GL
state changes do not necessarily incur any cost - this is implementation
specific anyway - whereas OSG state changes seem to always incur one, as even
going through empty statesets does incur a cost.
Is that clear enough
On 5/9/2011 5:49 AM, Fred Smith wrote:
> OSG is a great piece of code, don't get me wrong - but I see a weakness here.
What, exactly, does that mean?
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS.
Hi Michael,
i have installed fbx sdk 2010.2 and i'm using openscenegraph 2.8.4
But, unfortunally, i have the same error during compile time :
..\..\..\..\src\osgPlugins\fbx\ReaderWriterFBX.cpp(233) :
'fbxsdk_201002::KFbxImporter::Initialize' : no overloaded function takes 2
arguments
Maybe, i'm
Hi Javier,
I have to get deeper in this issue, but unfortunately I won't have
much time for it. I'll let you know if I get to something.
I've found out what the problem is: When the Phong class tries to
generate a shader code block ( Phong::getCodeBlock() ), if the material
was actually a
Hi Farshid,
1) Adding prefix/suffix to image filename. I believe this is the easiest
method. The filename will be applied to the exported osg::Image object.
For example, you can append "_[normal]" to all normal map images.
I think this is a bit too intrusive. The artist should be able to name
>From the visitor, you can call:
osg::computeLocalToWorld( getNodePath() )
This will give you the absolute positioning matrix of the node you are
visiting.
Glenn Waldron / Pelican Mapping / @glennwaldron
On Mon, May 9, 2011 at 4:57 AM, issam boughanmi wrote:
> Hi,
>
> here the situation
>
>
Paul Martz wrote:
> On 5/6/2011 4:05 AM, Fred Smith wrote:
>
> > You usually want to create GL batches that are as large as possible. 10
> > draw calls of 100 elements will be slower than 1 draw call of 1000 elements.
> > Something else I have noticed a little while ago was that the stateset
>
Hi JP, Hi aeonsan
this tool is no longer maintained and quite buggy.
Once I had contact to the author as I started my project but as I tried to mail
him my improvements at the end all attempts failed to contact him.
After some weeks I decided to continue the hosting and published
ProjectionDe
Hi,
not sure if this project is still going, but there is some source there:
http://orihalcon.jp/projdesigner/
cheers
jp
On 06/05/11 11:58, Alexander Dieterle wrote:
Dear OSG Forum readers,
as we recently installed a multi-projector-based viewing screen I am currently
working on its calibrat
Hi aeonsan,
on which university you are working? Yes, the weekend was great: blue sky, sun,
warm winds in the mountains an mountainbike between my feet - it was like
holiday :)
Good luck with your investigation, I'm interested in your findings!
warm regards from Salzburg, AT,
Torben
---
Good morning everyone,
I hope everyone of you had a nice and enjoyable weekend? Here in Germany it was
brilliant weather, in addition, yesterday was mother's day so we had a very
enjoyable time with the family - hope the same for you! :)
Anyways - first off, thank you all very much for your ans
Hi,
is the render order index another option?
This is the index that Camera::SetRenderOrder() takes as the second
parameter.
For instance if you place camera C in PreRender with index -1 and sibling A
and B in PreRender with a greater index,
I think you should get what you're after.
Ricky
On S
I've now updated
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Pluginsto
give the definitive answer on this.
In summary:
OpenSceneGraph 2.8.x -> FBX 2010.2
OpenSceneGraph 2.9.x -> Whatever FBX version it tells you in
ReaderWriterFBX.h, latest is 2012.1
On 5 May 2011 01:24, ti
Hi,
here the situation
i am using using blender to make my 3d scene
i represent the trees with green cubes : with names like : tree, tree.001,
tree.002, etc
the cessana airplanes are represented by white cubes
and so on for all the repetitive scene objects
next in my osg application i am usi
Hi All,
Yesterday I tagged the 2.9.14 developer release. Main changes are
merging of pending submissions and fixes that address issues reported
from a Coverity analysis of the OSG codebase. Download page for
developer releases:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Devel
Hi Anders,
If you want to protect an child's state from being override from above
you use the PROTECTED mode.
Robert.
On Mon, May 9, 2011 at 3:12 AM, Anders Backman wrote:
> Hi.
> Guess I been away from OSG a bit too long.
> I have a pretty simple question.
> Assume I have a renderstate which I
Hi Thorsten,
On Sun, May 8, 2011 at 6:49 PM, Thorsten Brehm wrote:
> Yes, it's the font which makes the difference! We're using txf font files -
> not freetype. None of our txf fonts works with >=r12068. Maybe our files are
> broken somehow, and don't supply the required kerning info. But I suspe
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