Dear Osgers,
Based on my exploration I found interesting behavior of PagedLOD
traversal. In some condition the PagedLOD displays incorrect child
(child out of specified distance range).
I am curious if I did something wrong, if it is intended design or if I
found a bug.
Please imagine following
On 6/13/2011 4:52 PM, basil huffman wrote:
> The filename is a .osg file.
Then OSG can't find the osgdb_osg.dll file at runtime. Troubleshoot why.
> I couldn't make heads or tails of that link you provided; is it telling me to
> set an environment variable or send it a compiler option?
You
The filename is a .osg file.
I couldn't make heads or tails of that link you provided; is it telling me to
set an environment variable or send it a compiler option?
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On 6/13/2011 4:19 PM, basil huffman wrote:
> Ok, I am trying to write a node to file (pretty much just verbatim stuff from
> the e-book). When I make this call:
> bool result = osgDB::writeNodeFile(*(root.get()), fileName );
> result comes back as false and a warning message is output saying that
Ok, I am trying to write a node to file (pretty much just verbatim stuff from
the e-book). When I make this call:
bool result = osgDB::writeNodeFile(*(root.get()), fileName );
result comes back as false and a warning message is output saying that it
couldnt write the node due to not being able
Hi,
So i tried it on a different machine, and it worked. But the skull does not
look as clean as yours. It looks more squished, like it is from both sides
Thanks though.
...
Thank you!
Cheers,
Isha
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Is it possible you're mixing release and debug binaries?
On 6/13/2011 1:44 PM, Chris 'Xenon' Hanson wrote:
On 6/13/2011 1:24 PM, Josue Hernandez wrote:
ok, but: how can i debug?
I can't teach you basic C++ debugging. This you will have to learn for
yourself.
(There seems to be a rash of
Yup, just included the directory they resided in into my PATH variable. Worked
like a charm.
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On 6/13/2011 1:39 PM, basil huffman wrote:
> Compiles and links file, won't run though. I need osg72-osgd.dll. Where can I
> get this file?
If you're using the prebuilt downloaded binaries, it should have been
included there.
most likely, it's just not in the current DLL load search path when
On 6/13/2011 1:24 PM, Josue Hernandez wrote:
> ok, but: how can i debug?
I can't teach you basic C++ debugging. This you will have to learn for
yourself.
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http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS.
Compiles and links file, won't run though. I need osg72-osgd.dll. Where can I
get this file?
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ok, but: how can i debug?
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On 6/13/2011 12:56 PM, Josue Hernandez wrote:
> ok, i found something interesting: when i remove the line:
> osg::ref_ptr traits = new
> osg::GraphicsContext::Traits;
> and all his refences, apears the next message
> Unhandled exception at 0x7c812afb in VGM.exe: Microsoft C++ exception:
> std::ba
ok, i found something interesting: when i remove the line:
osg::ref_ptr traits = new
osg::GraphicsContext::Traits;
and all his refences, apears the next message
Unhandled exception at 0x7c812afb in VGM.exe: Microsoft C++ exception:
std::bad_alloc at memory location 0x0012fd24..
in the line:
On 6/13/2011 12:36 PM, Josue Hernandez wrote:
> this is the problem: when i run one osg solution the follow message appears:
> Unhandled exception at 0x7c812afb in VGM.exe: Microsoft C++ exception:
> std::bad_alloc at memory location 0x0012fce4..
> and mark this line:
> osg::ref_ptr traits = new
Hi,
this is the problem: when i run one osg solution the follow message appears:
Unhandled exception at 0x7c812afb in VGM.exe: Microsoft C++ exception:
std::bad_alloc at memory location 0x0012fce4..
and mark this line:
osg::ref_ptr traits = new
osg::GraphicsContext::Traits;
What could be the
On 6/13/2011 12:28 PM, basil huffman wrote:
> That was it. Thanks again.
For what it's worth, I learned this the hard way.
64-bit symbols lack the leading underscore. So, if you dump the lib symbol
table, you
can tell if you're working with 64-bit or 32-bit library code.
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That was it. Thanks again.
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On 6/13/2011 11:48 AM, basil huffman wrote:
> Hello all, its me again.
> I was reading more into that e-book tutorial listed earlier in this thread.
> I copy-pasted the example on how to build a simple scene graph (p53), which
> consists of just a single quadrilateral.
> It compiles fine but blo
Hello all, its me again.
I was reading more into that e-book tutorial listed earlier in this thread. I
copy-pasted the example on how to build a simple scene graph (p53), which
consists of just a single quadrilateral.
It compiles fine but blows up when it tries to link. I have made sure that
On 6/13/2011 11:21 AM, Torben Dannhauer wrote:
> 1. If the node is a pagedLOG: Modify the entry and add to all paged filenames
> the ".terrainmod" suffix to ensure that they are also loaded via the pseudo
> loader.
I did this too. It turns out not to be needed. If you pre-load your
psuedoload
Hi Chris
Yes I implemented already working prototype, but managing (especially reverting
modifications) is not yet finished. The following lines describe what I have
implemented so far.
I have a pseudo laoder, which loads file with the suffix ".terrainmod":
1. It strips the filename
2. Loads th
Thanks for the quick answer.
I'm using OSG 2.8.3 with osgOcean.
The 3D views are embedded in an existing MOTIF application which I cannot
modify. Instead, this application calls my library with the widget that I need
to draw on.
I use XDisplay(Widget w) to get the screen for each widget (5 wid
As some of you may know, I've been involved in OSG for a very long time,
especially in
terrain and geospatial work, and I've been doing 3D graphics (especially
terrain) since 1992.
My company, AlphaPixel has done some pretty cool OSG work, but as many of you
are
familiar with, a lot of it m
Hi,
On Fri, Jun 10, 2011 at 7:59 PM, Alberto Jaspe wrote:
>>
>> 1) how do you cap holes when performing dynamic clipping?
>
> Every poly behind the holes is viewed by its back face. You only have to
> fill any back face with an uniform color in a fragment program.
Actually I implemented the
Indeed, thanks a lot.
Cheers,
Chris
On Mon, Jun 13, 2011 at 4:44 PM, Paul Martz wrote:
> Looks good to me, Robert. Thanks for your help.
>
> I'll send a note to webmaster at opengl.org/khronos.org to publicize the
> release.
> -Paul
>
>
>
> On 6/13/2011 8:33 AM, Robert Osfield wrote:
>
>> Hi
Looks good to me, Robert. Thanks for your help.
I'll send a note to webmaster at opengl.org/khronos.org to publicize the
release.
-Paul
On 6/13/2011 8:33 AM, Robert Osfield wrote:
Hi All,
Download links should all be updated now, let me know if I've missed something.
Cheers,
Robert.
On 6/13/2011 7:51 AM, Elhanan Ilani wrote:
> Hi,
> I have a simple problem (I think...) but I just can't find an answer.
> The problem is this: Given an osg scene and a camera I want a list
> of all the nodes which are visible to the camera.
> Can I do it with a cull visitor?
Perhaps you could d
On 6/13/2011 4:27 AM, Torben Dannhauer wrote:
> My current approach:
> Force/query the DB Pager to reload the affected tiles/subgraphs and apply the
> new modification algorithm while loading (again, via the pseudo loader).
> Everytime a modified tile is loaded, the alogrithm should replace in th
Hi All,
Download links should all be updated now, let me know if I've missed something.
Cheers,
Robert.
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Hi Vincent,
The osgViewer library has built in support for doing multiple
screens/contexts, I would recommend using this, rather than trying to
cook your own solution for it. It is possible to have your app
provided the window and let the OSG create the GLX context for each
window, so this might
Hi,
Maybe a logarithmic depth buffer could be an alternative?
http://www.gamasutra.com/blogs/BranoKemen/20090812/2725/Logarithmic_Depth_Buffer.php
Haven't tried it myself yet though.
Cheers,
Anders
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Hi,
I'm working on a part of a big application that has to render a few 3D views of
the same scene, spread along multiple screens. The application itself is
entirely using X/MOTIF and my part receives a widget in which I have to draw
the 3D content every so often.
It was working well before th
Hi,
I have a simple problem (I think...) but I just can't find an answer.
The problem is this: Given an osg scene and a camera I want a list
of all the nodes which are visible to the camera.
Can I do it with a cull visitor?
Maybe I need a Polytope intersector?
Help would be much appreciated.
Hi,
answering my own question as I figured it out, but not sure if there's a better
sollution.
I created an UpdateCallback without calling traverse( node , nodeVisitor ) in
the operator() method.
I attached this callback to all but one Group, in the example of the original
post to group2.
Skini
Cool, Thanks,
Just wanted to make sure it had not been forgotten :-)
Cheers, and thanks again,
Chris
On Mon, Jun 13, 2011 at 2:49 PM, Robert Osfield wrote:
> Hi Chris,
>
> I haven't had a chance to update them yet as I was very busy on Friday
> preparing for a trip and was away this weekend. B
Hi Chris,
I haven't had a chance to update them yet as I was very busy on Friday
preparing for a trip and was away this weekend. Back now and should
have the pages updated this afternnon.
Robert.
On Mon, Jun 13, 2011 at 1:06 PM, Chris Jaquet wrote:
> Good Afternoon,
>
> I do not know if it is
Hi,
ps :)
I meant drawbacks
Cheers,
Torben
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Hi,
me neither..
Cheers,
Torben
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Good Afternoon,
I do not know if it is a caching issue with the proxies on my end or not,
but I cannot see the download links for the latest stable release (2.8.5) on
the site
http://www.openscenegraph.org/projects/osg/wiki/Downloads
or on
http://www.openscenegraph.org/projects/osg/wiki/Downloa
Hi boys,
I followed the same instruction without success. I think the problem is the
dependencies.
The Readme says we need:
OpenGL and GLUT libraries
Cg 2.0 Toolkit
But while I was compiling I had several errors, then I tried to install the
dependiences and install the collada-dom-2.3 version.
Hi Torben,
On Mon, Jun 13, 2011 at 11:10 AM, Torben Dannhauer
wrote:
> my Scene is a VPB generated globe. I could use the depth partition to reduce
> the z-buffer issue while watching close objects together with the globe nd
> its horizon..
Go try it, and report back the performance you get ;-
Hi,
I need an approach to modify osgTerrain at runtime. Therefore I implemented a
pseudo loader, which acts transparent to the rest of the system and modifies
the loaded height values. (to flatten the terrain around a selected airport)
This approach works well, but it works not on run time, but
Hi Stephan,
finally I solved the problem, thank you for your support!
It is that when the xcode project is created the SDK version specified is
wrong.
I Used your cmake options you sent me in the previous mail, but the
compilation did fail again, so I checked for the xcode project options and
I o
Hi Robert,
my Scene is a VPB generated globe. I could use the depth partition to reduce
the z-buffer issue while watching close objects together with the globe nd its
horizon..
But I have no clue about the backdraws.
Thank you!
Cheers,
Torben
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Hi Torben,
On Mon, Jun 13, 2011 at 7:57 AM, Torben Dannhauer wrote:
> thanks for your short explanation, thats interesting for me as well.
>
> One question: How does depth partitioning affect the rendering performance?
It depends upon your scene graph and view so there isn't any one answer.
For
Hi Darko,
On Mon, Jun 13, 2011 at 2:24 AM, Darko Radiceski wrote:
> I just checked out 2.9.16 and notice my app wouldnt compile since
> setExpiryDelay(double) from the DatabasePager class is gone.
>
> Is there anything else what we should be using to a similar effect? Or good
> practice?
>
> An
Hi Isha,
On Fri, Jun 10, 2011 at 3:36 PM, Isha Kandaswamy
wrote:
> Hi,
>
> I'm also using svn/trunk version of the OSG and the 3.6.1
> version of DCMTK, and built both myself from source.
>
> I'm using a ubuntu 10.04 64 bit linux system with an and I dont know if i
> have a graphics card or ope
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