Hi Rafa,
Thank you for the nice help.
I did as you said. But still textures are not displayed.
These are the things what I did
1) I added -losgdb_jpeg under LOCAL_LDFLAGS in Android.mk file
2) I added ljpeg under LOCAL_LDLIBS in Android.mk file
3) I added USE_OSGPLUGIN(jpeg) to OsgMainApp.hpp
Hi Koduri,
I did as you said. But still textures are not displayed.
These are the things what I did
1) I added -losgdb_jpeg under LOCAL_LDFLAGS in Android.mk file
2) I added ljpeg under LOCAL_LDLIBS in Android.mk file
3) I added USE_OSGPLUGIN(jpeg) to OsgMainApp.hpp file.
4) The JPEG is
Hi
functionally it is about same as osgPPU as far as i can tell, but more
straightforward and easy to use. I like it :)
Was missing ogre-like materials and compositiors when working with osg, tyvm
for your work.
10.09.2012, 18:57, Wang Rui wangra...@gmail.com:
Hi all,
Just to announce that
I saw that installing OSG on Linux would be easy, so gave it a shot on RHEL6.x.
OSG built without any problems, and I set the paths mentioned in this page
(http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted).
But when I created a git clone of virtualplanetbuilder and typed
Hi Nav,
sounds like the libraries are not found at the usual places, both for the
plugins (that is why the cow is not loading) and for the configuration of VPB.
Did you do the sudo make install?
Also sometimes I had to do ldconfig when I installed new libraries for the
first time.
I am not
Hi Nav,
2012/9/11 Nav Joseph nk...@tatapowersed.com
I saw that installing OSG on Linux would be easy, so gave it a shot on
RHEL6.x.
OSG built without any problems, and I set the paths mentioned in this page
(http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted).
But
2012/9/11 Jordi Torres jtorresfa...@gmail.com
Hi Nav,
2012/9/11 Nav Joseph nk...@tatapowersed.com
I saw that installing OSG on Linux would be easy, so gave it a shot on
RHEL6.x.
OSG built without any problems, and I set the paths mentioned in this
page (
Thanks Jordi;
I have 'lib', 'bin' and 'include' in my osg folder, but no 'share' directory.
Viewer is working now! :-)
I had to type
Code:
./osgviewer cow.osg
I was getting an error of a cannot open display and the viewer not being able
to create a window, but that was because I was the
2012/9/11 Nav Joseph nk...@tatapowersed.com
Thanks Jordi;
I have 'lib', 'bin' and 'include' in my osg folder, but no 'share'
directory.
Yes, the 'share' directory appears when you compile and install the osg
examples.
Viewer is working now! :-)
I had to type
Code:
./osgviewer cow.osg
in the osgmanipulator.cpp sample (using OpenSceneGraph 3.1.2 dev release):
Why is the gray cylinder not moving with the TabPlaneDragger ? I can
only move the dragger frame around, but the object linked to it does
not respond. Is that a bug or a feature? Are composite draggers
broken?
How would I
Thanks a lot, with your tip it works !
Alistair Baxter wrote:
-Original Message-
From: [mailto:] On Behalf Of Lucas SART
Sent: 07 September 2012 11:08
To:
Subject: Re: OSG + QT and QTabWidget: Disappearing scene graph
Hi,
I had looking for why it doesn't work. It
Hi all,
a quick followup. The TabPlaneDragger seems to work fine in OSG 3.0.1,
so it appears the problem is limited to the current development
branch.
Christian
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Ah, seems you're right.. I
just tweaked it to load an oBJ I've been using for testing (company
logo graphic) and now I'm up at 200fps in each of my 2 viewers, much
better.
Can I get a quick run-down on what exactly kicks it off the "fast path"?
Or is this documented on the Wiki somewhere?
Hi Christian,
On 11 September 2012 12:35, Christian Buchner
christian.buch...@gmail.com wrote:
in the osgmanipulator.cpp sample (using OpenSceneGraph 3.1.2 dev release):
Why is the gray cylinder not moving with the TabPlaneDragger ? I can
only move the dragger frame around, but the object
Hi you can take a look at Geometry::computeFastPathsUsed() source and check yourself. As a general rule you are going to be slow, if your geometry uses separate indices in osg::Geometry for vertex attribs (not those in DrawElements*** primitive sets, but those set with
On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote:
Hi Jeremy,
Thanks for the tests and feedback. I'm focusing on creating a material
system which may be a little similar to the Ogre one but will be very
easy to integrate with OSG scenes. I'd like to also have a benchmark
including a
Here's my shot at using a subclassed Translate2DDragger to move actual
objects on a plane (without displaying any handles).
They key is to make the movable object a child of the dragger, and to
disallow the dragger to override the color of that child.
See attachment.
Christian
/* OpenSceneGraph
Hello.
In the example you mention the is this text:
Add the path to GL3/gl3.h to the CMake compiler flags, CMAKE_CXX_FLAGS and
CMAKE_CXX_FLAGS_DEBUG (for release and debug builds; others if you use other
build configurations). The text to add should look something like this:
/I “C:\GLHeader”
The
Hi,
I have a scene containing several mirrors but I would only like to enable RTT
camera if the node representing a mirror is visible. I am trying to check if
the specific Drawable was culled or not but so far I was not getting the
results I wanted.
Before getting into details on how I am
On 09/11/2012 09:41 AM, Sergey Polischuk wrote:
Hi
you can take a look at Geometry::computeFastPathsUsed() source and
check yourself. As a general rule you are going to be slow, if your
geometry uses separate indices in osg::Geometry for vertex attribs
(not those in DrawElements*** primitive
Hi Robert,
if I understand correctly
NodeTrackerManipulator::performMovementMiddleMouseButton method is basically
not implemented so computeNodeCenterAndRotation call could be avoided.
The same for NodeTrackerManipulator::performMovementRightMouseButton since the
actual implementation of
In addition NodeTrackerManipulator::performMovementLeftMouseButton calls
computeNodeCenterAndRotation() but maybe it is useless also in this case.
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49935#49935
Are you on Windows or Linux?
If Windows, are you running with debug OSG libs? If so, release OSG libs
are much faster.
Just a thought...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Randall
All,
I have a couple of questions regarding LineSegmentIntersector.
I noticed that for a given line segment, it currently computes and
returns ALL intersections with a given geometry in the scene.
My questions are:
1) Does it support a feature of detecting a hit and then
Hi Shayne,
The base osgUtil::Intersector class supports setting the limits on
intersection results, using the setIntersectionLimit() method. The current
options are NO_LIMIT, LIMIT_ONE_PER_DRAWABLE, LIMIT_ONE, LIMIT_NEAREST.
On Tue, Sep 11, 2012 at 9:47 AM, Tueller, Shayne R Civ USAF AFMC 519
Thanks Robert and Rafa,
Looks I had set the display settings on the viewer correctly but I was not
actually rendering with the main camera in the scene graph, I only had an
ortho2d camera rendering a HUD underneath the root node.
Once I had placed some geometry underneath the root node to be
Farshid,
Thanks much for the input and addressing my questions. That is good news
that the support is there.
I'm assuming the default is NO_LIMIT. Is this true?
Thanks,
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Just a follow on question to my previous email...
Is this functionality of setting limits on intersection results only
found in later versions of OSG? I'm currently using OSG 2.9.11 and I
can't find any support for this. I guess this would explain why I asked
the questions in the first place.
If
Hi Shayne,
Yes, the default is NO_LIMIT. I'm using it in version 2.9.12, but I think I
might have backported it from a newer version. Sounds like you'll need to
do an upgrade to get this feature.
Cheers,
Farshid
On Tue, Sep 11, 2012 at 10:25 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC
Farshid,
Thank you for your help...:)
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Farshid
Lashkari
Sent: Tuesday, September 11, 2012 11:28 AM
To: OpenSceneGraph Users
Subject: Re:
I have a situation that is requiring me to use raw gl commands in the
drawImplementation of an osg::Drawable. I have a double buffer that is
not updated fully until draw time as opposed to update time and I am not
at liberty to change this. Currently in the drawImplementation, I get
the current
On Tue, 2012-09-11 at 16:52 +0200, Janna Terde wrote:
Hi,
I have a scene containing several mirrors but I would only like to enable RTT
camera if the node representing a mirror is visible. I am trying to check if
the specific Drawable was culled or not but so far I was not getting the
Hi Jeremy,
I can cull the RTT camera using its cull mask or node mask however I need to
know when should I do it. I would like to cull the camera when the node
representing the mirror (Geode) is culled so when it is outside of the viewing
frustum. This is what I am trying to do, I've tried to
Hi,
I am trying to setup 2 cameras viewing the same scene but with different cull
masks. Some nodes have nodemask 0x1, others 0x2.
It only seems to work if I use 0x2 as a cullmask for one of the two cameras,
and the other camera doesn't see anything unless i set it's cullmask to 0xf.
but I
On Tue, 2012-09-11 at 20:36 +0200, Janna Terde wrote:
Hi Jeremy,
I can cull the RTT camera using its cull mask or node mask however I need to
know when should I do it. I would like to cull the camera when the node
representing the mirror (Geode) is culled so when it is outside of the
Hello.
Has anyone managed to make AntTweakBar work with OpengGL 3.2 and the usage
of shaders in the models ?
Thnx.
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Hi Janna,
From my understanding there is no built-in and simple way of
accomplishing this, but it is possible. I have a similar feature working in
my application that does the following:
- I attach a custom cull callback to the drawable I am interested in. This
cull callback simply records the
Hi,
I think I got it to work using Polytope like this:
Code:
osg::Polytope frustum;
frustum.setToUnitFrustum();
frustum.transformProvidingInverse(mMainCamera-getViewMatrix() *
mMainCamera-getProjectionMatrix() );
bool isNotCulled = frustum.contains(boundingBox);
Cheers,
Janna
Hi Farshid,
Your method is interesting. Before I've tried to use isCulled from CullVisitor
but I was getting inconsistent results and did not figure out why.
So I've tried to manually do the test using Polytope for the frustum check and
it seems to be working fine so I think I will go with it
OSX
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
September 11,
2012 11:33 AM
Are you on Windows or
Linux? If Windows, are you running with debug OSG libs? If so,
release OSG libsare much faster.Just a thought...-Shayne-Original
Message-From:
false alarm ... someone had put a 0x2 node mask on the initial scene group
node. Everything works now.
Moderators, feel free to delete this thread.
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49954#49954
I've done this in raw OpenGL before, but I can't for the life of me get
it working in OpenSceneGraph. I need to render a scene and then display
the result in 2 separate windows: One showing the Color Buffer, one
SHowing the Depth Buffer (and eventually a 3rd showing the STencil
Buffer). I've
Hi Jeremy,
Is there a term for this kind of approach? Well impostors comes to
mind. That's where you would replace a complex mesh by a quad with a
texture representing the complex mesh. Then when some criteria changes
significantly (orientation of the view to the object, light source
I'm not sure I understand Pererakos' question, as the errors he was getting
concern deprecated GL1/2 commands such as glLoadMatrixf(), which should not be
part of the OSG build if CMake was properly configured for GL3. I believe his
build is already finding the gl3.h header file.
I suspect he
Hi Jeremy,
I will add a setEnable() method for each technique and pass of the
compositor so we can control the forward/deferred rendering work more
accurately. A texture which is attached with certain pass won't be
updated if the pass is disabled, and will become activated when the
pass is
Hi Peterakos,
Sorry for a little late to reply the same question on GitHub.
The AntTweakBar example currently use a camera draw callback to render
UI elements. This may not be suitable for some practical uses, as draw
callbacks won't keep its own state sets. Thus when you apply shaders
to scene
I've just recalled that there also exist gameswf project which allows
for Flash UI inside games.
http://tulrich.com/textweb.pl?path=geekstuff/gameswf.txt
Would be nice to see this one integrated. Would make a lot of hype
with some easy flash demos :P
Oh, you mean GameSWF. Yes it is in my TODO list. But in fact GameSWF
doesn't handle AS3 so it may not be enough for Flash UI needs. I was
interested in Vektrix before, which provides a better framework for
Flash and AS3 (using Tamarin), but it seems inactivated now.
Thanks for the notification,
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