hello Chris Hanson,
currently is updating website,after while you can goto look at and
download all is there.
cheers
Learned osg five months
2014-06-27 11:22 GMT+08:00 Chris Hanson :
> Ok. Could you maybe explain what exactly it is you're doing and how you're
> running in D3D9.0? Because this
Hi Sebastian ,
I'm sorry for the confusion.
The distortion value is a function of position, and it's for per vextex. It
won't changed over time.
To be more details, the distortion function will calculate the pixel
coordinates based on the passing vertex positions.
Thanks!
Ying
-
Hi Nick,
I am reading the code. Thanks for your help!!! :D
...
Cheers,
Andrés
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I was trying to save a file to .ive format today but that failed with the
message: "Unknown node in Group::write(), className()=Geometry"
So right now it looks like it's impossible to write to .ive files.
While osgt/osgb files work I looked at the code and noticed that the
osg::Drawable does not
Hi,
I am new with OpenSceneGraph,
I try to have two camera, one main, and second one follow a node in my scene.
The idea is when i move the node with a manipulator i move the second camera in
the same time.
If you want my drity source code, go to pastbin and add u3eC0eBi to the url.
So my idea
Today,when updating the www.osg3d.org website encounter some problem,so i
upload the full sourcecode version first,this package include all the tools
and source code needed.
the download URL is:
http://115.126.74.11/OpenSceneGraph3.3.2DEVD3D9.zip
size:1.1G
cheers
Learned osg five months
__
Hi,
I use the Render to texture method to get a float image, then I need to process
the image to make the data is in the range of 0-255, after that I want to
display the image. But I don't know how to handle it,is there anyone know how
do it? Thank you.
Thank you!
Cheers,
Hao
Hi
>The idea is when i move the node with a manipulator i move the second
camera in the same time.
You can attach NodeCallback to the second Camera
(Camera::setUpdateCallback) that will follow the node moved by the main
Camera. In your callback you do something like:
camera->setViewMatrixAsLookA
Hi,
I would like to develop Apps with OSG and Qt for BlackBerry10 devices.
I've built OSG for BlackBerry10 using the CMake GUI and the ARM toolchain which
is provided by the BlackBerry Native SDK. In CMake, I added
the include path and the library of GDAL which I also built from source
HI Guiseppe,
I haven't heard of others tackling Blackberry with the OSG yet, so
your working right on the bleeding edge so discovering new problems
that will need to worked through. The ApplicationUsage singleton is
initialized by the first call to it's instance() method, perhaps
multi-threaded s
I'm downloading it for about 2.5 hours now. Too curious into the ongoing
show.
2014-06-27 18:42 GMT+07:00 LearningOSG LearningOSG :
> Today,when updating the www.osg3d.org website encounter some problem,so i
> upload the full sourcecode version first,this package include all the tools
> and sour
me too :)
Nick
On Fri, Jun 27, 2014 at 4:05 PM, michael kapelko wrote:
> I'm downloading it for about 2.5 hours now. Too curious into the ongoing
> show.
>
>
> 2014-06-27 18:42 GMT+07:00 LearningOSG LearningOSG
> :
>
>> Today,when updating the www.osg3d.org website encounter some problem,so
>
HI Glenn et. al,
I have been looking into the CompositeVIew/View focus issue and have
resolved it by adding a render order sort into list of Cameras that
have Viewport that enclose the current mouse position. The last
Camera rendered will be the topmost one so can be taken as the one
that gets fo
On Fri, Jun 27, 2014 at 4:05 PM, Trajce Nikolov NICK
wrote:
> me too :)
>
> Nick
>
That's over a 1.1GB of compressed source code? Does it contain the
entire Windows source code too or what?
If someone could mirror the material on a faster server I would also
have a look, but even on our very fas
Thanks Pjotr, fix merged and submitted to svn/trunk.
On 27 June 2014 11:16, Pjotr Svetachov wrote:
> Hi Robert,
>
> I made a small change to DataOutputStream.cpp which makes saving Geodes
> possible again. This is only half a fix as it only will save a Drawable that
> is part of a Geode. But th
Hi All,
I made a bug fix to the handling of events in CompositeViewer today,
and checked in a couple of fixes from users but each of these is low
risk w.r.t build and runtime so I've gone ahead and checked these into
the OSG-3.2 and used this as the bases for OpenSceneGraph-3.2.1
release candidate
I've researched deeper into my normal maps not working after fixing those
shader errors that have been reported under OS X, and found out that in my
pass1VS ( http://goo.gl/sT7m7n ) Tangent attribute is always (0, 0, 0). I
get it from osgUtil::TangentSpaceGenerator.
Any clues?
Thanks.
2014-06-26
I think this is his home DSL connection based on IP2Location report. I am
46% done (it says like 6 hours more). Let few of us download it and see
what it is to not overload his upload
Nick
On Fri, Jun 27, 2014 at 5:45 PM, Jan Ciger wrote:
> On Fri, Jun 27, 2014 at 4:05 PM, Trajce Nikolov NICK
Ok I got it downloaded
Looks like it's using some Mesa lib gldirect5 that uses DirectX to handle
OpenGL calls.
Kind of interesting, though other then XBox, Windows Phone and the normal
Surface all environments with DirectX have OpenGL anyway.
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htt
What is so big then (1.1GB)? If that was it I will cancel the download
Nick
On Fri, Jun 27, 2014 at 8:18 PM, Thomas Hogarth
wrote:
> Ok I got it downloaded
>
> Looks like it's using some Mesa lib gldirect5 that uses DirectX to handle
> OpenGL calls.
>
> Kind of interesting, though other then X
Hi Michael,
can you show the code calling the TSG and assigning the vertex attributes?
Usually you will have to to a high vertex attribute like 7 or 8, since
the lower numbers are mapped to the fixed function pipeline attributes.
I can check my code when I'm on my development machine again.
Whi
Here's my wrapper TSGVisitor class: http://goo.gl/Hd0WwJ
And I use ID=6 for the attribute.
I'll try 7 and 8.
2014-06-28 1:28 GMT+07:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:
> Hi Michael,
>
> can you show the code calling the TSG and assigning the vertex attributes?
> Usuall
Thomas, shoot me the file privately and I can mirror it onto my fast server
if you want. And strip it down if necessary.
On Fri, Jun 27, 2014 at 12:20 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> What is so big then (1.1GB)? If that was it I will cancel the download
>
> Nick
It's all the binaries and build files for osg the mesa lib, even a cmake exe in
there.
It's using this
http://sourceforge.net/projects/gldirect/
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So, is there any original code that is worth redistributing, or is it just
OSG compiled with an existing GL->DX emulator library?
On Fri, Jun 27, 2014 at 12:37 PM, Thomas Hogarth
wrote:
> It's all the binaries and build files for osg the mesa lib, even a cmake
> exe in there.
>
> It's using thi
I tried 7, 8, 9.
8 looked even more broken than before (looked like it was used by some
predefined attribute).
7 and 9 were (0, 0, 0) again.
2014-06-28 1:34 GMT+07:00 michael kapelko :
> Here's my wrapper TSGVisitor class: http://goo.gl/Hd0WwJ
> And I use ID=6 for the attribute.
> I'll try 7 and
Hi,
I just built 3.2.0 on Windows 8.1 using Visual Studio Express 2013 and cmake
3.0.0.
The machine (Lenovo X1) has a 2560x1440 (QHD) display on Intel Core i7 4400
graphics. When running:
C:\> osgviewer --window 50 50 1024 768 cow.osg
I get a window that takes up much more of the display th
I hit this recently and it's due to a rather peculiar assumption by MS:
http://msdn.microsoft.com/en-us/magazine/dn574798.aspx
Basically they've gone and broken every DPI aware program by assuming that
every program without the appropriate manifest setting is wrong.
Scroll done a bit and check o
I've deleted the binaries and am uploading the binaries.
It's just osg built with all the example etc again that mesa lib.
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Hi Robert,
Will you be putting this on the download page?
Tom Jolley
-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Robert Osfield
Sent: Friday, June 27, 2014 11:54 AM
To: OpenSceneGraph Users
Subject: [osg-users] OpenSceneGraph-
Robert,
I was in the process of building against OSG 3.3.2 to test, but ran into
issues (osgEath doesn't build against it so I need to address that). I may
not be able to complete testing until later since I'm heading off on
vacation. Just wanted to let you know why I had not responded.
Glenn Wal
Hi Tom,
I will update the webpage but not right away as I am a way from the
computer for the or st of today.
Robert
On 27 Jun 2014 20:32, "Jolley, Thomas P" wrote:
> Hi Robert,
>
> Will you be putting this on the download page?
>
>
> Tom Jolley
>
> -Original Message-
> From: osg-u
Hi Glenn,
Could you or Jason post the build breaks so I know where we stand w.r.t
mods to Osg or osgEath to keep things building.
Robert.
On 27 Jun 2014 20:52, "Glenn Waldron" wrote:
> Robert,
> I was in the process of building against OSG 3.3.2 to test, but ran into
> issues (osgEath doesn't b
Sure. These were the breaks:
1) osg::Geode::DrawableList type is gone; replaced usage of iterators with
getNumDrawables + getDrawable(i) (tag 3.3.2)
2) osg::Drawable::getBound() renamed to getBoundingBox(). Replaced with a
polyfill function (tag 3.3.2) Also computeBound() is now computeBoundingB
I tried it at my end as well. Well, I think Mr. Zhu (?) deserve credit for
being the first one that "publicly" tried this after the big and somewhat
weird marketing. It is just linking osg against gldirect library and you
can run osg now on XBox :-) (Robert? :-)). I read all the nice defensive
thou
Hi Nick,
This is only the very simple methods to provide the full(90%) convert,if
not use GLSL shader parts,if you also want use GLSL shades,I know a new
tool can convert GLSL to HLSL,Have some suggestions:
1.If you want to use this in OSG MT static Mode,minor osg lines changes
is need.
2.
Hi LearningOSG,
GLSL shaders could be converted to HLSL 'on the fly' via ANGLE project,
cannot say if you'd take this task, but should be, in principle, very
similar to what was already done:
just a modified ANGLE source should be used to be combined with what was
already done. Fortunately lic
Hi Sergey,
This is a very very minor works in osg,please not mind,and thanks
to use LearningOSG,this
is what i am doing,and like this name,OSG is a excellent lower simulation
layer,just like Linux.
But for world customers,they even not know what is OSG,and many of them
have no time to learn o
Hi LearningOSG,
>This is a very very minor works
yes, but you won't stop moving further? it would be sad if all endeavors
just stopped at the first step.
as for
>and many of them have no time to learn osg,they needed the final
results,the >finished simulator that they can used directly.
and f
Hi Sergey,
Agreed all of your points,but you seems ignored the most important one
point,all of the customers they only want the immediately results,and the
result quality is required highly,rarely of them hope to have dangers to
engage a thing too far to realize and not know the final results.
Hi LearningOSG,
>OSG to D3D9's convert is very simple,and i also conside this is nothing,so
>never mind.
ok, but you tried to sell it as a major feature and almost succeed, until
others got a look. To novice that might seem like a good approach to
communicate in professional community - but it is
Hi Sergey,
First i never wantn't to emphasize osg to d3d9 features,this is only a
feature mented in the coming OSGWARES 1.0 Beta,you can look at the osg
mailing lists again,one day a people named Chris Hanson in this list,say he
is in 51 areas about this feature,then have following Robert's just
Hi LearningOSG,among other feature which were mentioned was lua scripting
- this is exact feature which is now developed by Robert ( in the past it
was possible to script osg from other languages though, such as C# ).
btw I do not blame you, just try to convey to you, that how you behave
looks we
Hi Sergey,
Maybe make some disturb for the list members,the following things i want
to emphasize:
1.The currently Lua interface and features which osg is developping
haven't any relationships with OSGWARES 1.0 Beta.
2.In fact the big problems all the advanced osg develops faced is for
Exam
>Chris Hanson in this list,say he is in 51 areas
I'm in Area 51?
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Hi LearningOSG
>Sergey,Now a very ideal poeple or company hired you,and give you tons of
>moneys,and you get all of the offers and tell them please give me a team
and >many many years?just like delta3d???
this is exactly not a question to discuss on a list which is about
technical developments of
"hung Nevada",just the location of 51 ares,lol
2014-06-28 11:00 GMT+08:00 Chris Hanson :
> >Chris Hanson in this list,say he is in 51 areas
>
> I'm in Area 51?
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.opensc
yes,off topic,so we stop and not to continue this,let back to osg related
topics.
cheers
Learned osg five months
2014-06-28 10:06 GMT+08:00 Sergey Kurdakov :
> Hi LearningOSG,
>
> >OSG to D3D9's convert is very simple,and i also conside this is
> nothing,so >never mind.
>
> ok, but you tried to
Sergey, don't forget to append "Re: " when you reply. Otherwise, GMail sees
it as different threads. And that's even more annoying that what's
happening already ;)
2014-06-28 10:11 GMT+07:00 LearningOSG LearningOSG :
> yes,off topic,so we stop and not to continue this,let back to osg related
> t
Hi Michael.
>Sergey, don't forget to append "Re: " when you reply
strange, threading should not depend on Re: ( neither it depends in my web
gmail browser ), rather it was always a good way to keep the same name for
thread -according to old message lists etiquette ( it is just more
difficult curr
Nah. Looking at all the emails here, Re: is pretty much the standard.
2014-06-28 11:23 GMT+07:00 Sergey Kurdakov :
> Hi Michael.
>
>
> >Sergey, don't forget to append "Re: " when you reply
>
> strange, threading should not depend on Re: ( neither it depends in my web
> gmail browser ), rather it
It turned out that I was not calling osg::Program::addBindAttribLocation to
bind "Tangent" to "6". Somehow it worked fine under Linux. Now it works
under OS X, too.
2014-06-28 1:58 GMT+07:00 michael kapelko :
> I tried 7, 8, 9.
> 8 looked even more broken than before (looked like it was used by
Hi Glenn,
On 27 June 2014 22:08, Glenn Waldron wrote:
> Sure. These were the breaks:
I see that you are testing 3.3.2 rather than 3.2.1. Both have the fix
to the CompositeViewer event focus bug that you reported.
>
> 1) osg::Geode::DrawableList type is gone; replaced usage of iterators with
>
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