Hey all,
I get the same behaviour. My vpb commandline is:
-d /home/stephan/Dev/Terrain/Test/srtm1arcsec/ -t
/home/stephan/Dev/Terrain/Test/landsat_warped/ --geocentric -o
/home/stephan/Dev/Terrain/Test/output_srtm1sec_landsat/test.osgt
--TERRAIN --PagedLOD --compressor-nvtt-nocuda --compresse
Hi Hartwig,
I have now checked the changes in svn/trunk and the OSG-3.2 branch.
Could you test this out,
Thanks,
Robert.
On 23 February 2015 at 20:31, Hartwig Wiesmann
wrote:
> Hi,
>
> the allocate modification definitely works because I already implemented
> it by myself. For the others I do
Hi,
the allocate modification definitely works because I already implemented it by
myself. For the others I do not have a test case at hand but should work, too.
Thank you!
Cheers,
Hartwig
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Hi Michi,
I did some builds with VPB last week and didn't come across any flipping
problems with the datasets I was working with.
My guess it must just be happening for certain datasets. Could you provide
guidance on how you are running osgdem and the data you are using to see
this flipping issue
Hi Hartwig,
Looks like you've stumbled across bugs in the C++ std imlementation and the
osg::TransferFunction1D. Good work :-)
I have had a look at the TransferFunction.cpp and believe the following
mods would be appropriate. I've attached the TransferFunction.cpp that
I've just modified as wel
Hi Gianni,
Back at my compute with chance with a more detailed reply. I would
recommend you look up how the boost and std::shared_ptr are implemented.
They actually have a pointer to a reference count shared object that points
to the actual object you want to manage. So your object itself doesn'
Moin! Any news to this topic? I built VPB from current sources yesterday and
the problem with flipped textures still exists. My DEM and image file are of
the same extent and reference system. Loading the DEM alone works fine. When I
specify just the image file via -t without any DEM (omitting -d
Looks like a missing include. Try adding an #include to the top of
that file.
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Hi,
if compiling OSG for OS X or iOS there is a nasty bug in the std::map library.
This bug only exists when the C++ language dialect is C++98, GNU++ 98 or when
using the compiler's default dialect. Due to this bug assignments like
Code:
aMap = aMap
clear the content of aMap.
This bug can oc
Hi,
but isn't ref_ptr too much "intrusive"? I mean, what if I need to write my own
class hierarchy of lightweights objects, that can be used both without
reference handling in real time applications and with "smart pointers" in a GUI
application? I think I can't do that with ref_ptr because all
On 23 February 2015 at 13:09, Nicolas Baillard
wrote:
>
> robertosfield wrote:
> > The OSG doesn't mutex lock GL objects for a single context as the costs
> would be prohibitive, and it's only required for shared contexts usage so
> it's not a penalty that is worth paying.
>
> If I didn't use ren
robertosfield wrote:
> The OSG doesn't mutex lock GL objects for a single context as the costs would
> be prohibitive, and it's only required for shared contexts usage so it's not
> a penalty that is worth paying.
If I didn't use render to texture at all (or if I didn't try to share the
genera
With the .osg file I can load it reliably, and substituting in some local
images I get it to texture just fine. However, as soon as I attempt to
converting this working .osg file to .osgt and then load the .osgt I get:
AsciiInputIterator::readProperty(): Unmatched property }, expecting UniqueID
I
Hi Sebastian,
On 23 February 2015 at 12:44, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> I have the images sitting relative to the file. They get loaded correctly,
> so this doesn't make a difference here. Even removing the parts from the
> file using the image will still re
Hi Robert,
Hi Sebastian,
I've tried to get things rendering with the e_works.osgt and have
found that if I substitute in an image file that are part of the
OpenSceneGraph-Data/Images rather than the file references local to
your system I get it to load. It looks like part of the problem
rel
Here's the osg-version (which is working)
It has taken the same path (visitors and optimizers) as the non-working
osgt/osgb versions
Cheers
Sebastian
I tried to narrow it down by removing parts of the file. The first
culprit seems to be in the TextureAttribute. Removing it, will move
the e
Hi Sebastian,
I've tried to get things rendering with the e_works.osgt and have found
that if I substitute in an image file that are part of the
OpenSceneGraph-Data/Images rather than the file references local to your
system I get it to load. It looks like part of the problem relates to what
happ
Hi Robert,
I tried to narrow it down by removing parts of the file. The first
culprit seems to be in the TextureAttribute. Removing it, will move the
error towards the end of the file.
I also counted the curly braces to see if the number of opening and
closing tags matches, which is true.
Unfo
Hi Sebastian,
I have just tried both files with svn/trunk version of the OSG. I see both
have 3.3.4 version and latest SOVersion marked in them so you've made them
recently.
When I run the following I get:
$ osgviewer e_works.osgt
AsciiInputIterator::readProperty(): Unmatched property }, expect
Hi Jacob,
I do understand your reservations :)
I am 'jacmoe' at the www ogre3d org/forums and have been a moderator with
administrative privileges since 2005.
Normally, I'd hang around a bit before jumping into a moderator role, but as
far as I can see, you're in dire need of some help, hence
Hi Sebastian,
On 23 February 2015 at 10:59, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> right now I'm the only active moderator, so getting some help/redundancy
> is certainly good (Biggest part of the job is removing spam and telling
> people to change their names accordi
I do understand your reservations :)
I am 'jacmoe' at the www ogre3d org/forums and have been a moderator with
administrative privileges since 2005.
Normally, I'd hang around a bit before jumping into a moderator role, but as
far as I can see, you're in dire need of some help, hence my applicat
Hi Robert,
right now I'm the only active moderator, so getting some help/redundancy
is certainly good (Biggest part of the job is removing spam and telling
people to change their names according to the rules)
But I got some mixed feelings adding a moderator which hasn't been an
active member o
Thank you very much. I didn't think it would be that easy.
Most likely I would have tried to subclass osg::Viewer and roll my own
event handler. ;)
Christian
2015-02-23 10:58 GMT+01:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:
> Hi Christian
>
> simply use the "setKeyEventSet
Hi Martin,
For basic types like Vec3, BoundingBox you can simply create a table with
the named elements and the LuaScriptEngine will adapt these to the
appropriate osg::Vec3 i.e.
For a vec3 :
{x=10,y=2,z=20}
For a colour vec4:
{r=0.4,g=0.2,b=0.1,a=1.0}
For a bounding box:
{xMin=0, yMin=0
Thanks for volunteering Jacob. I'm not involved with management of the
forum so can't personally add you. Hopefully the other moderators or
original creator of the forum Art Tevs will spot your post and get you
signed up. If not I'll send a direct email.
Cheers,
Robert.
On 21 February 2015 at
Hi Nicolas,
On 23 February 2015 at 09:35, Nicolas Baillard
wrote:
> By "sharing of GL objects between contexts" I assume you mean the
> sharedContext member of the GraphicsContext::Traits structure correct ?
>
Yes, this is how one sets up shared contexts. This means you'll need to
run SingleT
Hi Christian
simply use the "setKeyEventSetsDone" method of the viewer.
Cheers
Sebastian
Hi,
this may be a bit of a "stupid" question, but at the moment I don't
know any answer.
We use a handheld powerpoint clicker device with 4 buttons to navigate
through an OSG based application. One of
Hi,
this may be a bit of a "stupid" question, but at the moment I don't know
any answer.
We use a handheld powerpoint clicker device with 4 buttons to navigate
through an OSG based application. One of these buttons is assigned to the
ESC key (and we haven't found a way to reassign it yet), which
Thank you Robert.
By "sharing of GL objects between contexts" I assume you mean the sharedContext
member of the GraphicsContext::Traits structure correct ?
I do set this member for all my contexts. If I don't set it then my windows
don't display the texture generated by my master camera, they d
Hi Nicolas,
The OSG by default will use separate OpenGL objects and associated buffers
for each graphics context. If you enable sharing of GL objects between
contexts then you'll need to run the application single theaded to avoid
these shared GL objects and associated buffers being contend.
If
Hello dear OSG-community,
I would like to become a moderator so that I can help out ;)
I am a long time member of the Ogre community and have been a moderator at the
ogre3d forum since 2005.
I am also a moderator at the Yii Framework forum, btw.
Now, I plan to dabble in OSG, even though my prima
Hello everyone.
I have a view with a master camera rendering to a texture. Then I have two
slave cameras that display this texture into two different windows (so two
different rendering contexts). When I use the DrawThreadPerContext threading
model I get a crash into Texture::TextureObjectSet::
Am 19.02.2015 um 16:55 schrieb Robert Osfield:
Hi Sebastian,
I'm currently working on wrapping up the shader composition usage in
osgTerrain and not yet in place where I can down tools and take on
another potentially complicated subject. Once I've wrapped up my
current work I'll have a look.
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