Hi Robert,
concerning your question about big dataset, at link :
http://kos.informatik.uni-osnabrueck.de/3Dscans/
at bullet 25, there is a file wue_city.tar.xz of about 5GB got by SLAM process.
This data set contains 6 3D laser scans. Each scan has up to 22,500,000 points.
I don't know what i
Hi Chris Hanson,
thank you for your suggestion and your advanced solution.
However, the Robert Osfield's answer solved completely issues concerning my
unclear question.
At the moment i find very hard to improve (using my equipment) performance
beyond 0.01 ms.
Anyway, i will take in consideration
Hi Robert,
thank you for your suggestion.
After using of :
osgDB::Registry::instance()->setBuildKdTreesHint(osgDB::Options::BUILD_KDTREES);
and
osgUtil::IntersectionVisitor iv(intersector.get());
iv.setUseKdTreeWhenAvailable(true);
intersector visitor performances are good again.
Now, the c
Hello everyone,
i spent my last weeks to find a reasonable cause concerning
osgUtil::LineSegmentIntersector on some osgt file.
In detail, i would like to identify objects in the scene, using line isector
(ray casting) starting from a certain point with a ray of 3 meter length .
Following the code
Hello Konstatine,
thank you for your suggestion.
Now CMAKE fills all Qt entries automatically.
But, osgQtWidgets and osgQtBrowser aren't in .sln
Looking into mypath\OpenSceneGraph-3.5.3\examples\CMakeLists.txt i found:
...
IF ( (QT4_FOUND AND QT_QTWEBKIT_FOUND) OR Qt5WebKitWidgets_FOUND )
Dear all,
i would like to enable Qt5 form Cmake(GUI) 3.8.2 using OSG 3.5.3 on Windows10.
I installed QT 5.8.0 in c:\QT\... and i set environment variable QTDIR to
C:\Qt\Qt5.8.0\5.8\msvc2013_64
My focus consits in get osgQtBrowser and osgQtWidgets example projects in osg
solutions (visual studio
Hi Filippe,
after some hours of disperate fighting against gstreamer pipeline, here the
pipeline that works for play video and audio (mp4) in a correct way:
Code:
gchar *string = g_strdup_printf("filesrc location=%s ! qtdemux name=demux
demux.video_0 ! queue ! video/x-h264 ! avdec_h264 ! videoc
Hi Filippe,
another detail i forgot to write in the previous post.
After OSGMOVIE execution, OSGDB::ReaderWriter returns FILE_NOT_HANDLED
Thank you!
Cheers,
Andrea
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Hi Filippe,
thank you for your reply.
Well, i tried front slash string for osgMovie parameters:
C:/SVILUPPO/CommonData/Movie/surf360converted.ogg --texture2D --interactive
--audio
but _width and _height attribute in GStreamerImageStream::open method,
continue to be equal to zero, and so this
Dear All,
i would like to share with you some issues concerning play video streaming
(with audio) starting from osgmovie.
I already used ffmpeg plugin with sdl2, but i get different results with the
same application (osgmovie) and the same video (.mp4 extension) on different
PCs:
- HP Z440 wit
Dear all,
i'm using osg::Imagestream with ffmpeg to play an .mp4 video
Sometimes happens that imagestream switch to Invalid status and a freeze image
appears. In this status image stream doesn't receive any command (play, rewind).
Is there a way to recover to PLAYING or PAUSE Status?
Thank you!
Hi Lauren,
GREAT!!! It's works!
Using the 3.0 version of ffmepg, i can play both video and audio correctly.
Thank you a lot!
Cheers,
Andrea
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Hi everyone,
i'm using osg3.5.6 on visual studio 2013 (windows 10), and i'm using ffmpeg
plugin combined with SDL2 to play video and audio streaming with osgmovie
example.
If i don't use SDL2 (no audio), video streaming works fine.
If i add SDL2 (audio), i get two bad results:
1) video stream g
Hi to all,
it seems that the problem is caused by 3DSmax exporter (both fbx and osgt). I
used the blender exporter (fbx) and i was able to load animation.
Thank you!
Cheers,
Andrea
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Hi Raymond,
unfortunally also with fbx file, animationManager used in osganimationhardware
is null.
About step : 3DSMax→Blender→osgexport
both with 3ds and fbx to blender, model appears very different from the
original (mesh and controllers).
Does exist other test that i should try?
Thank you
A
Hi Raymond,
thank you (and thank to Alberto) for your quick answer. I executed
osganimationhardware with the osgt file (3dsmax), but the application didn't
find any animation: animationManager is null after the readFile
Code:
osg::ref_ptr node = osgDB::readNodeFile("RightHandRigged3.osgt");
/
Hi,
I found a solution :
Code:
const uchar *qImageBuffer = (const uchar*)myOsgImage->data();
QImage img(qImageBuffer, myOsgImage->s(), myOsgImage->t(),
myOsgImage->getRowSizeInBytes(),
Hi,
I'm going to create a function which can investigate on each image inside a 3D
model.
I created a texture visitor which has a list of images belong to 3D model.
Now i would like to view each single image inside a qt widget (for example
inside a Label).
Is there a way to do that?
I used the os
Hi,
i have the same problem
I have a system where graphic board (nvidia K5000) must be setted to 60Hz, and
a projector able to go to 120Hz (between graphic card and projector there are 2
devices that work only to 60 Hz).
To visualize stereo 3D, this system uses a player like butterfly3D (or
Hi to all,
i looked at osgmovie.cpp. I used seek method of imagstream, but i'm unable to
visualize a specified frame (only the pecified frame).
Is it possibile to get this result with imagestream?
Thank you!
Cheers,
Andrea
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Hi everybody,
i'm wondering if is it possible to use ffmpeg plugin with OSG 3.0.1, to play a
video frame by frame.
I compiled osg 3.0.1 with ffmpeg plugin, and i run the osgmovie example with no
problem.
Now, what i'd like to do, is to play a video frame by frame : i would say to my
applicati
Hi everybody,
i'm wondering if is it possible to use ffmpeg plugin with OSG 3.0.1, to play a
video frame by frame.
I compiled osg 3.0.1 with ffmpeg plugin, and i run the osgmovie example with
no problem.
Now, what i'd like to do, is to play a video frame by frame : i would say to my
applicatio
Hi,
i solved the problem using the include file "osconfig.h" located in
"dcmtk-3.6.0\build_VS2008\include\dcmtk\config" instead of
"dcmtk-3.6.0\include\dcmtk\config".
Moreover, the cmake file of dcmtk should be modified, using /MD instead of
/MT click here (http://forum.openscenegraph.org/
Hi to all,
after dicom plugin compiling, i get this error :
..\DCMTK\dcmtk-3.6.0\ofstd\include\dcmtk/ofstd/ofstream.h(80) : fatal error
C1189: #error : DCMTK needs stringstream or strstream type
(i get this error both in debug and release configuration)
if i remove from project include dir :
Hi Sebastian,
the reason to split the shader effect into two different shaders, is to create
a software library ables to apply multiple effect (something like the
superposition property) on the same 3D model (or on the total scene).
I'm going to investigate on, and i hope to get a good result.
Hi,
using your suggestion :
"texture2D(previousTexture, gl_FragCoord.xy/ vec2(1024.0,512.0))"
i think to solve my doubts.
Pratically, what i would like to do is to use the color information coming from
the first pass, to color the twisted mesh of the second pass (using two
different and sepa
Hi Sebastian,
here you can find a minimal compileable example :
Code:
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
//
// Vertex shader pass 0 : Color
//
char vertexShaderSou
Hi Sebastian,
the first pass works well. I have tested it using the test_pass_0 (vertex and
fragment) and the HUD camera. (The result in the attached picture).
I'm going to prepare a minimal compileable example.
Thank you!
Cheers,
Andrea
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Hi Sebastian,
tahnk you for your suggestions. I have taken some days to study your solutions
and to apply them to my osg application. It seem that something is going on,
but i still get some doubts and some errors.
In the following code, i simulate the use of two shader on the same 3D object
(ce
Hi,
i'm wondering if is it possible to apply different shaders (vertex and
fragment) on the same osg::Node (not entire scene as RTT image) in this way :
The result (ouput) of the first vertex/fragment shader must be used as input of
the second vertex/fragment shader. In example, i have used a ve
Hi hybr(),
thank you. Now it works!
I have to change something to update the reflected image on camera moving ... i
have to check.
Thank you again.
Cheers,
Andrea
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Hi hybr,
thank you for your suggestion. With :
osg::Uniform* arrayIntensity=new
osg::Uniform(osg::Uniform::Type::FLOAT_VEC3,"Intensity[0]",2);
the osg application works correctly.
Thank you!
Cheers,
Andrea
PS: I have an nVidia _Quadro FX 4600.
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Hi Sebastian,
sure, i have forgotten to report the following code line in the previous
message (but this code line is present in the osg code):
stateset->addUniform(arrayIntensity);
so the osg code is :
Code:
program->addShader(vertexShader);
program->addShader(fragSh
Hi,
i have some problem using osg::Uniform as array to pass to my vertex shader.
I'm using osg 3.0.1 and visual studio 2008 (my video card has opengl 4.1
drivers)
Here my osg code :
Code:
...
program->addShader(vertexfilename);
program->addShader(fragmentfilename);
osg::StateS
Hi,
i'm finding a lot of difficult to solve this issue: pass uniform and attribute
parameters from osg application to shader.
In particular, referred to attribute (or in) parameter in vertex program :
Code:
#version 150
attribute vec3 Vertex;
attribute vec2 Uv;
uniform mat4 osg_Project
Hi all,
thank you for your suggestions.
the original vertex code is :
depthField.vert
-
attribute vec3 Vertex;
uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrix;
uniform mat4 ModelMatrix;
uniform vec3 ModelScale;
varying vec4 vPosition;
void main ()
{
vPosition = V
Hi to all,
i'm trying to visualize the "depth field" effect in my osg application, using
shader (vertex and fragment) from this link
http://devmaster.net/posts/3021/shader-effects-depth-of-field
The vertex program, requires as uniform the following :
uniform mat4 ProjectionMatrix;
uniform mat4
Hi all,
thank for your suggestions. Now 3d model keeps its color and material also
afeter shader applying.
thank again
Cheers,
Andrea
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Hi Glenn,
thank you for your suggestions. Can i do the same thing also with materials?
Thank you!
Cheers,
Andrea
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Hi Robert,
thank you for your replay. I'm going to check how to reproduce the same
materials and colors on 3d model with shaders.
Thank you!
Cheers,
Andrea
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Hi to all,
i'm looking for a way to allow collision only on specified nodes. Is there a
way to set a particular mask to some nodes, and "say" to osg to check collision
only for these nodes (and ignore all the other nodes in the scene)?
Thank you in advance.
PS: I would like to avoid to create a
Hello Jean-Sébastien,
thank you for your suggestion. I will look on 3DS MAX & Blender.
I hope to find a plugin that allows me a complete scene control.
Thank you!
Cheers,
Andrea
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Hi Andreas,
thank you for your quick answer.
I'm looking about software like : Blender, Lightwave, Maya and/or particolar
exporter (i.e. Collada)
Thank you!
Cheers,
Andrea
Thank you!
Cheers,
Andrea
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Hi,
so far, to display a 3D model with a hierarchy of nodes already included in the
model (such as DOF, SWITCH, LOD, ...), I used Multigen Creator, with models in
flt format. There is the possibility of having a 3D model (not Multigen
creator) that contains this hierarchy? For example, if you wa
Hi,
thank you for your answer.
I solved using :
osg::Geode* mGeodeWhoHasTexture; // Geode with texture
osg::ref_ptr mGeodeTexture;
osg::ref_ptr mOriginalImage; // original image
osg::ref_ptr mImageOne; // new image
// After image load
...
mGeodeTexture=dynamic_cast
(mGeodeWhoHasTexture->getDraw
Hi,
is it possibile change texture image of a given 3D model?
I have a 3D model coming from lightwave. I know the node* where i can find the
texture (i.e Sun.tga). I'm wondering if is it possibile to change the SUN
texture with another one (i.e MOON.tga) that has the same resolution.
Moreover th
Hi,
... a hope
Is there a class, like osgManipulator::TabBoxDragger and relative DraggerCall
back that allows object (osg::Node* ) clipping instead of resize or moving?
In this mode, picking on a box's plane, it is possible to cut the 3D model
inside the box on a fixed direction (one for eac
Hi Robert,
thank you for your suggestion.
Cheers,
Andrea
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Hi,
in osgVolume example, using --manipulator parameter, allows to "cut" the volume
as a cut plan (or clipplane).
Hoping it could be useful.
Cheers,
Andrea
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Hi to all,
I probably made a mistake in formulating the previous post. What I would try
to do, is the cutting plane on a volume (OSG:: volume). In the previous version
of OsgVolume example, there was a --clip parameters (now deprecated). Is there
a way to simulate a clip plane on a Volume?
Sh
Hi to all,
i'm looking for visualize and ispection a Volume got from dicom files.
I'm using osg 3.0.1 and dcmtk 3.6, vith vs 2008. Osg volume example, shows how
to load a dicom volume data. But, i'm wondering if is it possible to create a
Sectional Plane (like cut plane) on dicom Volume using osg
Hi Robert,
I will do a first test in this way. As soon as I can, I will move to the new
version.
I will post the result
Thank you!
Andrea
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Hi Robert,
thank you for your reply.
I was hoping to build the plugin with osg 2.8.2 for compatibility with other
modules.
But, if there are no way to compile, i'm forced to do that.
Thank you again.
Andrea
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Hi,
i'm looking for compiling osg dicom plugin. I have osg 2.8.2 and i downloaded
dcmtk source code 3.6.0 from http://dicom.offis.de/dcmtk.
First i have compiled dcmtk ... all ok.
Then, i get no error from compiling of ReaderWriterDICOM.cpp in Plugins dicom.
But i get Errors (only 113!!!) in l
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,
I would like to use osg_bvh plugin and osg:animation to animate a 3D model that
has DOFTransform nodes. But i don't understand how use osgAnimation::Skeleton,
osgAnimation::Animation, osgAnimation::BasicAnimationManager,
osgAnimation::Bone.
To animate a single DofTransform nodes inside model
Hi to all,
i have tried also to compile osg 2.8.3 fbx plugin, with fbx sdk 2010.0.2.
In this case, i get only one compiling error :
..\..\..\..\src\osgPlugins\fbx\ReaderWriterFBX.cpp(233) : error C2661:
'fbxsdk_201002::KFbxImporter::Initialize': no overloaded function takes 2
arguments
The err
Hi Michael,
thank you for answer. I have followed suggestion on :
"http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Plugins";
where, about fbx plugin there is the follo sugestion :
"Requires version 2011.3.1 (static libraries) of the FBX SDK. If you have
problems loading an
Hi,
i have compiled fbx plugin also with openscenegraph 2.8.3 and 2.9.6 (using fbx
sdk 2011.3.1) but i have compiling errors too.
Thank you!
Cheers,
Andrea
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Hi,
i would like to use fbx plugin with openscenegraph. I'm using openscenegraph
2.8.4 (Windows Xp, VisualStudio 2005), and fbx sdk 2011.3.1 (static).
During file compiling, i get :
fbxRNode.cpp -> OK
fbxRMesh.cpp -> Error
..\..\..\..\src\osgPlugins\fbx\fbxRMesh.cpp(244) : error C2039:
'GetTa
Hi,
I solved. The Problem is a null pointer of material, after :
osg::Material * material = (osg::Material *)
wireframe_subgraph->getOrCreateStateSet()->getAttribute(osg::StateAttribute::MATERIAL);
command.
I solved simply in this way :
osg::Material * material = new osg::Material();
material->
Hi,
i'm looking for give to an 3d object, some transparent value (not completely
transparency) . So, i'm starting from osgclip example, to make trasparent (with
0.5 opacity) the wireframe part of the cow.
part of the c++ code :
osg::Node* decorate_with_clip_node(osg::Node* subgraph)
{
...
floa
Hi Robert,
following your suggestions, i solved my doubts.
This is the correct code:
...
// cylinder :
osg::ClipNode* cnCylinder=new osg::ClipNode();
cnCylinder->addChild(cylinderModel);
groupCylynder->addChild(cnCylinder);
clipPlaneForCylinder=new osg::ClipPlane();
planeForCylinder=new osg
Hi,
i'm sorry the second question in the post above was my typing error in the
project properties (i have written .dll instead .lib).
So i can compile plugin DAE correctly with openscenegraph 2.8.2.
But i get the same warning message of 2.8.0 :
unsupported effect profile profile_GLSL.
whe
Hi,
i have "Only" 2 questions ... about shaders!
I would like to use shaders created with rendermonkey 1.81 and exported as
collada 1.4.1. I'm using OpenScenegraph 2.8.0 and 2.8.2.
First question:
Using Osg 2.8.0
I run viewer.exe with myfile.dae (a specular bump effect with teapot as model).
Hi Jagovic,
thank you for your suggestion. I've tried 3Dem ... but what i mean is to find a
procedure that i can use to design and develop inside a software application
(using technologies like osg, gdal, vpb, osgearth,...). So i can create and
visualize automatically my row data. Using 3Dem, in
Hi,
...
Thank you!
Cheers,
Andrea
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Hi Glenn,
thank you for your answer. What do you think about the first question?
Can i create a dem file starting from a cloud of points using osgdem? This
cloud of points is an ascii file with n rows each one with x,y,z values. These
values are referred to a coordinate system (i know this one).
Hi to all,
i would like to create or use a software application ables to visualize a
seaground (get from a cloud of points) 3d model inside earth
model created by osgdem. I'm wondering if VPB, OsgEarth or osgGIS are the
correct technologies to solve my problem.
Some questions :
1) Can i create a
Hi to all,
i'm trying to compile osgearth using svn source code and cmake 2.4.8.
I'm using windows XP, Visual studio 2005 sp1. I have correctly installed
Openscenegraph 2.6.1 with its dependencies.
Cmake configuration need OSG_GEN_INLUDE_DIR and OSG_DIR parameters. Where i
can point this folder?
Wi
> Hi,
> i get 2 errors in tha last two line of log reported in :
>
> http://pastebin.com/m74380111
>
> I have compiled with -Wno-multichar , but i still continue get the same
> warnings and error.
Can you paste the entire output of "mingw32-make VERBOSE=1" including stdout
and stderr?
Hi,
i put
Hi,
i get 2 errors in tha last two line of log reported in :
http://pastebin.com/m74380111
I have compiled with -Wno-multichar , but i still continue get the same
warnings and error.
Thanx.
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Well,
in my msys shell, in the correct build folder created by CMAKE 2.6.0, i type
follow command :
$mingw32-make VERBOSE=1 2>makeResult.log
to get error(?) message in a log file (i.e. makeResult.log)
I have no compile problem if i exclude from cmake the quicktime plugin.
But if i include quickt
Hi,
i have used Robert's suggestion.
I have added :
#ifndef GL_BGRA_EXT
#define GL_BGRA_EXT 0x80E1
#endif
in MovieData.h. Previuos problem SOLVED. THANX :)
Now i get another error :
For each .h file in CInclude directory of QuickTime SDK folder, i get :
warning: multi-character chara
Hi Philip,
thank for your answer. I have searched gl.h include file in my fyle system,
and i get this include file both in c:\mingw\include and visual studio path
directory.
Gl.h comes from visual studio directory contains the extension GL_BGRA_EXT
and gl.h that comes from mingw has not.
If i compi
Hi guys,
i have some problem when i try to compile quicktime osg plugin and
openscenegraph 2.2.0.
I'm going to compile openscenegraph 2.2.0 with minGW 3.14 and Eclipse 3.3.2
using CMake 2.6.0.
I have downloaded quicktime SDK (version 7.1) and i have specified include
and lib variables in CMAKE gui
Hi guys,
i'm using osg 1.2. I would like to load a lot of images (15000 jpeg files)
in memory using an osg:image vector ( std::vector), but i
receive something like a memory bug when i arrive to load the 400th image
(if i load i.e. 380 images i have no problem).
Initally i have supposed to load all
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