Hello all,
I am planning to write some code to allow blitting of gstreamer buffers into
osg textures. Eg for playing a video file or a network stream on to OSG
primitives. I did a preliminary search and did not see anyone having gone
down this path before.
I thought I would post a message
scenegraph.org] On Behalf Of Robert
Osfield
Sent: Monday, June 06, 2011 11:51 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] General render debugging question
Hi Brad,
On Mon, Jun 6, 2011 at 11:27 PM, Brad Huber < <mailto:br...@procerus.com>
br...@procerus.com> wrote:
> I
Hello everyone,
Simple general question. I searched the archives but didn't stumble on
anything.
I'm currently trying to track down a render-time application crash. What
I'm wondering is how to trace from a crash in the rendergraph to the
associated node(s) in the scene graph. Is there a
s, is there a "master" view per context?
Thanks
-Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber
Sent: Monday, September 27, 2010 9:07 AM
To: 'OpenSceneGraph Users'
7;d need to use two viewers to decouple the frames,
at least then you'd know whether it's good enough a solution or not.
Robert.
On Thu, Apr 28, 2011 at 5:52 PM, Brad Huber wrote:
> Robert, Farshid,
>
> Thanks for the ideas.
>
> Given what you've said, would it make m
ou can get it.
That's my best suggestions so far... Far from trivial to set up, very much
on the bleeding edge!
Robert.
On Thu, Apr 28, 2011 at 4:39 PM, Brad Huber wrote:
> Hello,
>
>
>
> We currently have an OSG based application which renders at 30-60+ fps
> on
Hello,
We currently have an OSG based application which renders at 30-60+ fps on
our development hardware with discrete gpus. Unfortunately we have to be
able to deploy on a wide range of hardware including stuff that is
significantly less capable (Intel GPUs, etc). On some of these slower
p
, October 20, 2010 12:37 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgTerrain -- ON_DEMAND rendering broken?
Hi Brad,
On Wed, Oct 20, 2010 at 6:02 PM, Brad Huber > In my working copy I've
removed the setNumChildrenRequiringUpdateTraversal
> call and ON_DEMAND rendering i
e frameloop
still runs as fast as it can.
Jason
On Wed, Oct 20, 2010 at 4:34 AM, Robert Osfield
wrote:
> HI Brad,
>
> What do you mean by ON_DEMAND rendering in osgTerrain? Is this an
> osgEarth feature, rather than an osgTerrain one?
>
> Robert.
>
> On Wed, Oct 20, 2
Matt,
You might take a look at the osgEarth project. The
osgEarthUtil::EarthManipulator (a CameraManipulator) that they are using
allows remapping of inputs to actions. For example you can program what
keys do and what mouse buttons and scrollwheels do.
I'm not sure that it achieves a full deco
It appears that ON_DEMAND rendering is broken in osgTerrain as of rev 11307.
The offend lines appear to be the manual setting of
numchildrenrequiringupdatetraversal in the constructors for
osgTerrain::Terrain.
We are using osgEarth (using osgTerrain) and would really like to use
ON_DEMAND to gr
Has anyone had a chance to try the sample program I posted to see if the bug
is the same in Linux?
Thanks
-Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber
Sent: Thursday, September 23
if you can reproduce this problem with the one of the
OSG examples, or a small tweak of one to reproduce this problem. If I
can reproduce it reliably then there is a much better chance of
spotting the culprit and finding a solution.
Cheers,
Robert.
On Tue, Sep 21, 2010 at 10:27 PM, Brad Huber wrote
Hello,
I recently converted our osg based application over to use Composite Viewer
because we need multiple Views on the same scene graph. I'm running in to a
little snag which appears to be a bug in CompositeViewer.
Simple way of explaining the manifestation of the issue is that I have tw
Brad,
VS 8.0. Is that 2005?
-Nick
On Mon, Sep 20, 2010 at 11:52 PM, Brad Huber wrote:
Nick,
Thanks for the extra input. I’m using VC80. I’ve previously hooked up Spy++
and noticed that my window does not receive either WM_CHAR or WM_GETDLGCODE.
In addition I tried something like
eep(10);
}
return CDialog::PreTranslateMessage(pMsg);
}
-Nick
On Mon, Sep 20, 2010 at 9:28 PM, Brad Huber wrote:
Nick,
According to my understanding and experience, CDialog::PreTranslateMessage(MSG
*msg) does not receive WM_CHAR messages so I cannot do anything about that. In
the
that is why I
cannot properly pass it on to the OSG window
you could override CDialog::PreTranslateMessage( MSG* msg ) and do it the same
way is CView from the osgviewerMFC example
-Nick
On Mon, Sep 20, 2010 at 5:29 PM, Brad Huber wrote:
Gentlemen,
I apologize for being inactive on
Nick,
I tried the change you proposed, thanks. It is not sufficient because
keySymbol gets set to 0 in adaptKey. Therefore a key press of 0 is inserted
into the event queue.
Something along these lines would work
but I dont know if we want to
generate extra/indistinguishable keydowns in
JS- Great. Sounds reasonable.
-Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien
Guay
Sent: Monday, September 20, 2010 9:51 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Keypre
Gentlemen,
I apologize for being inactive on the thread these last few days. I was on
vacation at the Reno Air Races J.
Trajce- to address your point about how to make MFC “work properly”. The
example code IS NOT a dialog based MFC app. My app IS a dialog based MFC app.
Dialogs in MF
Vivien, JS,
A couple of thoughts- My app is an MFC based concoction. As such the osg
window is a dialog and not a control. Apparently dialogs do not (and cannot)
receive WM_CHAR messages. One work around for me is to only use keyup and not
to use keydown. However I think this doesn't addres
JS,
You're right. I believe osgviewer still works correctly. I didn't look if
it uses keyup or keydown.
It appears that the osg window in my app does not get the WM_CHAR messages
and so the change mentioned below "broke it" for me. I'm looking at why
this message isn't being propagated.
A dif
It appears that with the changes to GraphicsWindowWin32.cpp at rev 11749
that keypress does not get called when one hits a "non special" key (eg one
of the letter keys). If I understand correctly, non-special keys are no
longer totally handled from WM_KEYDOWN and they are supposed to use WM_CHAR
o
Hello,
I am interested in granularly controlling the LODScale for different parts
of my scene graph. For example I have one part of the graph rendering a
globe (osgEarth) and another part rendering items on the globe. I would
like to be able to increase or decrease the LODScale for just the g
way round, too. Add the data you are
interested in to the options-object, and use them afterwards.
Just thinking loud,
cheers,
Stephan
Am 29.06.10 17:57, schrieb Brad Huber:
> Robert,
>
> Here is what I would like to do:
>
> We have an existing app that has a GUI whi
oach as it enables you to change you backend
implementation easily - such as if you needed to support a new
platform.
Robert.
On Tue, Jun 29, 2010 at 12:51 AM, Brad Huber wrote:
> Hello,
>
>
>
> I am curious what the path is for a osg plugin to become a node kit (or
> portions
Hello,
I am curious what the path is for a osg plugin to become a node kit (or
portions of it). Does anyone have some information / insight?
The reason that I ask is that I'm trying to use the Directshow texture class
that is currently in the osg directshow plugin. I do not believe a plug
ed another better method (Billboard?).
Thanks
-Brad
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber
Sent: Thursday, June 03, 2010 5:06 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] osgText issue
it shows, then zoom back out and it still
shows).
Thoughts?
Thanks
-Brad
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber
Sent: Thursday, June 03, 2010 10:02 AM
To: 'OpenSceneGraph Users'
Subject:
Cedric (or anyone else),
I'm running in to a similar issue to what is described here:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg15610.html
a long time ago by Cedric Pinson.
I searched around in the forum archives and didn't see any resolution to
this issue nor did I
egraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber
Sent: Wednesday, May 26, 2010 2:16 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Debugging osg state issues
It seems that this issue is definitely texture related. The problem did not
manifest
missing colour array,
or normal array?
Try outputting your scene graph to a .osg file and then inspect it.
Robert.
On Fri, May 21, 2010 at 10:06 PM, Brad Huber wrote:
> Im having an issue where some particular drawables arent rendering
> correctly. Im pretty certain that the state at r
I'm seeing an interesting issue with an existing app upon upgrade from OSG
2.8 to the trunk (well 2.9.8).
A simplified version of the situation is like this: I have two drawables
both of which use texture unit 0.
In the stateset for both objects I have:
textureUnit 0 {
GL_TEXTURE_2D PR
I'm having an issue where some particular drawables aren't rendering
correctly. I'm pretty certain that the state at render time is not what I'm
actually wanting it to be. Does anyone know of a convenient way to inspect
the actual state at render time?
The problem is convoluted enough that I'
field
Sent: Thursday, April 15, 2010 12:47 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL extension/feature blacklist for GPUs
Hi Brad,
On Thu, Apr 15, 2010 at 7:37 PM, Brad Huber wrote:
> As I recall OSG designers (Robert) have pushed to keep GPU based blacklist
> features o
I am currently struggling with some issues where our OSG based app causes a
crash in Intel driver DLLs on some customer computers equipped with Intel
GPUs.
As I recall OSG designers (Robert) have pushed to keep GPU based blacklist
features out of OSG. So my question is, what other alternative
EDIT - Wojciech, not sure where I got Wojtek from. Sorry about that.
-Brad
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber
Sent: Thursday, September 10, 2009 10:52 AM
To: 'OpenSceneGraph Users'
Subject
tek
- Original Message -
From: Brad Huber <mailto:br...@procerusuav.com>
To: osg-users@lists.openscenegraph.org
Sent: Wednesday, September 09, 2009 10:27 PM
Subject: [osg-users] GL_SCISSOR_TEST error
Hello,
I seem to be getting the error "Warning: detected OpenGL er
Hello,
I seem to be getting the error "Warning: detected OpenGL error 'invalid
value' after applying GLMode" which has been mentioned in other threads.
After setting the OSG_GL_ERROR_CHECKING environment variable to
ONCE_PER_ATTRIBUTE I get the more descriptive string "Warning: detected
OpenGL
rs-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich Hertlein
Sent: Saturday, July 18, 2009 12:34 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Runtime texture mod
On 17/7/09 6:14 PM, Brad Huber wrote:
> Does anyone know of a good way to
coming
in design and implementation to know that it wasn't worth investing
more time into, there are far better ways to tackle this type of work.
Robert.
On Thu, Jul 9, 2009 at 4:15 PM, Brad Huber wrote:
> Hello,
>
>
>
> Im currently using an RTT Camera within OSG and I wou
Hello,
I'm currently using an RTT Camera within OSG and I would like to use the
texture associated with it in CEGUI. This will give the ability to render a
3d scene within a CEGUI window.
I'm coming up short finding out how to do this. Has anyone done this
previously and might have a code
in ways that I don't understand.
The best I can do is recommend you do some background reading on
projective textures. I can point you in the right direction, but it's
not my role to teach you the basics of 3rd graphics.
Robert.
On Tue, May 5, 2009 at 4:57 PM, Brad Huber wrote:
>
Hello,
I've been playing with code very similar to the osgspotlight example.
Basically I'm using a TexGen Node to project a texture on to some terrain.
The issue I'm having is that the texture coordinates being generated map the
look vector to the lower left pixel of the texture rather than the
Can anyone give me the scoop on how gui event messages are handled with
osgViewer?
I'm trying to get the viewer running inside a GUI toolkit (in this case
MFC). It's mostly working for me except for event propagation.
Basically I've noticed that if you do
osg::GraphicsContext::create
I've noticed some weirdness with the TerrainManipulator. I assume this is a
bug but maybe not?
The simplest way to produce this behavior is to run osgviewer and feed it
something. I've been feeding it a globe of the blue marble data created
using the osgdem tutorial page. This is the older v
s
> stopped and in which method?
>
> Regards.
>
> 2009/2/13 Brad Huber
>>
>> FYI,
>>
>>
>>
>> We spent some time debugging this and found the problem.
>>
>>
>>
>> I was making the unfortunate mistake of stopping the osg t
til all threads have been stopped.
>>
>> Robert.
>>
>> On Fri, Feb 13, 2009 at 6:51 AM, Ümit Uzun wrote:
>> > Hi Brad,
>> >
>> > Could you give more explanation please? How can you be sure the thread
>> > was
>> > stopped and in which method
or to run. I hope it will give you
smooth and error-free closing :)
Regards.
2009/2/12 Brad Huber
Hello,
I am currently struggling with a problem that is manifesting in our MFC
based app when using MultiThreading model with osg viewer.
First of all when setting up the viewer in my
Hello,
I am currently struggling with a problem that is manifesting in our MFC
based app when using MultiThreading model with osg viewer.
First of all when setting up the viewer in my class I used:
mViewer->setThreadingModel(osgViewer::ViewerBase::ThreadingModel::AutomaticS
election);
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, January 30, 2009 2:42 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG with existing application
Hi Brad,
On Fri, Jan 30, 2009 at 12:32 AM, Brad Huber wrote:
> I sho
ailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber
Sent: Thursday, January 29, 2009 5:30 PM
To: 'OpenSceneGraph Users'
Subject: [osg-users] OSG with existing application
Hello,
I am currently working on merging OSG into and existing application that my
company has. This applicati
hout
DirectInput and DirectShow.
Thanks
Brad Huber
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
When I run the osgwidgetsrolled example, the window frame / theme is
completely screwed up. I can still control the borders and corners with the
mouse but they don't render properly. It seems to be finding the theme
.pngs just fine but just doesn't display them properly.
I have OSG 2.7.8.
Hello all,
I'm having a little trouble wrapping my head around getting AutoTransform
and Draggers to play together so I thought I'd turn to the trusty mailing
list.
What I'm trying to do:
1) Populate a scene with many things. One of which is an object -
let's assume it's a sphere for
While using the unmodified stats handler in OSG I have notice a fairly
consistent debug assertion on my Windows machine. The assertion has to do
with stl vectors and occurs when I have the stat handler showing the number
of vertices rendered. This is the assertion:
Here is the call stack
if you love this example we can push it in to OSG examples by the
Robert's courtesy.
Best Regards.
2009/1/13 Brad Huber
I have noticed the following strange behaviors with MFC:
1. Using the MDI example included in the osg repository it general works
but does report lots of (inaccurate?) m
Hi Brad,
I want to show you how to creating MFC SDI example, I developed simple SDI
MFC example. It would be really help you.
And if you love this example we can push it in to OSG examples by the
Robert's courtesy.
Best Regards.
2009/1/13 Brad Huber
I have noticed the following st
fixed and to get MFC in
general working robustly with OSG.
I would still love an example SDI app if anyone has one anywhere.
Thanks
-Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad Huber
Sent: F
on
Hammett
Sent: Friday, January 09, 2009 2:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MFC SDI Example
The MDI mfc version has the same problems last time I tried it.
Try calling setUpViewerAsEmbeddedInWindow on your viewer.
If you problems go away you're hitting threading issues.
rsion has the same problems last time I tried it.
Try calling setUpViewerAsEmbeddedInWindow on your viewer.
If you problems go away you're hitting threading issues.
2009/1/8 Brad Huber :
> Umit,
>
>
>
> Thanks. The SDI application that I have created so far is very simple and
o it may create assertion fault as you say.
Hope this helps. Regards.
2009/1/8 Brad Huber
Hello all,
Does anyone know where one might find an example project of using
MFC/OSG/SDI?
If anyone has one sitting around on their machine I would be interested if
you can email it to me as well.
I
Hello all,
Does anyone know where one might find an example project of using
MFC/OSG/SDI?
If anyone has one sitting around on their machine I would be interested if
you can email it to me as well.
I've already tried adapting the MFC MDI example to an SDI project but I seem
to be hitting
My coworker recently posted a similar question but I haven't seen any
response yet.
We are interested in whether you could have a whole planet database (perhaps
earth.ive?) and "add" imagery to it. As in generate the scene graph for the
whole world once. Then later come and add high resolutio
64 matches
Mail list logo