Hi Rafa,
How much of the OSG is exposed through osgvp?
Is it possible to extract out the wrapping into a separate project? I've
been looking into how I can use maven and jna to possibly get access to OSG
from java but I'm just beginning. If the work is already done or you have
some tips/pointers
Hi all,
I ran into the following error with svn head with wrappers turned on:
[ 60%] Built target osgIntrospection
Linking CXX shared module ../../lib/osgwrapper_OpenThreads.so
ld warning: duplicate dylib ../../lib/libOpenThreads.2.4.0.dylib
[ 61%] Built target osgwrapper_OpenThreads
Linking CXX
Hi Rafa,
I just took a quick look @osgvp. How much of osg is actually wrapped in java
with osgvp? Is it auto-gen (via swig or something) or are the wrappers hand
written/maintained?
I ask because it would be useful to have java wrapping functionality in osg
(IMHO) and I¹ve had a heck of a time
Hi David,
Do you have your data dictionary set?
http://www.mevis-research.de/~meyer/dcmtk/docs_352/dcmdata/datadict.txt
Something like this (depending on where DCMTK is installed on your system):
export DCMDICTPATH=/opt/local/lib/dicom.dic
Gerrick
On 2/16/09 9:59 AM, David de Angelo
Hi guys,
Perhaps you mean the dicom data dictionary?
http://www.mevis-research.de/~meyer/dcmtk/docs_352/dcmdata/datadict.txt
On Mac I had to point to the installed dictionary file:
export DCMDICTPATH=/opt/local/lib/dicom.dic
Otherwise I'd receive an error like this:
Error in reading dicom file
The is announcement posted here:
http://www.qtsoftware.com/about/news/lgpl-license-option-added-to-qt
On 1/14/09 8:54 AM, Tomlinson, Gordon gtomlin...@overwatch.textron.com
wrote:
Could be good and hope it is when QT 4.5 is released
But right now its seems little confusing as they say
Whoops...sent that to the wrong addy
My bad!
On 1/14/09 8:57 AM, Gerrick Bivins gbiv...@objectreservoir.com wrote:
The is announcement posted here:
http://www.qtsoftware.com/about/news/lgpl-license-option-added-to-qt
On 1/14/09 8:54 AM, Tomlinson, Gordon gtomlin
Hi Robert,
Mac OSX 10.5.6, cmake (makefiles) build
I ran into this error when compiling plugins:
[ 68%] Building CXX object
src/osgPlugins/Inventor/CMakeFiles/osgdb_iv.dir/ConvertToInventor.cpp.o
/Users/gbivins/work/APIs/OpenSceneGraph/src/osgPlugins/Inventor/ConvertToInv
entor.cpp: In function
compiling th with debug build? I've been compiling this
plugin and fixing warnings in it, but didn't test the debug build.
I'll go and try a debug build.
Robert.
On Fri, Dec 19, 2008 at 4:24 PM, Gerrick Bivins
gbiv...@objectreservoir.com wrote:
Hi Robert,
Mac OSX 10.5.6, cmake (makefiles
Hi Robert,
Success!
I built plugins and examples as well.
Gerrick
On 12/19/08 10:45 AM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Robert,
I have now completed all my work in prep for the 2.7.8 and am
personally ready to tag 2.7.8, but is the code ready... we I know it
This shader failed to compile on my mac and I noticed there was a TODO note
in the code to fix it...
This should work now, although I don't have a linux or windows box to test
it at the moment.
Gerrick
osgwidgetshader-frag.glsl
Description: Binary data
Hi Wang Rui,
I checked out from subversion and tried building on Mac OSX 10.5.6. If
BUILD_PLUGINS == OFF the build works fine but with BUILD_PLUGINS == ON I
received the following errors :
[ 54%] Building CXX object
src/osgPlugins/osgNV/CMakeFiles/osgdb_osgnv.dir/IO_StateMatrixParameterValue
.o
Yes this is very cool.
Similar to this canvas3d plugin
(https://addons.mozilla.org/en-US/firefox/addon/7171) but with the power of
osg...
Very cool!
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien
Guay
Sent: Friday, December 05, 2008
I am seeing the same behavior as well. Just an empty osgviewer embedded in
my browser.
On 12/5/08 2:00 PM, Andreas Goebel [EMAIL PROTECTED] wrote:
Jean-Sébastien Guay schrieb:
Hello Andreas,
Nice work, it seems to work except the below:
Note the following problem: Even though I have
Hi Bryan,
I¹ve been using OSG on Mac for the past year or so and have had no troubles
(except when Apple switched from 10.4 to 10.5 but that was on Apple not
OSG!).
I use cmake to generate Makefiles (linux style) and build from the command
line w/o problems. There is also support for Xcode as well
Hi Patrick,
Those variables have to be defined by the user so osgswig knows where your
OSG is installed.
If you run ccmake like so:
mkdir build
cd build
ccmake ../
you can set these variables to point to the correct location in the
interface.
I'm sure there is a way to define them via
Is poppler GLP'd?
Gerrick
On 11/12/08 9:10 AM, Robert Osfield [EMAIL PROTECTED] wrote:
Another day, another curious example... osgpdf ;-)
In a similar vain to my work on adding vnc support that I did last
week, the volume rendering project also has a need for viewing pdf
documents as a
I meant:
Is poppler GPL'd as in it's license.
;)
Gerrick
On 11/12/08 10:31 AM, Gerrick Bivins [EMAIL PROTECTED] wrote:
Is poppler GLP'd?
Gerrick
On 11/12/08 9:10 AM, Robert Osfield [EMAIL PROTECTED] wrote:
Another day, another curious example... osgpdf ;-)
In a similar vain to my
I get this error on Mac OSX 10.5
DataInputStream::readCharArray(): Failed to read char value.
./bin/osgviewer.app/Contents/MacOS/osgviewer: No data loaded
Gerrick
On 10/28/08 11:13 AM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hi Robert,
The readsome() returns if data isn't available
Same here. This works for me now as well(Mac 10.5).
Pretty cool stuff Robert!!!
Gerrick
On 10/28/08 1:10 PM, christophe loustaunau
[EMAIL PROTECTED] wrote:
Hi,
Before the update, I get also the error : readCharArray(): Failed to read char
value.
But now everithing works well !
Very
Sounds like he is referring to how OpenGL stores the matrices, as a 1d array
of 16 elements, while OSG stores them as a 2d array of 4x4.
biv
On 8/25/08 10:43 AM, Robert Osfield [EMAIL PROTECTED] wrote:
Hi Sajjad,
The OSG only has 4x4 Matrix classes, OpenGL itself also just has 4x4
in it.
Robert.
On Mon, Jul 14, 2008 at 10:39 PM, Gerrick Bivins
[EMAIL PROTECTED] wrote:
Hello All,
Should the following lines in osgDB/Archive
/** Open an archive for reading or writing.*/
OSGDB_EXPORT Archive* openArchive(const std::string filename,
Archive::ArchiveStatus status
Thanks!
Now if only the rest were that easy!!!
;)
biv
On 7/15/08 8:43 AM, Robert Osfield [EMAIL PROTECTED] wrote:
On Tue, Jul 15, 2008 at 2:03 PM, Gerrick Bivins
[EMAIL PROTECTED] wrote:
Hey Robert,
I ran into issues while working on osgSwig Cmake files for Java. While
trying to compile
Hello All,
Should the following lines in osgDB/Archive
/** Open an archive for reading or writing.*/
OSGDB_EXPORT Archive* openArchive(const std::string filename,
Archive::ArchiveStatus status, unsigned int indexBlockSizeHint=4096);
/** Open an archive for reading or writing.*/
OSGDB_EXPORT
Hi Paul,
Take a look at osgtexturerectangle. It uses osg::TextureRectangle which
sounds like the class you'd use.
biv
On 7/7/08 7:15 AM, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
If my hardware supports NPOT textures, how do I turn off resizeNonPowerOfTwo
when loading an OpenFlight file?
I
:
Gerrick Bivins wrote:
Any plans for building java binding with Cmake?
Well, in the early days when osgSWIG was osgWrapper/Bindings I had a Java
version running. Being just a far observer of Java I am too unfamiliar of the
Java way of packaging. But in principle the build should be working
Haan [EMAIL PROTECTED] wrote:
I use OpenSceneGraph-2.4.0 on linux, last time I checked windows was fine too.
What errors do you get ? In the meantime I'll do a svn-head checkout and see
what's up.
On Thu, Jul 3, 2008 at 3:04 PM, Gerrick Bivins [EMAIL PROTECTED]
wrote:
What version of osg
Have you tried normalizing your normals after scaling?
On 7/3/08 1:36 PM, Galen Faidley [EMAIL PROTECTED] wrote:
Doug,
Thanks for getting back to Abhishek on this. I have been working with
him on the issue as well.
We had already tried alternate default lights and the custom lighting
Hi All,
I thought I'd try to build VPB and I ran into this error (on MacOSX 10.5.3
with OSG svn):
CMake Warning (dev) at CMakeModules/VpbMacroUtils.cmake:215 (INSTALL):
Policy CMP0006 is not set: Installing MACOSX_BUNDLE targets requires a
BUNDLE DESTINATION. Run cmake --help-policy CMP0006
(APPLE)
You can also just use:
cmake_policy(SET CMP0006 OLD)
but this just masks the warning without really fixing the problem.
-Eric
Robert.
On Wed, Jul 2, 2008 at 4:19 PM, Gerrick Bivins
[EMAIL PROTECTED] wrote:
Hi All,
I thought I'd try to build VPB and I ran into this error
Gerrick Bivins wrote:
Hi all,
Does anyone know if osgswig is being maintained anymore? Site on
google code doesn¹t seem like it¹s being updated anymore.
Has the project moved or is it just dead?
biv
need 2.6 or later. Once I've done my trawl through the
email/support backlog I'll look at this. Others are welcome to dive
in and implement it before I get to it ;-)
Robert.
On Tue, Jun 24, 2008 at 2:31 PM, Stephan Maximilian Huber
[EMAIL PROTECTED] wrote:
Hi Gerrick,
Gerrick Bivins
Hi all,
Does anyone know if osgswig is being maintained anymore? Site on google code
doesn¹t seem like it¹s being updated anymore.
Has the project moved or is it just dead?
biv
___
osg-users mailing list
osg-users@lists.openscenegraph.org
vtkActorToOSG exists for such a thing. We use it as the end of our
pipelines to add the results to our osg scenegraph.
http://brighton.ncsa.uiuc.edu/prajlich/vtkActorToPF/osg.html
biv
On Apr 16, 2008, at 8:52 PM, Yanling Liu wrote:
If you could get current GL content then you could just call
Hi ,
Does anyone happen to have the code (or settings) to
recreate the fire/smoke shown in cessnafire?
biv
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Thanks Guy!
biv
On Apr 8, 2008, at 11:56 AM, Guy wrote:
These files contain the fire and the smoke trail.
Good luck,
Guy.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Gerrick
Bivins
Sent: Tuesday, April 08, 2008 5:00 PM
To: OpenSceneGraph
Hi all,
I recently tried running osgmotionblur example on my macbook pro and I
recieved the following error:
OpenGL extension 'GL_ARB_shader_objects' is supported.
OpenGL extension 'GL_ARB_vertex_shader' is supported.
OpenGL extension 'GL_ARB_fragment_shader' is supported.
OpenGL extension
Has anyone successfully compiled osgPPU on Mac OSX 10.5?I'm getting the
following error during compile:
[EMAIL PROTECTED]/devEnv/research/APIs/osgPPU$ make
/opt/local/bin/cmake -H/Users/gbivins/devEnv/research/APIs/osgPPU
-B/Users/gbivins/devEnv/research/APIs/osgPPU --check-build-system
Hi Art,Yeah, I agree but it looks like the include path is correct:
[ 16%] Building CXX object src/osgPPU/CMakeFiles/osgPPU.dir/PPUInOut.o
/usr/bin/c++ -DosgPPU_EXPORTS -O3 -DNDEBUG -fPIC
-F/System/Library/Frameworks
-I/Users/gbivins/devEnv*/research/APIs/installs/include
-I../../include *
Hi all,
I apologize in advance for the wordy post!
I've recently ventured down the path of learning about the use of PBO's in
GL. I've come to
the conclusion that we could probably use this functionality in some of our
texture-based pipelines.
Anyway, I've run into an issue when trying to use
Hi,If you are referring to the slices that you see, this is a typical
artifact in volume rendering applications due
to under-sampling (low number of polygon slices). A simple solution
(not efficient though) is to increase the number of slices
until the artifact goes away (usually
AWESOME!Been waiting to see this in osg! Great work Mike!
biv
On Jan 8, 2008 8:03 AM, Robert Osfield [EMAIL PROTECTED] wrote:
Hi All,
The new geometry shader support is now checked into OSG SVN. I'll tag
a 2.3.3 dev release tomorrow to give us a snapshot that rolls it up.
Many thanks
Hi. I'm trying to compile on Mac (OSX 10.5.1) but I'm receiving the
following errors.
[EMAIL PROTECTED]/devEnv/research/APIs/osgPPU$ make
prefix=/Users/gbivins/devEnv/research/APIs/installs/
Used flags for compilation are:
CFLAGS = -m32 -pthread -O2 -Wall -I../../include
I'm not sure if this is related but I get the following error when
attempting to compile the dae plugin:
/usr/bin/c++ -Dosgdb_dae_EXPORTS -fPIC
-I/Users/gbivins/devEnv/research/APIs/OpenSceneGraph_cmake_build/include
-F/System/Library/Frameworks
I've implemented something similar to this before. Not specifically for face
morphing butmorphing between two meshes. As long as your meshes have the
same number of verts
(I forced this condition by adding degenerate verts) you just need to set
up a blend
linear between the verts you want to
to let my
curve drawable being affected in Update traversal but I don't know how
to do it.
/emre
On Dec 28, 2007 8:31 PM, Gerrick Bivins [EMAIL PROTECTED] wrote:
Hi Emre,
Our NURBS objects are defined by structures on disk(ie, read in a file
that
contains the control points and knot
Hi Emre,Our NURBS objects are defined by structures on disk(ie, read in a
file that contains the control points and knot vectors)
and then the object is rendered. The selection part of our interface allows
you to move those control points
around to modify the shape of the original surface. We
VrJuggler (www.vrjuggler.org) is also an option. We are using it on a 48
node, dual graphics card cluster with 24 projectors with osg 2.2.
http://www.vrac.iastate.edu/c6.php
biv
On Dec 18, 2007 9:16 AM, Adrian Egli [EMAIL PROTECTED] wrote:
Or you can have a look at
Hello,
I'll chime in here and say we'll be needing this soon too. I'd be willing to
help implementit with some guidance.
biv
On Dec 15, 2007 1:27 PM, sherman wilcox [EMAIL PROTECTED] wrote:
I have a recent need for this as well. Anyone done this yet?
On Oct 26, 2007 3:05 AM, Ralph Kern [EMAIL
What is the the suggested method to fix the build(ie avoid linking errors)
on OSX 10.5 with CMake?Our app doesn't use frameworks etc so I run into the
freetype linking error during compile. I'm not all that familiar
with CMake so other than setting the couple of freetype path variables in
the
] wrote:
Hi Gerrick,
You could play with using the Texture::setInternalFormat(GLint) method.
Robert.
On Dec 12, 2007 12:07 AM, Gerrick Bivins [EMAIL PROTECTED] wrote:
Hi all,
I think I know the answer but just in case I'm overlooking something I
thought I'd ask.
What is the most efficient
Hi all,I think I know the answer but just in case I'm overlooking something
I thought I'd ask.
What is the most efficient way to convert the osg::Image loaded from
osgDB::readImageFile() to another format, specifically
RGBA 32-bit floating-point for use
in a vertex shader? I can do a brute force
:
http://cadkit.svn.sourceforge.net/viewvc/cadkit/trunk/OsgTools/Callbacks/SortBackToFront.h?view=markup
http://cadkit.svn.sourceforge.net/viewvc/cadkit/trunk/OsgTools/Callbacks/SortBackToFront.cpp?view=markup
BSD license. Hope it helps.
Per
On 10/26/07, Gerrick Bivins [EMAIL PROTECTED] wrote
entry and switch it to ON.
You can also set this on by default by setting
DEFAULT_GLU_TESS_CALLBACK_TRIPLEDOT the var i.e.
cmake . -DDEFAULT_GLU_TESS_CALLBACK_TRIPLEDOT -DCMAKE_BUILD_TYPE=Release
Robert.
On 10/23/07, Gerrick Bivins [EMAIL PROTECTED] wrote:
I've seen posts about
Hi All,
Sorry if the question is too vague.We're a bit perplexed about depth sorting
of polygons in OSG.
We've been trying to get some vis working that uses Geometry (display lists
or vbo's) where the primitives in
Geometry need to be blended back to front and we're seeing strange results.
The
No problem!
What do you mean by the missing glTexSubImage2D issue?
biv
On 10/23/07, Sewell, Kenneth R Civ USAF AFRL/RYZW
[EMAIL PROTECTED] wrote:
Thanks for all your help Gerrick. I'm past my problems setting up the
relationship between the texture and the subload callback. I think it's
No problem.
Whenever you create your texture, just set the subloadcallback:
///my texture subload callback
class MySubloadCallback : public osg::Texture2D::SubloadCallback
{
public:
void load(const Texture2D texture,State state) const;
void subload(const Texture2D texture,State state)const;
Hi Ken,
Basically you just need to setup a TextureSubloadCallback for your specific
type of texture(1D,2D,3D).
This allows you to override the load and subload methods that you would
encounter in gl. Then set the
subloadcallback to your texture using:
I think osgFX is where you want to look. That nodekit has some classes
Technique, Effect etc that allow you to define multiple passes. I haven't
used it personally but a developer in our group has used it quite a bit. If
you look at osgfxbrowser example, I think it has sample code but I'm not
Hi Abe and Robert,
I asked this question earlier but somehow it got off topic to discussing
osgCAL.
With the osg exporter from blender (
http://projects.blender.org/projects/osgexport/) we were able to do simple
animations(the kind you are describing I think) directly. For our testing,
we exported
Our group would GREATLY appreciate access to something like this in osg. We
have tried many different approaches to a gauge/panel solution but have
not found anything effective, especially in a vr environment
(cave,powerwall). An osg nodekit to handle gauges/panels directly sounds
like a good
idea
Hi Marco,
We are doing this exact thing. We currently are creating an image that is 2
times as big as the desktop resolution. Basically we do the following:
1) get the camera settings of the current sceneview camera
(clearcolor,transform order,viewmatrix,frustum etc).
2) calculate frustum values
Sounds like you want something like:
osg::ref_ptrosg::LightModel lightModel = new osg::LightModel;
lightModel-setTwoSided(true);
myTwoSidedGeode-getOrCreateStateSet()-setAttribuiteAndModes(lightModel.get
()*);*
**
Might not be the exact syntax but pretty close.
On 8/28/07, Michele Bosi [EMAIL
Hi Mustafa,
You could simply load all the shaders into different statesets and then
switch between the state sets
(using osg::Node-setStateSet() I think ) at runtime. Then you don't have
to worry about adding/removing programs.
This is what we do for switching between different lighting models
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