Hi all,
I actually posted about a similar issue 3 days ago, and included
screenshots and a cpp file, but my post never made it on to the list.
It may have been filtered due to attachments on first post.
Anyway, I think there is a general regression in osgShadow from 2.8.3
to 3.0.1. The problem t
x27; m trying also to make it extensible by keeping patch and compiler
>> options in separate folders.
>> I attach a zip of my current repo:
>> try to build the Assemblies/test2 folder with latest 2.8 cmake.
>> It should work also for win64 i tested with msvc9 32
>>
&g
Hi Anders,
How did you get on with this? Were you able to build the third party
dependencies for Win64? A third party package, even with just the
basic dependencies to build most of OSG, would really be helpful. I
was about to start building my own when I found this thread, and hoped
you had be
Hi Robert,
Built 2.8.0 branch, revision 9716 on Windows, VS 2005 SP1. Everything
built fine, 0 errors, 0 warnings.
Cheers,
Morne
On Mon, Feb 9, 2009 at 12:37 PM, Robert Osfield
wrote:
> Hi All,
>
> I would like to tag 2.8.0 this afternoon, which means in the next hour
> or two. I'm basically
Hi Robert,
Just did a fresh build on Windows Vista, VS 2005 SP1. Everything
built fine without a single warning! I see nothing unexpected in
testing on my application. Good stuff :)
Cheers,
Morne
On Thu, Feb 5, 2009 at 3:31 PM, Robert Osfield wrote:
> Hi All,
>
> I've made several check-in's
Hi Robert,
Just built a clean checkout of the 2.8 branch on Windows Vista, Visual
Studio 8 SP1. Apart from the std::list warning that we can't do much
about, there were 4 left in OSGA_Archive.cpp (below). I tested the
build in our app and everything worked as expected.
Cheers,
Morne
warning C4
Hi Robert, J-S,
Thanks for the suggestions! I removed the Qt event relay methods and
added a dummy view with a zero sized viewport to my viewer. The
single context, multiple view tiled viewer now works as expected,
adding/removing views and clearing the window as it should.
Thanks again for you
Hi J-S,
Thank you so much for the help, much appreciated. I downloaded and
built Qt 4.4.3 today, thinking it might have been a Qt problem, since
I was using an older version than Robert.
I will replace the event methods with your suggestion.
W.r.t the composite viewer, I would really rather use
Hi Robert,
I think in VS, specifiying something as just unsigned causes the
compiler to read "unsigned int".
If you change the line to
return static_cast(_value);
I think the warning will disappear.
Cheers,
Morne
On Tue, Feb 3, 2009 at 2:48 PM, Robert Osfield wrote:
> Hi Windows experts,
>
>
Hi Robert,
On Tue, Feb 3, 2009 at 11:21 AM, Robert Osfield
wrote:
> Hi Morne,
>
> On Tue, Feb 3, 2009 at 10:50 AM, Morné Pistorius
> wrote:
>> I first posted about these problems in the Test 2.8 thread. I still
>> see two problems in the osgviewerQt example and managed
Hi Robert,
I first posted about these problems in the Test 2.8 thread. I still
see two problems in the osgviewerQt example and managed to reproduce
both in the attached modified file.
1. Unable to spin/throw a model using QOSGWidget as a viewer.
2. viewer->addView doesn't work if the composite v
Hi Robert,
>> In tests with my app I found some curious behaviour with the
>> QOSGWidget (non-GraphicsWindowEmbedded) implementation.
>>
>> Since moving from the GLWidget approach to this, the throwing
>> functionality of the TrackballManipulator disappeared. This is also
>> visible in the osgVie
Hi Robert,
I successfully built the current trunk on Windows, VS8. Attached are
more warnings if you are interested (about 71), they look to be mostly
benign.
In tests with my app I found some curious behaviour with the
QOSGWidget (non-GraphicsWindowEmbedded) implementation.
Since moving from t
it promptly go up.
>
> Robert.
>
> On Fri, Jan 30, 2009 at 4:33 PM, Morné Pistorius
> wrote:
>> Hi guys,
>>
>> I am testing the current trunk version of OSG in my application (was
>> previously using v2.6.1) and I get a crash on shutdown when trying to
>>
Hi guys,
Just one more data point: a colleague of mine tested our OSG app in
linux last week and also found one of the cores (on his 8 core
machine) utilising 100% cpu. After some investigation, this turned
out to a call to schedyield on the thread in the gl driver. Posibly
you are seeing someth
Hi guys,
I am testing the current trunk version of OSG in my application (was
previously using v2.6.1) and I get a crash on shutdown when trying to
destroy a osgShadow::ShadowedScene. This only occurs when I have a
shadowTechnique set and is caused by destroying the shader program. I
am using OS
And again, attached are warnings on Windows. Down to 66 now...
Cheers,
Morne
On Wed, Jan 28, 2009 at 2:18 PM, Tony Horrobin
wrote:
> Hi Robert,
>
> These are the warnings I get under Linux with latest SVN.
>
> -Tony
>
> OpenSceneGraph/src/OpenThreads/pthreads/PThread.c++:966: warning: compariso
Hi Robert, J-S
As always, thanks again for the help, it is greatly appreciated.
I was able to solve this issue by calling
void VOSGTiledViewer::paintGL()
{
getGraphicsWindow()->setClearMask( GL_COLOR_BUFFER_BIT |
GL_DEPTH_BUFFER_BIT );
getGraphicsWindow()->clear();
getGraphicsWindow()->set
setClearMask(
GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
to the composite viewer. Attached is the example recreating the bug.
Cheers,
Morne
On Tue, Jan 27, 2009 at 12:44 PM, Morné Pistorius
wrote:
> Hello again Robert,
>
> I modified the osgcompositeviewer example and setClearMask() works as
>
some light on the problem.
Cheers,
Morne
On Tue, Jan 27, 2009 at 11:43 AM, Morné Pistorius
wrote:
> Not intentionally, no. I added
>
> pCamera->setClearMask( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT );
>
> to the camera attached to the view just to make sure, but it didn
ture
> hard-wired into GraphicsContext. Is there a chance that you've
> disabled the clear of the colour and depth buffer for the cameras?
>
> Robert.
>
> On Tue, Jan 27, 2009 at 11:18 AM, Morné Pistorius
> wrote:
>> Hi Robert,
>>
>> Thanks f
wThreadPerContext and
> CullThreadPerCameraDrawThreadPerContext threading models. The way to
> avoid the main thread doing the updates and the rendering thread(s)
> for overlapping is to make the StateSet and Drawable with a
> DataVariance of DYNAMIC.
>
> Robert.
>
> On Wed, Jan 21, 2009
Hi all,
I used to work under the rule of thumb to only ever modify my scene
using update callbacks, but scanning the lists I found reference
saying that modification anywhere outside the viewer.RenderTraversal()
is safe. I just want to verify this: directly modifying my scene
graph in an eventhan
le today to determine supported
> formats is to look at the code.
>
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com
> +1 303 859 9466
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@li
Hi guys,
I am trying to figure out which of the osg plugins support
writing/exporting. Is there a list of supported formats or a way to
query osg to find out which plugins support exporting? I will be
happy if I can just get a handful - from comments read on the list, I
think these are all suppo
Hi J-S,
Yup, the documentation certainly helped. In this case I blame
automatic code completion and bad assumptions. I thought there would
be something in osg::Matrix that would return the individual composing
parts and autocomplete suggested getRotate() when I typed in 'get'. I
just assumed th
sg::Vec3 s,t;
osg::Quat r,so;
ManipMatrix.decompose( t, r, s, so );
pElemCache->setPosition( t );
pElemCache->setAttitude( r );
pElemCache->setScale( s );
Cheers,
Morne
On Fri, Dec 5, 2008 at 1:08 PM, Morné Pistorius
<[EMAIL PROTECTED]> wrote:
Hi all,
I am hitting my head against a brick wall with this one. I am trying
to use osgManipulators to edit nodes in my scene. I attach a node to
a manipulator, rotate it, and then detach the node from the
manipulator and apply the manipulator's MatrixTransform to the node's
PositionAttitudeTran
Hi J-S,
Just as another datapoint, I also implemented outlining in a similar
way to osgFX::Effect. All times stay the
same except draw which triples. In my application, this doesn't
affect me too much and I still make 60 fps if an object is selected or
not, so I don't mind the jump that much, bu
Hi guys,
I have a scene setup problem that I am sure is easy to solve with OSG
if someone could help me properly understand the use of node masks.
Consider this scene:
Root
/\
/ \
__/ \__
/
andro Aguilar Sierra <
[EMAIL PROTECTED]> wrote:
> Hi,
>
> I suggest you to see the osgshaders example (how osg deals with glsl)
> and then consult chapter 11 of the orange book (OpenGL shading
> language). You can find the shaders used in the book at
> http://3dshaders.com/
>
Hi all,
I added bump mapping to a model using osgFX::BumpMapping, but I need
something more flexible. My model has two sided lighting and osgFX doesn't
support that. Do we have GLSL shaders for bumpmapping in OSG? I think that
would be easier to modify to suit my needs than the assembler coded s
Hi guys,
I see a strange problem when I load OBJ files. I use osg::readfilenode() to
load an .obj with a known number of vertices, and then inspect the resulting
node to see how many vertices was loaded, like so:
//debug
osg::Node* node = osgDB::readNodeFile(
"C:/Data/Meshes/Hand3DIS/Hand
Hi all,
I seem to be unable to pick a osgSim::SphereSegment using a
LineSegmentIntersector. I have many other models in my scene as well that
all work fine with the picker, including loaded models and manually
assembled geometries. It is just the SphereSegment that doesn't respond.
When I click
account for that.
>
>
> Matthew W. Fuesz
> Software Engineer Asc.
> Lockheed Martin STS
> 1210 Massillon Road
> Akron, OH 44315
> [EMAIL PROTECTED]
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Morné Pistorius
> Sen
I did have a look at osgScribe before posting, but overlaying the
wireframe is a bit heavy for models with very high polygon counts. I
was looking for something a bit more subtle.
Cheers,
Morne
On Tue, Aug 12, 2008 at 12:13 PM, Paul Melis <[EMAIL PROTECTED]> wrote:
> Morné Pistor
Hi everybody,
I am looking for a bit of inspiration. I want to apply some sort of
effect to a picked model in my scene to show that it has been
selected. Does anyone have some ideas (or an example shader or code
snippet would be excellent!) that they are willing to throw my way?
Ideally I would
Hi Art,
Could you provide a downloadable zip file or something? When I try to
check out the SVN version, I get this error:
Error: Can't connect to host 'projects.tevs.eu': No connection could
be made because the target machine actively refused it.
Cheers,
Morne
On Thu, Mar 27, 2008 at 1:56 PM
Just a thought - Is your OSG_FILE_PATH set up properly? When I run it
(on stable 2.2 release) the entire scene is black if osg can't find
the texture images. If OSG_FILE_PATH is set to my data directory,
shadows work fine. From your screen shots it looks like the textures
aren't loaded.
cheers,
hoped that someone might have used it before.
Morne
On Feb 5, 2008 8:45 PM, Nicholas Yue <[EMAIL PROTECTED]> wrote:
>
> On 05/02/2008, Morné Pistorius <[EMAIL PROTECTED]> wrote:
> > Hi all,
> >
> > I am looking for an efficient general mesh data structure and I
&g
Hi all,
I am looking for an efficient general mesh data structure and I
thought I would bounce this one off the list. I came across OpenMesh
(http://www.openmesh.org), which looks like it might be useful and
could conceivably be integrated into an osgNodeKit. Has anyone here
ever used it or coul
Hi all,
I have a geometry with 6 images for the geometry from different
viewpoints. I am trying to texture map it so that each triangle face
uses a combination of images with the least oblique viewpoint for that
face. I have an algorithm that computes texture coordinates and
weights for each tex
42 matches
Mail list logo