Hi,
I am using NodeTrackerManipulator in my application to follow a node. I would
like NodeTrackerManipulator to be fixed in the followed node coordinate. e.g.
the camera always follow a character, but always some distance behind it and
looking forward in the character's coordinate. Can someone
Hi,
I am creating a new class that inherits from "Group" and "NodeCallback", it
works find except for the deconstruct which always cause a segmentation fault.
Can someone show me proper ways to destruct a class like this?
Thank you!
Cheers,
Rabbi
--
Read this topic online her
Hi,
Thanks Robert.
What I wanted to do is create a node that can automatically update itself. I am
integrating its with ode so the position and orientation information is from
ode.
As for multiple inheritance, I thought that was one of the strength of c++ for
code reusability. The problem can b
Hi,
I run into problem when I assigned both material and texture to a geode. If I
have just either material(ambient, diffuse, etc) or texture, it worked fine.
However, if I have both of them, the geo looks black. Is there thing I need to
do to blend the texture and the material?
Thank you!
Ch
Hi,
What exactly do you mean "attacking", are you trying to remove primitive from
primitive sets. Indices are deprecated and they are not encouraged to be used
anymore. The "dirty" way is the "classical" way.
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://foru
Hi,
I wonder osg::ref_ptr<> is used anymore for automatic memory management. I
remember sometime ago I got an error from mishandling multiple inheritance, the
error printed on the screen was that the reference count of a node is some
non-sense number when the destructor of the node executes (so
Hi,
Thanks, that explains it. Correct me if I am wrong. So to use it, just create
osg::ref_ptr<> and use it as regular pointer and the memory will be managed by
osg::ref_ptr<>.
In a simple case, I careate Node* node = osg::ref_ptr and, call void*
ptr = node. I suppose the reference count in no
Hi,
Sorry, 404
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13110#13110
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listi
Hi,
Thanks for the replies. They really clarified a lot. Looks like for small
pointer, it's all or none deal, e.g. it's best to use them every time a
reference to the pointed object is needed.
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegrap
Hi,
Ok, I started this thread, so I claim to have the right for the last words.
I have used boost before, it looks like a pretty well maintained library. I
used it because I was working on my coworker's code and in our case, he only
used the file separator ("\" vs "/") from boost. For that it p
Hi,
When I tried
Node* node = new Node;
delete node;
there is a compiler error saying destructor protected. How can I delete node
that I am sure I no longer use.
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13275#132
Hi,
Thanks, if later I reference the node from a group, will the reference count be
increased for the node?
{
osg::ref_ptr node = new Node;
osg::ref_ptr group = new Group;
group->addChild(node);
}
The reference count of node should be one outside the scope. Is it right that
somehow group->addCh
Hi,
We are doing animation export from maya 2008. So a guy in our group get the
basic keyframe animation working. We still need to get the whole skeleton and
skin animation going as soon as possible. I post what we find out here.
It looks like there is already skeleton/skin animation in osg, a
Hi,
Thanks, your hint already gave it all out. I was wondering if user need to keep
track of the reference to Node assigned to Group. As you said, group use smart
pointer internally so group->addChild(new Node) will delete the node created
once group is gone.
Thank you!
Cheers,
Rabbi
---
Hi,
There are simple questions:
What do I need to do to make sure transparent object show up properly?
How do I cull the back face of polygon?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13372#13372
Hi,
Thanks for the help, when I tried
ss->setMode(GL_BLEND, StateAttribute::ON);
ss->setRenderingHint(StateSet::TRANSPARENT_BIN);
nothing shows up. The cull face works tho
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?
Hi,
The alpha value is about .5, It works fine except for the renderinghint
statement.
ss->setRenderingHint(StateSet::TRANSPARENT_BIN);
If I comment it out, I can see the transparent object but they are not sorted
properly. So there must be some problem with the depth sorting.
Thank you!
Hi,
I am doing a PDB (protein data base) file importer. The number of atoms in a
typical database is about 4000 to 6000, I organize them in to groups with
positionattitudetransform. I noticed if the number of atoms exceeds certain
number, the program crashes in run time. So, is there a max numb
Hi,
Oh, the problem was somewhere else. Thanks for the debugging tip tho.
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13646#13646
___
osg-users mailing list
osg-users@li
Hi,
I recently started looking at the animation part of osg. I have read some
examples and wonder if there is tutorial or formal documentation for it. For
example, I would like to replace the linear interpolation in the example
osganimationsolid with cubic bezier interpolation. It doesn't really
Hi,
Thanks, I guess I will need to learn it the hard way. I would prefer that
whoever implemented the animation would spell out most of the details of it,
like a tutorials for the basic osg features. It's just sometimes frustrating to
copy and paste the sample code without fully understand it a
Hi,
Hi, I wonder when I should use setDataVariance(osg::Object::DYNAMIC);
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14046#14046
___
osg-users mailing list
osg-users@li
Hi,
I have some basic questions about the light setup in osg. I looked at the
example osglight. It seems there is a osg::Light class and there is a
osg::LightSource. One is state attribute and another is a group. Can someone
explain practically how a light and lightsouce work together. For exam
Hi,
I tried osgShadow example and it just turned out to be black, unlit geometries.
Much less the shadow. I have run the exmaple on Mac, Windows and Linux and all
the same. Anyone else has the same problems?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum
Hi,
We are developing a game with movies (mpeg) and would like to play them as cut
scenes. I see there is a osgmovie example there and we would like to play sound
in the movie using a sound library call FMOD.
The example uses quicktime plugin and the plugin in calls quicktime routine. My
ques
Hi,
Thanks, never tried with those arguments. My video cards are mostly nvidia
Quadro something. We are developing this game so it can run on most reasonably
recent graphics cards.
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtop
Hi,
We are currently developing a plugin for Maya. So far it supports basic
geometry, texture, bump map, lod, instancing and animation, including keyframe
animation and character/skeleton animation. Particle system will be added soon.
This implementation is publicly funded so it doesn't have p
Hi,
I should probably have used .ive file. I didn't consider such possibility ver
carefully when I started. There is an other fellow doing exactly that for
OpenSG, except for OpenSG use XML file format which I think is really
cumbersome.
One reason for the intermediate binary format is that
Hi,
Ok, I will give it a try and see how it works. Can .osg contain callbacks? They
are needed in animation.
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14615#14615
___
Hi,
Is there a 64bit 3rd party dependencies somewhere I can download?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14616#14616
___
osg-users mailing list
osg-users@lists.
Hi,
How do I get current accumulated transform in a nodeupdatecallback?
Specifically
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
What does NodeVisitior->apply(something) mean?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegr
Hi,
The animation supports euler but not quaternion. Is there any easy way to
convert quaternion to euler?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14664#14664
___
o
Hi,
Yes, I am using that. I will give it a try. Strangely there is "euler" in the
animation but not more useful "quaternion". Can you show me how to add it?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14721#14721
Hi,
I am writing my own shader (glsl) for rendering. Can anyone show me how to draw
shadow in the scene? What is in the texture unit used by softshadow map. Is
that depth, grey scale color ?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.o
Hi,
Thanks, I see there is only fragment shader, is vertex shader somewhere else?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14728#14728
___
osg-users mailing list
osg-
Hi,
Is there any way I can set the uniforms by vertex? I know uniforms are in
stateset. There are some attribute for vertex I need to set in shaders for each
vertex. How can I do it?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewt
Hi,
Hi, I have prepared a tar ball for this exporter. Its located at
http://vrac.iastate.edu/~freeman/Rocky_maya.tar
There is some detailed documentations. But basically you will need to use CMake
to build it.
All testers are welcome and please post your comments here on OSG forum.
Thank you
Hi,
Can someone show me how to do offscreen rendering?
What I have so far is a shader that render the texture on the screen after
processing. I would like to render it offscreen and save it as a texture map.
Any reference will also be appreciated
Thank you!
Cheers,
Rabbi
--
Rea
Hi,
What is the example called? I see there are some examples for prerendering.
That's not what I need. In my case, I only need to do off screen rendering once
at the beginning of the application for all.
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.ope
Hi,
Here is what I got so far.
osgViewer::Viewer viewer;
//graphics context
osg::ref_ptr traits = new
osg::GraphicsContext::Traits;
traits->x = 0;
traits->y = 0;
traits->width = image->s();
traits->height = image->t();
traits->red = 8;
traits->green = 8;
Hi,
I have a code that creates a temporary viewer and uses it to render one frame
and copy from the color buffer to an image. When I call viewer.frame() the
rendered image is only half done. Is there anyone to tell the viewer to
complete a frame, save it and close itself?
Thank you!
Cheers,
R
Hi,
How can I set a viewer invisible for RTT?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=16084#16084
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http
Hi,
I save it in a file. The problem is with frame(). If I call viewer.run() and
hit Esc to quit the viewer the image is complete.
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=16092#16092
_
Hi,
I am getting a lot of "Warning: detected OpenGL error 'invalid value' after
RenderBin::draw(,)" at run time.
Can someone tell me how to narrow it down?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=16116#16116
Hi,
I am trying to create a simple scene and render it to an image. The problem is
the image that is attached to the camera is always null. Can some one tell me
what is going on?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic
Hi,
The transparent blending works fine now. How ever the sorting does seem
currect. Sometime the transparent object disappears or not drawn at all. , It
view dependent Is there anyway it can be fixed?
stateSet->setMode(GL_BLEND, StateAttribute::ON);
stateSet->setRenderingHint(StateSet::TRANS
Hi,
Is there anyway that I can enforce drawing the objects inside first before
drawing the outside membrane?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=16203#16203
___
Hi,
For render-to-texture, there are several implementation. At least I know RTT
buffer, Frame buffer and Frame buffer object. Can someone explain the
difference to me and which one is more portable across different hardware?
Thank you!
Cheers,
Rabbi
--
Read this topic online
Hi,
What is the best approach to change stateset based on the distance between the
object and the camera?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=16205#16205
___
os
Hi,
Just set the transformation matrix to idenity
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=16207#16207
___
osg-users mailing list
osg-users@lists.openscenegraph.org
ht
Hi,
I see there is a osgUtil::RenderBin, is that what you are refering to? If not,
is the class you mentioned going to be released soon?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=16208#16208
Hi,
Is there quick way I can get the distance from the camera or I need to save or
reference to the position of the camera each frame and use that to compute the
distance?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=1
Hi,
I am trying to create an image out of a memory block:
unsigned char * data= new unsigned char[1024];
image->setImage (int s, int t, int r, GLint internalTextureformat, GLenum
pixelFormat, GLenum type, unsigned char *data, AllocationMode mode, int
packing=1)
For Allocation mode, there are
Hi,
Node* ResetNodeMatrices( Node *node)
{
osg::Group* root = new osg::Group;
osg::Matrix matrix;
osg::MatrixTransform* transform = new osg::MatrixTransform;
matrix.makeIdentity();
transform->setMatrix(matrix);
root->addChild(transform);
transform->addChild(node);
return root->getChild(0);
}
I
Hi,
I add a camera to the scene that renders the texture I want and set the camera
to use pixel buffer. I am trying to do some preprocessing for the texture map
beforehand. The viewer is used only to render one frame or two before it
deconstructs.
The result is random, sometimes the rendered
Hi,
Well, I see the code and the reason why I am posting here is because even I
match the allocation type properly, it still crashes. In VC, it complains that
there is something wrong the heap.
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegrap
Hi,
I compile the code in debug mode. Well, the image is good either on the screen
or saved as file, which likely rules out the dimension problems. Its the delete
that is causing the problem
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.or
Hi,
I attach the image to the camera and use PRE_RENDER for the camera. I just use
the osgDB to write the image to file.
I also notice that the chance of getting an image for calling viewer.frame()
once is zero. What I do now is calling frame() for 10 times before saving the
image. Still, the
Hi,
I have two callbacks that share some data. One saves the current transformation
matrix into the member if it, other one gets it. It looks that the second
callback always get the same even the transformation matris is different.
I guess it's probably has some thing to do with multi threading
Hi,
I need to position my camera at certain location and look at another. Can
someone tell me how to do that?
I have the following code the it does not do what it's supposed to do
camera->setProjectionMatrixAsPerspective(45.0, 1.0, 0.5, 1000);
camera->setProjectionMatrix(osg::Matrix::lookAt(Vec
Hi,
I have a multithread application which might update an node (add/remove
children etc) at the same time. Is there any locking mechanism for ensuring
only one thread is in a critical session at any time.
I look at the source code of Group which just use std::vector for children
list. As far
Hi,
Thanks, that helps alot. That kinda explain why in OpenSG you have lock each
single update operation. I thought OSG handles that internally, but looks like
its going to be more complicated than that.
I guess I will try to avoid multithread in this case and just have one single
thread respo
Hi,
What is the status on CGFX? Last post on this topic was back in 2008.
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=23502#23502
___
osg-users mailing list
osg-users@li
63 matches
Mail list logo