Hi Oran,
When optimizing OSG applications most of the task is really about
optimizing the scene graph to address bottlenecks. You've taken the
first step in look at high level cull, draw dispatch (the OSG's draw
traversal dispatch data into the OpenGL FIFO) and draw GPU stats, and
listing the
Hi All,
Been using OSG for a while and have learned a lot and enjoyed it. I currently
have an application with uses OSG and Qt for displaying a highly detailed
model. A database is loaded which may cause colors in the model to change or
additional geometries to be generated.
My OSG viewport
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Hi all,
I’m developing cross-platform application using Qt Quick 2. And I want to
integrate OpenSceneGraph view into my application.
It seems that there is there are several libraries that can integrate
OpenSceneGraph into Qt Quick application:
https://github.com/podsvirov/osgqtquick - works
Hi Michael,
Nice job, will certainly use it!
Cheers,
Raymond
On 7/1/2017 10:04 AM, Robert Osfield wrote:
Great work Michael :-)
On 30 June 2017 at 18:16, michael kapelko wrote:
Hi.
TL;DR Sample OpenSceneGraph application in Web:
Great work Michael :-)
On 30 June 2017 at 18:16, michael kapelko wrote:
> Hi.
>
> TL;DR Sample OpenSceneGraph application in Web:
> https://ogstudio.github.io/openscenegraph-cross-platform-guide/
> Give it a try!
>
> -- Official --
>
> I've finished my work on the
Hi.
TL;DR Sample OpenSceneGraph application in Web:
https://ogstudio.github.io/openscenegraph-cross-platform-guide/
Give it a try!
-- Official --
I've finished my work on the OpenSceneGraph cross-platform guide:
https://github.com/OGStudio/openscenegraph-cross-platform-guide
It contains
Hi Grendah,
On 23 Apr 2016, at 15:35 , Grendah Garidi wrote:
> hi, I want to use Qt with OSG(2.9.12_x86VC2008) and I need a Binaries
> library of osg version 3.x.x
do you perhaps want to consider installing all dependencies needed to build OSG
via MSYS2 [1]
and start
hi, I want to use Qt with OSG(2.9.12_x86VC2008) and I need a Binaries library
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Hi Anders,
There is a new mechanism for managing clean up of GL objects, which in
theory should help improve management of lifetimes of GL objects.
The warning suggests that something is try to do GL call after the
context is cleaned up, I don't know yet if this is a bug in the new
code or
Yep sorry. I was having some (other) issue where text was not rendered when
I had enabled shadows, so I was messing with osgViewer.cpp copying sample
code from osgShadow there.
The example that reveals the issue at shutdown is plainly osgShadow.cpp
Output:
osgshadow.exe --window 0 0 1024 768
Seems that this actually caused a lot more problem than I first thought...
The fact that you need to have a valid reference while tearing down nodes,
means that our system with plugins (dll:s loaded etc) now causes problems.
The Camera it self, has references to a scene, states, (Renderer) etc,
Hi Anders,
On 4 February 2016 at 13:19, Robert Osfield wrote:
> However, let me investigate the bug at my end. This should clarify
> things. I haven't had a chance to investigate yet as I've been
> testing and checking a block of work this morning.
I have tracked the
Hi Anders,
On 4 February 2016 at 13:03, Anders Backman wrote:
> Seems that this actually caused a lot more problem than I first thought...
>
> The fact that you need to have a valid reference while tearing down nodes,
> means that our system with plugins (dll:s loaded etc) now
Hi all.
Trying OSG 3.5.1 and I have started to get some problems with objects
(osg::Program/osg::Shaders etc.) being de-allocated after context is
destroyed:
Error: OpenGL version test failed, requires valid graphics context.
Sometime it crasches sometimes it just print the warning.
I can
Hi Anders et.al,
On 4 February 2016 at 14:34, Robert Osfield wrote:
> I will complete these fixes and get them checked in, once I do I'll
> update this thread.
I have fixed the problems in osgShadow and checked in fixes to git master.
Gotta be said that some elements
Hi Joshua,
I'm not sure what you mean by video canvas. If you want to render a
video as a texture on a geometry then the osgmovie example is the place to
look.
Robert.
On 24 May 2015 at 21:39, Joshua Robinson shooki.robin...@gmail.com wrote:
Howdy OSG-Users Volcans,
I am a newbie to OSG
Howdy OSG-Users Volcans,
I am a newbie to OSG and need help to do :
Add a video canvas to scale the video. It should do :
1) Create a video canvas.
2) Assign texture coordinates to the video canvas, I prefer manually, it
can be automatically (function).
Specify the number of columns and
I am having this problem with OSG 3.3.3 and Qt5 and MSVC2013
Commenting out the #define GL_ARB_vertex_buffer_object in osg/BufferObject
does indeed allow it to compile.
On Sun, Feb 1, 2015 at 10:56 AM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Phileppe,
I presume Qt5.4 is define the
Hi Philippe,
Unfortunately the forum has messed up the attachments. The mailing list is
such much more reliable for attachments, alas forum's are so modern that
most new users seem to prefer it.
Could you just email me directly the changed files.
Thanks for you patience,
Robert.
On 3 February
Hi Robert,
Thanks for the quick answers.
Please find attached the two modified files (originals are from version 3.3.3):
The files are:
- include/osg/BufferObject
- include/osg/GLDefines
Qt also uses the #ifdef #define pattern so switching include order might not be
ideal (haven't tested...).
robertosfield wrote:
Could you try removing the #define GL_ARB_vertex_buffer_object line from the
include/osg/BufferObject header to see if that allows the Qt header to
compile fine.
Removing the #define GL_ARB_vertex_buffer_object line did the trick.
Fixing the
robertosfield wrote:
Hi Phileppe,
I presume Qt5.4 is define the various GL values in it's headers as well as
the OSG. You could try changing the include order of the Qt and OSG headers
to see if that can resolve the issue. I don't have Qt5.4 on my system to
test against so I'll have
Hi Phileppe,
Good to hear you've been able to fix the problems. Could you send me the
whole modified files so I can do graphical diff to make sure I get all the
correct modifications.
Thanks,
Robert.
On 1 February 2015 at 12:08, Philippe Renon philippe_re...@yahoo.fr wrote:
robertosfield
Hi Phileppe,
I presume Qt5.4 is define the various GL values in it's headers as well as
the OSG. You could try changing the include order of the Qt and OSG
headers to see if that can resolve the issue. I don't have Qt5.4 on my
system to test against so I'll have to defer to you to see if you
Hi,
Compilation of osg 3.2.1 against Qt 5.4.0 (mingw) was working perfectly fine.
After switching to 3.3.3 we are seeing this compilation error :
In file included from
d:/Projects/OpenPilotTools/qt-5.4.0/5.4/mingw491_32/include/QtGui/qopengl.h:123:0,
from
Hi Philippe,
Could you try removing the #define GL_ARB_vertex_buffer_object line from
the include/osg/BufferObject header to see if that allows the Qt header to
compile fine.
Robert.
On 31 January 2015 at 20:44, philippe renon philippe_re...@yahoo.fr wrote:
Hi,
Compilation of osg 3.2.1
I am also seeing this warnings multiple times:
[ 92%] Building CXX object
src/applications/osgearth_package_qt/CMakeFiles/application_osgearth_package_qt.dir/package_qt.cpp.obj
In file included from
d:/Projects/OpenPilotTools/qt-5.4.0/5.4/mingw491_32/include/QtGui/qopengl.h:123:0,
LineSegmentIntersector will almost never hit non-polygon geometry. A
perfect hit between a line and another line is difficult with floating
point math.
You should probably use the PolytopeIntersector (
http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00616.html
) which
Hi guys,
Recently, I have build a test application based on osg 3.2 and osgEarth 2.5
which loads some linestring geometry.
Then I tried to calculate the spatial distance between two lines using
osgUtil::LineSegmentIntersector::Intersections results;
if (getMapNode()
Thanks Robert for the detailed analysis. This is very helpful.
Is there a way for me to directly access the slave cameras in my Viewer object,
so I could, in the short term, hack in a change to the colorMasks, and thus
perhaps not need to recompile OpenSceneGraph?
Longer term, it might be nice
Hi,
Is it possible to display stereo 3D rendering for green-magenta anaglyph
glasses in OpenSceneGraph? (as opposed to red-cyan glasses)
I can get stereo working well with old-fashioned red-(blue-cyan) glasses.
Is there a way to change the color settings of anaglyph mode?
Below is a complete
Sorry I neglected to put a subject line. I think once I have two posts, I will
be able to edit my question subject on the forum.
Christopher
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=60519#60519
HI Christopher,
Currently the ANAGLYPHIC stereo support is hardwired to red-cyan.
Curiously you are the first to ask for anything else.
To implement for other interpretations of anaglyphic you'd need to
implement it using osgViewer::View slave Camera's, one slave Camera for the
left eye and one
Dearl all,
I have tried to use quad buffer stereo displaying mode, and it successed.
Here, I have the problem, I want to save the scene as a picture, especially one
left-eye and right-eye.
I do not want to render the scene using LEFT_EYE and RIGHT_EYE one by one,
sometimes we need
Hello Nick,
How can I check what version of the txp is the format of the terrain?
Mess ag e: 2 Date: Mon, 22 Ap r 20 13 09 :4 4: 5 5 +0 20 0 From : Tr ajc e
Nik olov NIC K traj ce .n iko lov. ni ck @g m ail .c om To : Ope nS c
eneG rap h Us ers osg - use rs@ lis ts . open sc ene gr aph .or g
Hi Daniel,
somewhere in the header of the txp archive should be something like
GetVersion or such. Look in the trpage_* headers
Nick
On Thu, Apr 25, 2013 at 1:10 PM, Daniel Krikun krikun.dan...@gmail.comwrote:
Hello Nick,
How can I check what version of the txp is the format of the
Hi RigTransformSoftware is not a node, it is helper class which implements skinning animation inside RigGeometry (which is not a node either, its drawable).Just dont touch vertex positions array and use gl_Vertex in shader instead of your position attribute (dont do this:
Hello.
My task is to render an animated dae character with shaders.
I have created a simple vertex shader:
attribute vec4 position_attribute;
attribute vec4 color_attribute;
varying vec4 color;
void main(){
color = color_attribute;
gl_Position = gl_ModelViewProjectionMatrix *
Hi RigGeometry vertex\normal arrays updated according to animation when software rig transform implementation is used. Have a look at RigTransformSoftware::operator() source. If you set vertex position with setVertexAttribArray, it woudnt be updated, else if you set it with setVertexArray it would
Hello.
First of all the SceneGraph that is created after i read the dae file
doesnt have any RigTransformSoftware node.
Does that mean the values in the vertex array in the rig geometry will stay
the same during the program execution (and they will never get the updated
value) ?
In order for me
Spam. Do not visit this link.
On Mon, Jul 2, 2012 at 3:18 PM, m...@arne-kreutzmann.de wrote:
http://newmodeluk.com/time.php?ocean208.png
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Hi,
Short answer: there are no simple way,
You should get all drawables, grab all primitivesets and set instance count for
them, write shaders that make use of instanceID to calculate vertex position.
also with instanced drawing you should disable display lists, so for
performance reasons make
Hello Michael,
I guess with instancing you mean not loading the geometry more than once.
By default, when loading a let's say openflight database OSG will load
every external, even it has been encountered before.
There are 2 options you can try.
1, Set up a readFileCallback and cache the model
Hi Everyone,
I'm trying to implement a fairly dense forested area and simply adding
in a bunch of osg::MatrixTransform nodes predictably causes the cull to
crash. I could try reorganizing the scene around an oct-tree as was
suggested by a previous discussion on this topic, but for draw
performance
Thank you for this,but because of some reason,I don't want to receive this any
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Sorry abou this unsavoury spam getting through - it looks to be a case
of a guinuine osg-user that has their mail account compromised by the
spammers. I've unsubscribed the problem account and notified the
account holder.
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GHARBI MABROUK
MAITRISE GENIE ELECTRIQUE
TEL +216 94232502
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hello,everyone,i'd like to ask some question about osg.
I 'm trying to analysis the architecture of osg depending on the source code.
As i'm a researcher and i try to do something on graphics,I have to do some
reseach.
Can anybody give me any
Hi,
FYI, Paul Martz's OpenSceneGraph Quick Start Guide is preferred for
beginners in my opinion. And Qian Xuelei and I wrote a book
OpenSceneGraph Beginners Guide in the end of last year, which is
published by the Packt Publishing. Do some search in the osg-users
archives could be of a lot help,
DON'T SEND MESSAGE PLEASE.
--
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: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vivek Kumar
Dwivedi
Sent: Sunday, March 27, 2011 10:10 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] (no subject)
DON'T SEND MESSAGE PLEASE.
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http://eventostigre.com.ar/google.php
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On Wed, Jan 12, 2011 at 6:21 AM, Vivek Kumar Dwivedi
vivekcsjm...@gmail.com wrote:
Pléase don't send me queries.
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Hi Robert,
Could you remove him from the mailing list ? he have sent dozens of mails
like this.
Mourad
If want to disable subscription or unsubscribe then simply follow the
list to the mailing list admin page - it's appended to all posts (see
above you post even had all the info you need).
Pléase don't send me queries.
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Hi Vivek,
On Wed, Sep 22, 2010 at 6:44 AM, Vivek Kumar Dwivedi
vivekcsjm...@gmail.com wrote:
Hi,do not send mail. I am very busy.
Too busy to be polite or to take control of your own subscription?
At the bottom of all emails there is the link to the mailing list
admin pages, simple log in and
Hi,do not send mail. I am very busy.
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...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Yurii Monakov
Sent: Saturday, July 24, 2010 9:21 PM
To: osg-users@lists.openscenegraph.org; pavelpel...@ya.ru
Subject: [osg-users] (no subject)
http://sites.google.com/site/gGtjM8SvxU11/yhhyksvy
On Mon, Jul 26, 2010 at 12:39 PM, Tomlinson, Gordon
gtomlin...@overwatch.textron.com wrote:
This is a spam and spam link,
I spotted it too, and don't know how it got into osg-users list. The
mailing addresses on the post aren't subscribed and the mailing list
is set to reject all posts from non
http://sites.google.com/site/gGtjM8SvxU11/yhhyksvy
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Hi John,
I would suggest adding the directory where the collada lib is into your lib
search path. I can't recall exactly what this is under windows, could it
just be PATH? The other alternative is to copy the lib into the directory
where you've installed the OSG libs.
Robert.
On Tue, Mar 2,
Hi John,
Is there a reason why you write libcollada14dom2l-d.dll with an L rather
than a 1 ?
Mourad
On Tue, Mar 2, 2010 at 7:29 PM, Montgomery, John T.
j.t.montgom...@abdn.ac.uk wrote:
Hello All,
I am trying, for the first time, to export a Blender model into OSG -
specifically,
...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: 03 March 2010 08:46
To: OpenSceneGraph Users
Subject: Re: [osg-users] (no subject)
Hi John,
I would suggest adding the directory where the collada lib is into your lib
search path. I can't recall exactly what this is under windows, could it just
be PATH
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mourad
Boufarguine
Sent: 03 March 2010 09:01
To: OpenSceneGraph Users
Subject: Re: [osg-users] (no subject)
Hi John,
Is there a reason why you write libcollada14dom2l-d.dll with an L rather than
a 1 ?
Mourad
Hello All,
I am trying, for the first time, to export a Blender model into OSG -
specifically, present3D.
I have compiled OSG debug version with Collada,
Exported a DAE from Blender 'eye.dae'.
Run this in the standard plain vanilla way for present3D - within a slide/layer:
slide
Wanting to catch up with Stephen Northcottpom, no dramas!
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Hi all,
I'm using OSG to create a single 3D viewport window in an Windows MFC
application (running on XP and Vista). I'm having problems with sometimes
getting defective mouse coordinates for the OSG window after I have begun using
OSG in the application (The window was previously drawn by
Oh, and sorry about the no subject. I hit the Send button to soon.
Jesper D. Thomsen
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HI Sunitha,
In future posts could you use a relevant subject line as this helps
with mail clients to thread appropriately, and also for others down
the line to find threads on particular topics in the archives.
When you load a scene graph from any of the 3d loaders you'll get a
complete scene
--
How can i get the staeset of the model i have lodeaded to the
openScenegraph
I am loading an iv file which has the state set attribute in it i need the
current state set attribute does any one know...
I am using getStateset but its returning null.
Always
Keep
Hi,
we want to switch between the shadow techniques at runtime. Sadly some
shadows doesn't work correct. Would be cool if someone can help me with
this.
1. ShadowVolume
It doesn't work in two-pass mode at all. It just displays the shadow
volume as a white mesh. screenshot:
Hi Pecoraro
thank to spot the bug
please send your submissions on osg-submissions the next time.
after review the original code, at line Optimizer.cpp:1561
lod-getNumRanges() is used to know how many iteration will be done in the
for loop, and
getNumRanges have to be equal to getNumChild, so
Hi Maya,
Sorry about this, changed the API but missed updating the wrappers.
They are now updated and checked in.
Robert.
On Mon, Mar 31, 2008 at 12:34 AM, maya leonard [EMAIL PROTECTED] wrote:
Hi Robert
While trying to compile the latest svn version from today I get the
following
Hi Robert
While trying to compile the latest svn version from today I get the following
compile errors for osgDB and osgTerrain Wrappers.
Thanks
Maya
3-- Build started: Project: Wrapper osgDB, Configuration: Release x64
--
2Compiling...
3Compiling...
3DatabasePager.cpp
Hi,
A 60ms draw time is high, and may be high simply because the OpenGL
fifo is full and stalling draw dispatch, or could be that you could
requires a round trip from CPU to GPU. I wouldn't have though having
lots of Camera in itself would be the cause of the slow draw times.
W.r.t multipass,
Hi all,
I have a problem in which I have to do multipass rendering. When I say
multipass, it's in fact rendering to a texture which is the input for the
next rendering, etc... and that about a hundreds time... I could explain
why, but only if necessary, but let's say that no there is no better
Hello all,
I am trying to load Images in my application and it compiles ok but when
linking it appears the following errors:
Creating library ../bin/ExerciseImpl.lib and object ../bin/ExerciseImpl.exp
1prueba.obj : error LNK2001: unresolved external symbol __declspec(dllimport)
public:
Hi Pedro,
Have you added the core osg libraries to you link line? Are the osg
libraries built OK and on your paths?
Robert.
On Jan 2, 2008 2:06 PM, Pedro José Muñoz Martínez
[EMAIL PROTECTED] wrote:
Hello all,
I am trying to load Images in my application and it compiles ok but when
Silvère Besse wrote:
in the daily builds :
OpenSG\Source\System\FieldContainer\OSGFieldDescription.cpp
is missing, no way to compile :(
Looks like you posted to the mailing list of the wrong scene graph ;-)
Try the one at www.opensg.org
Paul
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Hi everybody,
I'm new in delveloping with osg and I have a problem with texturing.
I created a heightmap composed of triangles.
Now I want to texture this plane.
My problem is that I don't know how to do that.
If I have a 3x3 map I have 16 vertices. As said in the pyramid-example there
must be 1
Hi Jan
Take a look to the ShapeDrawable::accept(const HeightField field) to see
how osg
render a height field.
Take a look to the osgtexture2d example to know how to enable and render
texture.
HTH
David
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Jan
Here are three files: test2_dx.wrl is the original .wrl file as output from
OpenDX. test2.wrl is the .wrl file that runs fine in osgviewer (minus the per
vertex colors) after:
Group {
children [
]
}
are removed from top and bottom respectively.
test3_dx.wrl is the same thing
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