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I have a simple question.
What is the fog visibility unit?
Is it a meter?
Is it feet?
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Hi Franco,
I can't help with GTK related stuff as I've neer worked with it.
If you can try your scene graph with the standard osgViewer rather than
embedding into a GTK graphics context.
Robert.
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for the past two years :-)
Robert.
On Wed, 9 Sep 2020 at 21:40, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Hello,
>
> We’re seeing some crashes in FlightGear relating to osgParticle, which
> raised some questions:
>
> - what is the th
d bug B revealed, but that's quite a few
years ago now - had your software been updated more regularly it's likely
you'll have seen discussions.
Cheers,
Robert.
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at 09:12 +0100, OpenSceneGraph Users wrote:
Hi Franco,
Posting screenshots is fine, and exactly the thing to do with these types of
problems.
It's not possible to diagnose the exact problem you are seeing with rendering
under OSG-3.6.5. Broadly it looks like a depth test issue
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Best regards
Per
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On Fri, 4 Sep 2020 at 14:05, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> I'm actually curious about the distance unit of Density used in OSG.
> Whether the unit of distance is meters or feet depending on values between
> 0.0 and 1.0..?
>
The OSG d
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Aha! Thanks for the tip.
I needed to add this call to osggtkdrawingarea.cpp realise callback
gtk_gl_area_set_has_depth_buffer(area, TRUE);
Working as before now.
Cheers,
On Mon, 2020-09-07 at 20:33 +0100, OpenSceneGraph Users wrote:
Hi Franco,
I can't help with GTK related stuff as I've
Am 07.10.20 um 09:03 schrieb OpenSceneGraph Users:
> Hi All,
>
> I have been tempted to just adopt google-groups as the only support forum.
> I've kept the mailman list around as it was still functionality and in
> theory possible to integrate with the google-groups, though I've ne
Being this an oversight, maybe it would suffice to filter that exact
string, if possible.
The bad thing is that if it were intentional abuse, it seems that there
would not be any way of stopping it.
--
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Hi All,
I have been tempted to just adopt google-groups as the only support forum.
I've kept the mailman list around as it was still functionality and in
theory possible to integrate with the google-groups, though I've never been
able to configure things to work properly.
I have gone into the
8:51, Thomas Widmer wrote:
>
> Thanks Robert!
> I will try to find out more about pre-processing of OSG. In case you have
> a good starting point for me, where to find information about it, let me
> know!
>
> On Wednesday, September 30, 2020 at 6:21:33 PM UTC+2 OpenSceneGraph Us
information about it,
let me know!
On Wednesday, September 30, 2020 at 6:21:33 PM UTC+2 OpenSceneGraph
Users wrote:
On Wed, 30 Sep 2020 at 16:10, OpenSceneGraph Users
wrote:
I tried FBX already, but didn't manage it to get it running. I
think the main issue
ring creating batches but it is
> not working well. Any hints, snippets are highly welcome!
>
> Thanks a bunch as always!
>
> Cheers,
> Nick
>
> --
> trajce nikolov nick
>
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Hi Robert,
On 14-Oct-20 3:56 PM, OpenSceneGraph
Users wrote:
Hi Renzo,
On Wed, 14 Oct 2020 at
12:00, OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
Hi Renzo,
Maybe a node visitor with z-near and z-far as parameter is a possible approach.
Werner
On 15. Oktober 2020 09:46:57 MESZ, OpenSceneGraph Users
wrote:
>
>Hi Robert,
>
>On 14-Oct-20 3:56 PM, OpenSceneGraph Users wrote:
>
>Hi Renzo,
>
>
>On Wed, 14 Oct 2020 at
Hi Renzo,
You may look at osgShadow\MinimalCullBoundsShadowMap.cpp. It scans
RenderBins and compute bounds of culled drawables to optimize shadow map
resolution.
Cheers,
Wojtek Lewandowski
czw., 15 paź 2020 o 12:40 OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> napisał(a):
On 15-Oct-20 11:25 AM, OpenSceneGraph
Users wrote:
Hi Renzo,
Maybe a node visitor with z-near and z-far as parameter is a
possible approach.
Werner
On 15. Oktober 2020 09:46:57 MESZ,
OpenSceneGraph Users
wrote
Hi Robert, thanks for the answer!
--Vaillancourt
On Wednesday, September 30, 2020 at 12:19:14 p.m. UTC-4 OpenSceneGraph
Users wrote:
> Hi Vaillancourt,
>
> The OSG does not provide thread safe sharing of contexts, and OpenGL
> itself doesn't provide it either, so even if we attemp
Hi Renzo,
On Thu, 15 Oct 2020 at 09:05, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> thanks for pointing out how cull traversal operates.
>
> Yes, it might be I am searching in the wrong direction. I need to get the
> minimum and the maximum Z coordina
Hi Wojtek,
it looks interesting. I do not have a shadowed scene but I will try
it, thanks.
Regards,
Renzo
On 15-Oct-20 2:54 PM, OpenSceneGraph
Users wrote:
Hi Renzo,
You may look
!
Thanks a bunch as always!
Cheers,
Nick
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As I understand, the OSG mailing list is linked with the google groups.
Would it be an option to stop using the mailing list and only use the
google groups?
On Monday, October 5, 2020 at 5:39:34 p.m. UTC-4 OpenSceneGraph Users wrote:
> On Mon, 5 Oct 2020 at 20:30, OpenSceneGraph Users <
On Mon, 5 Oct 2020 at 20:30, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> How are you not able to tell who is sending these posts? Isn't that a
> prime opportunity for spam messages if you can't forcefully remove users
> who are abusing the mailing l
On Sat, 3 Oct 2020 14:32:35 +0100
OpenSceneGraph Users
wrote:
> I'm seeing a problem when using CompositeViewer where an event handler
> is being called with osgGA::GUIEventAdapter::RESIZE but
> sometimes (maybe 25% of the time)
> osgGA::GUIEventAdapter::getGraphicsContext() see
instancing and a
custom shader that will generate whatever needs to be displayed for each
point e.g. using a geometry shader. In that way you can render a few
millions of points every frame without too much craziness if you have
decent hardware.
Jan
On Tue, 6 Oct 2020 at 01:18, OpenSceneGraph Users <
ppets are highly welcome!
>
> Thanks a bunch as always!
>
> Cheers,
> Nick
>
> --
> trajce nikolov nick
>
> --
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h quality posts on a list and
might prefer to first read their posts in threads.
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Hello,
On Tue, 6 Oct 2020 at 09:05, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> As I understand, the OSG mailing list is linked with the google groups.
> Would it be an option to stop using the mailing list and only use the
> google groups?
>
> On Mo
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;> osg::ref_ptr< osg::GraphicsContext > gc =
>> osg::GraphicsContext::createGraphicsContext( traits.get() );
>> if( !gc.valid() )
>> {
>> osg::notify( osg::FATAL ) << "Unable to create OpenGL v" <<
>> version <<
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Hi, you have to modify the geometry of the line.
You can do that either scaling and rotating it or by modifying the
coordinates of the vertices. In the latter case, be sure to deactivate
the display lists of the geometry, otherwise the line will not be
reflect any changes.
--
Alberto
Hi, Luca. One cannot do this in a general way since under each node any kind of
entities can exist.
I think the task you want to do not possible in a generic way, unless
you get down to the level of the specific drawables each node has and
copy/transfer their contents (for example, if they are
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doesn't change...
Thanks to anyone that will help :)
Regards
Luca
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Hi All,
Qt supports dynamic OpenGL implementation loading that forces my application to
switch from standard OpenGL to either ANGLE or Mesa llvmpipe when Windows
Remote Desktop Connection is used.
However I have seen that those fallbacks do not work in my case and the error is
"OpenGL
list
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Mailing list settings have reverted so I can't trace the problem sender...
I've changed the setting again to see what will happen this time
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e two lines on GL3/GL4 and GLES2 specific builds
as these will be enable by default.
gc->getState()->setUseModelViewAndProjectionUniforms(true);
gc->getState()->setUseVertexAttributeAliasing(true);
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cam->setViewport( new osg::Viewport( 0, 0, width, height ) );
viewer.setSceneData( root );
// for non GL3/GL4 and non GLES2 platforms we need enable the osg_
uniforms that the shaders will use,
// you don't need thse two lines on GL3/GL4 and GLES2 specific builds
as these will b
Hello,
On Tue, 6 Oct 2020 at 19:20, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> > It is largely counterproductive because on the off-chance that some
> address
> > gets harvested for spam or harassment it is now difficult to conduct any
> > mea
How are you not able to tell who is sending these posts? Isn't that a prime
opportunity for spam messages if you can't forcefully remove users who are
abusing the mailing list?
On Monday, September 21, 2020 at 11:32:24 AM UTC-7 OpenSceneGraph Users
wrote:
> On Mon, 21 Sep 2020 at 17
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Hi Renzo,
On Wed, 14 Oct 2020 at 12:00, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> I am using osg::Drawable::getBoundingBox() to retrieve the bounding box
> around the whole geometry. Is there a similar short way to get the
> equivalent box for just the
?
Best regards,
Renzo
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On Sat, 17 Oct 2020 at 18:15, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Thank you for your questions,Do you mean to use this
> setUseVertexAttributeAliasing(true) only in GL version that only supports
> shaders ?
>
Vertex aliasing only af
e to get you better help.
>
> FWIW we use sundog's SilverLining for clouds and sky.
>
> --
> Vaillancourt
>
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to have given us the the desired effect of single VRAM footprint
usage, but any multi-threading model seems to be unstable, not functional.
Thank you!
- Vaillancourt
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To unsu
there will be limits about what you'll be
able to export.
The OSG tends to be used for final graphics applications rather than for
data exchange, so the data tends to go from FBX/OBJ etc. to OSG.
Robert.
On Tue, 22 Sep 2020 at 13:05, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org>
ffice, but I will try to check it
out perhaps the next week.
On Wednesday, September 30, 2020 at 9:56:45 AM UTC+2 OpenSceneGraph Users
wrote:
> Hi Thomas,
>
> I had others might provide some guidance as I don't have any experience
> with Blender to share. The best I can do is pro
Library 3.6.5
Best regards,
Thomas
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On Mon, 21 Sep 2020 at 17:40, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> Could the owner of the address that auto-replies when they're driving
> disable their auto-reply from/to this address?
>
Unfortunately these posts are coming in without any way to f
Could the owner of the address that auto-replies when they're driving
disable their auto-reply from/to this address?
Thanks!
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On Monday, September 21, 2020 at 11:44:26 a.m. UTC-4 OpenSceneGraph Users
wrote:
> [Auto-Reply] I'm driving right now - I'll get back to you la
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Hello Mirr..o?
You might want to describe what features you're after exactly, others will
be able to get you better help.
FWIW we use sundog's SilverLining for clouds and sky.
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On Wed, 30 Sep 2020 at 16:10, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> I tried FBX already, but didn't manage it to get it running. I think the
> main issue is the levels of details used for OSGB and how I can "access3
> them to be used for the co
when managing objects to avoid threading
collisions. The VSG and Vulkan have waaay lower CPU overhead so
multi-threading is actually far less critical for performance,
paradoxically as Vulkan is so much better at handling threading!
Robert.
On Wed, 30 Sep 2020 at 14:05, OpenSceneGraph Users <
Thanks Robert!
I will try to find out more about pre-processing of OSG. In case you have a
good starting point for me, where to find information about it, let me know!
On Wednesday, September 30, 2020 at 6:21:33 PM UTC+2 OpenSceneGraph Users
wrote:
> On Wed, 30 Sep 2020 at 16
describe what features you're after exactly, others
>> will be able to get you better help.
>>
>> FWIW we use sundog's SilverLining for clouds and sky.
>>
>> --
>> Vaillancourt
>>
>
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I'm seeing a problem when using CompositeViewer where an event handler
is being called with osgGA::GUIEventAdapter::RESIZE but
sometimes (maybe 25% of the time)
osgGA::GUIEventAdapter::getGraphicsContext() seems to return the wrong
osg::GraphicsContext*.
This is with Flightgear, which i've
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the websites which are free for textures
and dem data.
this will useful for me in m.tech project.
actually I want Bangalore (HAL) airport 3d terrain data.
thank you all in advance.
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Do you have any other objects in the scene? Could it be that the point
of view is moving with the object?
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OpenSceneGraph Users writes:
> Thank you, Alberto. I am adding and removing nodes from the scene in real
> time. Is that a problem?
Yes, it is if you are not using a SingleThreaded viewer mode. It could
be that some thread is trying to access a just deleted node.
--
A
om
>>> /usr/lib/x86_64-linux-gnu/libgdk-x11-2.0.so.0
>>> #23 0x77515671 in ?? () from
>>> /usr/lib/x86_64-linux-gnu/libgdk-x11-2.0.so.0
>>> #24 0x77515fa8 in gdk_window_process_all_updates () from
>>> /usr/lib/x86_64-linux-gnu/libgdk-x11-2.0.so.0
&g
sible because of how slow it
makes the application run, thereby causing timing issues with the sensors
that prevent required operations from finishing (required to replicate the
bug)."
But I appreciate your suggestion.
On Monday, May 25, 2020 at 11:13:17 AM UTC-5, OpenSceneGraph Users wrote:
&g
gt; #27 0x7662e04a in g_main_context_dispatch () from
>> /lib/x86_64-linux-gnu/libglib-2.0.so.0
>> #28 0x7662e3f0 in ?? () from
>> /lib/x86_64-linux-gnu/libglib-2.0.so.0
>> #29 0x7662e712 in g_main_loop_run () from
>> /lib/x86_64-linux-gnu/libg
ibgtk-x11-2.0.so.0
>> #26 0x774f4d57 in ?? () from
>> /usr/lib/x86_64-linux-gnu/libgdk-x11-2.0.so.0
>> #27 0x7662e04a in g_main_context_dispatch () from
>> /lib/x86_64-linux-gnu/libglib-2.0.so.0
>> #28 0x7662e3f0 in ?? () from
>> /lib/
, if I’m dealing with some library libfoo.a with unknown dependencies,
I look at the undefined globals and try to infer their source. So
nm -g —undefined-only libfoo.a | c++filt
and have a look at what is missing.
> On 28/05/2020, at 6:28 AM, OpenSceneGraph Users
> wrote:
>
>
Thanks, Alberto. I changed my viewer to use the SingleThreaded threading
model (it had been using ThreadPerContext) but the problem remains. Thanks
for the advice anyway!
On Wednesday, May 27, 2020 at 9:51:26 AM UTC-5, OpenSceneGraph Users wrote:
>
> OpenSceneGraph Users writes:
>
Hi Alberto. There are lots of other objects in the scene, but the point of
view is not moving as this is happening.
On Wednesday, May 27, 2020 at 9:55:16 AM UTC-5, OpenSceneGraph Users wrote:
>
> Do you have any other objects in the scene? Could it be that the point
> of view
gt;> maybe most of you people are know the websites which are free for
>>> textures and dem data.
>>>
>>> this will useful for me in m.tech project.
>>> actually I want Bangalore (HAL) airport 3d terrain data.
>>>
>>> thank you all i
;
> thank you all in advance.
>
>
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To view this d
amic
> compiling). Nothing worked so far.
>
> Can anyone please tell me what am I doing wrong? My source code can be
> seen here
> <https://github.com/eco-info/osgCookbook/tree/master/outros/terreno1>.
>
> Thanks,
>
> Rodrigo.
>
>
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You received this me
his problem.
>> maybe most of you people are know the websites which are free for
>> textures and dem data.
>>
>> this will useful for me in m.tech project.
>> actually I want Bangalore (HAL) airport 3d terrain data.
>>
>> thank you all in advance.
>>
>&
performance. But in my case,
such an simple app consume a space like 5GB is not making sense, so I
wonder how I could change the cache size to lower the memory usage.
Thanks!
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Hi??
There is nothing we can advice as you say nothing how you are managing your
scene graph. All we know is you are doing something with a point dataset
and memory keeps growing.
You need to provide some source of how to you are setting up your scene
graphs and how you are updating it. Once
Hi, Erik. Could it be that you are adding and/or removing entities in
your scene at run time?
Have you used valgrind? It will be very slow, but can shed some light
about the issue.
--
Alberto
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geo); // Add the pointcloud
viewer->frame();
}
```
Thanks,
Hui
On Monday, May 25, 2020 at 6:33:59 PM UTC+8, OpenSceneGraph Users wrote:
>
> Hi??
>
> There is nothing we can advice as you say nothing how you are managing
> your scene graph. All we know is you are doing som
t 3:38 AM, OpenSceneGraph Users
> wrote:
>
> Thanks Robert!
>
> On Sun, May 24, 2020 at 5:24 PM Robert Osfield <mailto:robert.osfi...@gmail.com>> wrote:
> Have a look at Michael Kapelko's work on using Emscripten to use the OSG
> within a browser:
>
> https://
Thanks Phil!!! These are really good insights
On Sun, May 24, 2020 at 10:44 PM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> I’ve done a build of OSG for the web (using Emscripten and WebAssembly):
>
> *https://github.com/MozillaReality/OpenSceneGraph
> &
020, at 8:54 AM, OpenSceneGraph Users
> wrote:
>
> Thanks Phil!!! These are really good insights
>
> On Sun, May 24, 2020 at 10:44 PM OpenSceneGraph Users
> <mailto:osg-users@lists.openscenegraph.org>> wrote:
> I’ve done a build of OSG for the web (using Emscrip
Anyone who wants to chat about this further is welcome to email me.
On Wed, May 27, 2020 at 2:45 AM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> I am definitely interested in collaborating on this. Some things remain
> incomplete in the current port. I’ll share
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