Hi Manuel,On 8/25/06, Manuel A. Fernandez Montecelo <[EMAIL PROTECTED]> wrote:
I was trying to investigate about this in bug reports or something, but theSourceForge net site seems to old and unmaintained, I assume that it's notused anymore. I googled for info about this, but no luck.
I haven't ma
Hi Allan,The osgspheresegment example has a osgSim::SpehereSegmenet attached below a transform and it works fine, so have a look at this.Robert.
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On 8/25/06, E. Wing <[EMAIL PROTECTED]> wrote:
size_t would work. I didn't know about ptrdiff_t. It's in stddef.h, soit's standard C too. Thanks for that piece of info.So Robert, do you have a preference?I don't have a preference, my preference will come about once I know which route will be the mo
Hi Don,On 8/24/06, Don Burns <[EMAIL PROTECTED]> wrote:
I've not yet upgraded, so I'm a rev behind you (87.56). So, just
to ask the dumb questions first: Are you turning on Stats with
the 's' key? Does it make a difference if you run single pipe?
Ahh, I was didn't pick up needing to enable stats
Hi Cesar,
This depends somewhat on the Windowing system you are using. You
can do things directly within the windowing system to insure that some
windows stay on top at all times. But there is no way directly
through Producer to do this.
-donOn 8/24/06, Cesar Ismael Mendoza <[EMAIL PROTECTED]>
Hi all,
On our current project, we are using Qt version 4 to provide an interface for
our simulation using OpenSceneGraph. We ran into a few problems displaying
both the Producer renderSurface and the interface in the same window, so we
opted to run the Producer renderSurface and the interface
Hi there,
I was trying to investigate about this in bug reports or something, but the
SourceForge net site seems to old and unmaintained, I assume that it's not
used anymore. I googled for info about this, but no luck.
What I'm trying to do is to get a simple system for collision detection, wi
Are you using the built-in texgen plane uniforms by any chance? I'm
not sure about the latest Windows dirvers, but there is a known bug in
the current NVIDIA Linux driver related to these that hit me with a
shadow mapping shader of mine. Switching to generic uniforms as a
workaround fixed my pro
Hello,
does anyone know how to rotate a SphereSegment such that it's oriented
correctly in another "part of the world.?"
I do not and I really need the help. I have tried using
MatrixTransform and PositionAttitudeTransform as the transform to
attach a SphereSegment to to get it to rotate cor
Changed to include Producer/Types. Windows compiled
fine before, however.
-don
If gets included anywhere before gl.h, then it will work.
So chances are some other header file included windows.h before it got
to PipeTimer. Or maybe you're using Cygwin? I don't know how Cygwin
works. (But Msy
Subject: Re: [osg-users] Making OpenThreads 64-bit clean?
> When I hit this problem I used 'size_t' as the type to cast pointers to.
> Somebody more familiar with porting c++ code should confirm it's the
appropriate type to use.
For this purpose C++ has the type ptrdiff_t.
Regards,
Daniel
Changed to include Producer/Types. Windows compiled fine before, however.
-donOn 8/24/06, E. Wing <[EMAIL PROTECTED]> wrote:
I was trying to do an osg rc test build, but I didn't realize Producerwas changing stuff. Is this going to be part of the osg 1.1.1 release?This is going to require changes
I'm just looking at the particular peace of code and I have one question:
what's wrong with getpid() ?
--
Boris
I'm looking through that now too, and I have the same question. I
thought maybe it was a misnomer, but looking at the Win32
implementation, it calls GetCurrentProcessId(). But getThrea
I was trying to do an osg rc test build, but I didn't realize Producer
was changing stuff. Is this going to be part of the osg 1.1.1 release?
This is going to require changes to the non-Makefile build systems.
Also, in , you need to change the #include
, probably to #include . This line is going
hi robert,
i love ice cream, so please help me solving this problem with your ingenious
ideas :-)
cheers
boto
robert wrote:
#
One lash with a wip for every bug introduced.
One tub of Ben and Jerry's ice cream for every bug solved.
If one causes and solves the bug then one can use
Hi All,I am planning to cut a rc2 in the coming days. Before I do this it'd be useful to get some more build and runtime testing done on the CVS version. Let me know how things are/are not working on your platform so I can get an idea of how things are converging.
Cheers,Robert.
_
On 8/24/06, Botorabi <[EMAIL PROTECTED]> wrote:
robert, do you have any ideas?One lash with a wip for every bug introduced.One tub of Ben and Jerry's ice cream for every bug solved.If one causes and solves the bug then one can use the ice cream to sooth the wipping wounds.
This may help getting the
Hi Don,I have just tried the pipeTimerTest.cpp out and everything runs multiple pipe on my linux box just fine, but the draw time is always zero, even for quite large models.glxinfo give me:OpenGL version string:
2.0.2 NVIDIA 87.62What version of the driver are you working with?Robert.
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Hi Robert,
I've not yet upgraded, so I'm a rev behind you (87.56). So, just
to ask the dumb questions first: Are you turning on Stats with
the 's' key? Does it make a difference if you run single pipe?
-donOn 8/24/06, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Don,I have just tried the pipeT
On Thu, 24 Aug 2006, [EMAIL PROTECTED] wrote:
Ok, so I followed the instructions you pointed me at and
after installing a bunch of support libraries from the gnuwin32
project, pretty much the whole bloody works compiled. I only
had trouble with the freetype and tiff plugins so I commented those
hi,
it seems that this problem is introduced by newer nvidia card drivers. i don't
know if our glsl shader is not that glsl conform or the nvidia driver simply
has a bug? i have also tested the 91.33 beta drivers, same problem remains. i
have read in some forums that other people haver problems
Hi David,There are two ways to update the view matrix dependent data - dynmiacally generate on each frame from within the cull traversal, or to set the data once the update traversal has completed. Doing things dynamically in the cull traversal is the most universal solution as it can cope with m
Ok, so I followed the instructions you pointed me at and
after installing a bunch of support libraries from the gnuwin32
project, pretty much the whole bloody works compiled. I only
had trouble with the freetype and tiff plugins so I commented those
out for the moment. I'm sure if I actually spen
Hi Ben,
> To follow up, here is the tutorial i promised on how to use Blender and (the
> latest) osgexport together:
> http://vterrain.org/Doc/Blender/
>
> It summarizes everything i've learned from the Blender experts here and
> hopefully will provide a good introduction for new people.
Thanks
This mailing list seems to offer great help, so I thought I'd post my
problem hoping one of the veterans, such as Robert would sound off.
I've modified the osgDepthShadow example to perform the LSPSM warping scheme.
To recap what this example does:
1. creates a new camera that renders to an fbo.
HI Heinrich,The dds file looks to be in BGR format rather than the standard RGB. Looking through the loader I can't see any means for it to determine that the ordering is swapped, perhaps it is just a convention like the y/horizontal axis flip.
Robert.On 8/24/06, Heinrich Fink <[EMAIL PROTECTED]>
Gert Maren wrote:
Hi Chris,
A late reply but was finally able to test the paging performance on the
ATI laptop (9600). Performance has improved significantly with the new
drivers -> paging is heaps faster
Good to hear.
but now I get frame rate drops/rises
while sitting static in 1 locatio
already found the option for flip, its "dds_flip" for the reader/writer
but still got the color-problem with uncompressed format...
- heinrich
Heinrich Fink wrote:
hi robert!
Try this dds-file, for example... (it happens both, with and without
embedded mipmaps)
http://stud4.tuwien.ac.at/~
Hi Robert,
So, the osgDB::SharedStateManager not only
applies to textures, but it also applies to state sets?
So if I had 527 files
with 2 state sets each, I could potentially have 1,054 state changes?
Zoiks!
Looks like I should
write some osg profiling, and see how many textures, and
hi robert!
Try this dds-file, for example... (it happens both, with and without
embedded mipmaps)
http://stud4.tuwien.ac.at/~e0425503/appearsBlue.dds
http://stud4.tuwien.ac.at/~e0425503/appearsBlue_nomip.dds
It's a kind of wooden texture, and appears completely blue...
Regarding the flip-iss
The best we have is: http://www.openscenegraph.org/osgwiki/pmwiki.php/PlatformSpecifics/MingwIt might not be too up to date, and it'd seem that Mingw goals posts keep moving as they do with Cyginw. I just use Linux so I can't make any more direct suggestions.
Robert.On 8/24/06, Mike Lynch <[EMAIL
Thanks very much to all of you.Maybe It would be good to integrate this hprFromQuat code in the oqg::Quat code ?It looks like many of us need this feature...jOan2006/8/24, Martins D Innus <
[EMAIL PROTECTED]>:jOan,Attached is a function i wrote to do this. It may work for you.
No guarantee
Hi Sascha,The plan is to only support VS6.0 projects as its the only common denominator between VS6,7 and 8. None of the later project formats are compatible, and its not viable to support more than one set of projects for VS as its already a nightmare.
Cmake offers the possibility out of the VS a
Werner,
OSG does "lazy" state updates (only changes an OpenGL state when needed).
Therefore, if you change the OpenGL state directly (with your pure OpenGL code)
then you have to inform OSG that you have done this. Otherwise OSG will assume
the state is as it left it and things will get screw
Hi Heninrich,I haven't seen/heard of this problem before. Could you post a problem dds file.Robert.On 8/24/06, Heinrich Fink <
[EMAIL PROTECTED]> wrote:Hi,I tried out the DDS-Loader using images generated by NVIDIA
dds-photoshop-plugin, and had the following issues:.) when using uncompressed forma
jOan,
Attached is a function i wrote to do this. It may work for you.
No guarantees.
Martins
On Thu, 24 Aug 2006, jOan wrote:
> Hello,
>
> Is it possible to get the rotation on each axe (x,y,z) from a osg::Quat ?
>
> osg::Vec3d getHPRfromQuat(osg::Quat quat){
// From: htt
You can calculate it yourself:http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_anglesIn the section "Conversion" see the second set of equations for phi, theta and psi. Just watch out for singularities...
(Note: q0=x, q1=y, q2=z, q3=w in the quat accesors, IIRC)Philip HahnOn 8/
Hi Joakim,I'm afriad I have no answers to what may be wrong, there is simply way too many variables involved to even take a guess. Robert.On 8/24/06,
Joakim Simonsson <[EMAIL PROTECTED]> wrote:
I will try tommorrow to set up an example.When looking at the debug output, it is clear that the optimi
Hi Zach,There is the osgDB::SharedStateManager writen to help share textures between successively loaded databases. I haven't personally used in it in apps, but others have. You can also tell the .ive plugin to write images externally. See the src/osgPlugins/ive/ReaderWriterIVE.cpp for details o
Hello,Is it possible to get the rotation on each axe (x,y,z) from a osg::Quat ?-- jOan
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osg::ref_ptr ptr;
ie. the constructor already does that for you.
Don
On Thu, 2006-08-24 at 14:32 +0200, Christian Hilker wrote:
> hi,
>
> its maybe a trivial question, but do i initialize a ref_ptr with 0 ?
>
> thx
>
> christian hilker
> ___
> osg-u
hi,
its maybe a trivial question, but do i initialize a ref_ptr with 0 ?
thx
christian hilker
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Can someone point me at a howto for Compiling all of the OSG,
OpenThreads, and Producer stuff using MinGW hosted on Windows
and *doesnt* involve using Dev-C++? I'm an old school linux geek
who's very comfortable with the GNU tool chain and command line.
GUI's just get in my way. Anyway, thanks i
I will try tommorrow to set up an example.
When looking at the debug output, it is clear that the optimizer is doing
things differently when searching for duplicate states each run. What
could be the reason for that?
Den 2006-08-23 17:23:47 skrev Robert Osfield <[EMAIL PROTECTED]>:
Hi Jo
Hello there.
We are now very close to have ported every aspect of our application to run
on the OSG platform
One "strange" problem we have encountered is with regard to texture
settings.
In our old application we have a material/texture editor. In order to get a
preview of how the material will
Hi,
I tried out the DDS-Loader using images generated by NVIDIA
dds-photoshop-plugin, and had the following issues:
.) when using uncompressed format (3. or 4 channel) I get incorrect
colors (looks like only Blue / Green colors)
.) the image is always horizontally flipped
-> I know this i
Ben,
Excellent tutorial. My only suggestion is that you mention somewhere that
osgexport will apply the first UV face select texture it finds in a object
to all the faces of the of the object. So it only makes sense to split your
model so that all textured objects have the same texture applied to
Sascha Seewald wrote:
Hello!
Are there any plans to provide osg solution/project files for vs2005?
Currently there are only vc6 project files available in cvs.
I know we still can build osg using vs2005 since it will convert
solution files on load. But I'd like to build osg automaticly
(ni
Hello!
Are there any plans to provide osg solution/project files for vs2005?
Currently there are only vc6 project files available in cvs.
I know we still can build osg using vs2005 since it will convert
solution files on load. But I'd like to build osg automaticly (nightly)
without user inte
ooops! wrong thread!
I'll move this to a seperate thread.
sorry for the noise
Sascha Seewald wrote:
Hello!
Are there any plans to provide osg solution/project files for vs2005?
Currently there are only vc6 project files available in cvs.
I know we still can build osg using vs2005 since it
To follow up, here is the tutorial i promised on how to use Blender and (the
latest) osgexport together:
http://vterrain.org/Doc/Blender/
It summarizes everything i've learned from the Blender experts here and
hopefully will provide a good introduction for new people.
-Ben
> -Original Messa
Hi Chris,
A late reply but was finally able to test the paging performance on the
ATI laptop (9600). Performance has improved significantly with the new
drivers -> paging is heaps faster but now I get frame rate drops/rises
while sitting static in 1 location over the OSGdem terrain.
The frame
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