Hi Brad,
On 1/3/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
Thanks for the pointer, I tried adding this to GrapicsWindowX11::init
and checkEvents respectively but alas it does catch the window
close/destruction. I also check for the DestroyNotify event too, and
this doesn't catch anything e
HI Brad,
Thanks for the pointer, I tried adding this to GrapicsWindowX11::init
and checkEvents respectively but alas it does catch the window
close/destruction. I also check for the DestroyNotify event too, and
this doesn't catch anything either. Do I need to add anything else to
tell X that
Heh, I guess that will do it. I was hoping for a more elegant solution, but
oh well.
Thanks everyone
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Don Burns
Sent: Wednesday, January 03, 2007 1:05 PM
To: osg users
Subject: Re: [osg-users] Culling Per Camera
G
To the users: sorry I was out of the office for the duration of the holidays
and did not see this response. Also, in this example, the camera needs to move
forward a bit before the cacti become visible.
Alberto,
I am not getting the CameraGroup::frame() error you speak of... the only error
I g
Hi Robert,
Looking back on my code, what I did was I had to catch the message in
my event loop. I first started by declaring the message I wanted to
receive:
Atom deleteWindow = XInternAtom (display, "WM_DELETE_WINDOW", 0);
Next, in my event messaging I would check the type of event and if its
Hi X11 experts,
I have done most of the work on GraphicsWindowX11 at it for the most
part is working pretty well, I have windows opening across multiple
screens, running multi-threded with good stability and performance.
So far so good.
To do this work I've been learning X11, pretty well for the
Hi Chase,
On 1/3/07, Bradford, Chase <[EMAIL PROTECTED]> wrote:
It looks like the scene data is held by the SceneView, which the cameras
don't know about. How can I tell a Producer::Camera to start drawing from a
specific node in the scene graph, when it doesn't know anything about OSG?
You c
Get the SceneHandler and typecast it to OsgSceneHandler. Then set the
SceneData to the top node of the subgraph you want to
osgProducer::OsgSceneHandler *sh =
dynamic_cast(
viewer.getCamera(N)->getSceneHandler());
sh->setSceneData( subgraph);
-d
Ok, I did that and it seems to be working. Using an update callback keeps
the setText() calls in the main thread and I think that's what was nuking
my stuff. Thanks!
- Steve
On Wed, 3 Jan 2007, Steve Webb wrote:
Date: Wed, 3 Jan 2007 13:36:51 -0700 (MST)
From: Steve Webb <[EMAIL PROTECTED]
> How about then I just update some character arrays instead
> and have OSG just update the text nodes based on that when it
> updates by itself? If I add an UpdateCallback to the text
> nodes, will that work?
This sounds reasonable. Set up a thread safe area of memory, and have the
update thr
The setText is being called from the second thread. Is there some
semaphore that I need to call to pause the rendering thread until my
second thread is done with all of the setText()'s?
There is no thread safety in osgText for this type of usage, as with
the rest of the OSG is designed to updat
It looks like the scene data is held by the SceneView, which the cameras
don't know about. How can I tell a Producer::Camera to start drawing from a
specific node in the scene graph, when it doesn't know anything about OSG?
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Hi Steve,
On 1/3/07, Steve Webb <[EMAIL PROTECTED]> wrote:
The setText is being called from the second thread. Is there some
semaphore that I need to call to pause the rendering thread until my
second thread is done with all of the setText()'s?
There is no thread safety in osgText for this ty
The setText is being called from the second thread. Is there some
semaphore that I need to call to pause the rendering thread until my
second thread is done with all of the setText()'s?
- Steve
On Wed, 3 Jan 2007, Robert Osfield wrote:
Date: Wed, 3 Jan 2007 19:24:09 +
From: Robert Osfie
Robert
The possible errors are due to an inconsistent use of the number of
columns or rows as related to resolution. Leave it for the moment, I
appreciate you are busy and I am not expecting help. When I post an
update you will be able to see what I mean.
Alan
Robert Osfield wrote:
Hi Ala
Check your PATH setting, make sure its pointing to
/usr/local/share/OpenSceneGraph/bin.
On 1/3/07, Sajjadul Islam <[EMAIL PROTECTED]> wrote:
Hello Rob,
I followed the following text while doing the installation..
This distribution contains the OpenSceneGraph-1.2 release, and its main
depen
Hi Steve,
Is the setText being called from the cull or draw traversals? If then
this will cause threading problem. You should only modify the scene
graph during the update phase ie. between viewer.sync() and
viewer.frame();
Robert.
On 1/3/07, Steve Webb <[EMAIL PROTECTED]> wrote:
(gdb) bt
#0
Hi Alan,
On 1/3/07, Alan Harris <[EMAIL PROTECTED]> wrote:
Thanks Robert. I knew something was coming in the future, but I need to
provide something now. I was seeing if I could work within the present
framework without hacking the code too much - I expect I will just hack
the code. Out of inter
Hi Brian,
In what way is the rendering not what you expect when you use
osg::CameraNode? Its all OpenGL under the hood so most likely causes
are some difference in OpenGL state or the depth of the colour buffer.
Robert.
On 3 Jan 2007 16:54:12 -, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
Hi Ivan and Paul,
On 1/3/07, Paul Martz <[EMAIL PROTECTED]> wrote:
With that in mind... I don't see that glHint is used at all in current OSG.
What you would probably want to do is derive a new class from StateAttribute
to support this. (To do this properly (support .osg file format and all)
you
Hello Rob,
I followed the following text while doing the installation..
This distribution contains the OpenSceneGraph-1.2 release, and its main
dependencies - OpenThreads-1.5 and Producer-1.1
Compilation should proceed in the order of OpenThreads then Producer then
OpenSceneGraph. Under Win
For your HUD camera, add a scene graph that is a top level Group with two
children, the first child is your scene, and the second child is your HUD
subtree.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bradford, Chase
Sent: Wednesday, January 03, 2007 11:
Does the segfault go away if you stub out log_msg()?
-Paul
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Steve Webb
> Sent: Wednesday, January 03, 2007 11:25 AM
> To: osg-users@openscenegraph.net
> Subject: [osg-users] Segfaulting somewhere in
The way to create my own texture sound interesting for me. But I am not
familiar with textures.
How can I create my own 1D texture for this?
Thanks.
-sascha
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Mathieu
MARACHE
Sent: Tuesday, January 02, 2007 11:41
Hi Robert,
Yes, I agree that using the CameraNode would be easier and more efficient
than using the Producer. I have also implemented the code below using
CameraNodes, and as far as I can tell the same shaders are being used in
the same order. However, the output is clearly different. It's
Hi -- I assume you're aware that glHints are very implementation dependent.
There's a good chance that your hint will have no effect whatsoever on many
OpenGL implementations.
With that in mind... I don't see that glHint is used at all in current OSG.
What you would probably want to do is derive
Cheers, your change did the trick. Thanks!
-Paul
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Robert Osfield
> Sent: Tuesday, January 02, 2007 1:27 PM
> To: osg users
> Subject: Re: [osg-users] shared VertexArray in Geometries
>
> Hi Pa
If you have a large group and you do not want them to be handled as a single
LOD, then don't put an LOD at the Group level; instead, put it at the
sub-Group or Geode level.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ivan Bolcina
Sent: Wednesday, January
HI Todd,
On 1/3/07, Todd Jellett <[EMAIL PROTECTED]> wrote:
Is setting up our own back end (instead of GDAL) for DEM generation
still in the works?
Nothing yet is in "the works" as the project hasn't started yet ;-)
Changing the backend to not rely just on GDAL is still a possibility,
but no
Robert Osfield wrote:
Hi Alan,
The osgTerrain::DataSet classes are not designed to be overridden by
end users, rather just used as a black box.
From "http://openscenegraph.org/archiver/osg-users/2003-December/0083.html";
Will it be possible to change the back end? We have our own
c
On 1/3/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Alan,
The osgTerrain::DataSet classes are not designed to be overridden by
end users, rather just used as a black box.
Over the coming 6 months I will be writing a new version of the
osgTerrain::DataSet's database generation facilities.
Hi Jeremy,
Thanks for the example, I'll review it this week and see how best to
fit it in. I'll be reviewing all the simpleviewer example as well,
looking at how they could be used as more general osgViewer examples
rather than just targetting osgViewer::SimpleViewer.
The key is the implementa
Hi John,
If you have just one graphics context and one scene graph then their
should be just one database scene call.
Rather than battle things too much it might be best just to wait till
I have osgViewer::CompositeViewer working as it'll support multiple
independent views and database paging wi
Hi Alan,
The osgTerrain::DataSet classes are not designed to be overridden by
end users, rather just used as a black box.
Over the coming 6 months I will be writing a new version of the
osgTerrain::DataSet's database generation facilities. I'll discuss
this work when it commences. Its not in t
I'm pleased to report that osgNV works fine with osg 1.2, as I've just upgraded
to 1.2 with no issues.
I'm sorry to hear that Marco Jez is no longer working on osgNV, as I've been
very impressed with it. I won't personally be switching to GLSL soon as most of
our tools are cg and cgfx based and
Hello and Happy New Year.
I have a question about the database pager. I have followed the
osgsimplepager example, but my program has multiple sceneview /
rendersurface pairs sharing a single graphics context. Each sceneview
object shares the same scene graph and they are rendered individually.
If
Thanx for the GTK code. If I get some time soon, I look at converting
your example for gtkmm (C++). I had problems with the older OSG GA
classes. Think the newer OSG Viewer classes does make it easier for
integration.
Rizzen
Jeremy L. Moles wrote:
> On Tue, 2007-01-02 at 17:31 -0500, Jeremy L. Mo
In DataSet::SourceData the function readHeightField() is virtual. I do
not understand (know) how to code and override this structure function
when it is embedded and used within another class (DataSet). The class
SourceData is used directly within the DataSet class and cannot see how
overide w
Hi. I want to have round pixels. I found out that this shold do it (along
with point smooth)
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
How to do it?
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Hi Brian,
On 1/3/07, Brian Keener <[EMAIL PROTECTED]> wrote:
Robert Osfield wrote:
> What problems were you encountering with osgVIewer/X11 ? Was it a
> build problem? What were the errors?
Yes a build error. My initial thoughts and diagnoses was that the
GraphicsWindowX11 was looking for X.
Hi Sajjadul,
Have you compiled and installed the examples? By default the OSG
doesn't build the examples, you can enable this via:
make COMPILE_EXAMPLES = yes
Robert.
On 1/2/07, Sajjadul Islam <[EMAIL PROTECTED]> wrote:
> Hello Rob,
>
> I am getting the following errors while trying to run
What if a nodes of group are all around camera? Will the nodes outside of
group be rendered or is a group threated as a whole?
Thanks,
ivan
2006/12/29, Paul Martz <[EMAIL PROTECTED]>:
Add that group as a child to an osg::LOD node, then use
osg::LOD::setRange() to specify the min and max view
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