Hi
On 2/25/07, elekis [EMAIL PROTECTED] wrote:
hi
[...]
[EMAIL PROTECTED]:~/OSGSVN/trunk$ cat /etc/ld.so.conf
include /etc/ld.so.conf.d/*.conf
/usr/local/include/OpenThreads
Your /etc/ld.so.conf looks weird, you must not have C/C++ include paths in
it!
My OpenThreads libraries were
Hi Robert.
I just got stuck on something I been worried about for quite some time
regarding the Math library in osg:
bool Matrix::isIdentity() const
{
return _mat[0][0]==1.0f _mat[0][1]==0.0f
_mat[0][2]==0.0f _mat[0][3]==
0.0f
_mat[1][0]==0.0f
Hi Anders,
The equality test is an exact equality test, same with isIdentity().
One could relax it by adding an epilson to it, but this would not be
an exact equality, so would be better placed in a separate method.
Robert.
On 2/26/07, Anders Backman [EMAIL PROTECTED] wrote:
Hi Robert.
I
Hi,
On Monday 26 February 2007 09:23, Anders Backman wrote:
I just got stuck on something I been worried about for quite some time
regarding the Math library in osg:
bool Matrix::isIdentity() const
{
return _mat[0][0]==1.0f _mat[0][1]==0.0f
_mat[0][2]==0.0f
Sure, I agree, the EPSILON was there for an example, so where the rest of
the macros.
I dont want to introduce a macro with a hard limit into a library, Im just
pointing out that when is an exact float test really appropriate?
An example:
osg::Matrix m1, m2;
m1.makeRotate(osg::PI_2,
sniff
that's change nothing,
[EMAIL PROTECTED]:~/SVN_OSG/trunk$ cat /etc/ld.so.conf
include /etc/ld.so.conf.d/*.conf
/usr/local/lib
[EMAIL PROTECTED]:~/SVN_OSG/trunk$
I made sudo ldconfig (and even re svn co sources) but nothing change.
g++ -M -I../../../include -I/usr/X11R6/include
El Lunes, 26 de Febrero de 2007 10:52, elekis escribió:
../../../lib/Linux32/libosgViewer.so: undefined reference to
`OpenThreads::SetProcessorAffinityOfCurrentThread(unsigned int)'
I recently got that message when compiling OSG from SVN because I had
installed a previous older version of
Hi
On 2/26/07, elekis [EMAIL PROTECTED] wrote:
sniff
that's change nothing,
[EMAIL PROTECTED]:~/SVN_OSG/trunk$ cat /etc/ld.so.conf
include /etc/ld.so.conf.d/*.conf
/usr/local/lib
[EMAIL PROTECTED]:~/SVN_OSG/trunk$
I made sudo ldconfig (and even re svn co sources) but nothing change.
On Sunday 25 February 2007, RJ wrote:
Hi All,
I want to render two half of my geometry on two different GPUs using
Producer. Can some body give me some hints on that.
best regards
Rahul Jain
You may want to have a look at Equalizer:
http://www.equalizergraphics.com/
It should be rather
On 26. Feb, 2007, at 14:11 , Jan Ciger wrote:
You may want to have a look at Equalizer:
http://www.equalizergraphics.com/
It should be rather simple to integrate with OSG, I think the
author even
provides an example of that.
Unfortunately not. I would like to provide an example of that,
yes that was that but
now I have a other error .
first thing , effectively I had lots of pakage (osg producer and and
openTrheads ) it's bizarre that when I desinstalled openscenegraph he didnt
installed all independency package.
I delete producer and openTread.
but now I have that
is there
Hi Elekis,
It looks like you might be missing Producer now.
If you don't need osgProducer/Producer then you can build the OSG
without it just fine.
You just need to disable the building of osgProducer/osgproducerviewer
by setting the env PRODUCER_INSTALL=no or editing the
Make/dependencies
Hi all,
Hello all OSG users,
I have a question about rendering optimization of meshes. I know that it
is maybe not
directly related to scenegraphs, but perhaps there will be some
extensions that deal with it.
Suppose I have a model created from tetrahedrons (or any other 3d
objects) that
El Lunes, 26 de Febrero de 2007 15:28, elekis escribió:
of caurse osgProducer going to desepeart in few time(it's the main goal of
that installation) but now I try make work out my work.
The SVN version of OSG doesn't require Producer to build, uninstall
that dev package (that should be useless
Hi Tomas,
The osgUtul::Simplifier is for surfaces so will probably produce
pretty unreliable results on tetrahedral mesh.
I haven't come across algorithms for simplifing tetrahedral meshes so
you an rather out on your own.
I'd recommend creating efficient meshes at source when you build the
On 2/26/07, Alberto Luaces [EMAIL PROTECTED] wrote:
El Lunes, 26 de Febrero de 2007 15:28, elekis escribió:
of caurse osgProducer going to desepeart in few time(it's the main goal of
that installation) but now I try make work out my work.
The SVN version of OSG doesn't require Producer to
Hi Miguel,
I've been making changes to osgIntrospection lately and I might be able
to help out if you can provide some additional information:
- what version of OSG is osgPython running against? 1.2 or the latest
SVN?
- have you ever observed output parameters working previously?
El Lunes, 26 de Febrero de 2007 16:01, Robert Osfield escribió:
The SVN version of OSG doesn't require Producer to build, uninstall
that dev package (that should be useless anyway because your
distribution almost surely brings and ancient version of Producer) and
rebuild, or better, build
You could check face by face if exists a pair of faces that share the same
vertices (that would mean that they are internal faces) After building that
list of internal faces, delete all those faces and all the vertices that are
*only* used in those internal faces.
HTH,
Alberto
everything work perfecly.
thanks all for your help.
for osgProducer. the fact is in a first time I used osgProducer cause he is
in tutorial http://www.nps.navy.mil/cs/sullivan/osgtutorials/ (I really
thing it's a bad tutorial cause he has no osg_ptr and use osgProducer)
Now I have to use a
Hello Thibault,
I might be wrong, but osg::Image::getInternalTextureFormat() returns 0x1908
on an already allocated image (with allocateImage()), which happens to be
GL_RGBA. You pass 8 (32/4) as the internal texture format for your image. It
might be worth having a look at that
I'm actually
On 2/26/07, elekis [EMAIL PROTECTED] wrote:
everything work perfecly.
thanks all for your help.
for osgProducer. the fact is in a first time I used osgProducer cause he is
in tutorial
http://www.nps.navy.mil/cs/sullivan/osgtutorials/ (I really
thing it's a bad tutorial cause he has no osg_ptr
On 2/26/07, Robert Osfield [EMAIL PROTECTED] wrote:
On 2/26/07, elekis [EMAIL PROTECTED] wrote:
everything work perfecly.
thanks all for your help.
for osgProducer. the fact is in a first time I used osgProducer cause he
is
in tutorial
http://www.nps.navy.mil/cs/sullivan/osgtutorials/ (I
Hi All,
This morning I checked the number of subscribers to osg-users and it
totaled 1602, almost exactly 4 months after passing 1500, which was
almost exactly 4 months after passing 1400... so we have steady
growth despite all the changes in and around the OpenSceneGraph and
its community.
Hi Elekis,
On 2/26/07, elekis [EMAIL PROTECTED] wrote:
it will really usefull when the wiki will be open to update this tutorial(or
an other).
but http://openscenegraph.com/ are in test period (like we can read :-D)
The tutorials are not a direct part of the wiki so can't be edited, on
Hi Robert,
I'm also having a problem with the massive performance drop with
multiple (in my case 8) HDR RTT camera nodes . I am using a Quadro FX
5500 G with 1 GB of memory, so I know it isn't my graphics card memory
(the same problem happens on my GeForce Go 7800). I'm also running
under
Hi All,
As part of the server migration I have turned up the heat on the new
server by adding a index.php to old site to redirect people from the
old website on openscenegraph.org to the new one at
openscenegraph.com.
Please keep an eye on things, if things are missing or broken please shout.
Hi Dennis,
I'm afraid I don't have time to do performance testing on behalf of users.
What might be causing the problem? GPU Memory? Maybe. Try reducing
FBO sizes.
Robert.
On 2/26/07, Bunfield, Dennis AMRDEC/Davidson
[EMAIL PROTECTED] wrote:
Hi Robert,
I'm also having a problem with the
Hi Robert
On 2/26/07, Robert Osfield [EMAIL PROTECTED] wrote:
Hi All,
As part of the server migration I have turned up the heat on the new
server by adding a index.php to old site to redirect people from the
old website on openscenegraph.org to the new one at
openscenegraph.com.
Please keep
Its been a while since I've checked out a recent OSG, so I just got the
SVN version from this morning (26Feb2007). The build worked and the
demos run, however they don't seem to respond to the 'f' key anymore.
This used to swap between fullscreen and windowed mode. Was removal of
this feature
On 2/26/07, Thibault Genessay [EMAIL PROTECTED] wrote:
Things do work but shouldn't you use an HTTP 301 (RedirectPermanent)
instead ?
If I knew what it was perhaps :-)
This would help search engines update their links and prevent them from
duplicating the content.
Its only a temporary
hi
has someone know-how in GML / CityGML using OpenSceneGraph?
/adegli
___
osg-users mailing list
osg-users@openscenegraph.net
http://openscenegraph.net/mailman/listinfo/osg-users
http://www.openscenegraph.org/
Hi Ken,
On 2/26/07, Sewell, Kenneth R CTR USAF AFRL/SNZW
[EMAIL PROTECTED] wrote:
Its been a while since I've checked out a recent OSG, so I just got the
SVN version from this morning (26Feb2007). The build worked and the
demos run, however they don't seem to respond to the 'f' key anymore.
Some very interesting (and for Slashdot, insightful) discussion relating to threading
APIs was sparked by an apparently contradictory or even astro-turfing pair of articles:
http://developers.slashdot.org/article.pl?sid=07/02/26/1211220from=rss
The articles are junk, but the discussion on
I understand. I just brought it up 1) to make sure it wasn't an
accidental omission and 2) for people running KDE dual-head (like me)
where 1/2 the screen shows up and the other doesn't (which I believe is
technically a KDE issue ).
-Original Message-
From: [EMAIL PROTECTED]
Hi Ken,
On 2/26/07, Sewell, Kenneth R CTR USAF AFRL/SNZW
[EMAIL PROTECTED] wrote:
I understand. I just brought it up 1) to make sure it wasn't an
accidental omission and 2) for people running KDE dual-head (like me)
where 1/2 the screen shows up and the other doesn't (which I believe is
1) Add glew to the extension libraries - much more common
than GLee http://glew.sourceforge.net/
http://www.opengl.org/sdk/libs/GLEW/
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
303 859 9466
___
osg-users mailing list
[EMAIL PROTECTED] wrote:
I understand. I just brought it up 1) to make sure it wasn't an
accidental omission and 2) for people running KDE dual-head
(like me)
where 1/2 the screen shows up and the other doesn't (which
I believe
is technically a KDE issue ).
I'm using KDE with
Hi Robert,
i wrote a little noncommercial tool (a simple bench) which is meant to
check and measure the implementation of OpenGL 2.0 on different systems.
I wonder how to license this? The application itself is open source, is
linking against OT|OP|OSG Debian Packages. Distributed as
Hi Dennis,
This stuff really is driver/hardware related rather than OSG related.
I'm afraid I can't help you, even if I had time to.
Robert.
On 2/26/07, Bunfield, Dennis AMRDEC/Davidson
[EMAIL PROTECTED] wrote:
Hi Robert,
I can't imagine I would be blowing texture memory when I have 1GB of
Hi Ken,
OK, this is TwinView / Xinerama issue. I'll need to recreate things
at my end and see if I can GraphicsWindowX11 to try and detect things.
Frustratingly there already code in GraphicsWindowX11 which does
querry the window size after the window has been requested, so this
either isn't
On 2/26/07, Markus Hein [EMAIL PROTECTED] wrote:
Hi Robert,
i wrote a little noncommercial tool (a simple bench) which is meant to
check and measure the implementation of OpenGL 2.0 on different systems.
I wonder how to license this? The application itself is open source, is
linking against
HI Markus,
On 2/26/07, Markus Hein [EMAIL PROTECTED] wrote:
to make the installation process simple for novice users (apt-get
install gl2benchmark)
you can be sure that the HUD permanetly shows OpenSceneGraph in big
letters :-)
the source has info and a link to www.openscenegraph.org
the
I have a simulation that uses an arbitrarily rich terrain database that is
viewed from a static eyepoint.
The user interacts with models that move around wrt the terrain. Since the
eyepoint is fixed for the
duration of a scenario, I would like to optimize the rendering of the terrain
by taking
Hi Robert,
How far advanced are you with gl2benchmark? What is your delivery
schedule?
Some people tested it yesterday and reported their results. Some useful
comments came and i have to implement
more functionality and exception handling for old hardware, ati
hardware :-) etc.
The
On 2/26/07, DANIEL BASS [EMAIL PROTECTED] wrote:
I have a simulation that uses an arbitrarily rich terrain database that is
viewed from a static eyepoint.
The user interacts with models that move around wrt the terrain. Since the
eyepoint is fixed for the
duration of a scenario, I would like
Hi folks,
Has anyone implemented a way to have the pager work such that it only
pages in the areas that the camera is looking at instead of where the
camera is located?
I apologize if this has been covered in previous threads.
Thanks,
Brad
___
Robert Osfield wrote:
Could you try the SVN version of the OSG, all the examples are ported
over from Producer to osgViewer. This might not solve the problem but
it will give us another data point.
Actually I am running the SVN version - based on our other conversations I went
ahead and
Hi everyone,
I have been searching the code and documentation but can't find my
solution. I would like to avoid the effect that a visualisation holds a
little when a texture or so is being prepared and uploaded to memory,
when it comes in the viewing frustum. At least, I think that this is
I'm pretty new to OSG and Qt, and have a few questions. I'm basically
trying to integrate OSG with Qt (similar to SoQt for Coin3D). I tried
the SimpleViewerQT example that I found online, and a number of lines
of code needed to be changed (I'm working with Qt v.4). I'm posting
all the code I
I've written the following so far for the Quick Start Guide, which I believe
summarizes the situation.
One thing I had considered adding was something along the lines of: If you
already have your own vector/matrix library designed around OpenGL notation,
you do not need to scrap/rewrite it; your
51 matches
Mail list logo