Thanks very much! I have solved this problem by using command replay. My
virtual bender machine is driven by a series of commands. I record how
many steps (store in TotalSteps) are done and when record is required, I
repeat previous steps (TotalSteps-StepBackward) to make every machine
part and
Hello Martin,
I get the slight idea that you decided to replace the burden of
maintaining the build system with the burden of using it Man,
things were so easy before CMake was made compulsory for building OSG.
I think your comments are a bit more "biting" than they should
normally be.
> Any news on this? I am waiting eagerly to switch my own stuff to CMake,
> but compiling frameworks is a "killer-feature" for me.
>
I haven't personally heard, perhaps Eric can update us.
Sorry, no news I'm aware of. You might want to start testing the CMake
generation anyway just in case we
Nobody's talking about cross-compiling the whole OSG. I'm talking about
the build system picking the correct libraries for almost _everything_
- just for the GIF and the FreeType plugin it is referring to the wrong
directories.
The CMake FIND_* system is meant as a convenience for users to
autom
E. Wing schrieb:
Also attached is a picture from OpenGL Profiler showing a texture on
my 9800 Pro. I don't think transparency is the issue because the text
would show up as solid blocks if this was wrong, right? For some
reason, OpenGL Profiler didn't show me anything when running on my
Nvidia FX
Robert,
Martin Spott wrote:
> Luigi Calori wrote:
> > IF(UNIX AND NOT WIN32 AND NOT APPLE)
> > IF(CMAKE_SIZEOF_VOID_P MATCHES "8")
> > SET(LIB_POSTFIX "64" CACHE STRING "suffix for 32/64 dir placement")
> > MARK_AS_ADVANCED(LIB_POSTFIX)
> > ENDIF(CMAKE_SIZEOF_VOID_P MATCHES "8")
>
Robert, I guess you miss the point:
"Robert Osfield" wrote:
> The answer has to be in doing a cross compile, by creating two out of source
> build directories, one for each platform. You set up env vars before you
> call cmake to enable the different compiles.
Nobody's talking about cross-compi
"Robert Osfield" <[EMAIL PROTECTED]> writes:
>http://openscenegraph.com is my company site, while
>http://www.openscenegraph.com is where the current openscengraph.org
Sorry about the confusion.
>The front page of the website *does* mention Linux as it has always
>done.
"Robert Osfield" <[EMAIL PROTECTED]> writes:
>Thanks for the efforts on this.
>How quickly are you able to put up each release? How much could be
>automated?
Assuming there are no build related changes and everything goes
well, one hour of my time.
The HOWTO will give you a rou
"How do you build your scene? All up front, then run the viewer, or do you add
scene graph elements on the fly between frames?"
All up front.
Robert Osfield <[EMAIL PROTECTED]> wrote: On 5/8/07, Kenneth Riddile <[EMAIL
PROTECTED]> wrote: I tried explicitly running a GLObjectsVisitor on the sce
Hi Rory,
The intersection routines are designed to be general useful rather than
highly optimized, if you want to great deal of intersection testing then
optimizing both the intersection routines and the database would be best.
Not loading textures might make loading a bit faster, and will reduce
Hi Loic,
On 5/8/07, Loic Dachary <[EMAIL PROTECTED]> wrote:
There currently is no mention whatsoever in openscenegraph.com
about the availability of OpenSceneGraph for GNU/Linux. Could someone
with access to the wiki update the relevant pages ?
http://openscenegraph.com is my company
Hi all,
Having just started looking at OSG I am having a few issues.
I am currently loading in an OpenFlight DB and doing intersection tests
with it. This eats up the CPU and I was wondering if there was any
optimization that could be done? I do not actually need to render the
terrain at all just
Hi Loic,
On 5/8/07, Loic Dachary <[EMAIL PROTECTED]> wrote:
Hi,
deb
http://openscenegraph.dachary.org/packaging-farm/openscenegraph/gnulinux/debian/unstable/src./
deb-src
http://openscenegraph.dachary.org/packaging-farm/openscenegraph/gnulinux/debian/unstable/src./
Hi Brian,
The only build difference I can think of is where the OpenGL header is
included from. Can you do a diff between the various gl.h versions?
Robert.
On 5/8/07, Brian Keener <[EMAIL PROTECTED]> wrote:
Robert Osfield wrote:
> There haven't been any changes on the OSG side w.r.t to this
On 5/8/07, Kenneth Riddile <[EMAIL PROTECTED]> wrote:
I tried explicitly running a GLObjectsVisitor on the scene, but it had no
effect.
How do you build your scene? All up front, then run the viewer, or do you
add scene graph elements on the fly between frames?
Could I be experiencing the
Brian Keener wrote:
> The first usr/include/GL has not been updated since
> April-May 2001
Oh yeah and I also meant to say - that version is not in my install anyways and
is outdated. It is for OpenGL-1.1.0-6 and I have no /usr/include/GL in my
filesystem. There is a newer version which is n
Hi,
There currently is no mention whatsoever in openscenegraph.com
about the availability of OpenSceneGraph for GNU/Linux. Could someone
with access to the wiki update the relevant pages ?
In
http://www.openscenegraph.com/osgwiki/pmwiki.php/Downloads/Downloads
Hi,
deb
http://openscenegraph.dachary.org/packaging-farm/openscenegraph/gnulinux/debian/unstable/src
./
deb-src
http://openscenegraph.dachary.org/packaging-farm/openscenegraph/gnulinux/debian/unstable/src
./
contains 1.9.3
It has been accepted in experimen
Robert Osfield wrote:
> There haven't been any changes on the OSG side w.r.t to this function in
> Tesselator, so the change
> must have come from the Cygwin side.
Robert,
I'm not disputing it is a Cygwin issue especially after doing a package search
I see that cygwin has an OpenGL which is in /
I tried explicitly running a GLObjectsVisitor on the scene, but it had no
effect. Could I be experiencing the issue described in the following two links?
http://openscenegraph.net/pipermail/osg-users/2004-September/044793.html
http://openscenegraph.org/archiver/osg-users/2004-September/0449.htm
Hello Mike,
Are you getting any InfoLog messages from the GLSL compile or link?
No, I am not getting any messages. If I voluntarily introduce an error
in one of my shaders, then I get the error message on the console. But
otherwise it all runs fine.
Another point is that it all runs fine
Hi,
Are you getting any InfoLog messages from the GLSL compile or link?
BTW a working example of GLSL generic attributes is the diffraction shader in
http://osgtoy.svn.sourceforge.net/viewvc/osgtoy/osgtoy/trunk/osgtoy-data/compactdisc.osg
It binds a "tangent" attribute to slot 5.
Cheers
-- me
Hello,
I guess this is more a usage question, I've never tried what I'm doing
now and don't really know if I'm doing it the right way.
I want to use vertex attributes in a GLSL vertex shader. Now, here is
roughly the sequence of events I'm doing. I would appreciate if
someone could tell m
Hi Serge,
The .lib should install in OpenSceneGraph/lib and .dll in
OpenSceneGraph/bin, if this isn't happening then we need to get the CMake in
Windows experts to change this. Luigi? Eric? Thoughts/Suggestsion?
Robert.
On 5/8/07, Serge Lages <[EMAIL PROTECTED]> wrote:
Hi all !
First of all
On 5/8/07, Serge Lages <[EMAIL PROTECTED]> wrote:
Should it be possible to add a setWindowHandle (or setWindow like in
RenderSurface) to facilitate it ? It does not exist yet because anybody has
done it or is there another reason ?
The osgViewer::GraphicsWindow and RenderSurface are different
Hi all !
First of all, I am currently testing the SVN version and I must admit that
CMake is a great tool ! It conviced me to port all my projects to it. So it
was really a good choice for OSG !
Now here is my question :
When building OSG with the default settings, is there any particular reason
On 5/8/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Harash,
On 5/8/07, Harash Sharma <[EMAIL PROTECTED]> wrote:
>
> As you had suggested, I tried creating the
> osgViewer::CompositeViewer object and to it attached the osgViewer::View.
> Further, as shown in osgMultipleCameras example, t
Hi Martin
The answer has to be in doing a cross compile, by creating two out of source
build directories, one for each platform. You set up env vars before you
call cmake to enable the different compiles. Under Linux I tried
successfully to do this, the following thread on osg-build will give y
On 5/8/07, Zach Deedler <[EMAIL PROTECTED]> wrote:
Hello,
I've done this different ways, and still don't have a great way to do it.
What is the best way to extract the position and rotation information from
the camera in osgviewer?
osg::Matrix view = viewer.getCamera()->getViewMatrix();
Th
See osgpick example
On 5/8/07, Harash Sharma <[EMAIL PROTECTED]> wrote:
Hi Robert,
I have another problem. Hence I am starting a new thread. In my
project I need to map each pixel of the rendered scene back to the 3-D world
Co-ordinate system. Further If possible, can I identify the pixel
Hello,
I've done this different ways, and still don't have a great way to do it.
What is the best way to extract the position and rotation information from
the camera in osgviewer?
Thanks.
___
osg-users mailing list
osg-users@openscenegraph.net
http:/
Hi Harash,
On 5/8/07, Harash Sharma <[EMAIL PROTECTED]> wrote:
As you had suggested, I tried creating the osgViewer::CompositeViewer
object and to it attached the osgViewer::View. Further, as shown in
osgMultipleCameras example, the traits structure was filled accordingly. The
problem I am
Hi Robert,
I have another problem. Hence I am starting a new thread. In my project I
need to map each pixel of the rendered scene back to the 3-D world Co-ordinate
system. Further If possible, can I identify the pixel with the object it
represents and can I further go down the tree to
Martin Spott wrote:
> Luigi Calori wrote:
> > IF(UNIX AND NOT WIN32 AND NOT APPLE)
> > IF(CMAKE_SIZEOF_VOID_P MATCHES "8")
> > SET(LIB_POSTFIX "64" CACHE STRING "suffix for 32/64 dir placement")
> > MARK_AS_ADVANCED(LIB_POSTFIX)
> > ENDIF(CMAKE_SIZEOF_VOID_P MATCHES "8")
> > ENDIF(
Hi Robert,
As you had suggested, I tried creating the osgViewer::CompositeViewer
object and to it attached the osgViewer::View. Further, as shown in
osgMultipleCameras example, the traits structure was filled accordingly. The
problem I am now facing is how to attach the MFC Window to
Hi,
building 'osgviewer' on Solaris requires linking against '-lrt' on
Solaris10/SunStudio11. Apparently this dependency is introduced by
OpenThreads:
Undefined first referenced
symbol in file
sched_yield
/usr/local/src/Op
On 5/8/07, GMD GammerMaxyandex.ru <[EMAIL PROTECTED]> wrote:
and
viewer->setDisplaySettings ...
Forgot to mention, this one is a bit cryptic obviously...
viewer.setDisplaySettings(myDisplaySettings);
Errr exactly as you wrote it...
Robert.
___
Hi,
It just so happens that last night I checked in support for controlling the
global light into osg::View last night, osgViewer::Viewer is derived from
this. So svn update then:
viewer.setLightingMode(osg::View::SKY_LIGHT);
W.r.t compile gl objects on init, this is done already by osgViewe
ow can I get an access to getSceneView() of osg::Viewer object(not
osg::SimplyViewer)?
e.g. how may I perform this command?
viewer->getSceneView()->setDefaults(SKY_LIGHT | COMPILE_GLOBJECTS_AT_INIT);
and
viewer->setDisplaySettings ...
___
osg-users
On 5/8/07, Serge Lages <[EMAIL PROTECTED]> wrote:
Concerning the simulation time, I have one question : Are particles
influenced by this time ? If I speed up the simulation time the smoke
effects for example will be faster ?
All animation now use the simulation time, this includes particule e
On 5/8/07, Stephan Maximilian Huber <[EMAIL PROTECTED]> wrote:
Any news on this? I am waiting eagerly to switch my own stuff to CMake,
but compiling frameworks is a "killer-feature" for me.
I haven't personally heard, perhaps Eric can update us.
Robert.
__
On 5/8/07, Drew Whitehouse <[EMAIL PROTECTED]> wrote:
ReferenceTime is the time that the viewer is using to calculate
statistics like frames/second etc, so you can think of it as the
internal realtime clock and you generally don't want to touch it.
SimulationTime is the time that updateVisitors
Robert Osfield schrieb:
I've passed responsibility for maintaining the XCode projects over to
Eric
Wing, who now has write access. We could possibly have you have write
access as well.
That's ok with me, I can pass modified/updated XCode-projects to
Eric/osg-submissions. The XCode-project-
Thanx Robert
- Original Message -
From: Robert Osfield
To: osg users
Sent: Tuesday, May 08, 2007 1:27 PM
Subject: Re: [osg-users] camera following a node example
Hi,
There is the osgGA::NodeTrackerManipulator that moves the camera so that it
tracks a node. See the osgs
Hi,
There is the osgGA::NodeTrackerManipulator that moves the camera so that it
tracks a node. See the osgsimulation or osgplanets examples.
Robert.
On 5/8/07, Роман Григорьев <[EMAIL PROTECTED]> wrote:
Hi Guys!
Sorry for nub question but how can I make camera following a node
Is there any g
Hi Stephan,
On 5/8/07, Stephan Huber <[EMAIL PROTECTED]> wrote:
can you copy the OpenThreads-folder of Xcode into the Xcode-folder of
osg? better make it external like the source)? After that I can adapt
the XCode-project, so OpenThreads compile as single checkout and as part
of osg.
I've p
Hi Guys!
Sorry for nub question but how can I make camera following a node
Is there any good example how to make this?
I do like this but got a abnormal exit
osg::PositionAttitudeTransform* node = new osg::PositionAttitudeTransform();
osg::Camera* camera = viewer.getCamera();
osg::Node* node_m
Hi,
You can create an osg::AnimationPath to record the position of the camrea at
each frame, then play this back either by setting the view matrix per frame
from the values derived from the AnimationPath, or use the
osgGA::AnimationPathManipulator for this purpose.
This will just record the came
Hi Dieter,
Getting different camera manipulators to mesh perfect is difficult as they
all have different attributes and modes of movement. There is support for
having a best guess at what the new settings should be when you go from one
manipulator to the next but it isn't perfect - this code eff
My application is a tube bender simulation application. Now we have a
feature which can record and playback the whole scene, like some car
racing video games. I don't know if OSG have this features and don't
know which directions I should follow, can someone give me a advice?
Thanks very much!
On 5/7/07, Brian Keener <[EMAIL PROTECTED]> wrote:
Robert you mentioned a fix for OSX - I'm looking for it to see what they
did -
can you give me hint where I should look for it? I checked OSG users - I
did
notice some posts in 2005 where this error was actually a warning and not
an
error but..
Hi Robert,
can you copy the OpenThreads-folder of Xcode into the Xcode-folder of
osg? better make it external like the source)? After that I can adapt
the XCode-project, so OpenThreads compile as single checkout and as part
of osg.
Thanks,
Stephan
Mike,
thank you very much for your suggestion. I'll try your solution if it
also works with QT.
Thanks,
Daniel
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Hartman,
Michael W. (MSFC-NNM06AA05Z)[PEOPLETEC]
Gesendet: Montag, 7. Mai 200
E. Wing schrieb:
Thanks for working on this. The artifacting is really bad now, and
seems to happen for all mipmap levels. But hopefully this is now easy
to adjust. Attached is my screenshot of the normal osgtext example.
You are on Mac OS X, aren't you? It seems, that the background of the
tex
I had similar issues when I did not include the proper libraries for
truetype.
On 5/8/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
Hi Eric,
Wierd, very wierd. I don't understand why your OpenGL driver should
behave so differently. The 10,10 font resolution line is overly blurry too,
mine is
Hi Brian,
On 5/7/07, Brian Keener <[EMAIL PROTECTED]> wrote:
Robert you mentioned a fix for OSX - I'm looking for it to see what they
did -
can you give me hint where I should look for it? I checked OSG users - I
did
notice some posts in 2005 where this error was actually a warning and not
an
Hi Eric,
Wierd, very wierd. I don't understand why your OpenGL driver should behave
so differently. The 10,10 font resolution line is overly blurry too, mine
is much clearer which suggest the driver is selecting too low a mip map
level. This still doesn't explain the overlap though.
What driv
Hi Kenneth,
This is clearly an ATI driver issue, and I'm afraid it been rather a common
occurrence that end users have problems with the quality and performance of
ATI OpenGL drivers. The problem you describe is not one reported before
though - we put the list of problems up on our wiki on the O
Hi
I would like to use either osgGA::NodeTrackerManipulator or
TrackballManipulator which works fine; in some cases I would like to use a
camerapath with selectCameraManipulator and after this is finished switch
back to the NodeTrackerManipulator, but then the center of rotation is
changed.
How
60 matches
Mail list logo