t;[EMAIL PROTECTED]>
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Hello!
In my application i'm using the NodeTrackerManipulator with the
FindNamedNodeVisitor as there is in the osgplanets example. I use exactly
the same to target the planet i want. But when i press a button to change
Also, Marcus is on vacation and won't be back until June 11th.
[EMAIL PROTECTED] wrote:
Roger, your implementation looks good to me. As you suspected, you do
need to check ctt->getColor() for null before you use it. There
might be a or there instead. The three
are mutually exclusive. In
Actually we did add 'install' and 'uninstall' targets to the COLLADA
makefiles. When you install it copies the headers to
/usr/include/collada and puts the libs in /usr/lib. Let me know if this
is helpful or if you need something different.
Jeremy L. Moles wrote:
Back on May 4th Robert posted
Roger, your implementation looks good to me. As you suspected, you do
need to check ctt->getColor() for null before you use it. There
might be a or there instead. The three
are mutually exclusive. In theory the value should
be combined with the element regardless of whether
or not the is a
Hi Roger,
Pls post your mods to the osg-submissions list so they don't get lost.
Even not-ready-for-primetime is still valuable progress
-- mew
Mike Weiblen -- Zebra Imaging -- Austin Texas USA --
http://www.zebraimaging.com/
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-u
Hi,
I am using Visual Studio 2005 on XP.
I have just built the osg 1.96 and am trying to run osgplanets by
following the instructions on the must_read_me file located in the visual
studio directory. (ie I loaded up a copy of the solution file, removed all
the examples and then added a copy of th
Yes I see what you mean, but until now I've managed to use a context this
wait with multiple osgUtil::SceneViews : you just need to be sure that those
sceneviews don't overlap, then you may have a "main view" with a "normal
frame rate" and auxiliary views changed only once per second for example..
I was still thinking about another thread... but created automatically by
the viewer itself... :-)
Manu.
2007/6/1, Robert Osfield <[EMAIL PROTECTED]>:
On 6/1/07, Emmanuel Roche <[EMAIL PROTECTED]> wrote:
> Hello again...
>
>
> I just wanted to know if there is a way to start an osgViewer::View
Hi Jason,
There are lots of different things you can do to optimize the scene
graph, I've discussed this lots of the years, so please have a search
through the archives.
Also get use to using the stats information - press 's' in the view window.
Also consider updating to the SVN or 1.9.x series
Hi,
This is probably a stupid question, but is there any way to speed up the
traversals per frame of a scene graph? I have a scenegraph that is
essentially a terrain with 1000-2000 OpenFlight aircraft loaded in. One
thing I did to speed things up was convert the .flt files into .ive files.
I'm us
Hi Christian,
You are probably coming up against the problem of the
osgProducer::Viewer using camera manipulators to set the view matrix
on each frame, this overwrites the Producer setting.
One thing you could try is to use
osgProducer::Viewer::setViewByMatrix(..); and pass in a Matrix set up
a
On 6/1/07, Jiri Vadura <[EMAIL PROTECTED]> wrote:
Hi Robert,
first, sorry for the subject, I thought [osg-users] is added by the server.
thank you for the reply, I'm working on volume rendering (ray casting) of
CT/MRI data. This would be used to switch from "fast" rendering (256x256) to
HQ rend
using 1.9.6 you can do something like this:
_viewer->getCameraManipulator()->setHomePosition(osg::Vec3(0.0f,-20.0f,
0.0f),osg::Vec3(0.f,0.f,0.f),osg::Vec3(0.0f,0.0f,1.0f));
_viewer->getCameraManipulator()->home(0.0);
-charles
On 6/1/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
Hello
Hello,
I have a question about how to set the position of a camera. I do it the
following way:
Producer::CameraConfig* createCameraConfig(void)
{
// create a new render surface
Producer::RenderSurface *rsWindow = new Producer::RenderSurface;
// set the number of screens
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Robert Osfield wrote:
>
> I added CMake support for both Coin/Inventor and the libVRML plugin.
Cool, thanks. I didn't check this recently.
Jan
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Hi Robert,
first, sorry for the subject, I thought [osg-users] is added by the server.
thank you for the reply, I'm working on volume rendering (ray casting) of
CT/MRI data. This would be used to switch from "fast" rendering (256x256) to
HQ rendering (1024+). So nothing wild I would say.
I gues
On 6/1/07, Charles Cosse <[EMAIL PROTECTED]> wrote:
Regarding the independent window updates, couldn't you just short-circuit
the node traversals of the windows you don't want updated via some flag at
the toplevel NodeCallback of the corresponding scene? Actually, I see
you've got the same model
On 6/1/07, Emmanuel Roche <[EMAIL PROTECTED]> wrote:
okay, and in this case, is it possible / tested to have multiple viewers on
the same OpenGL Context ?...
You can multiple views that share the same graphics context, but
you'll need to use a single CompositeViewer for it to ensure that the
th
On 6/1/07, Emmanuel Roche <[EMAIL PROTECTED]> wrote:
Hello again...
I just wanted to know if there is a way to start an osgViewer::Viewer with
another function than "run()" which is blocking, isn't it ? Or do I have to
create a thread just to call this function ?...
It all depends, do you wan
Good work on this! I added the VS8 export declaration and posted to
osg-submissions, otherwise this is excellent.
The new OSG Quick Start Guide goes to the printers probably this weekend and
should be available in a week. I'll leave the section on recording animation
paths with osgviewer unchanged
On Fri, 2007-06-01 at 11:16 -0400, Jeremy L. Moles wrote:
> Back on May 4th Robert posted about trying to get the Collada plugin to
> build with CMake cleanly--was this ever accomplished? If someone can
> tell me how, I'll update the README in the dae plugin, but as it
> currently stands it appears
Regarding the independent window updates, couldn't you just short-circuit
the node traversals of the windows you don't want updated via some flag at
the toplevel NodeCallback of the corresponding scene? Actually, I see
you've got the same model in 2 windows, so maybe that's a slight problem,
then
Back on May 4th Robert posted about trying to get the Collada plugin to
build with CMake cleanly--was this ever accomplished? If someone can
tell me how, I'll update the README in the dae plugin, but as it
currently stands it appears to be woefully broken. :( I've tried
everything I can think (gran
okay, and in this case, is it possible / tested to have multiple viewers on
the same OpenGL Context ?...
2007/6/1, Robert Osfield <[EMAIL PROTECTED]>:
Hi Many,
You wouldn't limit the framerate of an osg::Camera, but you might
limit the frame rate of a Viewer. The way to do this right now is
Hi Jiri,
In OpenGL to resize a texture attached to a FBO will require the FBO
to be deleted, and a new one allocated with a new texture object.
In theory the OSG could be updated to support this. I'm very busy so
can't go off investigating this.
I would say in general resizing FBO's and assoc
Hello again...
I just wanted to know if there is a way to start an osgViewer::Viewer with
another function than "run()" which is blocking, isn't it ? Or do I have to
create a thread just to call this function ?...
Manu.
___
osg-users mailing list
osg-
Hi Many,
You wouldn't limit the framerate of an osg::Camera, but you might
limit the frame rate of a Viewer. The way to do this right now is to
change the frame loop such the frame dispatch happens are a controlled
time. i.e.
while (!viewer.done())
{
myWaitTillNextFrameShoudlBegin();
Hi Thibault,
Nice to see you have had success in creating a CompositeViewer. I
presume you used/created your own GraphicsWindowWX to do this, and
then used this in your viewer. This is the way I've intended that
things should be done.
W.r.t threading, if the GraphicsWindowXW is done well then
Hi,
I'm having a problem with changing FBO texture size. I digged up this old
post (http://openscenegraph.net/pipermail/osg-users/2006-October/068865.html
), unfortunately, unanswered.
When I call it first time
BFCamera->attach(osg::CameraNode::COLOR_BUFFER, BackFaceTexture.get());
It's ok.
Now,
On 6/1/07, Jan Ciger <[EMAIL PROTECTED]> wrote:
Assuming that you are talking about the OpenVRML plugin and not the
Coin3D-based one, then this should be the path to your installation of
OpenVRML library (0.14.x) and headers.
However, does actually the CMake build work for this plugin? I am one
On 6/1/07, Paul Martz <[EMAIL PROTECTED]> wrote:
If you are saying that you expect osgviewer to work just like it did in
v1.2, you should note that all the underlying support code has been replaced
and many of the key commands that used to work in v1.2 are no longer
available. "osgViewer != osgPr
Hello there,
has someone already try to limit the framerate for a given osg::Camera ?
In fact, just starting to use OSG 1.9, I would like to build a window with
multiple "Camera" on the same openGl context, but with different refresh
rate... is this possible ? and what would be the better starti
On Fri, 2007-06-01 at 11:35 +0100, Robert Osfield wrote:
> Thanks Jeremy, I've merged the new handler and checked it in.
Oh, cool. :) I was going to submit it in the official way though, since
I know you'd rather not work w/ diffs...
> I have changed its name to RecordCameraPathHandler, and have
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Bryan Berg wrote:
> Hi,
>
> So I finally realized that I needed to use cmake to build the latest
> version of osg.
>
> I've gone through the steps and think I at least did some stuff right but
> I wasn't sure what to specify for the vrml include and
Yes... I've just realized also that the plugins use the same system and seem
to work correctly... :-( really really strange... as you said, maybe it
would be a better idea not to use those proxy classes and rely simply on the
function call, no ?
In GraphicsWindowX11.cpp i was using this code:
Re
If you are saying that you expect osgviewer to work just like it did in
v1.2, you should note that all the underlying support code has been replaced
and many of the key commands that used to work in v1.2 are no longer
available. "osgViewer != osgProducer".
Paul Martz
Skew Matrix Software LLC
http:
On 6/1/07, Emmanuel Roche <[EMAIL PROTECTED]> wrote:
Hi again Robert,
concerning the self registering of the X11WindowingSystemInterface: no, if I
remove the stuff I added it's not working anymore... And I don't see how it
could work ? we are just calling an empty function in this case...
how d
Hi again Robert,
concerning the self registering of the X11WindowingSystemInterface: no, if I
remove the stuff I added it's not working anymore... And I don't see how it
could work ? we are just calling an empty function in this case...
how do you know the "X11WindowSystemInterface was registeri
Hi,
GL versions and extensions only indicate functionality; they do not imply any
performance improvement at all. If you are performance-constrained, the
existence of an extension is not sufficient to decide to use it.
As for sure-fire performance queries, that is an unattainable goal, and has b
Hi Marcus,
To set up the viewer you have to add event hanmdlers, for example :
viewer.addEventHandler(new osgGA::StateSetManipulator(viewer.getCamera
()->getOrCreateStateSet()));
viewer.addEventHandler(new osgViewer::StatsHandler());
viewer.addEventHandler(new osgViewer::WindowSizeHandler());
a
Hello,
just a fast question. I am using the new osg 1.9.6 and tying out the
viewer. Now I realized, that the keybindings like "w" for wireframe or
"f" for fullscreen are not working for me. Is there someting that I
forgot? I set up a viewer with osgViewer::Viewer viewer; and at the end
I make
Hi Robert !
Sorry I took so long to answer, I was absent for a few days :-). Any way, I
tried the changes you made :
- The compilation went fine, osgstaticviewer was created,
- First I noticed the function graphicwindow_X11 was commented in
osgstaticviewer.cpp,
- This function also had an empty
Hi Morné,
I'd recommend just using one osg::Geometry and update it on every
frame. You can use either VBO's or vertex arrays on the
osg::Geometry, but don't use display lists as their creation will be a
gating factor.
Also allocate the max number of vertices you expect to use up front,
then jus
I have been doing some work on fixing the handling of the "transparent" and
"transparency" types in the Collada reader. I have come up with the
following piece of code which appears to work reasonably well for the test
cases I have. It would be great if someone with a more intimate knowledge of
Col
Hi,
I am trying to visualise interest points in an image by drawing them as a
'+' on top of the image. I used osg::Geometry to just draw the two single
lines for every interest point, but it seems really slow. The image is
updated on every frame from a webcam, so the interest points change on e
Hi,
Robert Osfield wrote:
> Hi J.P,
>
> If its hard to make a clean non recusive lock under Windows I'm
I have code that depends on the non-recursive behaviour, so I will try
out the pthreads_win32 implementation and see how it goes. The old OSG
code also works for me, I will have to dig in the a
Hi Manu,
- The compilation went fine, osgstaticviewer was created,
- First I noticed the function graphicwindow_X11 was commented in
osgstaticviewer.cpp,
- This function also had an empty body in GraphicWindowX11.cpp, I simply
added something like
osg::GraphicsContext:setWindowingSystemInterface
Hmmm okay... i've just looked at the definition of USE_OSGPLUGIN(...) and I
finally understood what you mean by "static object" to register the
plugin...
By the way, the difference between you and me could be the compiler: I'm
using gcc-4.1.2 with a target=i686-pc-linux-gnu... i'm on FedoraCore 6
Thanks Jeremy, I've merged the new handler and checked it in.
I have changed its name to RecordCameraPathHandler, and have also
change it to write to saved_animation.path as per the old
osgProducer::Viewer. I have removed the use of getCameraWithFocus()
as this could cause problems when you have
Hello!
In my application i'm using the NodeTrackerManipulator with the
FindNamedNodeVisitor as there is in the osgplanets example. I use exactly the
same to target the planet i want. But when i press a button to change the
CameraManipulator, the center of the camera is properly centered on
Hi J.P,
If its hard to make a clean non recusive lock under Windows I'm
tempted to say make OpenThreads::Mutex support recursive calls on all
platfroms, so simulate this under pthreads etc. We already have a
ReentrantMutex in OpenThreads, the but I'd add to this is it does add
complexity to the
Hi Nick,
How are you creating the tiled hieght fields?
Robert.
On 6/1/07, Trajce Nikolov <[EMAIL PROTECTED]> wrote:
Hi Robert,
I am experiencing some troubles with rendering some HeightFields. Please
have a look at the attached images. When I load all in the memory, I get it
shaded ok. When I
Hi Eric,
On 6/1/07, E. Wing <[EMAIL PROTECTED]> wrote:
So wait, what's the migration path for all the osgsimpleviewerFoo
examples. I don't want to rewrite everything (again).
The migration path is like to be:
replace SimpleViewer with Viewer
And perhaps a little change to the way that the e
El Jueves 31 Mayo 2007, Frans Fürst escribió:
> Hi all,
>
> it's me again with a supposably simple question but I'm not only interested
> in a solution but in the backround and the suggested way as well.
>
> Situation: on my Gentoo-machine I download, 'cmake...', 'make' and 'make
> install' OpenSce
Hi all,
Paul, your implementation is certainly not wrong, it just differs from
the Linux behaviour.
I have read up on the issue last night and, surprise, I was not the
first person to stumble upon this inconsistency.
What follows is what I've found.
On Windows, both win32 mutexes and critical s
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