Re: [osg-users] Smooth shading
Hi Geoffroy. If you want smooth shading, why are you setting it to FLAT? sm-setMode( osg::ShadeModel::FLAT ); should read: sm-setMode( osg::ShadeModel::SMOOTH); Hi, I try to add smooth shading to my geometry but for the moment I do not have real success. I use this simple code Code: osg::Geode *geode = new osg::Geode; osg::Group* root = new osg::Group(); std::vectorosg::Geometry* VGeo( m_meshes.size() ); for ( size_t iObj=0; iObjm_meshes.size(); ++iObj ) { VGeo[iObj] = CreateTriangularGeometry( m_meshes[iObj], osg::Vec4(0.0f, 1.0f, 0.0f, 0.25f) ); // Create an array of four colors. osg::ref_ptrosg::Vec4Array c = new osg::Vec4Array; VGeo[iObj]-setColorArray( c.get() ); VGeo[iObj]-setColorBinding( osg::Geometry::BIND_PER_PRIMITIVE ); for ( size_t i=0; i m_meshes[iObj].n_faces(); ++i ) c-push_back( osg::Vec4( 1.f, 0.f, 0.f, 1.f ) ); // Create an array for the single normal. osg::ref_ptrosg::Vec3Array n = new osg::Vec3Array; VGeo[iObj]-setNormalArray( n.get() ); VGeo[iObj]-setNormalBinding( osg::Geometry::BIND_PER_PRIMITIVE ); m_meshes[iObj].request_face_normals(); m_meshes[iObj].update_face_normals ( ); OM_Mesh::FaceIter f_it; OM_Mesh::Point N; for ( f_it=m_meshes[iObj].faces_begin(); f_it!=m_meshes[iObj].faces_end(); ++f_it ) { N = m_meshes[iObj].normal ( f_it ); n-push_back( osg::Vec3( N[0], N[1], N[2] ) ); } geode-addDrawable( VGeo[iObj] ); } osg::StateSet* state = geode-getOrCreateStateSet(); osg::ShadeModel* sm = new osg::ShadeModel(); sm-setMode( osg::ShadeModel::FLAT ); state-setAttribute( sm ); geode-setStateSet( state ); root-addChild( geode ); I have tried to change from flat to smooth shading but I never seen any difference. Is it the right way to obtain a flat shading? Thank you! Cheers, Geoffroy[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50844#50844 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dead locking problem of osgDB::DatabasePager::DatabaseThread under QT/linux
Hi at first try to update osg, may be you find this problem solved. Cheers. 27.10.2012, 17:39, Lv Qing donlvq...@msn.com: Hi, My osg2.9.11 app is working under QT/Linux.Occasionally it suffers a dead lock as follows: #0 in _kernel_vsyscall() #1 in pthread_cond_wait_@@GLIBC_2.3.2 from/lib/libpthread #2 in Openthreads::Condition::wait from libOpenThreads #3 in osgDB::DatabasePager::DatabaseThread::run from libosgDB #4 in OpenThreads::ThreadPrivateActions::StartThread from libOpenThreads #5 in ?? from/usr/lib/libGL.so The only function I use from libosgDB is just loading a osgDEM terrain file,nothing else.So I think maybe DatabasePager rendering terrian file conflict about something. Another clue is my osg thread is integrated with other qt thread,just use the AdpateWidget.cpp example.Previously,I found DatabasePager rendering confilic with some QT signal.It presents just loading and runing a terrain file may affect some other thread's share memory and leading some unusual crash.I solve this problem by blocking these QT signals before every fram() function. I do not know if this two problem is relevant.I am just a 3D programmer ,not so good with muti-threding programing.I know there may be nothing about OSG,but I know there are so many experienced programmer in this forum can help me. This problem is so serious,it beyond my knowledge and it may be affect my career ,so anyone give a lead may be hlepful. Thank you! Cheers, Lv -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50829#50829 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to change project matrix temporarily?;
Hi Shawl, Could you explain for what purpose you need to temporarily modify the projection matrix, this has a huge baring on how you will want to go about it. The OSG has an osg::Projection node that allows you to override the project matrix for the subgraph that you attach below the Projection Node, and the osg::Camera node that allows you to modify the projection and view matrices, and there there is slave Camera's at the viewer level, and finally cull callbacks that you can use to modify the modelview and projection matrices along with many other things. As you see there are plenty of options, which to recommend I can't say as you haven't yet given the context of the problem you are trying to solve. Robert. On 29 October 2012 00:21, wh_xiexing wh_xiex...@sina.com wrote: i want to implement the same effect of the following code using open scene graph. can it be possiable? public void pushProjectionOffest(Double offset) { // Modify the projection transform to shift the depth values slightly toward the camera in order to // ensure the lines are selected during depth buffering. GL gl = this.getGL(); float[] pm = new float[16]; gl.glGetFloatv(GL.GL_PROJECTION_MATRIX, pm, 0); pm[10] *= offset != null ? offset : 0.99; // TODO: See Lengyel 2 ed. Section 9.1.2 to compute optimal offset gl.glPushAttrib(GL.GL_TRANSFORM_BIT); gl.glMatrixMode(GL.GL_PROJECTION); gl.glPushMatrix(); gl.glLoadMatrixf(pm, 0); } public void popProjectionOffest() { GL gl = this.getGL(); gl.glMatrixMode(GL.GL_PROJECTION); gl.glPopMatrix(); gl.glPopAttrib(); } Shawl ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Just more 3D primitives
HI Andrey, The OSG's Shape objects original purpose was to provide mathematically defined shapes in support of physics engines. So there isn't an attempt to provide an exhaustive range of different types of shapes, only the ones useful for physics engines. For going beyond this set there is essentially an open ended list of shapes one might want to create, so rather than chase this one simply lets the user create an osg::Geometry the shape they require. For rendering purposes I generally recommend that users avoid using the osg::Shape classes as well as the are not written to optimize rendering performance, the render side for them is just a convenience function. Robert. On 29 October 2012 04:28, Andrey Zubarev azb...@gmail.com wrote: Hi, all! In OSG we have some simple 3D primitives such as Sphere, Cylinder, etc., even Capsule! But what about more primitives, for example, Torus, Torus Arc, Truncated Pyramid, Truncated Cone, a Dish (half of Ellipsoid) and so on? I believe, all these entities could be done by hand, from the scratch. But, maybe, someone knows the source of these primitives - just to avoid re-inventing a bicycle? ... Thank you! Cheers, Andrey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50845#50845 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] how to change project matrix temporarily?;
hi Robert osifield i am writing an editor which can add polylines and polygons on the mesh model(mountains model). the lines and polygons must follow the terrain . so i tessellate the polylines into many parts . because the mesh is irregular , unlike the GIS . some part of the line segment is above the terrain . other other is under the terrain .so i want to put the surface shapes (polylines polygons ) near to the camera . worldwind give a method as the following code show.but i don't know how to do that in the OSG. Shawl From: Robert Osfield Date: 2012-10-29 16:30 To: OpenSceneGraph Users Subject: Re: [osg-users] how to change project matrix temporarily?; Hi Shawl, Could you explain for what purpose you need to temporarily modify the projection matrix, this has a huge baring on how you will want to go about it. The OSG has an osg::Projection node that allows you to override the project matrix for the subgraph that you attach below the Projection Node, and the osg::Camera node that allows you to modify the projection and view matrices, and there there is slave Camera's at the viewer level, and finally cull callbacks that you can use to modify the modelview and projection matrices along with many other things. As you see there are plenty of options, which to recommend I can't say as you haven't yet given the context of the problem you are trying to solve. Robert. On 29 October 2012 00:21, wh_xiexing wh_xiex...@sina.com wrote: i want to implement the same effect of the following code using open scene graph. can it be possiable? public void pushProjectionOffest(Double offset) { // Modify the projection transform to shift the depth values slightly toward the camera in order to // ensure the lines are selected during depth buffering. GL gl = this.getGL(); float[] pm = new float[16]; gl.glGetFloatv(GL.GL_PROJECTION_MATRIX, pm, 0); pm[10] *= offset != null ? offset : 0.99; // TODO: See Lengyel 2 ed. Section 9.1.2 to compute optimal offset gl.glPushAttrib(GL.GL_TRANSFORM_BIT); gl.glMatrixMode(GL.GL_PROJECTION); gl.glPushMatrix(); gl.glLoadMatrixf(pm, 0); } public void popProjectionOffest() { GL gl = this.getGL(); gl.glMatrixMode(GL.GL_PROJECTION); gl.glPopMatrix(); gl.glPopAttrib(); } Shawl ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Android osgViewer] OpenGL ES context lost (how do i preserve it?)
My question is: is there a way to not need to reinitialize the viewer every time? Is this fixable? Cheers, Bernd -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50851#50851 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 回复: Re: how to change project matrix temporarily?;
i implant this method into osg . code is following: class ocsSurfaceShape : public osg::Drawable{ public: ocsSurfaceShape(){}; ocsSurfaceShape( const ocsSurfaceShape copy, const osg::CopyOp copyop=osg::CopyOp::SHALLOW_COPY ) : osg::Drawable(copy, copyop) { } void pushProjectionOffest(double offset) const ; void popProjectionOffest() const; }; void ocs::ocsSurfaceShape::pushProjectionOffest ( double offset ) const { float* pm = new float[16]; glGetFloatv(GL_PROJECTION_MATRIX, pm); pm[10] *= offset != 0 ? offset : 0.99; // TODO: See Lengyel 2 ed. Section 9.1.2 to compute optimal offset glPushAttrib(GL_TRANSFORM_BIT); glMatrixMode(GL_PROJECTION); glPushMatrix(); glLoadMatrixf(pm); } void ocs::ocsSurfaceShape::popProjectionOffest() const { glMatrixMode(GL_PROJECTION); glPopMatrix(); glPopAttrib(); } //sub class of surface Shape class lineDrawable : public ocsSurfaceShape{ public: lineDrawable(); lineDrawable(ocs::ocsLine line); lineDrawable( const lineDrawable copy, const osg::CopyOp copyop=osg::CopyOp::SHALLOW_COPY ) : ocsSurfaceShape(copy, copyop) { _line = copy._line; } META_Object( osg, lineDrawable); virtual BoundingBox computeBound() const; virtual void drawImplementation( RenderInfo renderInfo ) const; private: mutable ocs::ocsLine _line; }; void ocs::lineDrawable::drawImplementation( RenderInfo renderInfo ) const { std::vectorocs::Vec3 list = _line.getTesselatePoints(); ocsAttributes attr = _line.getAttribute(); float color[4]; attr.getColor(color); osg::GLBeginEndAdapter gl = renderInfo.getState()-getGLBeginEndAdapter(); gl.Color4f(color[0],color[1],color[2],color[3]); pushProjectionOffest(0.95);//change the project matrix here gl.Begin(GL_LINE_STRIP); for (unsigned int u = 0; u list.size(); u++){ gl.Vertex3f(list[u].x(),list[u].y(),list[u].z()); } gl.End(); popProjectionOffest();//restore it } does it the best way? it's wierd that sometims the line is disappeared. other question is the GL API glPushAttrib(GL_TRANSFORM_BIT); in pushProjectionOffest is identical to calling osg::GLBeginEndAdapter gl 's method ? Shawl 发件人: wh_xiexing 发送时间: 2012-10-29 16:50 收件人: osg-users 主题: Re: [osg-users] how to change project matrix temporarily?; hi Robert osifield i am writing an editor which can add polylines and polygons on the mesh model(mountains model). the lines and polygons must follow the terrain . so i tessellate the polylines into many parts . because the mesh is irregular , unlike the GIS . some part of the line segment is above the terrain . other other is under the terrain .so i want to put the surface shapes (polylines polygons ) near to the camera . worldwind give a method as the following code show.but i don't know how to do that in the OSG. Shawl From: Robert Osfield Date: 2012-10-29 16:30 To: OpenSceneGraph Users Subject: Re: [osg-users] how to change project matrix temporarily?; Hi Shawl, Could you explain for what purpose you need to temporarily modify the projection matrix, this has a huge baring on how you will want to go about it. The OSG has an osg::Projection node that allows you to override the project matrix for the subgraph that you attach below the Projection Node, and the osg::Camera node that allows you to modify the projection and view matrices, and there there is slave Camera's at the viewer level, and finally cull callbacks that you can use to modify the modelview and projection matrices along with many other things. As you see there are plenty of options, which to recommend I can't say as you haven't yet given the context of the problem you are trying to solve. Robert. On 29 October 2012 00:21, wh_xiexing wh_xiex...@sina.com wrote: i want to implement the same effect of the following code using open scene graph. can it be possiable? public void pushProjectionOffest(Double offset) { // Modify the projection transform to shift the depth values slightly toward the camera in order to // ensure the lines are selected during depth buffering. GL gl = this.getGL(); float[] pm = new float[16]; gl.glGetFloatv(GL.GL_PROJECTION_MATRIX, pm, 0); pm[10] *= offset != null ? offset : 0.99; // TODO: See Lengyel 2 ed. Section 9.1.2 to compute optimal offset gl.glPushAttrib(GL.GL_TRANSFORM_BIT); gl.glMatrixMode(GL.GL_PROJECTION); gl.glPushMatrix(); gl.glLoadMatrixf(pm, 0); } public void popProjectionOffest() { GL gl = this.getGL(); gl.glMatrixMode(GL.GL_PROJECTION); gl.glPopMatrix(); gl.glPopAttrib(); } Shawl ___ osg-users mailing list osg-users@lists.openscenegraph.org
Re: [osg-users] dead locking problem of osgDB::DatabasePager::DatabaseThread under QT/linux
hybr wrote: Hi at first try to update osg, may be you find this problem solved. Cheers. 27.10.2012, 17:39, Lv Qing : Hi, My osg2.9.11 app is working under QT/Linux.Occasionally it suffers a dead lock as follows: #0 in _kernel_vsyscall() #1 in pthread_cond_wait_@@GLIBC_2.3.2 from/lib/libpthread #2 in Openthreads::Condition::wait from libOpenThreads #3 in osgDB::DatabasePager::DatabaseThread::run from libosgDB #4 in OpenThreads::ThreadPrivateActions::StartThread from libOpenThreads #5 in ?? from/usr/lib/libGL.so The only function I use from libosgDB is just loading a osgDEM terrain file,nothing else.So I think maybe DatabasePager rendering terrian file conflict about something. Another clue is my osg thread is integrated with other qt thread,just use the AdpateWidget.cpp example.Previously,I found DatabasePager rendering confilic with some QT signal.It presents just loading and runing a terrain file may affect some other thread's share memory and leading some unusual crash.I solve this problem by blocking these QT signals before every fram() function. I do not know if this two problem is relevant.I am just a 3D programmer ,not so good with muti-threding programing.I know there may be nothing about OSG,but I know there are so many experienced programmer in this forum can help me. This problem is so serious,it beyond my knowledge and it may be affect my career ,so anyone give a lead may be hlepful. Thank you! Cheers, Lv -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50829#50829 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum ThX for your reply! I update 2.9.16 ,same problem!Not ready for osg3.0 ,too much change. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50854#50854 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dead locking problem of osgDB::DatabasePager::DatabaseThread under QT/linux
HI Lv, On 29 October 2012 10:16, Lv Qing donlvq...@msn.com wrote: I update 2.9.16 ,same problem!Not ready for osg3.0 ,too much change. 3.x might not address the problem you have, as it's likely down to some peculiarity of how the custom threading is behaving, but I would certainly recommend moving the 3.0.x. 2.9.16 is a developer version and won't contain all the fixes and improvements available in 3.0.x. The API changes between the two versions should be pretty minor, given that it could fix bugs I would say that spending time upgrading to a stable release would be much better than trying to get by with a unsupported developer release. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] dead locking problem of osgDB::DatabasePager::DatabaseThread under QT/linux
robertosfield wrote: HI Lv, On 29 October 2012 10:16, Lv Qing wrote: I update 2.9.16 ,same problem!Not ready for osg3.0 ,too much change. 3.x might not address the problem you have, as it's likely down to some peculiarity of how the custom threading is behaving, but I would certainly recommend moving the 3.0.x. 2.9.16 is a developer version and won't contain all the fixes and improvements available in 3.0.x. The API changes between the two versions should be pretty minor, given that it could fix bugs I would say that spending time upgrading to a stable release would be much better than trying to get by with a unsupported developer release. Robert. ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum I will try ,Thx! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50856#50856 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Streaming world and integer limitations
Hi, I'm thinking about how to do a streaming world in OSG and I have noticed one problem at first. We have scene graph node position - 32 bit integer. We walk through terrain meeting some trees, houses while sectors ahead are loading on a background and then the position of a player and 3d objects becomes maximum integer value. What then? I don't know. What I are regular methods to avoid such limitations? Maybe I should reset position to relative value in each sector? Thank you! Cheers, Dmitry -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50857#50857 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Smooth shading
Hi, you are right. In the code it is set to flat but I have also tried to set to SMOOTH but I never see difference between results. With the smooth setting I still see the face edges ... Thank you! Cheers, Geoffroy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50858#50858 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Smooth shading
In order to get correct shading results, you have to create correct normals. There is also a smoothing visitor which you could try: osgUtil::SmoothingVisitor sm; model-accept(sm); cheers Sebastian Hi, you are right. In the code it is set to flat but I have also tried to set to SMOOTH but I never see difference between results. With the smooth setting I still see the face edges ... Thank you! Cheers, Geoffroy -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50858#50858 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Uniform arrays not working for me using Visual Studio 2010
Version 3.1.3 worked! Thank you everyone for your help. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50860#50860 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Smooth shading
Is this method is efficient ( computation time ) or is it a better avenue to use a GLSL frag and vertex shader -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50861#50861 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Projective Multi-Texturing
On 10/27/2012 02:09 AM, Christoph Heindl wrote: This sounds like a clever idea, but I have to keep exporting the mesh in mind. When exporting I think I should have the UV coordinates ready on the CPU. Is there a way to transmit the output of the shader (i.e vertex ST coordinates) back to the CPU? You can do this with transform feedback. I'm not sure how good OSG's support for this feature is, though. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] screen capture with Qt
Hi All, I basically merged osgscenecapture example and osgviewerQt to implement a spike solution with a scene capture functionality in a Qt application. Unfortunately the resulting image (bmp) is black except for the case that does not use glReadPixels(). The osgscenecapture example itself is working fine. So, maybe there's something behind the scene I don't understand. Can anybody please help me? Regards, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50863#50863 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Just more 3D primitives
I'm definitely open to having such code contributed to osgWorks, where they would be Geometry-based rather than ShapeDrawable-based. -Paul On 10/28/2012 10:28 PM, Andrey Zubarev wrote: Hi, all! In OSG we have some simple 3D primitives such as Sphere, Cylinder, etc., even Capsule! But what about more primitives, for example, Torus, Torus Arc, Truncated Pyramid, Truncated Cone, a Dish (half of Ellipsoid) and so on? I believe, all these entities could be done by hand, from the scratch. But, maybe, someone knows the source of these primitives - just to avoid re-inventing a bicycle? ... Thank you! Cheers, Andrey -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50845#50845 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Streaming world and integer limitations
Mon, Oct 29, 2012 at 5:24 AM, Dmitry K. zzfi...@hotbox.ru wrote: We have scene graph node position - 32 bit integer. We walk through terrain meeting some trees, houses while sectors ahead are loading on a background and then the position of a player and 3d objects becomes maximum integer value. What then? I don't know. What I are regular methods to avoid such limitations? Maybe I should reset position to relative value in each sector? What exactly are you saying is a 32-bit integer? I'm not aware of any 32-bit int limitation in OSG. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] screen capture with Qt
Hi Gianni, I know nothing about your specific implementation, the only thing I can suggest is the general comment is that OpenGL has the concept of current draw and read buffers, when you do a glReadPixels() you should make sure that the read buffer is the same as the scene was rendered to i.e. the draw buffer. osg::Camera has support for setting the (gl)ReadBuffer and (gl)DrawBuffer, normally these would be set to GL_BACK when the window is double buffered. Robert. On 29 October 2012 14:42, Gianni Ambrosio ga...@vi-grade.com wrote: Hi All, I basically merged osgscenecapture example and osgviewerQt to implement a spike solution with a scene capture functionality in a Qt application. Unfortunately the resulting image (bmp) is black except for the case that does not use glReadPixels(). The osgscenecapture example itself is working fine. So, maybe there's something behind the scene I don't understand. Can anybody please help me? Regards, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50863#50863 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Rotate and translate camera
Hi all, I have a hopefully simple question. I'm setting up an app that will manually adjust the camera with each frame, no camera manipulators are used. With each adjustment I want to increment the translation and rotation of the camera. The translation works, but the camera rotation seems to be around a point far away (origin?). How can I make the camera rotate or spin around its current position? Is there an example somewhere I could look at? osg::Matrixd cameraRotation, newRotation, cameraTranslation, finalPosition; osg::Matrixd viewMatrix = viewer.getCamera()-getViewMatrix(); cameraRotation.setRotate(viewMatrix.getRotate()); newRotation.makeRotate(osg::DegreesToRadians(0.0f), osg::Vec3d(1.0, 0.0, 0.0), osg::DegreesToRadians(2.0), osg::Vec3d(0.0, 1.0, 0.0), osg::DegreesToRadians(0.0f), osg::Vec3d(0.0, 0.0, 1.0)); cameraRotation = cameraRotation * newRotation; cameraTranslation.setTrans(viewMatrix.getTrans()); newTranslation.makeTranslate(osg::Vec3f(2.0, 0.0, 0.0)); cameraTranslation = cameraTranslation * newTranslation; finalPosition = cameraRotation * cameraTranslation; viewer.getCamera()-setViewMatrix(finalPosition); Thanks, Rick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] screen capture with Qt
Thank you Robert for the fast reply. In the meanwhile I'm attaching the code. Regards, Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50868#50868 Attachments: http://forum.openscenegraph.org//files/scenecaptureqt_189.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Smooth shading
Am 29.10.2012 15:38, schrieb Geoffroy Rivet-Sabourin: Is this method is efficient ( computation time ) or is it a better avenue to use a GLSL frag and vertex shader What do you mean? It might be as well a O(n) algorithm, but as long as you do not try if it is suitable for you, you should not question performance. Have you tried it? Usually you run the visitor once per loaded/created model. You cannot simply do this in the vertex shader as you don't have any information about the topology there. I'd stick to simply try and measure it. Another option if you are creating your geometry on your own would be to create correct normals in the first place. cheers Sebastian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50861#50861 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FBX separate animations
Hello, I've got the FBX plugin working and trying various models. Unfortunately for me, most FBX models are separated into the model itself and external animations. I simply have no clue how to load the animations and use them with the model. Can someone help me out here? cheers Sebastian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [Android osgViewer] OpenGL ES context lost (how do i preserve it?)
Yes, it is possible, as I wrote in the docs you only have to modify the functionality. That functionality was not included in the example because there were more pending issues. 2012/10/29 Bernd Kampl bernd.ka...@gmail.com My question is: is there a way to not need to reinitialize the viewer every time? Is this fixable? Cheers, Bernd -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50851#50851 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Smooth shading
it works perfectly Thank you -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=50873#50873 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org