[osg-users] Zero Ballistics - open beta
Hello OpenSceneGraph community! Sorry for spamming the list a bit, but it is not without any reason. We are using OSG in our game and it really helped us a lot in developing Zero Ballistics, therefore i really want to thank all the people who helped making OSG such a stable, mature, flexible but still fast scene graph library! So here it comes: Our team at QuantiCode is proud to announce that we have released a public beta version of our game Zero Ballistics ! The game is designed as a multiplayer online title, featuring some fast-paced tank action. There are two opposing teams battling each other with heavily armed and armored tanks. Players control their tank from the ego-perspective and fire weapons with a ballistic trajectory at their enemies, which requires a good aiming skill. Each player can equip his tank with different primary and secondary wepaons and can choose from a range of additional skills. As the game progresses, players are able to upgrade their tanks with weapon, speed and armor enhancements. Please visit our website http://www.zeroballistics.com for more information and download the client there! Hopefully you will enjoy playing our game and you are welcome to post any feedback to our forum at http://forum.zeroballistics.com kind regards, Michael ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] ugly text, Nvidia vs. ATI
Hi all, i have the following problem: text rendered with osgText on ATI cards looks somewhat blurry with ugly edges. I'm also using CEGUI in conjunction with OSG and the CEGUI text looks fine on ATI cards but the osgText does not. On Nvidia cards everything looks fine. The freetype plugin is loaded correctly and osgText and CEGUI use the same freetype lib. The font file is a standard true type font, nothing extraordinary. Has anyone experienced the same problem? thanks in advance, Michael. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DynamicLibrary::failed loading
Hi all, Serge Lages wrote: [have you tried compiling the plugins with Embed Manifest = false] It seems to be a good addition to the default build options for the plugins, any CMake expert can do the modifications and submit it ? Or tell me where to make them ? :) I would also appreciate having this as option in cmake configuration. Who is maintaining it right now and could this be added? thanks, Michael. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DynamicLibrary::failed loading
Hi all, have you tried compiling the plugins with Embed Manifest = false (under VS2005 Project Properties-Manifest Tool-Input and Output-Embed Manifest). And then distributing the plugins without any manifests they should load normally. regards, Michael. Serge Lages wrote: Hi Mike and all, I am currently making some tests to redistribute one of our apps and I have exactly the same problem. I use VMWare where I made a fresh install of WinXP SP2 (32 bits), of course without any VS installation. Then I have downloaded your OSG-2.2 installation package and tried it, it can't manage to load the plugins DLLs (I've setted the PATH variable as you mentionned). I've tested it with spaces in the installation path and without. The only ways to make it work (without installing the vcredist_x86.exe) are : - To copy the Microsoft.VC80.* directories into the osgPlugins-2.2.0 directory. - To copy all the plugins into the bin directory and delete the osgPlugins-2.2.0 directory. I am really disapointed by this behaviour but it doesn't seems to have another solution. :/ -- Serge Lages http://www.tharsis-software.com ___ 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] RefCount setSceneData
Hello, when setting a root node to an osgViewer with setSceneData, the ref. count of the root node is increased by 2. A explicit call with setSceneData(NULL) is necessary to release the node again, simply setting the ref_ptr of osgViewer to NULL keeps one ref count of the root node. Could someone verfiy that and perhaps fix it? Thanks + best regards, Michael. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ClipNode / clipplane, rendering water with RTT camera
Hello, could anyone give me a hint on my problem described below? I cannot figure out how to setup a clipplane for the reflection camera correctly. thanks, Michael. Michael Ebner wrote: Hello OSG users, i'm trying to render a water surface with reflections. Rendering the reflected scene into a texture and projecting it on a water plane already works. What i need is a clipplane at water height to avoid rendering anything below the water surface. I've tried to setup a ClipNode with clipplanes in various ways (also activating them on different positions at the scenegraph) but nothing gets clipped. I post a code snippet below, perhaps i'm missing something obvious. I tried, setting up the ClipNode at root level and activating the plane at reflection cameras level. Tried adding the ClipNode above the reflection camera and activating it there. And below is the code, where the ClipNode is child of the RTT reflection_camera, but it doesn't work either. snippet: // reflection texture reflection_tex_ = new osg::Texture2D; reflection_tex_-setTextureSize(1024,1024); reflection_tex_-setInternalFormat(GL_RGBA); reflection_tex_-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::LINEAR); reflection_tex_-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::LINEAR); reflection_tex_-setWrap(osg::Texture2D::WRAP_S,osg::Texture2D::CLAMP_TO_BORDER); reflection_tex_-setWrap(osg::Texture2D::WRAP_T,osg::Texture2D::CLAMP_TO_BORDER); reflection_tex_-setBorderColor(osg::Vec4(1.0f,1.0f,1.0f,1.0f)); // reflection camera -- reflection_camera_ = new osg::Camera; reflection_camera_-setName(WaterReflectionCamera); reflection_camera_-setClearColor(osg::Vec4(0.1f,0.1f,0.3f,1.0f)); reflection_camera_-setClearMask(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); reflection_camera_-setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR); reflection_camera_-setReferenceFrame(osg::Camera::ABSOLUTE_RF); reflection_camera_-setViewport(0, 0, reflection_tex_-getTextureWidth(), reflection_tex_-getTextureHeight()); reflection_camera_-setRenderOrder(osg::Camera::PRE_RENDER); reflection_camera_-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT); reflection_camera_-attach(osg::Camera::COLOR_BUFFER, reflection_tex_.get()); // add clip node with clip plane, to avoid rendering anything below water surface osg::ClipNode * clip_node = new osg::ClipNode(); clip_node-setName(Clip Node XZ plane); clip_node-addClipPlane(new osg::ClipPlane(0,0.0,1.0,0.0,water_height)); osg::StateSet* clip_state = clip_node-getOrCreateStateSet(); clip_state-setMode(GL_CLIP_PLANE0, osg::StateAttribute::PROTECTED | osg::StateAttribute::ON); clip_node-addChild(reflected_nodes.get()); reflection_camera_-addChild(clip_node); root_node-addChild(reflection_camera_.get()); //--- Thanks in advance for any help, Michael. ___ 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] RTT camera cullmask
Hello, i'm using a osg::Camera with a FBO attached, rendering depth buffer for use as a shadow map. In a special case i just want the camera to render nothing (non of their nodes below) to the texture. At first i tried to set the cull mask of the RTT camera to 0, but that seemed to have the effect that the camera was not traversed and the texture was not updated anymore. So i ended up, setting a NodeMask to the children below the RTT camera to achieve the effect of rendering nothing. Did i misinterpret the meaning of setCullMask? Is there another way of enabling/disabling a RTT camera? Thanks for any help, Michael. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] RTT camera cullmask
Hi Robert, Robert Osfield wrote: Well its pretty simple then just switch off the children by setting their NodeMask, [..] that's what i did, thank you. Michael. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SceneView, RenderStage, existing Renderer and migrating 1.2 to 2.0
Hello Robert, Robert Osfield wrote: stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN); This is how the OSG has managed transparent state since the turn of this century. There is more fine grained control of render bins available via StateSet as well, but this is whole big topic, but on another occassion. First just fix your scene graphs. I was already setting the TRANSPARENT_BIN, but had z write disabled and the RenderBin::SORT_FRONT_TO_BACK did the sorting. But it is working now, thanks. GraphicsWindowEmbedded does not support multi-threading. To use the new threading models you'll need to use a full blown GraphicsWindow implementation. Could you explain that to me in more detail? I took a quick look at the GraphicsWindowEmbedded and GraphicsWindowWin32 implementation and this seems all to be about setting up a window and providing a context to the Viewer. The Viewer is handling the threads based on the context(s) provided, so it should not make a difference if he gets them from embedded or full blown GraphicsWindow? Or am i missing something here? I'm using SDL for window and input handling and read in: http://www.mail-archive.com/[EMAIL PROTECTED]/msg12744.html about a GraphicsWindowSDL class, is it going to be submitted to SVN? Thanks for help and keep up the good work! greetings, Michael. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org