Hi Stephen,
Thanks for the response. When I do that below, the osg portion of the
window goes to a dark blue background..(seems to be still doing something
with the clearcolor).. when using the clearnode, it goes to a black
background (note I can see the model getting rendered in both cases,
Hi Vince,
Hmm.. I have two hand rolled OSG and OpenGL loops here as I am still
debating whether to put an OSG scene-graph inside an SDL OpenGL
program I am working on, or to put my OpenGL inside OSG and scrap SDL
altogether.. Decisions decisions!
That is on the latest 2.2 release. Might be
I' m trying to evaluate the usage of impostor nodes.
It seems to me the impostors are not using transparency.
Are there other example apart from osgimpostor, possibly saved as .osg
files?
thanks in advance
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Hi guys !!
I have a problem with the replace_if_defined section in the following
introspection code :
74http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgIntrospection/Reflection.cpp?rev=3966#L74
Type
**Reflection::getOrRegisterType*(*const* std::type_info ti,
Hi again !
I'm working on some kind of editor in fact, and I've noticed that when you
have a StateSet, and a given StateAttribute, if you call
stateSet-setAttributeAndModes(attribute,osg::StateAttribute:ON|osg::StateAttribute::...etc,etc..
) then, (at least for a osg::Fog attribute for example)
Hello
I have a program which uses shaders in osg (using osg::Program of course).
It works perfect on GeForce 8800, but on GeForce 7800 the shaders don't work
at all.
I don't have an error message, and the image is not black, I just get the
same picture I would get without running shaders.
Even
Hello Roni,
I don't have an error message, and the image is not black, I just get
the same picture I would get without running shaders.
You say you don't get any error messages, but did you set
OSG_NOTIFY_LEVEL=DEBUG when running your app? Any GLSL compiler
warnings/errors will show up then.
It's not clear to me what you're saying. Are you saying that even when you
specify ON, fog is not enabled? Or are you saying that when you query the
StateSet's GL_FOG mode later, you're not getting what was set? Or are you
saying that when you dump the scene graph out to an .osg file, GL_FOG ON
Hi!
I have necessity to draw landscapes beginning from a matrix that
contains the data of the altitude.
can you help me?
Thanks.
Aurora Restivo
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Hi,
I compiled and installed OpenSceneGraph on Linux successfully. Now I would like
to compile and install osgdem because I would like to load some elevation data
into osg.
I followed the steps which are described on
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem
I mean that when settings ON on the Fog, then the fog is enabled but when
querying the corresponding RefAttributePair there is no ON. Rather, the
ON ends in the associated mode (GL_FOG only I guess) bit field.
this transfer of the ON from the attribute to the corresponding Mode
surprise me a bit
You might either
* build an osg::HeightField
(http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01227.html)
and draw it with an osgTerrain::TerrainNode node with an
osgTerrain::HeightFieldLayer as an elevation layer
* or use VirtualPlanetBuilder
On Thu, 2008-01-31 at 08:44 -0500, Jean-Sébastien Guay wrote:
Hello Roni,
I don't have an error message, and the image is not black, I just get
the same picture I would get without running shaders.
You say you don't get any error messages, but did you set
OSG_NOTIFY_LEVEL=DEBUG when
Hello Andi,
I compiled and installed OpenSceneGraph on Linux successfully. Now I would
like to compile and install osgdem because I would like to load some
elevation data into osg.
I followed the steps which are described on
It sounds like a graphics driver problem of some sort. I have successfully
run osg 2.2 on a 7800 just fine.
What OS are you using?
If you are running Windows I would go to Nvidia site and try reinstalling
your graphics drivers. I have seen driver installs get messed up. The
shader you are
Hi Aurora,
From the generality of your question I would suggest you first go
look at the Virtual Terrain Project web site..
It's an awesome source of info.
http://www.vterrain.org/
Kind regards,
Stephen.
On Jan 31, 2008, at 9:32 PM, aurora restivo wrote:
Hi!
I have necessity to draw
Still on the same subject, I've noticed something even more strange (well
maybe that's very well known but I've just discovered it...):
if the case of a Fog attribute, we can switch the attribute On and Off just
calling stateset-setAttributeAndMode(attribute,ON/OFF)
but, in the case of a
Hi everyone,
I need to detect when two shapes intersect and I need to know the
point (or set of points) where it happens. I'm using shape drawables and
I've been told that OSG doesn't have any support in that case. I was
suggested, then, to fit a polytope around my shapedrawables and
Hi Scott,
Yes, the function, as it is written, is [min, max]sorry about my typo.
If the intent of this function is, as you say, is [min, max], then the
comment needs to change so there is no ambiguity. It's nit-picking, but I
always assume a get_random is [min, max), which can be used for
El Thursday 31 January 2008 16:41:55 DC Fennell escribió:
Hello everybody,
I believe the get_random() function in range under osgParticle should be:
minimum + (maximum - minimum) * rand() / (RAND_MAX + 1);
It is written as:
minimum + (maximum - minimum) * rand() / RAND_MAX;
If you expect
The comment says between min and max (min x max), but the function will
return (min = x = max)
I'm just trying to clarify the actual intent of this function. Was the
author intending the former, or latter?
Chris
- Original Message -
From: Alberto Luaces [EMAIL PROTECTED]
To:
Hello!
I am working with an osg::CompositeViewer. There is
one view with a camera on which I set a specific view
frustum. Parallel to the viewer window there is an
editor window in my application which allows the
manipulation of the frustum settings.
The strange thing is, debugging shows that
Hi Robert,
I tried what you said, but the problem remains ;-(
Now I'm using osg 2.3.2, I'll try osg 2.3.4 as soon as possible.
2008/1/31, amalric alexandre [EMAIL PROTECTED]:
Bonjour Jean-Sebastian,
My crash only appear when I use something wich display text, in fact I
have some geometries
DKa wrote on Thursday, January 31, 2008 10:19 AM:
Hello!
I am working with an osg::CompositeViewer. There is
one view with a camera on which I set a specific view
frustum. Parallel to the viewer window there is an
editor window in my application which allows the
manipulation of the frustum
Thanks a lot! This was the remedy!
--- Thrall, Bryan [EMAIL PROTECTED]
wrote:
DKa wrote on Thursday, January 31, 2008 10:19 AM:
Hello!
I am working with an osg::CompositeViewer. There
is
one view with a camera on which I set a specific
view
frustum. Parallel to the viewer window
Yes sure, I could disable lighting in that simple case (Yet I'm not even
sure of it, I have no real example in mind but suppose I have an other
sibling attribute also depending on GL_LIGHTING... ). But as a matter of
fact, I'm trying to write an OSG editor based on osgIntrospection, and my
real
Hi,
I agree, the volume is daunting. Could you send a patch to osg-submissions?
Thanks
-- mew
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Jeremy Moles
Sent: Thursday, January 31, 2008 9:03 AM
To: OpenSceneGraph Users
Subject: Re:
Hi,
As others have mentioned you can bump up the notify level to see the
infologs from the compile and link. There is also a method to directly
query the infolog. The GL2Extensions contain the tests that determine
of shading is available; you can snoop its results.
That said, first thing is to
Not all attributes have modes, as you've discovered with Material. The
current OSG paradigm of being able to setAttributeAndModes for Material
really doesn't make much sense. I'd be reluctant to rewrite any portions of
OSG dealing with the fixed function pipe, though, in light of OpenGL 3.
To
Hello
Still trying to get a shader program running in an .osg mesh file
Doing the
Program {
Shader{
Type FRAGMENT
Code {
void main (void);
{
gl_FragColor = vec4 (1.0, 0.0, 0.0, 1.0);
}
Trying to get shader code to be called from file replacing code with
File
Hi Jeremy,
As a side note, I wonder if Robert could be convinced to remove these
messages:
cull_draw() 0x805a808
end cull_draw() 0x805a808
...from DEBUG or INFO level output, as I get about 6 zillion of them
every second, making setting the notify level pretty useless. Am I the
Hello Bryan,
You could move them to notify level DEBUG_FP; DEBUG uses DEBUG_INFO, so they
would then be left out of any but the most verbose output. I'll submit a
change to this effect.
Jeremy already submitted a change to remove the messages completely...
Since no change will be checked in
On Thu, 2008-01-31 at 13:41 -0600, Thrall, Bryan wrote:
Jean-Sébastien Guay wrote on Thursday, January 31, 2008 1:23 PM:
Hello Bryan,
You could move them to notify level DEBUG_FP; DEBUG uses DEBUG_INFO,
so they would then be left out of any but the most verbose output.
I'll submit a
Jean-Sébastien Guay wrote on Thursday, January 31, 2008 1:23 PM:
Hello Bryan,
You could move them to notify level DEBUG_FP; DEBUG uses DEBUG_INFO,
so they would then be left out of any but the most verbose output.
I'll submit a change to this effect.
Jeremy already submitted a change to
Jean-Sébastien Guay wrote on Thursday, January 31, 2008 12:40 PM:
Hi Jeremy,
As a side note, I wonder if Robert could be convinced to remove
these messages:
cull_draw() 0x805a808
end cull_draw() 0x805a808
...from DEBUG or INFO level output, as I get about 6 zillion of them
Hello
Still trying to get a shader program running in an .osg mesh file
Doing the
Program {
Shader{
Type FRAGMENT
Code {
void main (void);
{
gl_FragColor = vec4 (1.0, 0.0, 0.0, 1.0);
}
Trying to get shader code to be called from file replacing code with
File
Nobody responded to my earlier question three weeks ago, so I'm
reposting:
Can OpenFlight be linked statically? I compiled the osgstaticviewer and
it does not read *.flt files. The osgviewer that uses the shared object
version seems to work fine. I guess my question is--which plugins do I
need to
I went ahead and wrote a visitor that really does remove all static
transforms. If nodes underneath transforms have multiple parents, it
makes copies so that each child subgraph can be properly transformed.
On my big test case, I remove 911 out of 911 transforms, my model
takes up 10x the memory,
Hello,
I'm adding particle support to FlightGear and everything is going fine
so far except when i try to use connected particles:
Solid mode:
http://gusmao.home.sapo.pt/L1011/trails/fgfs-screen-002.jpg
http://gusmao.home.sapo.pt/L1011/trails/fgfs-screen-003.jpg
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