Hi,
I try to make a multi pass rendering in order to apply post effect after
each pass.
I try to have this pass order:
camera1-RTT1-Quad-camera2-RTT2-Quad-camera3.
Group* subgraph;
Node* model;
Geode quad1, quad2;
each camera is use like :
Hi,
In fact I export blender object to .3ds file by using blender export
function. To check if the probleme comes from this export function, I
exported also my object to .ac (AC3D) file format.
To obtain the same view of my IMS square (I want my camera in front of the
square, not above), I have
Hello Michele,
Don't know if it is an already known issue and have no idea what the
message means but compiling OSG 2.4 using the latest CMake 2.6 (under
XP) I get the warning that you can see in the attached image right
after pressing Ok in the CMake gui (CMakeSetup.exe, not the new beta
Hi Xiadon,
And so to a *third* request... Please could you send the files you
have modified as a separate attachment, inlined submission cannot be
handled as the mail tools breaks the formatting.
Robert.
On Mon, May 26, 2008 at 9:21 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
HI Xiadong,
Is there any document or tutorial on how to use picking and draggers in OSG? I
am struggling on this. Thanks.
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Robert,
It's helped, but hasn't solved the problem. It doesn't crash right away,
but it eventually will hit a random point and the program dies.
Also, when the second window is open, it absolutely kills the
frame rate from 30 hz to about 10 hz.
I've run it SingleThreaded and haven't been
Hi, Robert,
I checked out the latest SVN version and cleared CMake cache. It works
find when I reconfigure CMake settings, but when I click OK button, the
CMake gives me errors:
CMake Error in src/osPlugins/ive/CMakeLists.txt:
Cannot find source file LineStipple.cpp. Tried extensions .c .C
Hi He sicong,
Sorry about this, a missing check-in, could you do an svn update and rebuild.
Robert.
On Thu, Jun 19, 2008 at 2:45 PM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert,
I checked out the latest SVN version and cleared CMake cache. It works find
when I reconfigure CMake
Hi Colin
thanks for your answer - but I have no success with a higher resolution.
When I use the 0:3.live which matches a resolution of 640x480, I only see a
white rectangle though the width and height of the image is 640 x 480 (in
debugger). No other locking application is running. I can use
stinfo.cgi/osg-users-openscenegraph.org
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The message was checked by ESET NOD32 Antivirus.
http://www.eset.com
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Hi,
Gordon Tomlinson wrote:
OK the POLL is UP at http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=1035
There's a slight glitch the forum software will not allow me to set voting
to a non-registered user...
So you need to register :(, I will see if I can hack the PHP/db tonight to
allow this to
I want to use the terrain and model systems from OSG, but all of my
rendering is done in OpenGL and GLUT. It's not feasible
to change the entire project to OSG rendering, so I'd like to know if
there is any way to render osg::node or osg::drawable objects when not
using osg::viewer and
Hello
Im trying to setup a RTT to a 3D texture. However i cant see any changes
to the texture when i render to it. Im attaching texture3D a 4 layer 3D
texture(diffrent image on each slice). This is rendered on a quad; all
of this works fine. Both the quad and the texture3D are made
in
Hi, sorry for the wrong url. This is the good one:
http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph.org/attachments/20080616/4235f6b7/attachment.cpp
I haven't had any answer, I suppose all of you are really busy. Hope somebody
can help me to solve the problem.
Thanks
hi,
have a look at osgstereomatch or osgdepthpeeling.
jp
Benoît Poulard [EMAIL PROTECTED] 06/19/08 2:11 PM
Hi,
I try to make a multi pass rendering in order to apply post effect after
each pass.
I try to have this pass order:
camera1-RTT1-Quad-camera2-RTT2-Quad-camera3.
Group*
Hi, I'm in the midst of converting a very large database of openflight files
and textures into ive to be loaded in osgviewer. It seems that when my ive
files are close to 1 Gb of size, my osgconv will crash from a windows error.
When I break my flt files into a few ive files and load them with
Hi Mark,
Please look at the osgviewerGLUT example.
On Thu, Jun 19, 2008 at 3:47 PM, Mark Henderson [EMAIL PROTECTED] wrote:
I want to use the terrain and model systems from OSG, but all of my
rendering is done in OpenGL and GLUT. It's not feasible
to change the entire project to OSG
Hi Kiff,
There is a good chance that if you model is too big to fit in memory
then you are going to have problems. The best you can do is compress
your textures, and possible swtich off display lists. To compress
textures try:
osgconv --compressed-dxt1 mymodel.flt mymodel.ive
As for
Hi Omar,
I haven't personally tested render to texture (RTT) with Texture3D
yet, but in theory all the wiring for it is in place. A couple of
months back I recall another user initially trying to RTT with
Texture3D and found problems, but I believe he got things working in
the end. Hopefully
Hi Dieter,
did you actually change your webcam settings to default the webcam
to use 640 x 480 by default (prior to running 0:3.live)?
Did you see osgmovie with a higher resolution (live stream) on
windows ? Any other hints?
Yes my webcam will do 1024x768 and various downward resolutions ok.
All,
We are using osgViewer::CompositeViewer.
We have cases in which we switch certain things to become transparent
during runtime, depending on user input and the view being drawn.
In order for those things to contain other transparent elements
(particles) we must disable writing to the depth
Hi John,
My guess is that the type of viewer will be irrelevant, i.e. the
problem will still occur on osgViewer::Viewer, or even a SceneView
based viewer, my guess is that there is an issue with management of
osg::State when moving between the cameras. I don't know of any
existing problem in
All,
Why is it that osg::Fog, and maybe glFog(), work as expected in RTT
setups if FRAME_BUFFER_OBJECT is chosen as the
RenderTargetImplementation on your Camera, but if PIXEL_BUFFER/_RTT are
chosen, you must re-load the scene?
I think that people are under the impression that when GLSL shaders
Hi John,
If you are using GLSL then osg::Fog/glFog will only provide the inbult
fog uniform values will be available to the shader, but no fog will be
applied unless you do something with them nothing will happen.
If Fog is being applied when you are expect to that a subgraph is
using GLSL then
thanks for the confirmation. I've updated the docs to remove the TODO
and emphasize the need for vs2005sp1
-- mew
On Wed, Jun 18, 2008 at 3:41 AM, arnaud houegbelo [EMAIL PROTECTED] wrote:
Hi Mike,
Many Thanks for your answer
Your are right, It works fine with SP1.
Best regards
Arnaud
Hi,
you might check the COLLADA forums and Owl reference model database
at http://collada.org/
-- mew
On Wed, Jun 18, 2008 at 3:34 PM, Gordon Tomlinson
[EMAIL PROTECTED] wrote:
Hi Guys
A little of target, one of our dev teams needs to create Collada files with
embedded textures. I believe
there is the osgpick example.
do you have a small example that demonstrates the issues you're struggle with?
-- mew
On Thu, Jun 19, 2008 at 8:40 AM, Xinyu Zhang [EMAIL PROTECTED] wrote:
Is there any document or tutorial on how to use picking and draggers in OSG?
I am struggling on this.
I must admit, due to both my own and others struggles getting DLLs
properly locationed, I've been very tempted to build as many 3rdParty
libs as possible in only static configuration. That minimizes the
runtime dependency chain, so we'd only have to deal with OSG finding
its own DLLs.
I dont
Hello,
there is the osgpick example.
Also the osgmanipulator example for manipulators.
I recall it took me a while to get my head around the manipulators too,
the design of these classes is a bit complex, but it works well in the
end. Check the osgmanipulator example and trace through it,
Howdy!
When I try to add a child to a node at runtime I get an exception.
Unfortunately, the exception dies quietly so I'm not sure what the actual
exception is. I know I've done this before (a long time ago) and things
have changed since then, so I'm not sure what I'm doing wrong. Here's
James Reid wrote on Thursday, June 19, 2008 12:13 PM:
Howdy!
When I try to add a child to a node at runtime I get an exception.
Unfortunately, the exception dies quietly so I'm not sure what the
actual
exception is. I know I've done this before (a long time ago) and
things have
Thank you. I got the problem solved.
The program crashed everytime I tried to select a dragger. It actually had
nothing to do with the dragger itself. Just the CommandManager pointer was
somehow unaccessable (deleted?).
I manually called the ref() and then it worked fine. I paid a lot to
Hi,
I have looked at that file, it doesn't really align with what I'm trying to
do. It is still using most of osg, with a very light glut wrapper around
it.
I already have a fairly comprehensive system, with its own camera,
mouse/keyboard handler, scenegraph, and so forth. I don't actually
On a similar note, does anyone know what the performance costs of
adding/removing nodes from the scene graph at runtime are compared to,
say, using a Switch or manipulating NodeMasks to hide objects? That is,
is the performance hit from adding/removing nodes greater or less than
any loss in
Subject says it. Might have forgotten to SVN add OpenThreads\Config.
-- Thanks,
Rick
Check us out at http://fringe-online.com/
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Hi, Robert:
How are you,I have a idea for texture-loading plugins currently in OSG:
Why we don't use FreeImage to act as a texture-loader? Because:
1. FreeImage using GPL license,so we can freely use it.
2. FreeImage support all image formats that used in OSG's plugins, extrally,
it
Dear Kiff,
This is my answers to your question
1) For non paging terrain, the limit will be on the RAM. You can do a simple
experiment, just launch the task manager that monitor the physical memory
available. You will see the available physical memory decreases as you load the
database. More
Hi, Robert.
I'm the user. It's very easy to render to 3D texture. By reading NVIDIA
SDK 10, we should know each render pass render a scene to a slice. So,
we can do this in OSG by setting numbers of camera. OSG camera code has
a function:
camera-attach(Camera::COLOR_BUFFER, txt3D.get(), 0, z,
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