Hello,
Hope it helps, .osg files can have shaders in them. Like the Julia file
with the fractals. (It's in the data that comes with the OSG).
Guy.
I have a model made in 3DS with textures and shaders and I would like to
use it within OSG. When I try displaying it with osgviewer.exe the
Hi,
I guess it depends on your platform. I haven't seen generic
implementation for it but I guess it could be added to display settings
or something like that (maybe GraphicsContext::Traits).
Anyway, on windows platform, in the file
\osgViewer\GraphicsWindowWin32.cpp,
In the function void
Hi,
We write to all the channels and there doesn't seem to be any trouble.
But be carefull, if u write to the alpha channel and blending is on, it
will use these values. Can't you write your data into other channel or
to a separate image (another attachment like COLOR_BUFFER1. in the
shader it
Hi,
Jean-Sébastien Guay wrote:
Hi Jim,
Not necessarily. If the object-that-is-supposed-to-be-transparent
still has depth writing enabled, it will overwrite more distant objects.
Then there's which blend functions are enabled which
can alter the output of the fragment shader.
OK, but I'm
Hi Julia,
On Tue, Mar 10, 2009 at 4:35 AM, Julia Guo osgfo...@tevs.eu wrote:
I have a model made in 3DS with textures and shaders and I would like to use
it within OSG. When I try displaying it with osgviewer.exe the textures are
rendered but not the shaders.
I know shaders are algorithms,
hi,
as far as i understand every Drawable object in the scenegraph does have a
_boundingBox data member.
* does the user have to manually initalize this boundingBox (with a call like
myDrawableOject.computeBound()), or has it already been set by osg to nodes'
geometry extent (xmin, xmax,
Hi Christain,
On Tue, Mar 10, 2009 at 2:25 PM, Christian Sam osgfo...@tevs.eu wrote:
as far as i understand every Drawable object in the scenegraph does have a
_boundingBox data member.
* does the user have to manually initalize this boundingBox (with a call like
Hi Sukender,
A month ago we were discussing things about software like
sourceforge/GForge/etc. And we said Sourceforge code isn't available (= open
source) anymore. Until today, I belived so, but I found SourceForge code (Well
I hope it is relly :) ) at
Hi,
I used gna.org for a lot of projects, it worked for me, and i have still
project on it. Maybe we could just wrap something to insert osg project
on gna instead of trying to use gna on osg ?
Cheers,
Cedric
Jean-Sébastien Guay wrote:
Hi Sukender,
A month ago we were discussing things about
Hi All,
After getting used to the idea that FFmpeg was a wacky project
publicly committed to not providing stable releases that have done the
unthinkable - they've gone and made a stable release! Check the
front page of http://ffmpeg.org/ out.
This is good news for us as it gives a stable base
If my app only modifies the scene graph in an update callback, is it
still necessary to set the data variance to DYNAMIC on the nodes that
may change?
Cory
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Hi Paul-
Just wanted to thank you for the quick start guide. It has been
extremely helpful to me.
Cory
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Wow! That was unexpected!
T
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Tuesday 10 March 2009 16:09
To: OpenSceneGraph Users
Subject: Spam: [osg-users] FFmpeg has a stable
Yes!
Simple Answer :)
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original Message-
From:
Hi Cory,
On Tue, Mar 10, 2009 at 4:30 PM, Cory Riddell c...@codeware.com wrote:
If my app only modifies the scene graph in an update callback, is it
still necessary to set the data variance to DYNAMIC on the nodes that
may change?
It's only required for Drawables and StateSet's, changes to
Yeah, good news! :)
-- A.
On Tue, Mar 10, 2009 at 10:38 AM, Tanguy Fautre
tang...@aristechnologies.com wrote:
Wow! That was unexpected!
T
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Hello all,
I was curious if anyone out there knows a site where I can download a
geo-referenced version of the blue marble map. I was looking for the
preprocessed version (not yet converted to an OSGA file).
Best Regards,
Albert
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Hi,
First, I'm sorry to disturb all of you with such a dumb question.
I have a strange problem with osg::Image::setImage.
I use both osg and opencv and I want to convert an opencv image into an osg.
It's in order to update a texture, here's my code:
Code:
void updateTexture( IplImage *img,
Hi All,
I've never personally looked into the Google Summer of Code
initiative, it's not something we've discussed as a community, but
perhaps it's worth discussing as a way of helping out students to have
some useful to do over those long lazy summer months, and for their to
be a useful seeding
Max,
For starters, you probably want GL_RGB8 (0x8051) and not GL_TEXTURE_2D
(0x0DE1) in your setImage call.
But in general it looks a bit odd to me, and I'm not sure what your
intention was. First you get the pointer to the textures image, and then you
set it to something else. I imagine you
Hi Albert,
I just did a project with the Blue Marble Next Generation data (BMNG), and I
just loaded the jpg tiles and used them to texture polygons. The BMNG data
set goes from -180,-90 to 180,90, and there are 5 rows by 10 columns in the
base set, and each set beyond that doubles the rows and
Hi Robert,
After getting used to the idea that FFmpeg was a wacky project
publicly committed to not providing stable releases that have done the
unthinkable - they've gone and made a stable release! Check the
front page of http://ffmpeg.org/ out.
And equally as unexpected is the codename:
Hello,
I wonder if there's still support for osgCal2.
I'm currently running into a problem where I believe that osgCal may not
be doing something right:
void
HardwareMesh::releaseGLObjects(osg::State* state) const
{
osg::Geometry::releaseGLObjects( state );
Awesome, it worked. The icon I was talking about is the one in the
upper left hand corner of the window. But it also appears in the
taskbar and the
alt-tab popup menu.
This is a Windows platform so the solution I came up with is not
platform independent, but I believe I implemented it in the
I'm getting all 0s for my pixel buffer when I use GL_RGBA32F_ARB as the pixel
format.
It works fine with GL_RGBA.
This is how I set it up:
i = new osg::Image();
i-setPixelFormat(GL_RGBA32F_ARB);
i-setDataType(GL_FLOAT);
sliceVPX and sliceVPY are the viewport dimensions.
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That's nice :)
what are we to do with those totally out of context dimensions ?
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
Hi Vincent,
Thanks for your advice, but node doesn't have the method getWorldMatrix(), it
has only getWorldMatrices().
I tried this:
osg::Vec3 position = node-getBound()-center() * node-getWorldMatrices()[0];
but it returned same value like this:
osg::Vec3 position = node-getBound()-center();
Thanks for your reply!
Actually I update my texture with frames from a sequence.
That's why I must turn my OpenCV image to an OSG.
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Hi Robert,
I was wondering if there was a way to know when all draw threads for a
given frame have finished rendering? Since the update traversal for
frame i+1 can start before the draw traversal of frame i is completed
(for STATIC objects), we'd like to get some kind of signal to know when
Okay, so something like this should work, I guess.
void updateTexture( IplImage *img, ref_ptrNode geode)
{
ref_ptrStateSet state = geode-getOrCreateStateSet();
ref_ptrTexture2D Tex = (Texture2D*)
state-getTextureAttribute(0,StateAttribute::TEXTURE);
Tex-setImage(img);
Robert Osfield wrote:
Hi All,
After getting used to the idea that FFmpeg was a wacky project
publicly committed to not providing stable releases that have done the
unthinkable - they've gone and made a stable release! Check the
front page of http://ffmpeg.org/ out.
Inconceivable! The
hi i use javaOsg and i have been trying to load a texture in a model but there
are problems with setImage(Image image)
Texture2D myTexture = new Texture2D();
myTexture= null;
try{
myTexture.setDataVariance(OBJECTDataVariance.DYNAMIC);
}
Hi Max,
Quoting Max osgfo...@tevs.eu:
I have a strange problem with osg::Image::setImage.
I use both osg and opencv and I want to convert an opencv image into an osg.
Could you please tell us what the actual problem is?
void updateTexture( IplImage *img, ref_ptrNode geode)
{
Hi!
I'm attempting to know the Algorithm of Triangle Mesh Simplification Based
on Edge Collapse in osgdem.but there is a lack of correlative information,so i
seek help from you.
Thanks in advance!
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