Hi Stefan,
Could you be more specific about what you are talking about? I think none of
OSG-User can understand your problem. So if you want a solution, firstly try
to tell more understandable way.
Regards.
2009/6/15 stefan nortd ste...@nortd.com
Nice, I was just looking into using
Hi folks,
I am using the z-Buffer in osg 2.4 and have problems getting reasonable values.
When the camera is about two meters away from any flat object surface, I'll get
the value 0.995, and when the camera is about eight meters away i'll get 0.997
from the z buffer. I have also tried to
Hi Christian,
I really doubt you have a general z-buffer issue, but from the
pictures is looks like you have problems with geometry that is
overlapping that shouldn't be. Any chance that you are accidentally
creating quads that overlap in your code?
Robert.
On Sun, Jun 14, 2009 at 11:06 PM,
HI Albino,
I'm not quite sure where to start... your GLSL shader doesn't seem to
have any reference whatsoever to projective texture coord setup in the
vertex shader or application of the projective texture in the fragment
shader. To me this suggests that you haven't yet learnt enough about
the
Hi Roland,
A couple of points. First up if the CompositeViewer is being run
multi-theaded then the draw traversal may not be complete, and the
values not copied yet to the osg::Image by the time your frame loop
reaches your image data output line. In this context it probably will
just mean
Thanks Robert. Do you think the problem exists, because of not clearing the z
buffer at the beginning?
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On Mon, Jun 15, 2009 at 11:13 AM, Roland Leitnerroland.leit...@eads.net wrote:
Thanks Robert. Do you think the problem exists, because of not clearing the z
buffer at the beginning?
Sorry I have no clue as you didn't mention anything about switching
off zbuffer clear, the code you included
Hey Ümit,
Thanks for your answer.
It's actually not that complicated. jonim8or compiled osg for mingw and posted
it online. Unfortunately the link above in the thread is down. I was just
wondering if these mingw binaries can be made available again. I think people
would find them useful
Hi all,
I saw in the osg 2.6 release log a svg plugin.
But, it does not appear in the cmake config or in the compiled plugin and
3rd parties.
So i can assume there are some external dependencies, or a special procedure
to install it... but I did'nt found anything.
So the first question is : how
See http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
The values in the Zbuffer is 1.0 to 0.0 ( all realworld values are
transformed in to this ) but it is NOT linear
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email :
Hi,
I have the same problem than Amanda.
I am creating a class SimpleBillboard which load a Model, create an ortho
projection of it and a Quad and try to put the texture projeted onto that quad.
I think that Amanda try to output the texture loaded into an image file.
The problem is that after
Hi, thanks for all the reply
like colin noted, the render problem vanished as i stripped off the offsets
which caused the large coordinates and work now with localized coordinates.
if i ever need to display the real coordinates in an text-insert, i can re-add
the stripped offset before display
Hi,
I need to label or annotate large numbers of 3D locations with a short label
like a number. Think possibly 100,000+ locations or nodes (for example,
represented as small cubes). I naively used osg::Text to create labels and
ended up consuming 100's of MB of memory.
This seems like a case
Andrew Cunningham wrote:
Hi,
I need to label or annotate large numbers of 3D locations with a short label
like a number. Think possibly 100,000+ locations or nodes (for example,
represented as small cubes). I naively used osg::Text to create labels and
ended up consuming 100's of MB of
Hi Chris,
Thanks for the suggestion - I am backed into a corner a bit by the need to
support access via Windows RDC ( remote desktop connection) which works quite
well for small/medium models but only supports basic OpenGL(1.1?) without
shaders. Of course I can test for that and use an
Subject says it all: shouldn't the done flag be volatile? If it isn't,
how can you be certain that the viewer thread will ever notice it has
changed from false to true?
Some context here: I call ViewerBase::run() in its own thread. To shut
it down, I call viewerBase-setDone(true) from my main
Vincent Bourdier wrote:
Hi all,
I saw in the osg 2.6 release log a svg plugin.
But, it does not appear in the cmake config or in the compiled plugin
and 3rd parties.
So i can assume there are some external dependencies, or a special
procedure to install it... but I did'nt found anything.
Well, what do you know? All that fuss and now there's a CMake 2.6 RPM
available. I swear I checked just two weeks ago and it wasn't there.
It figures... :-)
http://www.atrpms.net/dist/el5/cmake
--J
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ViewerBase::stopThreading() includes this block of code:
for(Cameras::iterator camItr = cameras.begin();
camItr != cameras.end();
++camItr)
{
osg::Camera* camera = *camItr;
Renderer* renderer =
dynamic_castRenderer*(camera-getRenderer());
if (renderer)
{
Hi all,
After much clawing and gnashing of teeth I've tagged version 1.0 of osgOcean.
http://code.google.com/p/osgocean/ http://code.google.com/p/osgocean/
Feature list:
- FFT ocean simulation model and rendering
- Foam caps
- Refraction/Reflection Passes
- God Rays
- Surface glare
-
Hi, Peted
I have worked with an ATI card for months, and I have found only one issue: If
you add shadows to the scene, they may be inverted.
Cheers,
Rodrigo
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I want to highlight certain nodes (or de-emphasize others) without
killing performance (I'm at the lower limit already) or requiring a
second render pass. Any good suggestions?
I was thinking of setting temporary colors. What is the appropriate OSG
way to change the color on something
Hi Kim,
Great news, congratulations!
To compile, is there a way to avoid using the debug libraries of
openthreads, fftw and osgviewer?
Regards,
Alejandro
On Mon, Jun 15, 2009 at 5:02 PM, Kim C Balek.b...@hull.ac.uk wrote:
Hi all,
After much clawing and gnashing of teeth I've tagged
Butler, Lee Mr CIV USA USAMC wrote:
I want to highlight certain nodes (or de-emphasize others) without
killing performance (I'm at the lower limit already) or requiring a
second render pass. Any good suggestions?
I was thinking of setting temporary colors. What is the appropriate OSG
way
Hi,
I was wondering is someone can help me with a specific problem I'm having with
render-to-texture. In essence, I have a pre-render camera (i.e m_pRttCamera)
that renders the entire scene to a rectangular texture (i.e m_pRttTexture).
This texture is the mapped to a simple quad that fills the
Hi, Guy,
Great explanation, except you didn't say what the problem was :-)
--J
Guy Volckaert wrote:
Hi,
I was wondering is someone can help me with a specific problem I'm having with render-to-texture. In essence, I have a pre-render camera (i.e m_pRttCamera) that renders the entire
Ignore me, I just found it...
--J
Guy Volckaert wrote:
Hi,
I was wondering is someone can help me with a specific problem I'm having with render-to-texture. In essence, I have a pre-render camera (i.e m_pRttCamera) that renders the entire scene to a rectangular texture (i.e m_pRttTexture).
Nevermind, I made it compile.
It looks nice (see attached image) and is fast for a real time ocean simulation.
But apparently it doesn't find the instaled resources, neither in the
bin directory (instaled there by default) nor in the OSG data
directory (where osgDB find things). Only finds them
Jason Daly wrote:
Butler, Lee Mr CIV USA USAMC wrote:
I want to highlight certain nodes (or de-emphasize others) without
killing performance (I'm at the lower limit already) or requiring a
second render pass. Any good suggestions?
I was thinking of setting temporary colors. What is the
Kim C Bale wrote:
Hi all,
- FFT ocean simulation model and rendering
- Choice of FFT library dependancy
Possibly the most important change is that the library is now held under
a LGPL license.
The CMake build now offers the choice between FFTW (GPL) or FFTSS (LGPL)
for the FFT library
Hi Alejandro,
But apparently it doesn't find the instaled resources, neither in the
bin directory (instaled there by default) nor in the OSG data
directory (where osgDB find things). Only finds them if I run it from
the source directory.
Not sure about this, I think the easiest way right now
Hi Chris,
I curious if you evaluated the (very free) DJBFFT library and if so, if you
found it
insufficient. I know someone else who is evaluating FFT libraries and just
wanted your
input if you had already tried it out and found it lacking.
Well, Kim had initially implemented osgOcean
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