Hi Bob
Look to the source its full of node kits
Such as osgSim , osgAnimation etc...
I don't know of any specific tutorials, but following the source of this is
relativity straight forward if you're semi-comfortable using OSG
Hi all,
I want to do a kind of performance benchmark for my application.
So i have done a class that display X triangles in Y geodes ( X and Y
varying ), render it few seconds, compute average fps then do it with
another X and Y.
Two things :
- I have noticed that for a given amount of
Hello,
I'm trying to extend the draw instanced example in such a way that I
can position the quads outside of the shader. So I would like to be
able to use an array of positions inside the vertex shader that I
would index with gl_InstanceID and use that to offset the current
instance. The array
You might want to look at Delta3D last time I checked I think they were
working on something for this.
On Thu, Jul 9, 2009 at 11:15 AM, Brad Huber br...@procerusuav.com wrote:
Hello,
I’m currently using an RTT Camera within OSG and I would like to use the
texture associated with it in
Paul Martz wrote:
Are all your Geodes within the view frustum and not culled? If so, I'd
think the fewer Geodes case would be faster. But if some are culled,
then the more Geodes case would take advantage of host culling,
sending less data to the hardware, and would therefore run faster.
I
Cool, Interesting paper
__
Gordon Tomlinson
gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com
www.vis-sim.com http://www.vis-sim.com/ www.gordontomlinson.com
http://www.gordontomlinson.com/
From my point of view I would have to disagree :)
Every time you add a traverser (or visitor in OSG terms),
you'd have to go and update the Node classes to recognize it, which is
kind of a pain.
That's not a pain for me, that's flexibility and finer control :)
Having only one mask is for
Hello All:
Thank you for the help. This has cleared it up.
Take care and have a good day
Garrett
On Jul 9, 2009, at 11:24 AM, Jason Daly wrote:
Gordon Tomlinson wrote:
Hi Garrett
Unfortunately the OSG only supports one node mask that is shared by
all
process app, cull, draw, update,
What you want to do can be easily done using a Uniform array. See the
Uniform header. For the shader side of things, see the orange book, or
attend my upcoming OpenGL 3 course: www.techsoupcorp.com.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Nico
Hi Paul,
Thanks. I already skimmed through the orange book but couldn't find
uniform arrays, only floats or structs. I guess arrays work similarly.
I'm interested in your course, but it's quite a trip from Europe. My
background is in computational geometry, so my mathematical background
is quite
Greetings,
I got a couple of (hopefully trivial) questions. I work with my own
viewer class which is derived from osgViewer::Viewer.
I use OSG 2.6.1.
1) When I start rendering, the camera is always initially placed at
some default position and direction, which apparently displays at the
center
Classification: UNCLASSIFIED
Caveats: NONE
I can't answer all of them, but I've worked with two items:
3) How can I make some objects invisible entirely for some period of
time? I use update callbacks.
This is best done with the cull mask. See setNodeMask() on Node objects and
setCullMask() on
Thanks for the help,
What I'm going to need is per geometry (e.g., osgGeometry::BIND_OVERALL),
the shader attribute values will be the same for each Geode (e.g., model
part). I just can't find any examples of the best way to do the binding and
update the values each frame. I can probably figure
Hi J-S, thanks for your helpful insights. I'm brand new to this shader
stuff (osg::Programs, etc.), but I'm doing ok on the scenegraphs, nodes and
callbacks. I've also got a lot more to learn about multiple cameras,
render-to-texture, etc.
I think my data items are going to be per Geode (e.g.,
Thanks. Ill definitely check it out.
From: Ümit Uzun [mailto:umituzu...@gmail.com]
Sent: Thursday, July 09, 2009 5:14 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] how to set per vertext attributes using osg
Hi Bob;
I had created sample Bump Mapping Effect with OSG and used
Hi Bob,
I think my data items are going to be per Geode (e.g., thickness of a
part), but I thought I still needed shader attributes instead of uniforms,
because uniforms are per frame. Unless you're thinking I'd make an array of
them where the indexing is the Geodes?
Nope, you can set
Hi all,
I'm currently trying to integrate osgOcean into our application and I'm
having trouble combining it with shadows. We're using
osgShadow::LightSpacePerspectiveShadowMap (and derivatives). The problem
seems to be that they both do additional RTT passes, and they seem to
interfere with
Hi Yang,
Translation operation isn't same as rotation operation. While one object is
rotating in every transformation node by traversing the scene graph from
parent to child, every node can effect the current rotation state to the
target child node.
Distinctly in translation operation every node
Daniel,
In response to your questions below, these topics have been discussed in the
past with plenty of input. May I recommend that you look at the archives
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org
You can search on a particular topic to get the information you
Hi Daniel
1. It is decided by the camera manipulator. Use
viewer.setCameraManipulator() to set a user-defined manipulator.
2. Use LightSouce nodes to create lights. See osglight and other examples
for details.
3. Use Switch, or setNodeMask(0) to prevent nodes from being traversed.
4. Why not?
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