Hi,
Does anyone know how to access the rgba texture values at the point of
intersection in a polygon found using osgUtil::IntersectionVisitor and
osgUtil::LineSegmentIntersector? Ideally I would pass a threshold to the
IntersectionVisitor so that it automatically skips intersecting polygons
Hi Dat,
Finding specific children in a loaded scene graph is very common thing
to do, and one usually just write a custom NodeVisitor to do it. Have
a look at the osgplanets and osgsimiulation examples for an example of
FindNamedNodeVisitor - use this as a template and modify to
specialize it
Hi Paul,
On Thu, Oct 29, 2009 at 9:22 PM, Paul Martz pma...@skew-matrix.com wrote:
Hi Robert -- I'm building against the GL3 header now, and many symbols are
used in OSG that are deprecated in GL3, such as some of the TexGen symbols.
So I checked to see what you do for the GLES2 case, and I
On 29/10/09 10:55 PM, Paul Martz wrote:
Hi Robert -- The code submission by Wojciech and I for MSFBO has opened
a small can of worms on declaring bits and bitmasks. I hope you can
weigh in and put an end to the debate.
Originally, my submission followed the Optimizer's OptimizationOptions
Hi,
I'am a new osgOcean user in China, My name is Tian Ma.
First,I established an empty osg+MFC project. NO ERROR!
Then, I add oceanScene example files to the project, and delete
the main() function
in the application.cpp file. Then errors emerge:
c:\...\osgocean\oceanScene(213) :
Hi Wyatt,
The main idea of osgPPU is to use input textures to process them. This can be
used for rendering as also for GPGPU.
Take a look into HDR and Video examples. In the first one the input color
buffer of the camera is used to apply HDR tone mapping and glow effect and then
render it
Hi Tian,
Try using the version in the trunk, there was a header conflict with
windows.h in 1.0 that has since been resolved.
Cheers.
Kim.
2009/10/30 Tian Ma tianxiao...@foxmail.com:
Hi,
I'am a new osgOcean user in China, My name is Tian Ma.
First,I established an empty osg+MFC project.
some more info: the texture is generated with:
Code:
osg::TextureCubeMap* generateTexture()
{
// 2D image texture
osg::TextureCubeMap* texture = new osg::TextureCubeMap;
// load images
osg::Image* frontTextureImage =
osgDB::readImageFile(./texture/frontLarge.png);
Hi,
look at the intersection code in osgmovie. I think it gets the texture
coords of intersection.
jp
Matthew Hielsberg wrote:
Hi,
Does anyone know how to access the rgba texture values at the point of
intersection in a polygon found using osgUtil::IntersectionVisitor and
Hello Matthew,
Does anyone know how to access the rgba texture values at the point of
intersection in a polygon found using osgUtil::IntersectionVisitor and
osgUtil::LineSegmentIntersector? Ideally I would pass a threshold to the
IntersectionVisitor so that it automatically skips
Hi All,
May be my former question not much understandable. I want to try express my
problem again.
I have a 3D model which is created by Blender. As you guess, model has to
many texture on it. After I export my model in standard model type(3ds or
what else), I want to make per pixel shading on my
Hi Ümit,
I am using PerPixel lighting on my some model which has created with
Blender. My model has lots of textures on it.
Do you mean that it has lots of textures to be applied to the same
primitives (i.e. it needs lots of texture units) or just that it uses
lots of texture *files* but
Hi Ümit,
How can I reach
related pixel's texture value in fragment shader if I doesn't use
sampler2D?
I don't understand why you would *not* use sampler2D? You always need a
sampler to sample the texture in a shader.
But if I doesn't define my sampler2D to related texture how can I
Thank you for your answer.
I've tried everything you said, but the problem remains...
I went on with experiments and discovered that replacing
osgViewer::Viewer-setDone(
true);
with
osgViewer::Viewer - setSceneData(0);
Hi Maxim,
More over, textures on objects are good now, but textures on osgText
still have the same problems. On Widget destruction (in QT) and it's
recreation there are filled sqares insted of text (osgText)...
I've seen this before on osgText, and the solution for me was to
explicitly call
Kim Bale wrote:
Hi Tian,
Try using the version in the trunk, there was a header conflict with
windows.h in 1.0 that has since been resolved.
Cheers.
Kim.
2009/10/30 Tian Ma :
Hi,
I'am a new osgOcean user in China, My name is Tian Ma.
First,I established an empty
Hi JS,
Thanks so much for your detailed explanations. I get your thinking. I have
known same think but I didn't sure very well.
My last question is, I have declared;
uniform sampler2D diffuseTexture;
in my fragment shader, although I didn't bind it to osg::Uniform in my main
application, I can
Thank you! )
2009/10/30 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hi Maxim,
More over, textures on objects are good now, but textures on osgText
still have the same problems. On Widget destruction (in QT) and it's
recreation there are filled sqares insted of text (osgText)...
Thank you!
THX a lot!
I have solve the porblems, by note off two lines of code in error.
I found that: the two lines of error code in oceanscean.h had not been
used in anywhere, so I just delete them.
Cheers,
mt
tianxiao888 wrote:
Kim Bale wrote:
Hi Tian,
Try using
Hi Ümit,
My last question is, I have declared;
uniform sampler2D diffuseTexture;
in my fragment shader, although I didn't bind it to osg::Uniform in my
main application, I can sample my texture from my shader in Unit 0. Do
you think it is weird or not?
You are relying on the value being set
I download the latest code from SVN, ran CMake to generate the proj
files, and tried to build it.
I am getting the following error (repeatedly):
OSG-2.8\include\osg/Export(17) : fatal error C1083: Cannot open
include file: 'osg/Config': No such file or directory
Maybe I didn't set the
Hi Robert -- With my recent posting to osg-submissions, both osg and
osgDB compile cleanly against the GL3 header.
What are your intentions with SceneView? With osgUtil in general?
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Hi JS,
I will declare osg::Uniform on root node's stateset as you said.
Thanks so much.
Regards.
Ümit Uzun
2009/10/30 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hi Ümit,
My last question is, I have declared;
uniform sampler2D diffuseTexture;
in my fragment shader, although I
Hi all
is there any example around the world, how we could integrate osgOcean into
Terrains ?
/adrian
2009/10/29 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hi Lv,
I have build some terrain model by VPB(VirtualPlanetBuilder) which
including some area of ocean.Is it possible to
The error is that osg installation could not be found. Check that you have osg
also installed. The svn version of osgppu does only work with the current svn
version of osg. If you have older osg version installed, then get the according
osgppu version either from the svn tags repository or
Hi Paul,
On Fri, Oct 30, 2009 at 3:54 PM, Paul Martz pma...@skew-matrix.com wrote:
Supporting OSG's fixed function interface in precooked shaders will be
complex. This is one reason why OpenGL designers deprecated the fixed
function interface: too complex to support in drivers on programmable
Hi Adrian,
is there any example around the world, how we could integrate osgOcean
into Terrains ?
The oceanExample that ships with osgOcean loads a terrain... So yes,
there is an example. I'm not sure what else you want.
There was a discussion before and we stated that osgOcean does not
On Fri, Oct 30, 2009 at 3:49 PM, Paul Martz pma...@skew-matrix.com wrote:
Hi Robert -- With my recent posting to osg-submissions, both osg and osgDB
compile cleanly against the GL3 header.
Thanks. I'm now entering the final phase of the GLES port so should
soon get a breather to go do a
Thanks,
I am using OSG 2.8.0 and the osgPPU from SVN. Is that a problem?
Also... I clicked configure on the CMake panel, then proceeded to
point all of the OSGxxx_LIBRARY_RELEASE type vars to the correct
location/files. I thought I set OSG_DIR to the root of my osg tree,
but I'll check. I
Hi all,
this more a hardware/driver question than osg:
When multiple displays (all of them TFTs, same refresh rate 60Hz) are
connected to one ore more graphic-boards on the same machine, are the vsyncs
of these displays
- always synchronized?
- never synchronized?
- a driver option?
In
Hi,
WyattEarp wrote:
I am using OSG 2.8.0 and the osgPPU from SVN. Is that a problem?
yes, it will be a problem. osgPPU from SVN needs some functionality of the very
current osg. So, for you (osg v2.8.0) you better download osgPPU from the
download section on the project webpage
I'm trying to use the TangentSpaceGenerator in order to apply a bump mapping
shader, but I cannot manage it to work properly. Having looked also at the
osgFX::BumpMapping effect, I used the visitor defined in BumpMapping in
order to find all the geodes and apply TangentSpaceGenerator on them, but
Hi Alessandro,
Try my bumpmapping sample from
http://www.fileden.com/files/2007/9/10/1423182/BumpMapping.rar
Hope this helps.
Ümit Uzun
2009/10/30 alessandro terenzi a.tere...@gmail.com
I'm trying to use the TangentSpaceGenerator in order to apply a bump
mapping shader, but I cannot manage
Thank you I'll have a look at it.
Anyway I think I managed to solve the problem, I think that the problem was
that I had texture coordinates set only for TU 0 while the
TangentSpaceGenerator requires coordinates for the normal map TU which I had
not.
Regards.
Alessandro
On Fri, Oct 30, 2009 at
Robert Osfield wrote:
What are your intentions with SceneView? With osgUtil in general?
Eventually SceneView will be made redundant by adding more
functionality into osgViewer, but for now I'm trying to minimize the
amount of code changes the GLES + GL3 ports will require over the
basic GL1+2
On Fri, Oct 30, 2009 at 5:32 PM, Paul Martz pma...@skew-matrix.com wrote:
That's all fine.
What I really meant to say/ask was: Currently, SceneView doesn't compile for
GL3 because of use of glMatrixMode, GL_PROJECTION, etc. So I looked to see
how you handled this for GLES2, and I could not
I use the OSG within a custom GUI, so I can't speak to using
osgViewer, but the rest of the frameworks build fine for me on Snow
Leopard. I use 10.5 as the SDK, so I'm not using any SL-specific APIs.
I have been using trunk in order to get the 64-bit Cocoa
configurations within the Xcode
Hi,
i build an L-shape-plate with a geode and a geometry, but it could also consist
out of two plane-boxes, one box 90 degress folded up to the other. I get it to
move around in the scene with setPosition() member function, but i wanna
control the geometry, so that it e.g. rotates? How can i
Robert Osfield wrote:
On Fri, Oct 30, 2009 at 5:32 PM, Paul Martz pma...@skew-matrix.com wrote:
What I really meant to say/ask was: Currently, SceneView doesn't compile for
GL3 because of use of glMatrixMode, GL_PROJECTION, etc. So I looked to see
how you handled this for GLES2, and I could
Hi,
i can rotate an geometry when i use
osg::PositionAttitudeTransform* rectangleTwoXForm =
new osg::PositionAttitudeTransform();
and add the geometry with
rectangleTwoXForm-addChild(rectangleGeode);
then i can rotate the rectangleTwoXForm with e.g.
what is the difference between OSG_INCLUDE_DIR and OSG_GEN_INCLUDE_DIR?
W
On Fri, Oct 30, 2009 at 12:08 PM, Art Tevs arti_t...@yahoo.de wrote:
Hi,
WyattEarp wrote:
I am using OSG 2.8.0 and the osgPPU from SVN. Is that a problem?
yes, it will be a problem. osgPPU from SVN needs some
Hi Paul,
On Fri, Oct 30, 2009 at 6:17 PM, Paul Martz pma...@skew-matrix.com wrote:
Oh just disable the matrix paths by setting the
OSG_GL_MATRICES_AVAILABLE to OFF.
Interesting. How did I screw _that_ up? If I figure out how that got flipped
the wrong way, I'll let you know. I was sure that
Everything, osgPPU, plugin and examples builds. What is the
cudakernel project that Cmake generated? Note of the files will open
in VS.
W
On Fri, Oct 30, 2009 at 12:08 PM, Art Tevs arti_t...@yahoo.de wrote:
Hi,
WyattEarp wrote:
I am using OSG 2.8.0 and the osgPPU from SVN. Is that a
Hi,
is osgkeyboardmouse a program? Or a class? osg::KeyboardMouse?
Here's my latest solution but still requires a hack at the moment:
bool CSceneMatrixManipulator::intersect(const osg::Vec3d start,
const osg::Vec3d end, osg::Vec3d intersection) const
{
std::coutMy Intersect\n;
Alright, we're now on the same page. I see the GLES2 check in SceneView,
not sure how I missed it before. Thanks.
Changes for GL3 (and RenderStage.cpp also) posted to osg-submissions.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Robert Osfield wrote:
Even more complex would be making it easy for developers to integrate their
own shaders with the fixed-function-over-shaders later, so that their own
shaders could simply call a function to compute per vertex lighting values,
for example.
I think we should just bite away
Hi Robert and all --
MS Windows, being the way it is, makes it not very straightforward to
open an OpenGL3 context. I want to lay out my plans and solicit feedback.
GL3 requires a new entry point to create a GL3 context. As Microsoft has
certainly not bothered to update their SDK to GL3, the
Hi Paul,
GL3 requires a new entry point to create a GL3 context. As Microsoft has
certainly not bothered to update their SDK to GL3, the only way to get
access to the new context creation interface is to query for the extension
and then call wglGetProcAddress. But of course this requires a
Paul Martz wrote:
GL3 requires a new entry point to create a GL3 context.
I have pinged an advanced GL expert I know on this question.
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
PixelSense Landsat processing now available!
Hi Paul,
I think you have the right idea.
-Original Message-
I'm inclined to implement this same mechanism in OSG unless
someone has a better idea. Input welcome.
Thanks,
--
Paul Martz
___
osg-users mailing list
Thanks Chris -- Someone who I thought knew OpenGL pretty well told me I
was crazy to do it this way, but when pressed for an alternative, he was
not forthcoming. Good to hear from Thomas and Wojciech that I'm on the
right track.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_
Paul Martz wrote:
Thanks Chris -- Someone who I thought knew OpenGL pretty well told me I
was crazy to do it this way, but when pressed for an alternative, he was
not forthcoming. Good to hear from Thomas and Wojciech that I'm on the
right track.
Hi, Paul,
I don't know of any other way
Hi,
Thanks for the suggestions. I think the idea in both the responses was to get
enough frames so that it doesn't complete in a fraction of a second. So I tried
it but it still doesn't seem to work. I even inserted a wait time of a few
seconds between the frames but it didn't help.
However,
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