Hi Joseelin,
that not really a fix. I ll post the code and you see. I can have up to 7
light lobes in the scene but I am working on unlimited light lobes.
Nick
http://www.linkedin.com/in/tnick
On Thu, Jan 14, 2010 at 11:42 PM, josselin.pe...@lcpc.fr wrote:
Hi Nick,
This is not really an
Hi Brad,
I've read this thread and a bit suprised that the RTT Camera's
Viewport wasn't being used. Which version of the OSG are you working
with? I wonder if this is a bug in a older version of the OSG or
something still lurking in the OSG.
The way that the viewports are intended to be
Hi Guys,
here is the code.
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey
On Thu, Jan 14, 2010 at 11:42 PM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
Hi Nick,
Post the troublesome code and elaborate a bit more about the problem. If
its really a minute or
ABout the code. I use shader to simulate lght lobes thru phong lighting in
the shader. Then I use shadow maps to detect the area behind the obstacles
that need not to be lighten. Most is mixture of shadow maps technique with
lighting scheme. Code snippets borrowed from all around
Nick
Hi,
I started with implementing my extension to osgWidget::Input to make more
well known edit box alike. Further might come up with text editor. However,
I started the osgwidgetinput example and for some reason it is not getting
my input from the keyboard. Have you experienced this? I am on
Hi:
I see that osg2.96 can support OpenGL ES now,I would like to try compile
osg2.96 for WINCE6.0,but I do not konw how to compile under wince6.0.
Should all 3party dependecy be recompiled with deployment device:wince
device 5.0 under visual studio 2005.
zhi yuan
Hi Zhi Yuan,
On Fri, Jan 15, 2010 at 9:44 AM, yang zhiyuan yangzy...@gmail.com wrote:
I see that osg2.96 can support OpenGL ES now,I would like to try compile
osg2.96 for WINCE6.0,but I do not konw how to compile under wince6.0.
Should all 3party dependecy be recompiled with deployment
Hi All,
I would like feedback from members of the community on whether the use
osgIntrospection, and if so how. I get the sense that this particular
component of the OSG is not widely used, and largely ignored by
projects that are providing integration of the OSG with other
programming
Hi Neil,
Neil Clayton schrieb:
Hi,
I've a scene with only a handful of Geodes (under 200).
If I wanted to detect which objects were selected within a 2D rectangle on screen (think clicking, holding, dragging out a rectangle over the view) - would a PolytopeIntersector be a good choice?
Trajce,
Attached is a fixed source code. There is a lots of shadow shimmering on my
GF8800. You will have to add some depth bias while rendering shadow map.
Selection proper PolygonOffset values is usually a matter of trial and error so
leave this for you.
Wojtek
- Original Message -
Hey Wojtek Thanks a lot. !! I will tune it to fix the shimmering
Nick
http://www.linkedin.com/in/tnick
On Fri, Jan 15, 2010 at 3:08 PM, Wojciech Lewandowski lewandow...@ai.com.pl
wrote:
Trajce,
Attached is a fixed source code. There is a lots of shadow shimmering on my
GF8800. You
one more question. What are the possible values for shadow2DProj(
shadow_texture, projShadow ).r ? I am trying to put the light attenuation
back . and to avoid the shimmering
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey
On Fri, Jan 15, 2010 at 3:35 PM, Trajce
Also, my intension is not to render the shadow map at all, only to use it
for fragment test (in lighten and not lighten zone). From where this
shimmering is coming ?
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey
On Fri, Jan 15, 2010 at 3:46 PM, Trajce Nikolov
0.0 = shadow2DProj( shadow_texture, projShadow ).r = 1.0
Shimering is a result of self shadowing. Boosting depths in shadow map with
glPolygonOffset usuallly fixes this. There are many schools for PolygonOffset
settings. I usually set glPolygonOffset( 1.1, 4.0 ) and draw objects with front
.
http://www.eset.com
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Okay... Now that I'm understanding more of the code lately, maybe that wasn't
the best of images to reference.
However, I'm seeing exactly the same black dots in the image when I use the
standard oceanExample case with its sky dome and viewing above the ocean
surface. When I turn on back face
Hi Nick,
However, I started the osgwidgetinput example and for some reason it is
not getting my input from the keyboard.
This is the same problem I noticed in other osgWidget classes lately.
Someone changed the signature of virtual methods in the EventInterface
class (which Widget inherits
Hi Vincent,
On Thu, Jan 14, 2010 at 5:50 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
I don't understand how this is working.
If a pagedLod is required it will be loaded... but we can cap the number of
lod...
This sounds contradictory for me.
The max number of PagedLOD is a target
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ok .. make sense. Here is updated code, if some one wants to benefit from.
LightLobes with handling of obstacles :). Thanks to Wojiech, Robert and the
online community
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey
On Fri, Jan 15, 2010 at 3:53 PM, Wojciech Lewandowski
Merhaba Umut :),
its the google mail stuff, I guess based on the ip. I am originaly half
macedonian half czech, at present in Istanbul on a project. No idea how long
will stay here.
If you are in Istanbul we can meet to have a beer
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet,
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http
Merhaba Nikolov :)
I would have been glad to meet you, but I stay in Ankara :( I think you are
on graphical prject in Istanbul. Which company works based on 3D environment
and simulation on Istanbul?
Nice to meet you.
Saygilar :D
Ümit Uzun
2010/1/15 Trajce Nikolov nikolov.tra...@gmail.com
hi Umut,
I might have a short trip to Ankara soon. I am not going to disclose the
company :)
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey
On Fri, Jan 15, 2010 at 4:58 PM, Ümit Uzun umituzu...@gmail.com wrote:
Merhaba Nikolov :)
I would have been glad to meet you,
Merhaba Nikolov,
If you come Ankara, we may can meet :) Sorry for special question about
company!
See you...
Regards.
Ümit Uzun
2010/1/15 Trajce Nikolov nikolov.tra...@gmail.com
hi Umut,
I might have a short trip to Ankara soon. I am not going to disclose the
company :)
Nick
Hi Nikolov,
What does
http://www.linkedin.com/in/tnickhttp://www.linkedin.com/in/tnickSent
from Devlet, Ankara, Turkey mean. Is this undefined spam type? Your
location changing too fast. I am crious because I am from Turkey, too :D
Regards.
Ümit Uzun
2010/1/15 Jean-Sébastien Guay
osgBullet (osgbullet.googlecode.com) has facilities for running the
physics simulation in a separate thread and updating transformations via
a shared memory segment.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Tony Vasile
Hi,
Ive had a quick look on the forums and dont seem to be able to find much on
building this plugin on windows other than the fact I need cairo and rsvg. If
someone could point me in the right direction it would be much apreciated.
Cheers,
Ant
--
Read this topic online here:
One of my problems was that , by default, the ESC key is mapped to killing the
viewer ( done=true). So basically, if you hit the ESC key with the window
active, the viewer just stops handling events.
This should be turned off in MFC with setKeyEventSetsDone(0)
Andrew
--
Read
Chris 'Xenon' Hanson wrote:
On 1/14/2010 6:03 PM, Agos Silva wrote:
Static linking. It's an option in CMake now, if I recall.
Hi Chris, and thank you for your help.
Yes, it makes sense, and you pointed me on the right direction.
I'm using Visual Studio 2008, not CMake, and I have already
Hi Rupert,
I had no problem compiling that file with the Intel compiler.
Note that I created the VS2008 projects using CMake, then converted to using
the Intel compiler manually.
1-- Rebuild All started: Project: osgWidget, Configuration: Debug x64
--
1Compiling with Intel(R) C++
Except, I am a moron and compiled the wrong file...
Did you submit a bug report to Intel?
1-- Rebuild All started: Project: Plugins osgwidget, Configuration:
Release x64 --
1Compiling with Intel(R) C++ 11.1.054 [Intel(R) 64]... (Intel C++ Environment)
1Input.cpp
Hi Robert,
Yes, the program was first rendering, then dumping, the scene-graph.
Neither pager-setUnrefImageDataAfterApplyPolicy()
nor export OSG_OPTIMIZER=OFF helped.
My program has procedurally-generated textures that are large,
so OSG freeing them makes sense.
The solution I found is to:
1.
On 1/15/2010 9:45 AM, Agos Silva wrote:
I'm using Visual Studio 2008, not CMake
Yes, but the current OSG uses CMake as a makefile-builder that creates the
VC++ 2008
solution files. What version of OSG are you compiling with?
But meanwhile, I searched the OSG Forum, as you suggested and I
Hey Guys, (hey Jan)
we are a team of students from the university of applied science Düsseldorf
(Germany), studying virtual reality.
In our current project we have the need to display hunderd of animated
models ... it's an ant-swarm simulation.
We are using osgCal (cal3D) to import the animated
Hi Jim,
It could be that your databases have the UnrefImageAfterApply enabled
on them which is causing the loaded database to release imagery. You
can run the Optimizer::TextureVisitor to change the value back, just
have a look at the option for it in the include/osgUtil/Optimizer
header.
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Hello M.Moser (Markus? Martin?)
On 2010-01-15 17:02, M. Moser wrote:
Hey Guys, (hey Jan)
we are a team of students from the university of applied science Düsseldorf
(Germany), studying virtual reality.
In our current project we have the need
Ooo the torrent of posts on this topic is rather daunting... ;-)
For those interested in osgIntrospection/genwrapper I've just moved
genwrapper across to using CMake. I've only built under Linux so far,
but hopefully it should work fine under other platforms. The
CMakeLists.txt file is very
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On 2010-01-14 01:01, Sukender wrote:
Hi Paul,
I'm sorry, I did a search IN MY MAIL BOX and didn't find anything...
but you're right, I should have searched the whole archives first!
I do not recall seeing it neither.
Well, to add a few
Yes, but the current OSG uses CMake as a makefile-builder that creates the
VC++ 2008 solution files. What version of OSG are you compiling with?
Well, I thought I had to do it particularly for my own app, in my own VS
project, that's why I said that.
But after checking that other thread, I
Hi Wojtek,
now I spent more time exploring this, the polyoffset seam to work, but there
is still a bit of shimmering. Its interesting, I put the light source in
move, when it moves backwards, the obstacles are lighten ok, but forward,
when the light comes close to the obstacles, the lighting is
Ant Kennedy wrote:
Hi,
Ive had a quick look on the forums and dont seem to be able to find much on
building this plugin on windows other than the fact I need cairo and rsvg. If
someone could point me in the right direction it would be much apreciated.
The cairo and rsvg requirements are
On 1/15/2010 10:42 AM, Agos Silva wrote:
But after checking that other thread, I realized that I had to set that
flag (OSG_LIBRARY_STATIC) to true in CMake, and recompile the whole
*library* again, not just my app. Sad
You are correct. The whole OSG library system needs to be built to
hello
I set up the TrackballManipulator to move the camera with the mouse but I would
like to active and inactive the manipulator.
It is probably very simple but I can’t find who to inactivate the
TrackballManipulator.
Thank you
--
Read this topic online here:
one way is thru an EventHandler that will enable/disable the camera
manipulator by keyboard for example, simply
viewer-setCameraManipulator(0)/setCameraManipulator(new
TrackballManipulator)
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey
On Fri, Jan 15, 2010 at 9:00 PM,
Hi Robert,
Ooo the torrent of posts on this topic is rather daunting... ;-)
I personally don't have anything to say, I haven't used osgIntrospection
at all... But I've been following the development of the new extensible
plugin, and if you can do the same thing with less code and a more
Hi,
Light close to obstacles ? If you have COMPUTE_NEAR_FAR it may clamp near plane
to very small value which may impact depth resolution. Other issue maybe
related to GLSL float precision. The trick with multiplying view space coord by
inverse view matrix to get world coord is performed on
Dear all,
I have a scene structure like this:
rootNode - matrixTranformNode - objectNode
I modify the position and orientation of the object by setting the
matrix of the matrixTranformNode and it works well. But the problem
appears when I try to use animation path. I create an animation path
like
I have been working on tracking down why my application seg faults. The
code seems to be trying to delete a GL buffer that does not exist. The
problematic code is, to the best of my knowledge, the same as that found in
osgViewer::Renderer::flushAndCompile(). I have that code in postFrame() as
When I do that it deletes all possibility to manipulate the camera.
I want to be able to manipulate the camera in code and remove the control for
the user.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22734#22734
you can control the camera by setting the view matrix without manipulator
Nick
http://www.linkedin.com/in/tnick
Sent from Ünalan, İstanbul, Turkey
On Fri, Jan 15, 2010 at 10:49 PM, Nemo Ulysse ulysse.vau...@gmail.comwrote:
When I do that it deletes all possibility to manipulate the camera.
I
Nick,
I may look into the code but don't expect much this time. You need to attach
the code first, though ;-). Few academy guys wrote couple dissertations on
rasterization and aliasing errors in shadow mapping. Unless you try to do some
exotic stuff like variance or logarithmic map you will
ok :-) ... thanks anyway .. the code is attached in this discussion, in the
mail after you sent the fix .. Thanks again
Nick
http://www.linkedin.com/in/tnick
Sent from Ünalan, İstanbul, Turkey
On Fri, Jan 15, 2010 at 11:01 PM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
Nick,
I
do you have some pointers, papers to the work of this guys? I am interested
in learning what is that about
Nick
http://www.linkedin.com/in/tnick
Sent from Ünalan, İstanbul, Turkey
On Fri, Jan 15, 2010 at 11:01 PM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
Nick,
I may look into the
Hi, I'm using getWorldMatrices of Node to transform local coordinates to world
coordinates.
Code:
hipsT-addChild(rightHipT);
rightHipT-addChild(rightKneeT);
rightKneeT-addChild(rightAnkleT);
rightAnkleT-addChild(rightFoot);
scene-addChild(hipsT);
osg::MatrixList worldMatrices =
It isn't, worldmatrices is a list of all the individual matrices up the leg to
the top.
But multiplying these together gives a single matrix that is equivalent to
going through all these individual conversions - thats the whole beauty of
matrix transforms.
Cheers,
Martin
--
Then why std::cout worldMatrices.size() std::endl; says it's 1?
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I need to set a 2d view of a basically flat landscape. I am using Spherical
manipulator and perspective view
To get the world position of a mouse pick (while in plan view) I need the
eye-distance, but in the same 'normalised' units as GUIEventAdapter
getX/Ynormalized(). Not sure how I can do
Hi MArtin, Danny,
It isn't, worldmatrices is a list of all the individual matrices up the leg to
the top.
No - getWorldMatrices() returns the list of the localToWorld matrices
for all paths from the node to the root. So if your node has only one
path from itself to the root, then
Google for Shadow Maps. You will come up with a number of techniques. Few of
them:
http://www.punkuser.net/vsm/
http://gamma.cs.unc.edu/LOGPSM/
http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf
Most of these belong to the family of soft shadow algorithms.
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