Hi Paul,
*You'd need to modify the OpenFlight plugin to support this.*
I tried to do this but in the TexturePalette::readRecord function there is
no way to know if a texture is used or not by the model. The only parameters
we get from a texture (RecordInputStream) are :
- the filename
- the
Hi LiYang,
I don't know from memory what features the Collada plugin in OSG 2.8.2
supports, but I can say that the importer has received more attention than the
exporter. The Collada plugin is still being improved and the version currently
integrated with the trunk supports more features than
I'd like to use HDR images to light my 3D models, how can I achive this with
OSG? Is there an example to start with?
Thanks.
Kind regards.
Alessandro
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Hi Roland,
Thank you for your reply,I have look into code in osg SVN.I found there is
no update with the collada plugin writer.
Anyone can help me with this ploblem?
在2010-03-02?16:13:41,Roland?Smeenk?roland.sme...@tno.nl?写道:
Hi?LiYang,
Hi Donlin,
2010/3/2 xyc508 xyc...@163.com
Now i am studing OpenGL ES among OPhong/iPhone/GPhone.it's a platform
problem.
I mean to build a web server,on this server ,store many .ive file,use
mobile device to visit them.
On PC ,it's easy,it only to write a plug-in for IE,but what to do for
Hi,
do you already have HDR images? If so, look at the list of plugins, some
of them support 8bit input. If not, you can create HDR textures using
RTT cameras. See e.g. osgprerender.
Do you want to use shaders or fixed pipeline?
osgPPU has an HDR example you can also maybe look at.
jp
I'm guessing that this is an old computer graphics problem to do with depth
sorting the drawing sequence of transparent objects, but I'm a bit puzzled why
OSG is having a problem with this little example.
Basically, in some views of a this example scene, the transparency is not
working
Hi Chris,
This is the classic problem with use and a depth buffer and depth sorting
objects as whole objects rather than at the fragment level. You can tweak
the sort algorithm and use further point, nearest point or mid point as the
OSG uses and you'll best results with different sort values
On 02/03/2010 09:56, heishuijing_2000 wrote:
Hi Roland,
Thank you for your reply,I have look into code in osg SVN.I
found there is no update with the collada plugin writer.
Anyone can help me with this ploblem?
Without knowing what it is you are trying to export it is
Thanks for the speedy reply Robert. :)
Have you got any tips on how to tweak the sort algorithm? Would I have to
change OSG, or are there options or callbacks I can set from outside.
I'm sure you are right that the best thing to do would be to split the shelf,
but the problem is that we have
Hi
http://developer.nvidia.com/object/Interactive_Order_Transparency.html
2010/3/2 Chris Denham c.m.den...@gmail.com
Thanks for the speedy reply Robert. :)
Have you got any tips on how to tweak the sort algorithm? Would I have to
change OSG, or are there options or callbacks I can set from
Dear Osg Users,
This role requires an individual with formal qualifications in computer science
and an excellent level of C++ to contribute to the continued development of
Aimsun. To qualify for this position, you must have experience using
OpenSceneGraph and implementing graphics algorithms.
Hi Maxim,
Thanks for the link, a very interesting description of depth peeling technique
(it's new to me). Though now I'm feeling a bit out of my own depth ;-)
Am I right in thinking the implementation described here will only work on
NVidia GeForce3 hardware?
Cheers,
Chris
--
I've seen some answers for using ffmpeg on Linux systems. I would like
to use my mobile Nokia N900's camera to stream (http or rtsp) over
wireless to a Windows XP machine and then use the stream as an input to
osgmovie, something like osgmovie --interactive http://10.1.1.1:8080;.
Is this
Thank you for your suggestions, I'll have a look at osgPPU example...
I already have some HDR images but, since I have no experience with HDRI,
I'd like to know what possibilities I have in order to use them for
lighting...for example I'd like to know about the 'high level' steps one has
to
Hi Mike,
I don't know how u generate the stream. But osg use also support ffmpeg, may
ffmpeg solve the problem you have - i use it under windows without problem.
/adrian
2010/3/2 Mike Greene mgre...@hiwaay.net
I've seen some answers for using ffmpeg on Linux systems. I would like to
use my
Hi,
Mike Greene wrote:
I've seen some answers for using ffmpeg on Linux systems. I would like
to use my mobile Nokia N900's camera to stream (http or rtsp) over
wireless to a Windows XP machine and then use the stream as an input to
osgmovie, something like osgmovie --interactive
Hi,
alessandro terenzi wrote:
Thank you for your suggestions, I'll have a look at osgPPU example...
I already have some HDR images but, since I have no experience with
HDRI, I'd like to know what possibilities I have in order to use them
for lighting...for example I'd like to know about the
Question 2:
If, in a simple scene consisting of two non intersecting transparent triangles,
it is always possible to find a correct order to draw them, then what is the
algorithm that sorts them? Given that a single depth value for each triangle is
insufficent to determine the correct order,
Hi all,
I am having a problem with text rendering for a simple HUD, here is what I
am trying to do :
- Create an HUD camera with a osg::Camera with an ortho 2D projection
- Write a simple text with osgText
- Put a quad above the text to hide the text
So my scene graph looks like that :
I no lawyer either :) (thankfully) but some libraries do not allow
static linking
We had a long useful set of posts on the subject of static linking and
its implications quite a while ago, a search of the archive might show
those posts up and might or might not be useful to y'all
For the
Hi Alessandro,
when Googling look for Image Based Lighting (IBL) and light probe. IBL is
typically done with a (HDR) cubemap. One for diffuse lighting and one for
specular lighting. When combined with HDR postprocessing effects from the
osgPPU example this can deliver pretty impressive visual
When I play with wind in osgOcean, so I can understand it better.
I seem to have problems with wind direction and speed. When I use a wind
direction of (2.0, 2.0), I'm seeing holes in the polygons using the standard
osgOcean example. Can somebody tell me how wind direction is defined in
Hi Alessandro,
For image-based lighting, you can have a look in the Orange Book
(OpenGL Shading Language), chapter 12 (Lighting). There are some
shaders for image-based lighting with a cube map, and you can use them
with a HDR cube map (have a look in the osgvertexprogram for cube map
Is there an example in OSG that uses IBL?
Alessandro
On Tue, Mar 2, 2010 at 4:21 PM, Roland Smeenk roland.sme...@tno.nl wrote:
Hi Alessandro,
when Googling look for Image Based Lighting (IBL) and light probe. IBL is
typically done with a (HDR) cubemap. One for diffuse lighting and one for
Thanks I'll have a look at osgvertexprogram.
Regards.
Alessandro
On Tue, Mar 2, 2010 at 4:52 PM, josselin.pe...@lcpc.fr wrote:
Hi Alessandro,
For image-based lighting, you can have a look in the Orange Book (OpenGL
Shading Language), chapter 12 (Lighting). There are some shaders for
Hi Craig,
The normals at task boundaries aren't presently equalised, nor are
boundaries between different levels of detail. With textured models the
artefact isn't too noticeable, but with straight geometry it's more
pronounced as you have found.
My plan to address this artifact has been to
Thanks for the quick reply Robert. I intend to look into it as time allows; any
hint on where to start? I'm not terribly familiar with osgTerrain.
Craig
On Mar 2, 2010, at 11:03 AM, Robert Osfield wrote:
Hi Craig,
The normals at task boundaries aren't presently equalised, nor are
Hello All,
I am trying, for the first time, to export a Blender model into OSG -
specifically, present3D.
I have compiled OSG debug version with Collada,
Exported a DAE from Blender 'eye.dae'.
Run this in the standard plain vanilla way for present3D - within a slide/layer:
slide
Oh my goodness ... did something really stupid. I was taking the
camera image which is a non-power-of-2 (1024x768). It had to be
scaled down to 1024x512.
Doh!
It's working quite well now.
On 3/2/10, J.P. Delport jpdelp...@csir.co.za wrote:
Hi Ben,
I rechecked our code and we are using
Alexandre Amalric wrote:
Hi Paul,
/You'd need to modify the OpenFlight plugin to support this./
I tried to do this but in the TexturePalette::readRecord function
there is no way to know if a texture is used or not by the model. The
only parameters we get from a texture (RecordInputStream)
Hi. I am glad to see Koreans here. I am not Korean but I love your country. I
want to go back again this year. :)
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25069#25069
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osg-users mailing
Hi,
We have been trying to get a 64bit build of osg and the dae plugin to run.
We can build osg 64bit and osgviewer can view a dae file. So we believe we
have the 64 bit osg osgdb and dae build and working.
We have a plugin to our own framework that is linked with osg osgdb ... and in
turn
Robert,
I just upgraded everything to 2.9.6. In the process I built one of our
sensor capable databases which relies on data that is in the alpha
channel of the terrain imagery. To my surprise, the terrain was no
translucent. I found that in GeometryTechnique that a stateset is set
for each
Actually the call to:
osgDB::Registry::instance()
does not return it crashes.
-R
-Reed
http://www.linkedin.com/in/reedwhit
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25073#25073
Hi Alex,
Have a look at Remo 3D (www.remograph.com) which supports removing
unused textures in OpenFlight files very easily through scripting. A
simple Lua script would let you remove unused textures in a large number
of files.
/Andreas
On 2010-03-02 09:07, Alexandre Amalric wrote:
Hi
Hi Jordi,
Well, I am back at square one again. Some how I was able to run the Examples
application and get the former error message I showed you and I did find the
vc90 files on my system. So, removed them from my system.
I believe those files were installed when I attempted to install MySql
Dear all,
Below is the linking error message when I tried to build the jp2 plugin with
OSG-2.8.0 within VC++ 2005.
I guess there is just something wrong with the setting of VC, but not sure.
Please help if you know anything about those errors. Thanks!
Linking...
LIBCMTD.lib(crt0dat.obj) :
Hi,
It seems like you built libjasper with Multi-threaded Debug (/MTd)
setting. Rather, you need to build it using the Debug multithreaded DLL
(/MDd) setting. (In Project Properties, C/C++, Code Generation, Runtime
library.)
Mourad
On Tue, Mar 2, 2010 at 10:51 PM, zhenlong li zxl1...@gmail.com
Hi LiYang
I remember having issues with writing image files when writing dae files with
the daeWriter. If memory serves me right I had to chdir into the same
directory as the dae file for textures to write out correctly.
I use relative paths. You may not need to do this if you use absolute
Hi Reed
One thought did you build all of Collada in 64 bit including its required
libs etc? I seem to remember when I did this a long time ago I had to build
several libs that are used by the Collada chain myself they did not even
have 64but projects etc.., as some of this are supplied only as
Hi folks,
Does anyone have an example of how one would implement the equivalent of
a NodeVisitor for a PagedLOD object such that it visits all of the paged
in LODs?
-B
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
Ben Cain wrote:
Oh my goodness ... did something really stupid. I was taking the
camera image which is a non-power-of-2 (1024x768). It had to be
scaled down to 1024x512.
Doh!
It's working quite well now.
On 3/2/10, J.P. Delport wrote:
Hi Ben,
Ben Cain wrote:
Oh my goodness ... did something really stupid. I was taking the
camera image which is a non-power-of-2 (1024x768). It had to be
scaled down to 1024x512.
I'm not sure if you are still scaling the image... If you are using
Texture2D you can call
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