Hi Paul,
thanks for the release, i'm very interested in osgAudio :)
Thank you!
Cheers,
Torben
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Coming back to starter post:
First:
you can update your position from physics with matrix transform or position
attitude transform even if there are parent transforms on tree up to this node,
you just need to modify (or write new) callback that setups nodes positions to
count transforms up to
You can try to use OSG_BUILD_KDTREES=on env var or turn it on in your program,
also u can try using osg optimizer with SPATIALIZE_GROUPS option if u dont
actually need (or can work some way around) initial graph structure.
Cheers,
Sergey
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Difference is that in first variant you attached only image to camera, and it
getting updated by copying framebuffer object data into image, then texture
gets updated from that image, and framebuffer object most likely will be 8-bit
per channel.
In second variant u have both texture and image
Sheck osgPPU, its nodekit for doing render to screen aligned quads (for
posteffects and such), there u can build chains of RTT targets with nodes
feeding data to each other.
Cheers,
Sergey
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Hi Brian,
The current stereo support in the OSG is provided by the
osgUtil::SceneView class, this is an old class that have survived
through todo because it's still be useful for managing low level
rendering, it is set for eventually replacement though. SceneView
being old and quite primitive
Hi Stephan and Thomas,
On Sun, Sep 12, 2010 at 8:03 PM, Stephan Huber ratzf...@digitalmind.de wrote:
I'd say, we'll use the the exisiting event-types , push, drag, release
for touch-events. What is needed is a touch-id-variable to differentiate
between multiple touches at the same time. So we
Hi Licheng,
You don't mention which version of the OSG you are using, or whether
you've got the source and have compiled it. If you think the function
is undefined then go source the source files and double check. You
have access to svn/trunk and the dev series so you can easily cross
Hi,
I have a model with a skeleton that moves by using skinning shader.
The problem is that with some moves and according to the position of the
camera, some parts of the model vanish. I guess it will be something related to
boundingbox ...
What would be the best method to update this?
Thank
HI Christoph,
I would recommend setting the stereo yourself in osgViewer using two
slave Camera, each of which renders to a separate FBO based texture,
and then have a third slave Camera that rendered a screen aligned
geometry with the textures plus any shaders/state that you want. The
Hi Aitor,
This is a classic example asking a question how long is a piece of
string? without the anyone getting to see or feel the string, or even
knowing what type of string it is, but still expecting an accurate
answer...
So.. given how loosely defined your question is I would expect very
few
Hi,
the osg::discardAllDeletedGLObjects has been found.
the function was undefined because I hadn't add the file path osg/GLObjects.
:-*
Now I have new problems.
Problem1:
the parameter of discardAllDeletedGLObjects is a contextID. How can I get the
context ID? The GraphicsContext was
Ok, sorry...
I have the following scene:
[Image: http://img810.imageshack.us/img810/8789/armn.jpg ]
Now I can not put a picture with the problem, because the movement of the arm
is connected to a motion capture system that I haven't connected right now ...
When you move your arm at some point,
Hi everybody!
I'm using osgShadow::ShadowMap on my scene.
Also I have written my own vertex and fragment shaders.
When coming to apply the shadow effect in the fragment shader I have to access
the shadow map.
The original shader uses just
shadow2DProj( osgShadow_shadowTexture,
Hi,
I'm wondering how to apply an alphamask (from another image w alphachannel) to
a RTT-texture that is attached to a camera.
Thank you!
Cheers,
Rob
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Hi Aitor,
Still not much help. How have you implemented the animation? Using
osgAnimation? Your own custom scene using osg::Geometry and own
shaders... We don't have the paranormal ability to guess all this
stuff.
Robert.
On Mon, Sep 13, 2010 at 10:50 AM, Aitor Ardanza aitoralt...@terra.es
Hi,
I only update the matrix of bones each time step, and modify the positions of
the vertex via vertex shader (taking into account the matrix of the bones and
weights).
Cheers,
Aitor
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Hi Werner,
I doubt these five lines kill your framerate. Fixed pipeline on modern
graphics boards these days is implemented internally on shaders and must do
the same. There must be something else in your vertex shader approach that
goes wrong...
Wojtek
Hi Aitor,
On Mon, Sep 13, 2010 at 2:34 PM, Aitor Ardanza aitoralt...@terra.es wrote:
I only update the matrix of bones each time step, and modify the positions of
the vertex via vertex shader (taking into account the matrix of the bones and
weights).
Sigh there is still many unknowns
Hi,
Am 13.09.10 10:39, schrieb Robert Osfield:
I kinda like this idea, it's not too intrusive w.r.t osgGA. However,
in terms of event handlers receiving events I would have thought you'd
want to get all the events for a single multi-touch together, since if
you are getting them one by one
Sergey Polischuk wrote:
Coming back to starter post:
First:
you can update your position from physics with matrix transform or position
attitude transform even if there are parent transforms on tree up to this node,
you just need to modify (or write new) callback that setups nodes positions to
On 9/8/2010 10:26 AM, Jean-Sébastien Guay wrote:
Hi Todd,
Thanks for the suggestions. I just tried that, and unfortunately this
particular exception seems to occur *after* exit. It seems to be this
error:
Aitor Ardanza wrote:
Ok, sorry...
I have the following scene:
[Image: http://img810.imageshack.us/img810/8789/armn.jpg ]
Now I can not put a picture with the problem, because the movement of the arm
is connected to a motion capture system that I haven't connected right now ...
When you move
Hi J-S,
I'm using TortoiseSVN on a Windows system. This has a right-click
menu entry for SVN Checkout. The GUI can only handle the URL
and was confused by the spaceOpenSceneGraph after trunk.
You're exactly right that I was pulling down and eternity and a half.
Today, after contemplating
Hi Don,
I'm using TortoiseSVN on a Windows system. This has a right-click
menu entry for SVN Checkout. The GUI can only handle the URL
and was confused by the spaceOpenSceneGraph after trunk.
Heh, that's the destination directory when using the command-line SVN...
So you're right, in
Hello all,
I'm attempting to build OSG 2.8.2 under CMake 2.8 and VS2008. My ultimate goal
is to use this with OSGART!
I'm following the Support/PlatformSpecifics/VisualStudio page on the wiki.
(Guess I can't post links yet, sorry :( )
My first problem is when using CMake. A lot of the
Hi,
just a short follow-up: The new code works nicely, here's a small demo
video (just crosslines for every touch-point):
http://vimeo.com/14938178
cheers,
Stephan
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sth wrote:
Hi,
just a short follow-up: The new code works nicely, here's a small demo
video (just crosslines for every touch-point):
http://vimeo.com/14938178
Kool! Look like the same thing on smart boards. The only thing is that smart
boards use multiple mice points and to my
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