Hi,
I tried many thing with out success and i would like to close this step.
I use one texture to set a video on the back-screen. This is already made but
with out PBO.
How can i use PBO to Write in using memcpy?
it is usefull, i saw it on openGL pure but i wouldn't like to use it directly.
I
Hi David,
Interesting observation, this is certainly a bug
GraphicsContext::isCurrent(). Your suggestion of a method to get the
current context sounds like a good means for a new implementation.
My suggestion would be to have a static
GraphicsContext::getCurrentContext() method, and then have
Hi Erin,
On Thu, Sep 23, 2010 at 10:34 PM, Erin Morrow erin.mor...@arup.com wrote:
So this issue (and many others) arises from the GL.h file that QT installs in
place of the default windows version. Reverting to the vanilla GL.h file
fixes it. Does anyone understand why QT does this and are
Hi Eduardo,
I don't have an OSX box, nor expertise with Cocoa, so can't directly
help fix the problem.
One thing I can raise as a possible solution is to remove this
example. osgViewer now directly supports Cocoa so a stand alone
example is possibly not required anymore.
Thoughts OSX users?
Hi Anthony,
It does sound like you might be over-complicating things. The OSG
natively supports copying image data to textures using
PixelBufferObject, all you need to do is assign an
osg::PixelBufferObject to an osg::Image, then assign this osg::Image
to the texture you want, and the OSG will
Hi,
Am 24.09.10 09:57, schrieb Robert Osfield:
One thing I can raise as a possible solution is to remove this
example. osgViewer now directly supports Cocoa so a stand alone
example is possibly not required anymore.
Thoughts OSX users?
I think this example should be refactored to show
Thanks Farshid,
I think you should post it in separate thread with proper subject. I guess
large number of people will be grateful for sharing this info ; - )
Wojtek
From: Farshid Lashkari
Sent: Friday, September 24, 2010 6:19 AM
To: osg-users@lists.openscenegraph.org
Subject: Re:
Hello,
In an OSG scene, I have to objects imported from a 3DS file. I can grossly
approximate these objects with bounding boxes (but not with bounding spheres).
I load my objects in this way :
Code:
Registry::instance()-getDataFilePathList().push_back(resources/data);
ref_ptr
HI
I would recommend reading the OSG Starter guide written by Paul Martz the
PDF is free, http://osgbooks.com/books/osg_qs.html
You don't seem to fully understand how the scenegraph is created in OSG and
what is created etc, the 3DS loader does create Geodes and you will have
them if you load
Hi Magnus,
Not sure about the answer to your question.
But I believe this to be fixed in the latest NVidia Beta driver(well for my
single screen anyway).
I did look at the code and my brain went numb trying to find a fix.
Might be worth trying the latest beta drivers see if it still occurs?
Hi,
I was noticing that the Normals maps, assigned in 3DSMAX, aren't exported in
the osg format. The Normal map file reference is in the FBX model but no in the
converted osg file.
This is a my problem? I'm using OSG 2.8.3 with the FBX SDK 2010.2.
Thank you!
Cheers,
Dario
--
Hi Guys,
Have you seen last post from Farshid Lashkari in Re: [osg-users] Problem
with samples thread ?
Start Quote
I've also been experiencing the fullscreen issue with nVidia cards on
Windows 7. Just wanted to let you know that I found a workaround.
When creating the OpenGL context, I
Hello Guys,
I have a small situation here, i'm trying to write float data into an image
file using image-data(x,y,z)[0] = 0.352 (an example), but it automatically
converts it into char, how can i prevent this?
Thanks,
Best regards
--
http://www.mahendragr.com
Hi Mahendra? G.R?
All you need to do is cast the data return type to float.
Robert.
On Fri, Sep 24, 2010 at 2:04 PM, Mahendra G.R mahen...@mahendragr.com wrote:
Hello Guys,
I have a small situation here, i'm trying to write float data into an image
file using image-data(x,y,z)[0] = 0.352
Hi Mahendra G.R,
what type does image have?
If it is something like RGBA you try to assign a float to an unsigned byte.
This will do implicit conversion.
- Werner -
On Friday 24 September 2010 15:21:37 Robert Osfield wrote:
Hi Mahendra? G.R?
All you need to do is cast the data return type
Hi All,
I'm please to write that today I checked into svn/trunk Eric Wing's
work on a QTKit/CoreVideo plugin for OSX. This plugin should pave the
way for deprecating the old Quicktime plugin, and open the door for
easier support for 32bit and 64bit builds under OSX.
Thanks Eric Wing, and the
Hi,
For now I think the best thing is to compile OSG with the standard GL.h and
only use the Qt version when absolutely necessary for our project specific work.
Thank you!
Cheers,
Erin
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32027#32027
Hello,
@Robert, Mahendra is ok :).
Btw, i gave GL_FLOAT as the type, i took Robert's suggestion and itseems
working, however, i'm getting values from 0-255 (converted?) and not the
actual float values stored.
this is what i'm exactly doing :
code:
(float)image-data(0,0,0)[0] = 0.33
Hi JS,
Can you confirm that the 2 examples you mention in your post made it into the
2.9.9 developer release?
Thank you!
Cheers,
Erin
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32029#32029
Hi Mahendra,
On Fri, Sep 24, 2010 at 2:46 PM, Mahendra G.R mahen...@mahendragr.com wrote:
code:
(float)image-data(0,0,0)[0] = 0.33
[1] = 0.56
[2] = .83
and printing them back casting to float. what am i doing
Hi Stephan,
On Fri, Sep 24, 2010 at 9:29 AM, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
I think this example should be refactored to show the new usage-pattern
to include osgViewer::GraphicsWindowCocoa with an existing Cocoa
application similar to the MFC/Qt examples.
Hi,
Wojtek suggested I create a separate thread for this, so here it is.
I've also been experiencing the fullscreen issue with nVidia cards on
Windows 7. Just wanted to let you know that I found a workaround.
When creating the OpenGL context, I changed the swap method from
WGL_SWAP_EXCHANGE_ARB
Hi,
I built OSG from source on Windows and I have just gotten past the Hello World
program. I am now trying to load a mesh using the following line:
Code:
osg::Node* pLoadedModel = osgDB::readNodeFile(cow.osg);
However I get the following error:
1..\HelloWorld2\HelloWorld.cpp(8) : error
Hi all,
when I select the NodeTrackerManipulator using the keyswitchmanipulator more
then one time, the view position changes every time.
The problem I'm speaking about can be seen running the osgsimulation example
(I'm running the osg trunk examples, but I guess it's always been there: the
On Friday 24 September 2010 16:27:58 Matt Caron wrote:
Hi,
I built OSG from source on Windows and I have just gotten past the Hello
World program. I am now trying to load a mesh using the following line:
Code:
osg::Node* pLoadedModel = osgDB::readNodeFile(cow.osg);
However I
Hi Farshid,
On Fri, Sep 24, 2010 at 4:24 PM, Farshid Lashkari fla...@gmail.com wrote:
Wojtek suggested I create a separate thread for this, so here it is.
I've also been experiencing the fullscreen issue with nVidia cards on
Windows 7. Just wanted to let you know that I found a workaround.
Hi Robert,
On Fri, Sep 24, 2010 at 9:28 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Did you modify the OSG to achieve this? If so could you post the
changes. Perhaps this could be made as an runtime option in
osgViewer.
My application handles all the windowing code itself, so I
I did not have the correct include statement, you're suggestion to check it was
right on. I realized that was the problem a few minutes ago and I edited my
post to say that, but thanks for the help anyway.
--
Read this topic online here:
Hi Sergey,
thanks for your hint to GImpact, I will look into it next week!
Hi Paul,
did you have time to try the solution from Sergey, yet?
Otherwise I would try it myself next week, when I'm back in the office.
Best regards and thanks for your help so far,
Johannes
--
On 9/24/2010 10:40 AM, Farshid Lashkari wrote:
I noticed that GraphicsWindowWin32.cpp hard codes the swap method
to WGL_SWAP_EXCHANGE_ARB. To apply this workaround the users would just need
to change
this to WGL_SWAP_COPY_ARB and recompile. Having this configurable would be
ideal, however
(Posting to osgworks-users, as it is where the discussion actually belongs.)
On 9/24/2010 11:03 AM, Johannes Scholz wrote:
Hi Paul,
did you have time to try the solution from Sergey, yet?
Otherwise I would try it myself next week, when I'm back in the office.
I've thought about it. His
I was just thinking of making isCurrent() virtual and implementing it for each
of the windowing implementations.
Then in releaseContext, it could check to see if the context being released is
actually the current context.
It may be nice to get the current GraphicsContext, but the cost of
Hi,
I would like to know how to get my Logitech Joystick Extreme 3D pro USB to work
with Open Scene Graph. Is there an existing version for Windows XP that might
already work with USB Joysticks?
...
Thank you!
Cheers,
Patrick
--
Read this topic online here:
Under wndows, your joystick should just work, as certain functions are mapped
direclty to mouse functions.
If you want specifics actions and use of other buttons and features of your
joystick then you will have to add code to do that
From:
I've used SDL (Simple Direcmedia Layer) alongside OSG with success
(for the Joystick you mentioned as well as gamepads, etc.). SDL is
lightweight and simple to use.
http://www.libsdl.org/
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Hello Erin,
Can you confirm that the 2 examples you mention in your post made it into the
2.9.9 developer release?
In the previous post on this thread I mentioned more than 2 examples...
Do you mean the osgQtWidgets and osgQtBrowser examples, or the
osgViewerQtContext and osgViewerQtWidget
I have installed binaries on windows and when i run OSGviewer with an .obj or
an .flt i do not get any Joystick control. Perhaps i am using the wrong thing
to load and joystick around models? The mouse and the number keys all work. Is
there a flag that can be set at commandline to use the
Hi,
I was referring to the osgViewerQt* examples - though I can see that is not
clear in my original post! Thank you for the clarification. I have built all
the QT examples in 2.9.9 at this point and they seem to be working great.
Cheers,
Erin
--
Read this topic online here:
Hi,
Exactly as Farshid Said I have modified PreparePixelFormatSpecification
function in GraphicsWindowWin32.cpp to test the workaround. Interestingly
PreparePixelFormatSpecification has a input allowSwapExchangeARB parameter as
if someone had similar problem before. But this parameter is used
Hi guys,
So I have been reworking to support the shadows. Does the tex gen coords get
stored in the texture matrix? Am I wrong to assume I can still use the
fixed-function tex gen coords with a shader?
Werner,
I noticed you said you replaced the OSG shader with your own. Do you happen to
Hi Michael,
So I have been reworking to support the shadows. Does the tex gen coords get
stored in the texture matrix? Am I wrong to assume I can still use the
fixed-function tex gen coords with a shader?
Texture coordinate generation is done by the Vertex stage, so as soon as
you start
Thanks J-S. Yea I finally got it working. I did it by taking over the cull step
of the shadow maps and getting rid of the fixed function tex gen and then
pushing the matrices for the shadow projection into my vertex shaders and doing
the math there.
Thanks for your help.
--
Hi Michael,
Thanks J-S. Yea I finally got it working. I did it by taking over the cull step
of the shadow maps and getting rid of the fixed function tex gen and then
pushing the matrices for the shadow projection into my vertex shaders and doing
the math there.
I think you may have
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