Hi,
I assume you are rendering your scene in a perspective (i.e. obejcts become
smaller with increasing distance - many people use perspective).
In the above assumed situation, your rendering volume ist defined by the
frustum (google: openGL frustum). The frustum is limited in front (facing to
Hi all,
As said in my post (a few minutes ago), it sounds like we do not all agree on
what is a primitive!
OpenGL says a primitive can be a strip/fan (
http://www.opengl.org/wiki/Primitives ).
However, I agree it sounds very strange to have same behaviour for
BIND_PER_PRIMITIVE and
Hi, Sukender,
I think we fully agree both on whats a 'Primitive' and binding
interpretations. I actually like your interpretation of primitive term.
Primitive is always a Triangle and Triangles, TriangleFans and
TriangleStrips are just a methods of passing vertices. But I avoided using
word
Hi all,
I have a question about osgdem -v command, what does this command mean? and
how can I compute the value of this command parameter?
cs.pan
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Hi Wojtek,
Allright. So what about changing the terms we use? Say BIND_PER_SHAPE /
BIND_PER_PRIMITIVE, or BIND_PER_ELEMENT / BIND_PER_PRIMITIVE?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Wojciech Lewandowski lewandow...@ai.com.pl a écrit :
Hi,
Here are our last experiments with Kinect :
http://vimeo.com/18500457
Thanks to osgBullet for the physics !
Cheers,
On Sun, Dec 26, 2010 at 7:13 PM, Christian Richardt
christian.richa...@gmail.com wrote:
Current Kinect drivers (libfreenect, SensorKinect) already expose the
640x480
Hi Sukender,
Actually, OpenGL can do this binding (even if it's slow), so why not
supporting it if it's not that difficult? Should we name it
differently?
it is my understanding that OpenGL can only do BIND_PER_VERTEX natively.
There is no such thing as a face normal or color. There is only
Ha that's excellent.
Love it.
K.
On 10 January 2011 10:16, Serge Lages serge.la...@gmail.com wrote:
Hi,
Here are our last experiments with Kinect :
http://vimeo.com/18500457
Thanks to osgBullet for the physics !
Cheers,
On Sun, Dec 26, 2010 at 7:13 PM, Christian Richardt
Hi Sukender,
What for ? If we agreed on Primitive meaning a single Triangle from
TriangleStrip then we don't need to change the enums. Current binding
smenatics are valid:
PER_PRIMIITIVE means per triangle
PER_PRIMITIVE_SET means per triangle strip
and of course
PER_VERTEX means per vertex
Hi Morad,
thank you for answering, even if it is not on the same topic ;)
to be honest I am using an old version of OSG, let say 2.8.3 (the last stable
release), what about you ?
should I update my local sources/bin to the last dev version 2.9.x , maybe the
problem will be solved ?
thank
Hiya Ulrich,
You are right, the slow down came from building the display lists twice.
I am a bit surprised to see a slow down when rebuilding 30 display lists for
osg::Spheres though (that is 15 spheres built twice per update loop). This does
not seem to be computationally heavy, does it?
Hi Wojtek,
Well, just to avoid confusion with the term used for OpenGL primitives :)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Wojciech Lewandowski lewandow...@ai.com.pl a écrit :
Hi Sukender,
What for ? If we agreed on Primitive meaning a
Hi all,
I would like to be able to display a triad (or call it a frame - that is the 3
x, y and z orthogonal vectors) always at the same location in my viewer (that
is in a corner) in order to always be able to get a sense of the orientation of
my origin. This is very widespread in maya, max,
Hi Wojtek and Frederic,
Indeed, it seems OpenGL natively reads per vertex normals, by checking the
current normal value (given with glNormal()). And when looking at
glShadeModel(), it says which vertex normal is used when doing GL_FLAT
lighting (roughly: the last vertex of the
Hi Laith,
There is no need to put Really Need Help in the subject line, it
won't help you get replies quicker, just make the actually topic less
obvious and it's the topic that you want to convey... so best to just
be to the point.
On the topic of porting to iPhone/iPad and a multi view viewer
Okay, I got it to view my windows over 2 fullscreen monitors.
I dont know why it works only sometimes, but it works.
But How to set the point of view more left/right on one screen?
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Hi Antoine,
osg::ShapeDrawable was only ever intended for very light usage, quick
looks on the shapes, rather than an efficient and flexible basis for
rendering geometry. I now regret every writing ShapeDrawable as I
have to recommend so often not to use it.
osg::Geometry is not quite so
If you can break up your robot model into separate files (like one for the
shoulder, one
for the upper arm, one for the lower arm, etc. down to the actuators) you
could recreate
the transformations using osg::MatrixTransforms (or
PositionAttitudeTransforms) and load
the geometries as
That all makes sense now, I will take the time to update my code then. Thanks a
lot to both of you guys!
Antoine
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Hi Cs? Pan?
On Mon, Jan 10, 2011 at 8:54 AM, PanChangsong pchsb...@gmail.com wrote:
I have a question about osgdem –v command, what does this command mean? and
how can I compute the value of this command parameter?
To answer you question I had to do a osgdem -h and was confronted by
largely
On 01/09/2011 05:37 AM, Wojciech Lewandowski wrote:
Well... what you write sounds like you don't agree with me, because I
postulate that that BIND_PER_PRIMITIVE should differ from
BIND_PER_PRIMITIVE_SET and BIND_PER_VERTEX. And yes I will say that again,
its possible to make faceted apperance
On 01/10/2011 03:46 AM, Wojciech Lewandowski wrote:
Hi, Sukender,
I think we fully agree both on whats a 'Primitive' and binding
interpretations.
I don't think we agree at all...
man glBegin
NAME
glBegin, glEnd - delimit the vertices of a primitive or a group
of like
On 1/10/2011 3:16 AM, Serge Lages wrote:
Hi,
Here are our last experiments with Kinect :
http://vimeo.com/18500457
Thanks to osgBullet for the physics !
Cheers,
Nice, thanks for posting that. Well done.
What body tracking software are you using? Is it open source?
-Paul
Yes, Jason. This is why I proposed to have a BIND_PER_ELEMENT, which would do
per triangle/quad (since OpenGL says a strip is a primitive). Thoughts?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Jason Daly jd...@ist.ucf.edu a écrit :
On
jp,
thanks for responding. i haven't tried this before so my initial concern was
that this was the correct approach. i'm assuming from your response that it
should work but that i'm missing some detail. i'll start digging deeper to see
if i can figure out what i'm doing wrong.
clear masks
rtt
Hi Guys,
For reference on this discussion, non of BIND_PER_PRIMITIVE or the
proposed BIND_PER_ELEMENT are supported by modern OpenGL/OpenGL ES,
the old BIND_PER_PRIMITIVE is very much deprecated and only kept
around for backwards compatibility.
Given even BIND_PER_PRIMTIIVE is deprecated there
Sorry, I'm skipping around a lot. Not sure why I'm not getting a single
thread here...
On 01/10/2011 05:52 AM, Wojciech Lewandowski wrote:
Hi Sukender,
What for ? If we agreed on Primitive meaning a single Triangle from
TriangleStrip then we don't need to change the enums. Current binding
Hi Jason Sukender,
Hmm... Maybe we could make this even more absurd ;-) Lets consider this: if
you propose to use OpenGL Primitive interpretation then N GL_TRIANGLES or N
GL_QUADS in one PrimitveSet should be also rather interpreted as one
Primitive. Am I right ? Shouldn't we get rid of
On 01/10/2011 11:26 AM, Robert Osfield wrote:
Hi Guys,
For reference on this discussion, non of BIND_PER_PRIMITIVE or the
proposed BIND_PER_ELEMENT are supported by modern OpenGL/OpenGL ES,
the old BIND_PER_PRIMITIVE is very much deprecated and only kept
around for backwards compatibility.
Hi all,
Yeeek... think I'm gonna BIND_PER_VERTEX+GL_FLAT finally! ;p
Joking apart, I agree with the fact it's deprecated and should just stick with
OSG 2.8 bahaviour.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Jason Daly jd...@ist.ucf.edu a
Hi,
I would like to build a digital terrain model with underwater data with
VirtualPlanetBuilder. I would like to read the format ETOPO5 with
VirtualplanetBuilder.
Is it possible?
Thank you!
Cheers,
lucie
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Hi,
I suggest you to try first gdalinfo to see if the gdal tools can read
the data. If so, perhaps it's better to convert them to GeoTiff with
gdal_translate and then use VPB.
BTW why ETOPO5 if you can use ETOPO1?
Regards,
-- A.
On Mon, Jan 10, 2011 at 10:51 AM, lucie lemonnier
Hello Antoine,
I would like to be able to display a triad (or call it a frame - that is the
3 x, y and z orthogonal vectors) always at the same location in my viewer
(that is in a corner) in order to always be able to get a sense of the
orientation of my origin. This is very widespread in
Hi,
This is driving me mad. I didn't have this problem when I built 64bit cocoa,
but I had to backstep to carbon due to some issues with wxWindow 2.9.1 cocoa
64bit compatibility issues at the moment.6
I get the following unresolved OpenThreads link error with GCC 4.2/Xcode 3.2,
running OSX
ps: a follow up reply--
I should've mentioned I took out OpenThreads framework and I got the same
errors. just can't figure out why the link won't recognize the
OpenThreads.framework
Thank you!
Cheers,
Ted
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Skylark wrote:
Hi David,
BTW: does anyone remember what is the Default setting for the projection
resizing policy?
Yes, I mentioned in my previous post it was HORIZONTAL :-)
I think it means it will use the resized horizontal values and the new
aspect ratio to calculate the
Hi David,
Well J-S when I got to the code today I did find out that I has set the
setProjectionResizePolicy to FIXED and I did commented that code out, but
when I tried it, it has no effect on the problem - when I resize the window I
still get a delta that moves to the right and up! Can't
Skylark wrote:
Hi David,
Well J-S when I got to the code today I did find out that I has set the
setProjectionResizePolicy to FIXED and I did commented that code out, but
when I tried it, it has no effect on the problem - when I resize the window
I still get a delta that moves to
Chriss10 wrote:
Okay, I got it to view my windows over 2 fullscreen monitors.
I dont know why it works only sometimes, but it works.
But How to set the point of view more left/right on one screen?
are you taking about a stereo view?
D Glenn (a.k.a David Glenn) -
Hi David,
Well, I got something working for now! What I had to do was to call
hudCamera-setProjectionMatrixAsOrtho2D(0, windowWidth ,0, windowHeight
);
for every time I resize the OSG window. Fortunately I have a resize command for
the window to do just that. I had to add the function
Hi Christina,
But How to set the point of view more left/right on one screen?
You mean so that you see a different part of the scene on the second
screen than on the first? For example, if you want the two screens to
look as if they were one single screen?
To do that you add an offset to
Hello Everyone,
OponSceneGraph BOF at SIGGRAPH
Wednesday 10 August 2011 10AM.
Be there or be square.
Note: Square is slang for Uncool, Not Groovy,
I will pop up again in May or June with further details.
John F. Richardson
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