Hi all,
Currently working on a way to manage the memory efficiently, I would
like to know what are the osg threads running ?
I mean there are some threads in the databasePager, depending on the
rendering threading mode there are threads for the render, the cull, or
whatever...
Did I miss
Hi Tom,
thanks a lot for your answer!
Tom Pearce wrote:
In the step where you're calculating m, it looks like you're applying the
rotation to the original matrix, which includes a translation already.
Yes, this is (perhap) what i want. I try to be less ambiguous: my scene is a
small
Hi all,
Thanks to the TIFF error ouput (See corresponding submission, a few minutes
ago), I found that current TIFF plugin does not read tiled images properly.
Has anyone worked on this? I found several functions like TIFFIsTiled(),
TIFFReadTile()/TIFFReadRGBATile(), and
Hi all,
I tried to update libtiff to 4.0.0beta6 (I thought my tiled images issue it
was a matter of version - See corresponding post), but unfortunately the
libtiff strangely fails to make a==a be true at some point (SeekOK) on
Win32 MSVC9 (test uses a 64 bit integer comparison inside a macro
Hi Sukender
I haven't tried it, but if a new libtiff version is available, I'll update the
MSVC9 3rdparty package.
Cheers,
Torben
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I need to clean things here and there but when it is all finished this would be
a pleasure.
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Hi Lait,
If you want the camera position in world coordinate, you have to pass it
yourself.
OSG, like OpenGL only work in Eye Coordinate inside the shader.
HTH
David Callu
2011/1/13 Laith Dhawahir laithbasildot...@gmail.com
Heey Guys,
I hope you will fine,
anyway, i have question about how
Hi Paul,
Eye linear glTexGen is positional state, i.e. it's value depends on
the current modelview matrix, so has to be treated by the OSG like
other positional state like glLight and glClipPlane. All positional
state has to be positioned by a positional state node, and for
glTexGen this is
Hi Laith,
In OpenGL the camera position is always at 0,0,0, and the scene is
transformed into cameras coordinates by the modelview matrix.
So... one has to ask are you wanting to do calculations in the
eye/camera coordinates, world coordinates or local object coordinates?
You can transform the
Hi Robert,
First of all thanks for your answer, I didn't know about the
Viewer::startThreading/stopThreading() and this sounds interesting
I know that my request seems to be a very strange way to manage memory
by pausing threads ... But I am not (completely) crazy. The datas amount
I have to
Hi all,
I displayed a triad in a scene at the tip of which vectors I binded the axes
names as text x, y and z. The text displays all good when I rotate the
triad so long as the text is in front of the triad's origin. When the axes
labels go behind the origin, the text suddenly disappears. Any
Hi Laith,
OSG defines the osg_ViewMatrixInverse uniform. You have to add
uniform mat4 osg_ViewMatrixInverse;
in your shader to use it and find the camera location in world coordinates.
Otherwise, there is the gl_ModelViewMatrixInverse uniform if you want to
transform the camera position from
Hi,
osg by default initialize most of opengl related objects just before actual
use, so before first frame your shaders likely to be not compiled\linked yet.
afaik you can use osgUtil::GLObjectsVisitor with appropriate options on your
scene to prepare all gl stuff before first frame, but be
Hi,
Basically what you need to do is translate rod to (0,0,0), apply rotation that
u need, and translate back to original position.
If your math is right and you still haven't expected results i'd say that your
model has static transforms removed and translated to vertices coords, so
center of
Hi,
aspect is fovx/fovy, so you setup fovy as u need, and aspect as fovx / fovy.
Cheers,
Sergey
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Hi,
During the first Build solution procedure of OpenSceneGraph-2.9.10, using
MSVS2008, there is this same error for two plugins:
Code:
39Plugins osg serializer osgmanipulator : error PRJ0020 : Tool 'Linker',
Property 'Manifest File' contains invalid file name
On 1/13/2011 3:27 AM, Robert Osfield wrote:
Object linear TexGen isn't positional state so can be applied in the
normal way and you have multiple of these per stage without problem.
Ah! Thanks, this was my problem. I mistakenly thought OpenGL transformed the
object planes by the modelview
Do you know how to set a projection referential camera?
off-axis camera?
Thank you!
Cheers,
Dromouse
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Hi, everyone:
I am trying to setup a VR system using OSG. Current, I want to learn how
projection referential cameras work in OSG.
One of the key features of the visualization component is the ability to use
off-axis cameras (a.k.a Asymmetric frustum)
The main idea of the projection
Hello all, I have a bit of a knotty problem and was hoping for some
advice. I am using OSG 2.8.3.
I am using osgShadow::LightSpacePerspectiveShadowMapVB, which renders
the scene in two passes; the prerender stage renders the shadow map, the
main state renders the scene. My understanding is that
Hi,
I'm still having issues with that...
I use a composite viewer with only one view.
I tried to call startThreading/stopThreading() but it does nothing...
I also tried getAllThreads(...) to get for each thread its thread ID,
and it returns me only one thread with ID to 0... even if I know
I'll clarify this a little more...
fovX = fovY * Aspect
Normally you want the Aspect (or aspect ratio) field of view to equal the
aspect ratio of the viewport.
Hope that helps
Cheers,
Steven
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Hi,
You can setup this type of projection as long as u can set projection matrix
for camera, there are nothing special in them. You can get matrix for
assymetric frustum projection with osg::Matrix::frustum().
There are support for stereoscopic stuff in osg, so osg can manage stereo
cameras
Hi Peter,
For situation like yours I would recommend overwriting
osgShadow::LightSpacePerspectiveShadowMapVB and its internal ViewData class.
Internal ViewData contains all the resources you need including
shadowCamera. You may then add your own uniform or change any states used
for shadow
Hi All,
Back in September last year Fabien Lavignotte submitted support for
using NVidiaTexureTools SDK within VPB for compressing and generating
of mipmaps, this support neatly removes the need for a graphics
contexts to be required by VPB. At the time I mentioned my desire to
see this type of
Hello dear OSG-community,
Later i will buy it ~Thanks Rui
Best regards,
Dromouse
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Hi Robert,
does it work with Nvidia texture tools 2 (newest release) ?
Thank you!
Cheers,
Torben
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