Hello,
I use the osg composite viewer and I try to use some stereo mode, i.e.
CHECKERBOARD, HORIZONTAL_INTERLACE or the VERTICAL_INTERLACE. But this modes
don't work with the composite viewer. I use osg 2.8.
I guessed it is a problem in my application, so I tried the osgcompositeviewer
Jeremy Moles wrote:
I'm curious why you want this? There might be a better way to get the
results you're seeking w/ existing codestuffs.
That's the reason why I was asking ;)
Basically I have my own layer of objects that encapsulate osg ones. I have a
Scene Manager that is not dependent
Hi Mathias,
the problem was related to a conflicting define.
Gianni
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Hi there!
Is there any way to explicitly pass an osg::FrameBufferObject to a Camera,
so the camera renders into it?
or, using FRAME_BUFFER_OBJECT as the Camera RenderTargetImplementation and
attaching textures/images/buffers to it, is there any way to get the
FrameBufferObject the camera
Hi Andrew,
Do you mean multiple View's withing a CompositeViewer? While it's
technically possible to add a osgViewer::Viewer to a CompositeViewer
since Viewer subclasses from View, it's not the intended usage - you
should use View's instead.
In terms of closing a View, does this View have it's
Hi Martin,
The rendering backend is identical between Viewer and CompositeViewer
so both are fully capable of doing stereo. I presume the issue comes
from the DisplaySettings hints used to pass in the stereo settings.
With CompositeViewer each View can have it's own DisplaySettings
object so you
Hi J-S,
Thank you for your suggestion.
I can merge meny geometry to one but I have the problem with texture. Do
you know how to merge texture to one by using TextureAtlasBuilder or other
method by writting my own program. Could you please give me suggestion or
example code to me.
//Phummipat
Hi,
The SetFramerate and GetFramerate function errors are solved by adding
getIncrementalCompileOperation()-SetFramerate(). But the foloowing function
are not there in IncrementalCompileOperation also. If I comment that, will it
create any issues?
‘setExpiryDelay’
‘compileGLObjects’
Thank
Hi,
I've been trying loading an .ive model too. I've downloaded the last version of
the git repository. When I uncomment the //USE_OSGPLUGIN(ive) line and try to
compile it, I still get two link errors:
Code:
ive::Terrain::read(ive::DataInputStream*), referenced from:
Hi,
i need random float values in my fragment shader for some post-processing. I
create the random values on the cpu and stroe them in a float array. The next
step is, I try to do is to create a texture and copy the array with random
float values in all channels (RGBA) into the texture. In the
Hi Vijeesh,
On Mon, Feb 14, 2011 at 12:32 PM, Vijeesh Theningaledathil
vije...@nal.res.in wrote:
Hi,
The SetFramerate and GetFramerate function errors are solved by adding
getIncrementalCompileOperation()-SetFramerate(). But the foloowing function
are not there in
Hi Dan,
You can simply assign the float array to an osg::Image and then attach
this to your texture.
Robert.
On Mon, Feb 14, 2011 at 12:34 PM, Dan Warrior
blackbume...@googlemail.com wrote:
Hi,
i need random float values in my fragment shader for some post-processing. I
create the random
Hello Phummipat,
I can merge meny geometry to one but I have the problem with texture.
Do you know how to merge texture to one by using TextureAtlasBuilder or
other method by writting my own program. Could you please give me
suggestion or example code to me.
Please see my previous post,
Hi,
I use osg 2.8.2 and I would like an advice on the problem that block me.
I have this graph:
transform1
|
|___ geode1
|
|___ transform2
|
|__geode2
So, I have set this:
int inheritanceMask =
Hi Miguel,
The traversal is from top down and will stop traversing if the
NodeMask of any node is 0, so it'll stop at transform1 is it's
NodeMask is 0.
If you want to get down to geode2 then you'll need to set the NodeMask
of transform1 to a none zero mask.
I don't know what you are trying to
Hi Robert,
(I have modified my graph in my last post because it was not clearly displayed.)
So, I understand what you mean. I have made such graph because geode 2 follow
geode1 transformations.
I will try the solution to make geode1 and geode2 independents.
Thank you.
--
Read
Hi Javier
Is there any way to explicitly pass an osg::FrameBufferObject to a Camera,
so the camera renders into it?
Yes you can use a framebufferobject as a render to texture target, checkout
the osgprerender example. If you want to use the result of your render in
your main app i.e. read the
As you set the mask of Transform1 to 0x0 You told the system to not to consider
that node.
Than as T2 and G2 are children T1 they will not be consider either
See
http://www.vis-sim.com/imgdp/vp_cullmasks_01.jpg
http://www.vis-sim.com/imgdp/vp_cullmasks_01a.jpg
Gordon Tomlinson
3D
Hi Robert,
Thanks for your reply. Yes, odd things are certainly happening. From what I am
observing it would be more sensible to create the camera at start time.
However I am still confused by why this corruption occurs. The
osgViewer::Viewer is running in CullDrawThreadPerContext mode. The
Hi James,
I'm afraid I'm rather too busy to comment on details today.
Robert.
On Mon, Feb 14, 2011 at 4:08 PM, Roger James
ro...@beardandsandals.co.uk wrote:
Hi Robert,
Thanks for your reply. Yes, odd things are certainly happening. From what I
am observing it would be more sensible to
CIGI is an industry standard for controlling most aspects of an Image
Generator. This includes ownship and entity behaviors along with a lot of
other stuff. Most commercial IG vendors support CIGI.
You can learn more about the ICD by reading here...
http://cigi.sourceforge.net/
-Shayne
Hi Dani,
have you added osgTerrain to the linking phase?
Cheers.
Alessandro
On Fri, Feb 11, 2011 at 9:48 AM, Dani Devesa arseni...@gmail.com wrote:
Hi,
I've been trying loading an .ive model too. I've downloaded the last
version of the git repository. When I uncomment the
CIGI uses UDP so updating osgVisual to use CIGI shouldn't be an issue in
terms of performance. Effectively you'd be replacing one UDP implementation
with another that uses an industry wide standard for the packet
description...a big plus IMO.
Like I stated earlier, CIGI is used by most commercial
Hi,
I'm having a mouse cursor/ windowing issue that I'm hoping someone has run
across. I'm changing the mouse cursor via the setCursor() method copied below
in my Windows App's preframe function. It works, but the cursor doesn't
actually redraw without some sort of mouse input.
I can't seem
Boeing's multipurpose viewer (MPV) was designed to simply be a test harness
for the CIGI protocol. It's a far cry from it being used as a general
purpose IG.
I've downloaded MPV from the CIGI site and played with it. It does use old
OSG stuff (osgProducer). I had to modify it to use the newer
That worked beautifully! Thanks!
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Hello all,
Is there a way to get the current ModelView and Projection matrices in the
update() call?
Thanks,
Brad
---
Brad Colbert
Renaissance Sciences Corporation
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Hi Shayne,
I totally agree to you, but as I said I have to take care on my regular job
(medical research and doctorate student in medical science), so it will take a
littel bit to accomplish it.
Today eent I plan to tag osgVisual 0.6 and i hope to finish the
documentation/wiki to the new
Hi Brad
On Mon, Feb 14, 2011 at 7:10 PM, Brad Colbert bcolb...@rscusa.com wrote:
Is there a way to get the current ModelView and Projection matrices in the
update() call?
There isn't necessarily any one modelview and projection matrix as the
OSG can have multiple cameras rendering the scene
Hello,
I have a scene with an OSG constructed 3d grid layout. I then import models
I've created with Blender (in the .obj format) into the grid. When I view these
things together, you can see the grid through the model, but you cannot see one
model through another model.
Is this a Blender
Hi Robert,
I'm computing the NDC coordinates of Particles in a derived ParticleSystem.
I'm doing it in the drawImplementation which feels wrong, but can live with
it. I was interested in moving this computation to the update phase, but I'm
starting to think this isn't the best plan. This
Hi All,
I'm just heading off for a trip, and will be back and online catching
up with mail and submissions next Monday (21st Feb). Have fun :-)
Robert.
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Nevermind, solved.
The issue was that I had the box's GL_DEPTH_TEST set to off.
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Yo Bob,
are you taking the family somewhere or are you on business?
Our lot are off all week but I'm pretty much at work all days
on the valley grind - turbulent times...
Out for now and enjoy!
Col.
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Ignore please - send Robert a PM to half the world - apologies.
Colin.
On 14/02/2011 22:24, Colin Dunlop wrote:
Yo Bob,
are you taking the family somewhere or are you on business?
Our lot are off all week but I'm pretty much at work all days
on the valley grind - turbulent times...
Out for
Oops, yes I'm away with the family to stay with Julia's family. Will be
doing bits of work while away. Good luck @ the valley
On 14 Feb 2011 22:29, Colin Dunlop co...@collectivevista.com wrote:
Ignore please - send Robert a PM to half the world - apologies.
Colin.
On 14/02/2011 22:24, Colin
Hi Javier
Sorry, I see what you're asking now, what you actually want to look at is
osgUtil::RenderStage::runCameraSetup
In this function you will see how a cameras BufferAttachment list is used to
create relevant fbo etc. The created fbo is stored in the _fbo variable of
the RenderStage. I
After more checking I can see that my finding that test number 4. was not
producing the corruption is false. This is due to the fact that the debugger
was stopping all threads. If I put breakpoints on two consecutive (nearly)
instructions, then the corruption appears again. I now assume that
So, along the same lines...
One of these views contains a windowmanager that controls my 2D GUI that I want
on top of the other views. Since my GUI is an L shape, with the main 3D view
surrounded by the L, placing the GUI on top of the other views blocks off those
views (since the view is a
Hi,
I have somewhat similar questions to recent FBO question,
but not quite, so I would ask in a new thread.
I try to extend Blender with osg rendering ( just because osg does many
things better than Blender namely I use osgPango to render dynamically
text).
First - it is fairly easy to
Hi,
after some thought the answer to my question could look like
it might be OK to use Blender as external context provider,
then render to FBO ,
such that
I get data from Blender
osg::ref_ptrosg::Referenced windata = new
osgViewer::GraphicsWindowWin32::WindowData(m_hWndBlender);
then
//
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