Hi Alex,
I'm not a window dev so can't comment on the Win32 specifics. Best I
can do is general suggestions. My guess is that if you have an
existing card then it will likely by displayNum=0, with subsequent
cards on displayNum=1,2,3 etc.
So when you set up your Traits you'll need to
Hi Andrew,
If you leave the z buffer test enabled then the z buffer will discard
fragments according to the depth test settings. For you case you can
just disable the depth test and the second drawable to be drawn will
be rendered on top of the first. To disable depth test simple do:
Hi Nagore,
You can get prebuilt ffpmeg libs for Windows here
http://ffmpeg.arrozcru.org/autobuilds/.
Your question is not clear : do you want to read and render video streams in
osg or do you want to stream osg rendered frames over network ?
The first can be done using ffmpeg or directshow
Hi,
i scaled one node et associated an animationPatchCallBack to it.
It seems that AnimationPathCallback cancels the scaling since the node (a pat)
is transformed by the CB but is not scaled anymore. ?
...
ref_ptrAnimationPathCallback apCallBack = new osg::AnimationPathCallback(
Thank you for answering, not really what I am looking for but it already
helped
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Hi,
Thank you for the quick reply. As Stephan says i'm using the iPhone predefined
project because the advantages hi says but I will try to use CMake as well. I
will try it again too with the new version of the project at the git repository
and post how it goes. You are doing a great job!
As you're using OpenSceneGraph 2.8.3 I think (but I'm not certain) you'll
need the 2010.2 FBX SDK
Once you've installed that, run CMake and select File/Delete Cache. Click
Configure and the FBX_... properties should be filled in for you
automatically.
On 23 February 2011 18:09, Josue Hernandez
Hello Juan,
I am pleased to say that the ping pong version works very good. Really! It is
fast (on a plane with a 1024x1024 texture I have around 4300 FPS) and it looks
well. So, this is a complete success. I think that is all what I need. However,
I will try the EXT_shader_image_load_store
Hi,
sorry for sending a one-liner and being so blunt...
I think you will get more help if you read up a bit on transformations
and then ask your question again with more detail provided.
rgds
jp
On 24/02/11 11:48, Mr Alji wrote:
Thank you for answering, not really what I am looking for but
Hi,
I've tried meddling around and put
camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR); on
both the cameras of OceanScene::renderToTexturePass() and
OceanScene::glareCombinerPass().
The results are:
1. If I put it on the RTT method, it will cause the glare to be
Hi Alex
Again more info on your setup would be required to really help, but at least
now we know you are on windows :). This post I found makes it sound like you
can't create GL Contexts on a tesla in windows environments
http://forums.nvidia.com/index.php?showtopic=159159
Do you have the
Hi Chris,
Thanks for the link. I'll take a look. Seems very promising.
Thanks
Sanat.
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Hi,
maybe was it obvious ... maybe not,? so i share a solution ...
(i found after reading AnimationPathCallback source code)
i used ControlPoint constructor with 3 parameter (third is scale) even if scale
doesen't hange from one control point to another :
for each control point i :
Hi,
i figured out what was wrong with the Qt viewer.
The problem with the viewerQt was simple that all created cameras do not have
a draw buffer assigned. They will use GL_NONE, which causes the trouble.
When i set the draw buffer to GL_BACK everything works fine.
Cheers,
Andreas
Hi
thanks for your help!
My case is the second one. I want to stream osg rendered frames over network.
So, I have to install ffmpeg libs. But, Must I install Live555? Or if I use
ffmpeg it will be enought? What is your recomendation?
Thanks!
Cheers,
Nagore
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Hi Murray
In my experience this looks like a classic transparency sorting
issue/problem when you have objects that have transparency and their
objects bounding volumes intersect,( I would also say this has little to
do with you using open flight)
This happens because for efficiency
Hi all,
When loading and applying shaders in my app, I sometimes get error
messages like this:
glLinkProgram DustParticleProgram FAILED
Program DustParticleProgram infolog:
Fragment info
-
(0) : error C: syntax error, unexpected $end at token EOF
(0) : error C0501: type name
My case is the second one. I want to stream osg rendered frames over
network.
So, I have to install ffmpeg libs. But, Must I install Live555? Or if I use
ffmpeg it will be enought? What is your recomendation?
Hi,
Ok, it is more clear now.
Well, it should be possible to use only ffmpeg,
Hi J-S,
I rather sounds like a driver bug to me. One way to double check that
the OSG is passing the right data to OpenGL would be capture the
shaders output and pointers to a file and see if they remain valid.
Also running the application in a memory tracking tool would be a useful step.
Hi Mourad
Dont know if you are interested by this solution, But if you are on
linux, I have done this a year ago with gstreamer.
I wrote on the mailing list to explain how to do it. With a quick search
you should be able to find it. Dont hesitate to ask if you want to try
this path.
Cedric
On
Perhaps you can be a bit more specific on your problem mathematically.
Your original post was somewhat vague on what you're trying to
accomplish...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Hi Robert,
I rather sounds like a driver bug to me. One way to double check that
the OSG is passing the right data to OpenGL would be capture the
shaders output and pointers to a file and see if they remain valid.
Also running the application in a memory tracking tool would be a useful step.
osgEarth 2.0 is here!
Many thanks to everyone in the community who has supported the project and
helped us to make it a success.
osgEarth is an on-demand terrain rendering toolkit for OSG. It's goals are
to
* render terrain on the fly with little or no preprocessing
* support imagery, DEMs,
Impressive...
Thank you.
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
Waldron
Sent: Thursday, February 24, 2011 10:02 AM
To: OpenSceneGraph Users
Subject: [osg-users] ANN: osgEarth 2.0
Congratulation Glenn and to y'alls team
Nice Job
Gordon Tomlinson
3D Technology
System Engineering Consultant
Overwatch(r)
An Operating Unit of Textron Systems
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On 2/24/2011 10:01 AM, Glenn Waldron wrote:
osgEarth 2.0 is here!
Awesome.
Can't wait to check it out. Just have to finish my work work than I can do
play work. ;)
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http://www.alphapixel.com/
Digital Imaging. OpenGL.
osgEarth 2.0 is here!
Congrats Glenn + Jason :-)
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Hi Glenn
Very Good!
And thanks again for including --run-on-demand
Neil
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Hi Murray,
I agree with Gordon, this seems to be a classical transparent sorting
issue. You could try using the preserveFace or preserveObject
keywords in the option string to the OpenFlight loader, in order to sort
them separately and not merging into fewer drawables. This may be bad
for
ok, i generate using cmake, now what?, where were the plugins?
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Hi Shayne
Thanks. But still I cannot make out how to differentiate between flat earth and
ECEF. Is there anything we can check to identify?
Thank you!
Cheers,
Vijeesh
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Hi Vijeesh
Is it the source data or your generated terrain you wish to id?
If its your source data you can use gdalinfo.exe it will output information
on the projection of your source data, your generated terrain will be in the
same projection unless you specify something else.
If you generate
Hi Glenn,
thanks for the great work you guys are doing.
cheers
jp
On 24/02/11 19:01, Glenn Waldron wrote:
osgEarth 2.0 is here!
Many thanks to everyone in the community who has supported the project
and helped us to make it a success.
osgEarth is an on-demand terrain rendering toolkit for
Hi,
Thanks Mr. Ralf. But from the output of gdalinfo, how can i say that it is flat
earth or round earth. In my first post i had pasted the output of gdalinfo for
the source files. My problem is I'm not able to render the terrain generated
from the above source files using any of the
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