Hi Jean-Sebastien,
thank you for your response. It is possible that I am missing something, but
it seems that every library is in debug mode. I have checked with Dependency
Walker the libs and I have all the debug dependencies in the folder. I have
exported one single cube with Blender, just to
Hi,
I cant seem to load png image when running OSG on iOS.
Im using osg version from github-stmh-osg. (somehow I cant post url).
The error message on Xcode console was:
Warning: Could not find plugin to read objects from file grid.png
Please kindly advice.
Thank you!
Cheers,
William
Ah pardon me. I managed to answer my own question (I was about to give up
before realizing this),..
I forgot that I commented out USE_OSGPLUGIN(imageio) in osgPlugins.h,
and also, forgot to link ImageIO.framework to the target..
Cheers,
William
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Hi Robert,
I encountered the same problem (Win7 64 Bit, nVidia current driver 280.26),
while it does not occur on older versions (like 266.58).
The solution of McKay Davis
(http://forum.openscenegraph.org/viewtopic.php?t=1828)
works around this.
Code:
// Strip [0] from uniform array name to
Hello,
I am completely confused about the Z-Buffer. I thought it is non-linear but now
I read a lot in forums and now I am not sure about that. The reason about this
question is I want render linear depth values into a texture. I think, I can do
it with this shader:
varying float depth;
Hi Jeremy,
To clarify, I used a couple of trivial shaders instead of the missing ones and
in order to get any output I had to add the vertices.
If I set GRID_POSITION=0 the additional call is not required. This is covered
in the glVertexAttrib man page.
I am using osg with the fixed pipeline
Hi Keith,
thank you for your response. I am trying to compile the version of OpenVRML
that you say (0.17.12), but I am still having some problems to compile it. I
get some errors, for example:
1c:\projects\openvrml-0.17.12\src\libopenvrml\openvrml\node.h(198): error
C2668: 'boost::bind' :
hi jorge,
i am sorry if i am asking very basic question. I don't know how and where
to use these macros. i am not able to load .tff, .png file also on device.
one thing i understood from your pervious mail that i need to use these
macros.
The macro are: *USE_OSGPLUGIN*(name_plugin)
Wow xD why did you redefine all that stuff? Just execute a regular build of
OSG and latter an installation an it will copy al the files and libraries to
the installation directory! xD It's defined to use the libraries if he
founds them at that point.
Now about using on your final build
Hello,
I think I got it. Correct me if I am wrong, if I use an orthogonal projection I
get linear Z-Buffer values. If I use a perspective projection I get non-linear
values.
The Z-Buffer value (z') of a perspective projection is:
z' = (far + near) / (far - near) + 1/z ((-2 * far *
Hi All,
I now have enough of the new ViewDependentShadowMap technique
implemented for members of the community to start testing it out on
their own data. From the testing I've done so far it looks to be
signifcantly faster and produces more consistently high quality
results than any of the other
Hi
The z-buffer is not linear ( in my experience) its weighted to give higher
resolution closer to the near clip plane
See
http://www.sjbaker.org/steve/omniv/love_your_z_buffer.html
Gordon Tomlinson
3D Technical Product Manager
Overwatch®
An Operating Unit of Textron Systems
Hi,
Great news !
Will this new technique handle multitexturing ?
That was one of the problems in older osgShadow techniques: the shadow
shaders used
void setBaseTextureUnit( unsigned int unit ) with a single texture unit
and then void searchAndReplaceShaderSource was rewriting over the base
Hi,
... Here is the vector model ,25mb, nothing special。please just osgviewer it.
I am a little supraise no one had this problem before,I think it's common for a
globle world GIS system.
Thank you!
Cheers,
Lv
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Hi Luc,
On Wed, Aug 24, 2011 at 3:30 PM, Luc Frauciel luc.frauc...@star-apic.comwrote:
Will this new technique handle multitexturing ?
That was one of the problems in older osgShadow techniques: the shadow
shaders used
void setBaseTextureUnit( unsigned intunit ) with a single texture unit
Greetings, everyone.
I figured out what I was doing wrong, and I thought I would post my answer here
for posterity.
The short answer is: everything is working the way it is supposed to. Nothing
to see here. Move along. =)
Long answer:
The PUT matrix is essentially the inverse of the DoF
The transform below for the orthogonal projection is indeed linear, mapping
[n,f] to [-1,1] in linear fashion.
If you want to linearize depth with a perspective projection (i.e. survive the
perspective divide between the vertex and fragment shader), here's a way to do
that. The example uses
Heya,
I know that I can initialize the water with the same random seed. However,
there does not seem to be a way to synchronize the timing of the waves. Does
anyone know if this is possible? If not, I have coded a solution. It's a bit of
a hack, but I would be happy to clean it up and submit
Jeremy,
Very cool to see this OpenSceneGraph support for NV_path_rendering.
I hope you'll explore the ability to mix 3D and path rendering within a
depth-buffered perspective scene as discussed in the Mixing Path Rendering and
3D whitepaper.
Any CUDA-capable NVIDIA GPU under Windows or Linux
Hi,
I'm trying compile sgd with Qt in QtCreator.
I have the following erros:
error: undefined reference to `_imp___ZN9osgViewer6ViewerC1Ev'
error: undefined reference to `_imp___ZN3osg5GroupC1Ev'
Qt Version: Qt 4.7.3 for Desktop - MSV2008 (Qt SDK)
Tool chain: Microsoft Visual C++ Compiler
Hi Luc,
On Wed, Aug 24, 2011 at 4:03 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
The current implementation is hardwired to place the shadow maps on texture
unit 1. I will be making to user definable. I'll use a uniform is used to
specify the texture unit is being used rather than
Hi,
I'm quite new to OSG, and I don't get why my (very (very)) simple code crashes :
[main.cpp]
#include osg/Shape
#include osg/ShapeDrawable
#include osg/Geode
#include osgViewer/Viewer
int main(int argc, char *argv[]) {
osg::Group* root = new osg::Group;
osg::Geode* geode = new
Hi Robert, Luc,
The shader supplied by this
technique doesn't implement any handling of multi-texturing itself so
it'll be up to the user to provide their own shaders to do this.
As a side note Luc, nothing forced you to use the
ShadowMap's own shaders and searchAndReplace... functionality.
Hi Frank,
I know that I can initialize the water with the same random seed. However,
there does not seem to be a way to synchronize the timing of the waves. Does
anyone know if this is possible? If not, I have coded a solution. It's a bit of
a hack, but I would be happy to clean it up and
Hello,
Yes, you are right. I neglected to mention that these monitors are hooked up to
separate machines. =)
Your suggestion is much cleaner than my solution, and has the added benefit of
not having to be checked into the central repository. I will give that a try.
Thanks!
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