> The current CLAMP_TO_EDGE approach requires me to modify the edge
> pixels of that terrain tile to have a transparent color.
Sorry, I meant to say "edge pixels of that image". I should proof-read my
postings better.
2015-09-08 13:52 GMT+02:00 Christian Buchner <christia
Hi all,
I am questioning the hardcoded use for CLAMP_TO_EDGE texture wrapping modes
in the osgTerrain/GeometryTechnique.cpp.
Let's say that I wanted to add a high tes texture patch on some small
location on a terrain tile. The current CLAMP_TO_EDGE approach requires me
to modify the edge pixels
Hi,
while height fields loaded via the GDAL plug-in get their coordinate origin
and x/y extents as well as rotation set correctly via the following code in
ReaderWriterGDAL.cpp
hf->setOrigin(osg::Vec3(BottomLeft[0],BottomLeft[1],0));
hf->setXInterval(sqrt(geoTransform[1]*geoTransform[1] +
proach you could take would be to create a single osg::Geometry
> and then use instances to repeat the building geometry and provide a size
> for a shader to scale the geometry and place it in it's final position.
> Again the osgforest has a code path that does this so have a look at t
wow, thank you.
did I understand correctly that the time warping feature cannot be
disabled, as it is a built-in feature of the Oculus SDK?
2015-09-07 13:16 GMT+02:00 Björn Blissing :
>
> cbuchner1 wrote:
> > let me use this thread to suggest a new feature. I would like
Hi,
we're using code loading some buildings (outline and height), creating a
Geode with a two drawables per individual building - one drawable for the
walls, one for the roof polygon. This has served us well to display a few
hundred to a few thousand buildings.
Fast forward to current date. Our
Hi Björn,
let me use this thread to suggest a new feature. I would like the
positional tracking of the osgoculusviewer to be optional, possibly by
calling a member function oculusDevice->setPositionTracking(false);
If you remember my use case, there is a camera strapped to a person's head,
which
0))
const osg::GLExtensions* fbo_ext = state.get();
#else
const osg::FBOExtensions* fbo_ext = osg::FBOExtensions::instance(ctx,
true);
#endif
...
2015-09-01 16:31 GMT+02:00 Jan Ciger <jan.ci...@gmail.com>:
> On Tue, Sep 1, 2015 at 2:57 PM, Christian Buchner
> <c
A followup: inserting the following line into both #else branches fixes it
const unsigned int ctx = state.getContextID();
2015-09-02 11:06 GMT+02:00 Christian Buchner <christian.buch...@gmail.com>:
>
> Trying to build the current osgoculus master branch against Oculus SDK
> 0.
Can you make any statements regarding latency improvements upgrading from
the 0.6 SDK to 0.7 for osgoculusviewer based applications?
Our current use case is currently, attaching an Intel RealSense camera to
the front of the Oculus DK2 and streaming a live image into the viewer's
eyes. Our latency
In this case I am using a slightly modified DirectShow OSG plug-in, running
the osgviewer in single threaded mode. The plug-in provides an
osg::ImageStream and updates a texture that is displayed in the OSG scene.
The camera is an USB 3.0 model, and I would expect it to be one of the
fastest "web
whatever float your boat... ;)
Here's a shader routine that evaluates if a fragment coordinate in object
space is within a polygon described by up to 16 vertices in the x/y plane.
We use it to cut a hole into a city scenario, so we can see into the
basement of a house. The shader does a simple
Hi,
Great work on the OSG oculus support! It built and ran beautifully, for the
most part.
The OculusViewerSDK example continuously gives the following error message
while running. There are no observable graphics issues though - the sample
runs fine it appears.
Warning: detected OpenGL error
If you want the hole to be specified in object local coordinates, use
gl_Vertex.
Getting world coordinates is a bit more tricky, you would need to have the
transformation matrix between object coordinates and world coordinates
accessible
in the vertex (or fragment) shader.
Definitely do not use
I believe your fragment shader is not setting the output fragment color at
all, which is a minimum requirement for a fragment shader to work.
Christian
2015-07-23 23:59 GMT+02:00 Erik Hensens ehens...@hunter.com:
Sorry for the triplicate post, I received an error message on trying to
post
I think you only need to flip the clipping plane around (reverse the
plane's normal vector) to get the desired effect.
2015-07-22 21:28 GMT+02:00 Erik Hensens ehens...@hunter.com:
Hi everyone!
I have a geode that is just a quad rectangular surface and I need to be
able to put circular holes
+02:00 Werner Modenbach werner.modenb...@texion.eu:
Are you sure? I think this will leed to nothing being displayed. But I
didn't verify it. It is just how I understand clipping.
Am 23.07.2015 um 10:35 schrieb Christian Buchner:
I think you only need to flip the clipping plane around
risk losing precision. (Because geometry coords are
32-bit float, while transform matrices are 64-bit double.)
Glenn Waldron / @glennwaldron
On Thu, Jul 16, 2015 at 12:36 PM, Christian Buchner
christian.buch...@gmail.com wrote:
Hi,
thanks a lot. Now that I've got the solution in front
what's your GPU ?
2015-07-16 12:26 GMT+02:00 Elias Tarasov elias.tara...@gmail.com:
Hello!
I chose to follow the advice and try to use osgHimmel. However, i've got
the problem: when i launch any osgHimmel-based app (examples or mine), i've
got nothing on the screen except:
Atmopshere
You might want to try a driver update first
The latest Windows7 driver for this chip is 353.30 - WHQL from June 22, 2015
There are also Windows 8/8.1 and Linux drivers on the nvidia web site.
Christian
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osg-users mailing list
life.
As a second recommendation if you're on Optimus: Also update your Intel
graphics drivers. The older these drivers are, the more OpenGL bugs are in
them - I speak from experience. ;)
2015-07-16 14:42 GMT+02:00 Christian Buchner christian.buch...@gmail.com:
You might want to try a driver
Hi,
I was having some problems with a coordinate transformation.
root
matrixTransformA matrixTransformB
subgraphAsubgraph B
I have two subgraphs in my scene, each of which is a child of a unique
MatrixTransform.
I now have to draw a line between an element from subgraph A
/ @glennwaldron
On Thu, Jul 16, 2015 at 11:23 AM, Christian Buchner
christian.buch...@gmail.com wrote:
Hi,
I was having some problems with a coordinate transformation.
root
matrixTransformA matrixTransformB
subgraphAsubgraph B
I have two subgraphs in my scene, each of which
Or the free osgEphemeris for sun, star, atmosphere effects (no clouds as
far as I remember).
Alternatively osghimmel ( https://code.google.com/p/osghimmel/ ). It
implements both texture mapped skyboxes as well as shader based skies and
clouds. This is also a free software package.
SilverLining
I recommend you search for a 3D model for e.g. Blender (such as found here:
http://opengameart.org/content/cinematheatre-chair)
and export to FBX or Collada format.
Using osgconv you can then convert the FBX/Collada (DAE) file into native
osg, osgb or ive format.
Regarding lights, please consult
As our application will also have to do physical simulations based on this
height field data, I do not want to use external tools to do the conversion
into an OSG model
here's a minimal example for the HeightField / ShapeDrawable method
http://snipplr.com/view/30974/osg-height-field-example/
Thanks,
I've just looked into the osgShadow code, in particular the Island scene
that is accessible with command line option -4.
This looks like a good starting point.
One question remains:
Which formats does osgDB::readHeightFieldFile() support currently, based on
the existing plug-ins? So
answering my own question here:
it appears only the GDAL plug-in currently implements readHeightField(),
not counting various archive format plug-ins such as for Zip and GZ
archives, or CURL for web-acess.
It appears GDAL uses an xml based metafile to reference various supported
geospatial file
Hi,
I am currently wondering which is the better way to go from a simple
digital elevation model (ESRI ASCII Grid format) to a geometry. The model
has a very limited area and resolution.
These are the two methods I find feasible with stock OSG features:
Either I could feed all the 3D points on
We've run into a very similar issue recently, with hundreds of inividually
movable objects in a scene.
Our ugly workaround was to require a modifier key, e.g. Alt to be pressed
if one really intended to move
an object. So at least the camera controls when not pressing the modifier
remained
try setting OSG_GL_ERROR_CHECKING to ON or ONCE_PER_ATTRIBUTE
if you run a debug build of OSG and osgEarth you should get a pretty good
idea about where the error occurs in the rendering process.
Christian
2015-04-20 9:26 GMT+02:00 Robert Osfield robert.osfi...@gmail.com:
Hi Nitin,
What
One major problem with the Intel drivers is that their products are
typically EOL'ed (end-of-lifed) three years after first release - at which
point they stop receiving driver updates (not even bug fixes).
You can see the problem with the integrated graphics in Intel's Sandy
Bridge chips
Maybe you forgot to add the camera to the main scene graph?
An addChild() into the scene graph root should do the trick.
2015-04-14 15:16 GMT+02:00 Andreas Schreiber a...@online.de:
Hi
I'm trying to generate a texture with a rtt-camera, so I can use this
texture later in my main scene.
A highly interesting contribution, for sure. Maybe it solves some of the
problems I've been having with the existing FFMPEG plug-in.
Thank you for placing it under the OSG license.
Christian
2015-04-08 23:09 GMT+02:00 Trystan Larey-Williams trys...@trystan.org:
Hi all,
We ended up with a
it works, but some features in the Intel driver may not be available. In
our case we ran across an issue with the OpenGL extensions
GL_EXT_Draw_Instanced and EXT_gpu_shader4 not being available. Don't expect
stellar performance either. ;)
We are using Ubuntu 12.04 with the latest hardware
.
Christian
2014-12-09 15:03 GMT+01:00 Christian Buchner christian.buch...@gmail.com:
Thanks for weighing in,
I guess I will have to try various combinations of operating system and
FFMPEG releases to get to the bottom of this.
As a last resort I could imagine myself editing the ffmpeg plug
I do not have a fix right now, but I will be thinking about one.
2015-03-12 15:18 GMT+01:00 Christian Buchner christian.buch...@gmail.com:
Reviving this old thread with new information.
I use a 60 second MP4 clip for testing, no audio stream in the file. OSG
3.2 branch is used with the FFMPEG
Hi,
let's say I have developed a plug-in to read a specific file format. Is it
possible to make this plug-in part of the my application binary without
shipping an additionall DLL in the osgPlugins folder? The rest of OSG
remains a dynamic build - only that extra plugin is desired to be
statically
Hi all,
what's the copyright on this model? There is no readme or accompanying
documentation. It's the first time I've come accross this and despite its
old age it still looks quite impressive
http://www.*openscenegraph*.org/downloads/3rdParty-Data/*Qjiang*/*qjiang*
.ive
I am wondering if it's
created
works: In both Vizard Free and Vizard Lite, published executables are
branded and exit after 5 minutes.
Customization of rendering and scene graph also isn't available in the Lite
edition.
2015-03-09 9:08 GMT+01:00 Christian Buchner christian.buch...@gmail.com:
This Vizard product looks
This Vizard product looks neat - and it's based on OpenSceneGraph. Wow.
Would anyone know the specific limitations of the Vizard Lite Edition?
2015-02-26 10:14 GMT+01:00 Robert Osfield robert.osfi...@gmail.com:
Hi Max,
On 25 February 2015 at 19:26, Max Maslov maxmaslov.k...@gmail.com wrote:
Can't you attach user data element to your Geodes or Geometry objects that
roughly correspond to render bins or rendering order? Then in the
intersection code, get a list of all hits, and sort it by render order
first, followed by depth. This of course means that you have to pretty
tightly control
Thank you very much. I didn't think it would be that easy.
Most likely I would have tried to subclass osg::Viewer and roll my own
event handler. ;)
Christian
2015-02-23 10:58 GMT+01:00 Sebastian Messerschmidt
sebastian.messerschm...@gmx.de:
Hi Christian
simply use the setKeyEventSetsDone
Hi,
this may be a bit of a stupid question, but at the moment I don't know
any answer.
We use a handheld powerpoint clicker device with 4 buttons to navigate
through an OSG based application. One of these buttons is assigned to the
ESC key (and we haven't found a way to reassign it yet), which
Hi all,
I have a class derived from UpdateOperation() that inserts and removes
things into and from the scene graph.
There is a bit of a problem as it appears that MyUpdateOperation() is
called after the update callback of other scene graph obkects (like e.g.
InstanceCallback::update()). In my
You have to transfer the view matrix from the old camera manipulator to the
new one during switching.
I think there is a setByMatrix member function in the camera manipilator
base class.
Try to use this, after getting the previous manipulator's matrix with
getMatrix
the idea is to have a bumpmapped OSG object that displays fine on older
hardware (5 year old Intel chips, I am looking at you)
Then I can put a better GLSL fragment shader on top if the hardware permits.
Christian
2015-01-28 12:30 GMT+01:00 Sebastian Messerschmidt
Hi all,
I was wondering if there are commonly used conventions which texture units
do what in 3D models used for realtime rendering (games etc).
For example I see that most 3D models enable texture unit #1 for the
diffuse texture, whereas unit #0 is unused most of the time.
Now what if the
...@gmx.de:
Am 28.01.2015 um 13:11 schrieb Christian Buchner:
the idea is to have a bumpmapped OSG object that displays fine on older
hardware (5 year old Intel chips, I am looking at you)
Which one exaclty? Which OpenGL version supported?
I'v started shader programming like 2004/05
The shader needs to receive a sampler uniform containing the integer value
of a texture unit to use.
The right way to do this would be to scan the subgraph of the model for
state sets containing enabled texture units. Use a node visitor here. For
each of these texture units, create a uniform
hmm just googled osg ShaderGen and found this:
http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/branches/OpenSceneGraph-3.2/src/osgUtil/ShaderGen.cpp
This seems to create shader code based on some OSG states, but I have no
idea how complete this implementation is. Also I have
subgroup of people
who also happen to browse your crowdfunding platform of choice).
Maybe you manage to build a few convincing demo applications on top of your
framework
to actually illustrate why your framework creates added value.
Christian Buchner
.
2015-01-16 10:50 GMT+01:00 Julien Valentin
Hi,
was OSG ever extended to provide support for specialized 3D input devices?
What I have here is a 3DConnexion SpaceExplorer (from 2006) and I was
wondering if such input devices ever got the support in OSG.
I think this particular hardware might not even have the driver support for
Windows 7
you did press the s key several times to enable all these statistics,
right?
I do not really know how to make your application compatible with the stats
handler. maybe you can hack up a full screen, non-transparent version, just
for testing.
Christian
2015-01-13 16:17 GMT+01:00 Chris Hidden
Your posting came through just fine, and it seems your draw performance is
fine, but your update traversal is excessively slow. It would be important
to find out if the CPU is spent in some inefficient parts of OSG, or if the
majority is spent in some OpenGL driver API calls. CPU profiling will
as the update traversal is CPU code, it might help to run a CPU based
profiling tool over it to see where the time is actually being spent. The
Visual Studio Community edition has a lot of useful profiling features.
Christian
2015-01-13 17:19 GMT+01:00 Chris Hidden ch...@erghis.com:
Now for
I was having mainly memory issues when I created lots of text objects.
I did not run into such bad performance issues. Are you sure you're testing
a
release build and not a debug binary?
Suggestion: Only create these text objects when these enter the viewing
frustrum, and destroy these again when
which is better than gif according to
https://zoetrope.io/tech-blog/beyond-jpeg-videos-and-emerging-image-standards
Regards
Sergey
On Fri, Jan 9, 2015 at 5:04 PM, Christian Buchner
christian.buch...@gmail.com wrote:
In our case it's overlay animations consisting of hundreds of frames
no objection to having a separate thread handle reading as an
option - if you are willing to code it. However, it's not a big issue
w.r.t memory usage then I'd say just live it as is.
Robert.
On 8 January 2015 at 15:51, Christian Buchner christian.buch...@gmail.com
wrote:
Hi,
there's
Hi,
there's a couple of things I noticed with the GIF plugin.
When it encounters animated GIFs, it will decode the entire animation into
a sequence of images in RAM. This process appears to be synchronous (it
blocks the calling thread), and it will consume a lot of memory.
I was wondering if
Hi,
There might still be other factors that might contribute to your low frame
rates. e.g. the use of display lists
when vertex buffer objects should be preferred.
The hardware animation skinning becomes a real speed booster when you want
to show dozens of animated
models on screen - but in the
If you attach the StatsHandler to your OSG viewer you can call up some
statistics on your scene graph (overall, and per camera view). It will
detail you the number of geodes, transformations, drawables, vertices in
the scene graph and also the total count of rendered instances thereof.
Listed
If I am not mistaken, you will have to run your own vertex shaders in order
to do hardware animation skinning. The osganimationhardware example
provides a very basic example of doing so.
This may mean that your shader might have to be hardcoded to work with a
specific 3D model (bone structure)
Hello,
Just a wild guess: Maybe this is because the geometry that you specify does
not have a color array with an all-white color set. So it uses whatever
(random) color might be in the current openGL state before drawing. Another
good idea might be to disable OpenGL lighting.
Christian
I am facing a similar problem myself, to perform edge detection for some
toon style rendering. This is what I think I have to do:
1) Render the scene to a Frame Buffer Object, including a depth buffer.
2) Bind said depth buffer to a texture - attach the texture to the state
set of a screen
Hi,
I attached a ClampColor attribute to an OSG State set using code from the
OSG 3.2 branch.
The problem is that on some older Intel chips this extension may be
unavailable and I will see a warning printed in every frame:
Warning: ClampColor::apply(..) failed, ClampColor is not support by
Hi,
the OSG 3.2 seems to have a problem with reported timestamps while
replaying movies. I haven't tested never OSG development versions yet. The
issue occurs close to the end of an MP4 file.
The timestamp wraps around back to 0 before the end of the file is played
out. There are also side
so doesn't reveal any particular problem.
I'm not the author of the ffmpeg plugin so I can't provide any particular
insights off the top of my head.
Robert.
On 9 December 2014 at 13:31, Christian Buchner
christian.buch...@gmail.com wrote:
Hi,
the OSG 3.2 seems to have a problem
Hi,
our client wants me to have some obscured 3D objects visible even if
there's e.g. a building in front of it. Order independent transparency
rendering techniques such as depth peeling are too costly when it involves
a city model with hundreds of buildings.
So I was thinking to simply change
this with multiple render bins (passes)
might allow me to get the desired effect.
Christian
2014-12-02 14:58 GMT+01:00 Robert Osfield robert.osfi...@gmail.com:
Hi Christian,
On 2 December 2014 at 13:04, Christian Buchner
christian.buch...@gmail.com wrote:
our client wants me to have some obscured 3D
Hi,
when I use osgDB::readNodeFile on several objects, and those objects all
reference the same texture file on disk - is it possible to make OSG use
the same texture on all loaded subgraphs? Currently it seems like I have
the same texture loaded over and over, consuming precious texture memory
thanks Sebastian. Does this piece of code have to be placed in the
beginning of the program during the initialization phase?
I havent come across these classes so far... seems to be advanced stuff
that is not even covered in the OSG books...
Christian
2014-12-01 18:10 GMT+01:00 Sebastian
I think he doesn't need the usual Z buffer applied to the text, but instead
requires the visibility of the entire text depend on whether the point to
which is anchored is directly visible to the camera.
Christian
2014-11-27 16:46 GMT+01:00 Robert Osfield robert.osfi...@gmail.com:
Hi Alex,
Hi,
I wrote the following little node visitor to switch part of a scene graph
from using display lists to using VBOs.
class VBOVisitor : public osg::NodeVisitor
{
public:
VBOVisitor()
{
setTraversalMode(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN);
}
virtual void
Hi,
above node visitor is actually working. I just happened to edit a .cpp file
of same name, but belonging to a different project. Hence my changes never
had any effect. ;-)
Christian
2014-11-26 15:29 GMT+01:00 Christian Buchner christian.buch...@gmail.com:
Sorry, the second block of flags
Hi.
a) try playing with activating setUseDisplayLists(false);
setUseVertexBufferObjects(true) on all your geometry objects. It really
makes a big difference on Intel chips - not so much on nVidia.
b) Reduce the geometry complexity of the stadium. The geometry is rendered
twice because of your
One more thing... with 600 animated characters of several types consider
using hardware instancing.
It will greatly reduce the number of draw calls. I see you already have
several thousand draw calls in your scene.
Christian
2014-11-20 10:52 GMT+01:00 Christian Buchner christian.buch
Side-by-side is an entirely different kettle of fish which would be easy
to code up, it's just two cameras and
two views so I haven't done anything with that. Quad buffer is an
inherrent requirement for shutter glasses however
set OSG_STEREO=ON
set OSG_STEREO_MODE=HORIZONTAL_SPLIT
and OSG
Did the updateCallback you added call traverse() on its own node? If you
missed that, you may have accidentially disabled some required
functionality.
Christian
2014-11-20 15:49 GMT+01:00 Chris Hidden ch...@erghis.com:
Ran into a new problem. Its related directly to this HUD so I figured I
The moment I add virtual void operator(Node *node, NodeVisitor nv); with
an empty implementation it causes the problem. So somehow the
operator method is creating or at least triggering the problem.
what I just said. Don't make it empty.
Add at least traverse(node, nv); to the
(that the previously posted code can work around by
issuing a SetWindowsPos with the SWP_NOSENDCHANGING flag)
Christian Buchner
2014-11-18 19:30 GMT+01:00 Christian Buchner christian.buch...@gmail.com:
Hi all,
I've been trying to create an OSG window bigger than the screen on Windows
7
Unfortunately
Hi all,
I've been trying to create an OSG window bigger than the screen on Windows 7
Unfortunately viewer.setupViewInWindow() will not allow the window's client
area to extend beyond the screen size.
I've been using this dirty hack to get my OSG window to the desired width,
height. Is there a
Hi,
It would be great if you dropped the hard requirement for Quad Buffer
Stereo because with traditional stereo methods for consumer cards (e.g.
Side by Side stereo) you can get similar quality, but with lower
requirements for the hardware costs. I don't think you need to do any extra
fakery, as
Whoops, so far I've assumed .ive was the official OSG binary format. I
guess I just learned that osgb not the same as .ive
2014-11-12 11:47 GMT+01:00 Sebastian Messerschmidt
sebastian.messerschm...@gmx.de:
Hi Liu,
As far as I know the .ive format is deprecated. OSGB/OSGX/OSGT should be
You know what would be great? If you submitted a very basic example of this
to the osg-submissions mailing list, for inclusion in the osg examples
directory. Even if it is a Windows-only example, this might be helpful for
a lot of folks. Maybe someone else could extend it to work on Linux too.
Hey all,
I have a shadowed scene that hosts a detailed city model and some 15000
objects using instanced geometry that also casts shadows. The instance
positions are provided through a 2D float texture (128x128) to the vertex
shader.
To reduce the render times I was thinking that I should maybe
Hello Gianni,
2) line geometry is infinitely thin. To create an exact intersection with
another line in floating point precision is like winning the lottery. You
will want to use PolytopeIntersector to intersect with non-polygonal
geometry instead.
2014-11-03 10:37 GMT+01:00 Gianni Ambrosio
Hi,
the most important information is missing: how do you test your application
for memory leaks?
The heap debugger built into the Visual Studio Debug runtime?
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Christian
But the rotation is happening in a weird way.
Post a screenshot, or it didn't happen! ;-)
I think everyoner has a different imagination of weird. For some people,
weird may be perfectly normal.
Christian
2014-10-29 4:58 GMT+01:00 Srinivas Prabhu srinivasprabhu...@gmail.com:
Hi,
Hello again,
Apologies, I see that you actually attempted to post an image attachment.
Unfortunately the link cannot be opened.
http://forum.openscenegraph.org//files/osgtransforms_142.png
returns HTTP error 404 - Not found.
Christian
2014-10-29 10:35 GMT+01:00 Christian Buchner
convert the hand model to ASCII OSG format maybe, and try exchanging
display lists and vertex buffer objects. In my experience this makes
a big difference on Intel chips for more complex models.
SetUseDisplayLists FALSE
SetUseVertexBufferObjects TRUE
Alternatively use a graph traversal to change
If OpenScenegraph can load the 3DSMax 3D object, so can osgconv. osgconv
will write an OSG file when given a file name with osg extension as second
argument.
Christian
2014-10-22 11:50 GMT+02:00 Chris Hidden ch...@erghis.com:
Hi cbuchner. Thanks for your help.
Does 3ds Max have an osg
the PolytopeIntersector class was recently advertised as being able to
intersect with non-polygonal geometry, such as lines. Try it, you might
like it ;)
2014-10-16 6:58 GMT+02:00 Alex Malygin ut...@mail.ru:
Hi,
I have a few lines on stage. I need to get the coordinates of points on
the
Hi all,
it's quite easy to replay camera paths recorded with osgViewer in one's own
application. I was wondering if there are any tools or scripts that would
export such paths from (preferably free) 3D applications like Blender. One
can simply not record precise paths in osgViewer's airplane
He edited his forum posting for clarity, but that did not propagate through
to the mailing list.
I was going to say something about that, but then I decided to let the
response sit in my draft folder to cut the oise.
Check the link to his edited posting - it couldn't possibly be any more
concise
It's the camera manipulator that chooses a default view some distance away
from the model, based on the bounding sphere size of the model.
To override this position, you have to set the view matrix yourself (and
disable the camera manipulator) or alternatively set a new centerpoint,
viewing
Hi,
The osg shadow mapping techniques are interchangeable, as they share a
common base interface.
Note that while a standard Shadow Map will produce some
flickering/artifacting when light sources move, expect some artifacting
from ViewDependentShadowMap also when the camera moves around. For us
I control the update rate of slave cameras by inserting them into the scene
graph as needed. In my PostDrawCallback for the camera I can remove the
camera again when I do not require further updates.
This way, I can do on-demand updates of my simulation (we're doing 4G and
5G radio coverage
I will have to create a list of open source code and version numbers of the
OSG dependencies (for resolving contractual issues)
Currently I am using the full, precompiled OSG dependencies for VS 2013,
maintained by Torben Dannhauer.
Is there a code repository for the source code of these
Hi Jay,
that is not a lot of information you gave there.
What shadow mapping algorithm is applied?
Does the shader create the shadow map or does it only render out an
existing shadow map to the surface of your cube?
Do you use any classes from osgShadow in your code?
Christian
2014-09-22
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