Hi Christian,
Looks great! The behaviour of the coins is spot on.
It's crying out for some shiny shaders though..
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Christian Buchner
Sent: 21 June
.
Even better, if there is a way to tell whether intersecting geometry is static
or dynamic, one could theoretically implement a manipulator which behaves like
the TerrainManipulator over land, and like an Ellipsoid manipulator over the
ocean.
Best regards,
John
Kim C Bale wrote:
Hi Adrien,
Well
land, and like an Ellipsoid
manipulator over the ocean.
Best regards,
John
Kim C Bale wrote:
Hi Adrien,
Well first the openscenegraph motionmodel or manipluators, manager
aren't working. it would be good to get similar behaviour like in
application-viewer example. this would be important
. I have tried again and as you said I really need new
version GPU. This is only solution which will resolve kind of these problems.
Regards.
2009/6/17 Kim C Bale k.b...@hull.ac.uk
Martins, J-S,
Here you go. If you zoom in to 400% or so you can see 3 pixels
near the horizon that are really
...@lists.openscenegraph.org] On Behalf Of Ümit Uzun
Sent: 18 June 2009 11:45
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim,
Thanks you so much. But prompted screen wants username and password from me?
Regards.
2009/6/18 Kim C Bale k.b...@hull.ac.uk
Hi Umit,
I've just
From: Kim C Bale
Sent: Thu 18/06/2009 19:30
To: bour...@imerir.com
Subject: RE: [osg-users] [3rdparty] Is the osgOcean Linux bug still present?
Roman, Pierre,
Thank you for testing, the pictures were very helpful.
Firstly Roman, do you get the same
screenshot:) Thanks so much :) But there is some dots
flickering as JS and Martins's said about. And it's not problem I think :) This
is really really good application.
What did you do? You have only changed samplerRect to sampler2D?
Regards and Congratulations :)
2009/6/18 Kim C Bale k.b
and locate it in same folder with
osgOcean-Source folder. Should I declare specific Environment Variable to help
cmake for finding right fftss include directory and library?
And Do we have to OpenThreads library in debug mode? I have a OSG distiribution
in only release mode.
Regards.
2009/6/16 Kim C
newer one. Any
suggestions?
Regards.
2009/6/17 Kim C Bale k.b...@hull.ac.uk
Hi Umit,
Firsty congratulations for these awesome works.
Thank you, still plenty to fix though it seems J
CMake Error: The following variables are used in this project, but they are
set to NOTFOUND.
Please
at 1024x768.
Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
Kim C Bale wrote:
Hi all,
After much clawing and gnashing of teeth I've tagged version 1.0 of
osgOcean.
http://code.google.com/p/osgocean
::drawInner(,) FBO status= 0x8cd5
It works fine if I run at 1024x768.
Is this likely a driver problem, or is there something I can tweak in
the FBO setup? I'm not familiar with their use at all.
Thanks
Martins
Kim C Bale wrote:
Hi all,
After much clawing and gnashing of teeth I've
for the suggestions.
Martins
Kim C Bale wrote:
Hi Martins,
Sorry, little hasty with the send button there.
This is an odd one, I don't understand why changing your screen resolution
would affect the program, so, I *suspect* this is a driver problem.
I had similar problems just a week ago
Hi Robert,
I had some people bug reports about the use of samplerRect in the osgOcean
shaders. I've found out that the prefered format is now sampler2DRect and
texture2DRect.
Since this has caused problems for me, i noticed you still have a dangling
samplerRect in one of the shaders in
. They flicker during the
simulation, sometimes individual pixels, other times it looks like
larger groups.
Sorry if this comes through twice, looks like the first one was too big
for the list.
Martins
Kim C Bale wrote:
Hi Martins,
It now works at any resolution in 32 bit color
Hi Alejandro,
Just to reiterate what J-S said.
The oceanExample.exe should be in the same directory as the root resources
something like this:
Directory_name\oceanExample.exe
Directory_name\resources\shaders
Directory_name\resources\textures
Directory_name\resources\island
If you wish to
] On Behalf Of Chris
'Xenon' Hanson
Sent: 16 June 2009 02:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Kim C Bale wrote:
Hi all,
- FFT ocean simulation model and rendering
- Choice of FFT library dependancy
Possibly the most important change is that the library
Hi Robert,
Thank you, thank you.. hopefully there won't be too many bugs to fix.
With regard to the shader type issue. I located the code you pointed out
in the 2.9.3 source.
It looks like the code in 2.9.3 sets the shader type twice if you load a
shader with a .frag or .vert extension whilst
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ulrich
Hertlein
Sent: 16 June 2009 10:11
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean 1.0 (LGPL) Released
Hi Kim,
congratulations on the 1.0 release!
On 16/6/09 10:45 AM, Kim C Bale wrote:
The oceanExample.exe should
Hi Robert,
Sorry, you're absolutely right I didn't think to look in the trunk. I was
looking at the code in these two:
svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.3/
svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.9.4/
Where the extra comparison isn't present in osg::Shader.
If Alejandro
Hi Martin,
This problem arises with two particular effects, the glare and the
underwater dof which require special treatment of the alpha component in
the framebuffer.
You can disable those using:
enableUnderwaterDOF(false)
enableGlare(false)
Then you need to disable the default scene shader
Hi all,
I know it's only been out one day, but I was wondering if those linux users (it
only seemed to occur on certain linux distributions) that experienced the
patchy ocean surface bug with the previous version have managed to test the
library and noticed if they still have the same issue?
Hi all,
After much clawing and gnashing of teeth I've tagged version 1.0 of osgOcean.
http://code.google.com/p/osgocean/ http://code.google.com/p/osgocean/
Feature list:
- FFT ocean simulation model and rendering
- Foam caps
- Refraction/Reflection Passes
- God Rays
- Surface glare
-
Anybody else having issues with the 185.85 drivers for vista 32bit?
I just had to roll mine back to 182.5 as they seem to have buggered up
FBO support.
I get an 'out of memory' ogl error and a
INVALID_FRAMEBUFFER_OPERATION_EXT when I run osgPrerender
Had the exact same problem a while
Hi Martin,
I've got a new release due imminently (fixing final bugs) which gets rid
of the FFTW dependency.
I should be able to test that theory after that.
I believe Robert got osgOcean working on his linux box whatever flavour
that is.
And it runs on a Debian distribution in my lab here.
I
I presume this line:
n = (pos1 -pos0) ^ (pos2 - pos1);
is a cross product of two vectors. i.e. the normal, also known as the
vector perpendicular to the two vectors that define the plane.
In which case you would want to use the glsl function cross(vec3,vec3)
as on the reference sheet I sent
Hi Art,
I was just playing with osgPPU with an eye to using it with osgOcean. It all
compiles and runs nicely except for the osgppu_dof example which produces the
effect- i get a nicely in/out focus cow - but then crashes after a few seconds.
Is this a known issue? Everything else seems to
C Bale wrote:
Hi Art,
I was just playing with osgPPU with an eye to using it with osgOcean. It all
compiles and runs nicely except for the osgppu_dof example which produces the
effect- i get a nicely in/out focus cow - but then crashes after a few
seconds. Is this a known issue? Everything
Hi Paul,
If I understand the problem correctly you can use a screen aligned quad with a
post render camera that has an orthographic projection.
i.e.
osg::Geometry* quadGeometry = osg::createTexturedQuadGeometry( osg::Vec3(0.0,
0.0, -1.0), osg::Vec3(screenWidth,0.0,0.0),
Ok, I think I get you.
You could achieve that by using a texgen node to compute a set of projected
texture coordinates for the plane and then map the texture onto it.
osgReflection would be a good place to look for that. You'd want a similar
approach but instead of using the prerender stage
Hi Sebastian,
Unless you explicitly ask the osg to clone your model's geometry it will share
the geometry by default. It simply stores a pointer to the loaded model's
vertices etc. So the below code should work for you.
You can also set osgDB to cache the model in memory so that if you ever
:39
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Referencing loaded models
Kim C Bale wrote:
Hi Sebastian,
Unless you explicitly ask the osg to clone your model's geometry it will
share the geometry by default. It simply stores a pointer to the loaded
model's vertices
Subject: Re: [osg-users] [osgOcean] problem with ocean surface in svn
Hi Kim,
I'm usig Ubuntu 9.04 and Roman is using fedora 10 as he said in his first post.
My driver version is 180.44.
Regards,
Jordi.
2009/5/22 Kim C Bale k.b...@hull.ac.uk
Are you using Ubuntu 9.04 aswell?
Kim
Hi Christian,
Out of interest are you simulating a penny push machine?
I had the same idea for a hobby project a while back. It's a great idea,
although it might be tricky to get the physics working nicely.
Unfortunately my ponderings stop there as I never found the time to get
on it.
Hi Roman,
Are you running the example application or is it something that you've
created yourself using the library?
No need to send a screenshot.
Regards,
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On
in svn
No
It's your example compiled with openscenegraph svn.
Regards,
Roman
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C
Bale
Sent: Thursday, May 21, 2009 12:18 PM
To: osg-users
Hi Roman,
I can't see what the problem is from the screenshot I'm afraid, can you explain?
Regards,
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman Grigoriev
Sent: 20 May 2009 13:10
To:
better.
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Robert Osfield
Sent: Mon 11/05/2009 20:41
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi Kim,
On Mon, May 11, 2009 at 7:50 PM, Kim C Bale k.b...@hull.ac.uk wrote:
Is there any
Hi David,
Pretty clever solution, but yes it does sound difficult to implement
as a general case. To be honest I've don't think I've seen a real time
ocean simulation with geometric wake formations, they usually just use
texture overlays. I thought the overhead was too great. Perhaps I'm
behind
Thanks, I've been looking at KissFFT and it's a real pain to use as the
documentation is pretty sparse. This one looks a little more readable.
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Chris 'Xenon'
Hanson
Sent: Wed 13/05/2009 23:53
To:
- eat lemons, this helps really
Haha what a great image.
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Art Tevs
Sent: Thu 14/05/2009 10:14
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Taking it easy for a couple of days
Hi
-users-boun...@lists.openscenegraph.org on behalf of Robert Osfield
Sent: Fri 08/05/2009 19:56
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi Kim,
On Fri, May 8, 2009 at 5:58 PM, Kim C Bale k.b...@hull.ac.uk wrote:
Hi Robert,
You need to download the resource pack from
Hi Martin
Thanks for testing it. The screen issue is an odd one, I'll try and reproduce
it and fix it.
I'll check in a fix in for the resources path today.
Regards,
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Martin Scheffler
Sent: Thu
Hi Sergey,
Yes, this is intentional. It came to my attention that the FFTW library is
covered by a GPL license and therefore the library must also share the status.
However, I am working on replacing the FFTW library with an LGPL alternative so
that I can change it back to LGPL, but until
on behalf of Robert Osfield
Sent: Fri 08/05/2009 13:29
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgOcean release
Hi Kim,
On Fri, May 8, 2009 at 1:04 PM, Kim C Bale k.b...@hull.ac.uk wrote:
Hi Sergey,
Yes, this is intentional. It came to my attention that the FFTW library is
covered
Hi Dimi,
Ooh.. err.. I'm not sure about this one.
My resident linux guru has gone home for the weekend. But I know he's managed
to compile it on debian using the what looked like the bog standard linux CMake
interface.
Not even sure what ccmake is to be honest. Perhaps someone that speaks
Hi Dimi,
I've only tested the build on CMake 2.6 I'm afraid.
I've added the line cmake_minimum_required (VERSION 2.6) in there to make sure
we're all singing from the same hymn sheet but it seems that cmake 2.4 doesn't
present the warning without adding a FATAL_ERROR variable inside the
Hi Robert,
You need to download the resource pack from the downloads sections and drop the
textures into the resource directory before you hit install. I seperated them
as I didn't want them to get versioned. But everyone seems to be tripping up on
that one so perhaps I should include them by
Ah, well I'll send you a quick hack for this.
The INT is used to identify the active light, in the example uLightID is just
zero.
This is actually one of the problems that I tried to address with the half
finished DynamicShader class in amongst the code.
I came to the conclusion that it
David,J-S,Art,
Yes this the direction I envisaged for it, I attempted to pull out some common
variables into an OceanTechnique base class, but as you can see in the code,
that all went a bit pear shaped as I didn't really know how the others were
going to be implemented..
The CUDA
RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Could you attach water.f please? :)
Best regards and Thanks.
2009/5/7 Kim C Bale k.b...@hull.ac.uk
David,J-S,Art,
Yes this the direction I envisaged for it, I
.
Or Is there a different problem than I was expected which is related about
light ID?
Best Regards.
2009/5/7 Kim C Bale k.b...@hull.ac.uk
See attached.
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Ümit Uzun
Sent: Thu 07/05/2009 10:04
To: OpenSceneGraph Users
...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] *Im Auftrag von *Kim C Bale
*Gesendet:* Dienstag, 5. Mai 2009 21:11
*An:* osg-users@lists.openscenegraph.org
*Betreff:* [osg-users] osgOcean release
Hello all,
Many moons ago I emailed the list to announce my
Hi Adrian,
Thanks I checked in the shader fix, well spotted.
I'm working on the camera manipulator can't seem to get the terrain one to
start in the middle of the ocean and play nicely when you first move it. But
yes I think you're probably right about it being easier to use, it's taken me a
Umit,
I've checked in a new vertex shader which should stop the problem.
The errors referred to a redundant function so I've commented it out.
What graphics card and drivers are you using by the way?
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf
Hello all,
Many moons ago I emailed the list to announce my intentions of releasing an
ocean rendering library for the OSG. Well after many delays and things getting
in the way i've put some code up for your perusal.
http://code.google.com/p/osgocean/
At the moment i have only put the
I'm trying to create a CMake project for an initial release of osgOcean
and I'd like to follow the OSG's convention of piling all debug and
release libs and dlls into bin and lib folders appending D onto the end
of the debug libraries.
I'm quite new to CMake and I'm finding this quite
} PROPERTIES PREFIX ../)
For how it's used in the OSG's cmake macros, see OsgMacroUtils.cmake in
SETUP_EXE() and SETUP_PLUGIN()
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/CMakeModules/OsgMacroUtils.cmake
On Thu, Apr 30, 2009 at 6:49 AM, Kim C Bale k.b...@hull.ac.uk wrote:
I'm
I just tried osgForest and I don't appear to be seeing any trees on the
shader implementation.
I'm using an 8800 GTS 512 on vista with the 178.13 driver set.
Anybody else have problems with it?
Not a big issue just thought I'd point it out.
Cheers.
Kim.
-users] osgForest
Hi Kim,
As a point of reference all the osgforest modes work fine for me under
Kubuntu with either ATI or NVidia graphics.
Do you see any OpenGL errors reported?
My guess is that it's simply an OpenGL driver error.
Robert.
On Tue, Apr 21, 2009 at 11:03 AM, Kim C Bale k.b
Moji the ...Great...?
Regards,
Kim the Fabulous.
(sorry childish, couldn't resist)
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mojtaba
Fathi
Sent: 12 March 2009 14:38
To: OpenSceneGraph Users
Subject:
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] בשם Kim C Bale
נשלח: Tuesday, March 03, 2009 12:11 PM
אל: osg-users@lists.openscenegraph.org
נושא: [osg-users] osgMemoryTest
I'm trying to figure out what's going on with my program, I think there's an
issue with drivers
I'm trying to figure out what's going on with my program, I think there's an
issue with drivers.
If I run the command:
osgmemorytest --texture 1024 1024
I get:
Exception caught, contexts completed = 0, gl objects successfully applied = 0
That shouldn't happen, should it? By my
Hi all,
I'm getting some odd errors in conjunction with osgText.
I'm loading two font files and assigning them to various osgText
drawables, which are in turn added to a series geodes.
Each geode is then rendered to texture using individual pre render FBO
cameras.
When I set the
:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/39315/focus=39408
Hopping this can help you.
Regards,
Vincent.
2009/3/2 Kim C Bale k.b...@hull.ac.uk:
Hi all,
I'm getting some odd errors in conjunction with osgText.
I'm loading two font files and assigning them
] On Behalf Of Kim C Bale
Sent: 02 March 2009 15:47
To: OpenSceneGraph Users
Subject: Re: [osg-users] Curious osgText crash
Hi Vincent/Gordon,
Thanks for your quick replies.
I've had a read of the thread, but I'm not actually updating the text once it's
added as a drawable so, if I understand correctly
PONG
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Thomas
Hogarth
Sent: 24 February 2009 12:51
To: OSG USERS
Subject: [osg-users] PING
PING
Hello all,
I'm trying to swap the color buffer of an FBO camera in an event
handler.
When I initialise the FBO camera like so:
counter = 0;
m_camera-attach( osg::Camera::COLOR_BUFFER, m_textureList.at( counter
).get() );
It works, but then when I try to swap the color buffer using
Good morning all,
I'm having problems compiling 2.8 with VS2005SP1 with a build project
generated with CMAKE 2.4
When I try to compile osgDB I get the error:
1Compiling...
1osgPlugins-2.8.0
1c1xx : fatal error C1083: Cannot open source file:
Studio 2005 SP1
Hello,
Maybe I'm wrong, but I think using the last Cmake can help you... try
the 2.6 or later.
Regards,
Vincent
2009/2/16 Kim C Bale k.b...@hull.ac.uk
Good morning all,
I'm having problems compiling 2.8 with VS2005SP1 with a build project
generated with CMAKE 2.4
I'm using OSG 2.6 and I was wondering if it was possible to write OSG
files without inlining the shader code into the file? I read some
discussion about implementing it but couldn't tell whether it had been
added in?
At the moment I'm adding the external references manually and it's a bit
of
Ah yes that's what I was looking for. I was sure I had read about it in
the forums but I couldn't find the reference again.
Cheers.
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Art
Tevs
Sent:
I've enabled the object cache in the registry and was wondering if there
is a way to retrieve the list of names that is used to retrieve files in
the registries object cache? Nothing is screaming out to me in the
documentation.
I'm assuming the cache stores filenames with objects and returns
Ignored that, I turned the notifylevel to INFO and it tells me exactly
what the cache is up to.
Carry on J
Kim.
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Kim C
Bale
Sent: 21 January 2009 16:46
To: OpenSceneGraph
I've just noticed that I've been getting some errors when I run
osgprerender and also in my own program that uses a lot of pre-render
cameras and FBOs..
Firstly I get:
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
Then the following printed continuously as
After much installing and uninstalling I've found it's also present in
the Vista 32-Bit GeForce releases 178.13, 178.24, 180.48.
175.19 work fine.
Should I be concerned about these errors?
K.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kim C
Bale
Sent: 28
this be that you have dual view
setup ? Maybe you have the same error Marco Jez reported recently. You may try
to change OSG_MULTIMONITOR_MULTITHREAD_WIN32_NVIDIA_WORKAROUND and see if it
helps.
Cheers,
Wojtek
- Original Message -
From: Kim C Bale mailto:[EMAIL PROTECTED
.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Thu, 20 Nov 2008 08:36:31 +0100, Kim C Bale [EMAIL PROTECTED] a écrit:
I've been pondering this Database pager. It only caches the image files into
memory to prevent loading during runtime doesn't
Cheers for clearing that up.
Kim.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: 20 November 2008 09:18
To: OpenSceneGraph Users
Subject: Re: [osg-users] Texture Management BUMP
Hi Kim,
On Thu, Nov 20, 2008 at 7:36 AM, Kim C
I have a number of different models in OSG format that all use the same
texture.
What I want to avoid is having duplicate textures loaded onto the
graphics card when I load these separate models. In previous programs I
have achieved this using a Texture Manager that manages all texture
- Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 19 Nov 2008 16:28:25 +0100, Kim C Bale [EMAIL PROTECTED] a écrit:
I have a number of different models in OSG format that all use the same
texture.
What I want to avoid is having duplicate textures loaded onto
- Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 19 Nov 2008 16:28:25 +0100, Kim C Bale [EMAIL PROTECTED] a écrit:
I have a number of different models in OSG format that all use the same
texture.
What I want to avoid is having duplicate textures loaded onto
I've created a custom switch inherited from osg::Group that is designed
to control a series of RTT cameras which only need to render to texture
once at varying times.
So I achieve this by modifying the traverse method. I check for a
CullVisitor, then if a child state is set to render a single
and there no message except this.
Have you found the reason this error Kim?
Best Regards.
Umit Uzun
2008/11/4 Kim C Bale [EMAIL PROTECTED]
I'm afraid I can't recall the interpolation method used for generating the
normals from the gerstner model, it is detailed in the book. I personally
didn't use
the water surface and sonar gauge are real objects or simulated environment.
Thanks for your advices Kim.
Best Regards.
2008/11/4 Kim C Bale [EMAIL PROTECTED]
Hi Umit,
Rendering God-rays is pretty easy. The approach I used is described in
the book ShaderX5
In my experience the feelingsoftware collada exporter gives the most reliable
results when exporting models from Max. However, as far as I know there is no
way of getting any animation information out of max and into the OSG.
I've noticed that the animation toolkit (osgATK/osgAnimation I
Kim C Bale [EMAIL PROTECTED]
In my experience the feelingsoftware collada exporter gives the most reliable
results when exporting models from Max. However, as far as I know there is no
way of getting any animation information out of max and into the OSG.
I've noticed that the animation
Hi Adrian,
I've had numerous problems getting models from Max into the OSG. The
OSGs 3DS loader gives very different results depending on how you've
created the model in Max. I'm not sure whether that's the loaders fault
or Max but either way it's very unreliable. Furthermore I found that the
I've just started to make the move to OSG2.6 from 2.4 and I'm having
issues compiling the collada plugin.
Am I right to understand that OSG2.6 uses DOM 2.1?
I've downloaded and compiled the new version of the collada DOM and
added the relevant paths to CMake (seen below) but I still get
Hi All,
I'm getting the following error/warning when I run my program. Can anybody tell
me what it means?
Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
Cheers,
Kim.
Look at depth of field, it works very well for underwater scene, going some way
to spoof the blurring in the distance caused by water. I believe there's a nice
implementation in the book ShaderX3
As for sun-beams or god-rays check out the book ShaderX5 there's a good article
on a multipass
-addChild( camera );
From: [EMAIL PROTECTED] on behalf of Kim C Bale
Sent: Fri 15/08/2008 18:13
To: OpenSceneGraph Users
Subject: RE: [osg-users] Getting the Current View Matrix
Yes that's the case. Great, thanks for the rapid response. I'll give it a
whirl
I'm having difficultly getting a some geometry to always render infront of a
scene. I use an absolute matrixtransfom to move a cockpit model relative to the
camera position. However, as i move the camera around it intersects with
geometry in the scene.
Previously I achieved this by using a
Hi all,
I've created a cockpit model which moves around along with the camera movement.
To do this I've attached an update callback to the cockpit's transform. I pass
the viewers main camera into it and use that to set the cockpit transform to
the inverse of the main camera's view matrix.
, Kim C Bale [EMAIL PROTECTED] wrote:
Hi all,
I've created a cockpit model which moves around along with the camera
movement. To do this I've attached an update callback to the cockpit's
transform. I pass the viewers main camera into it and use that to set the
cockpit transform to the inverse
I'm trying to work out the world coordinates of vertices in my shader,
and I'd like to check my understanding of a few things.
At the moment I manually go through the graph and grabbing the
transformations en-route to the target geode and create the matrix
myself, pass this to the shader, and
This was mentioned a while ago, search the forum for Problems with
osgViewer and ActiveX, there was a chap that was trying to do it in IE
so I presume you could get some relevant info from him.
Regards,
Kim.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Very tidy I like it!
Kim.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Melis
Sent: 15 July 2008 22:51
To: OpenSceneGraph Users
Subject: [osg-users] Little ray-tracing example using the KD-tree
Hi all,
Here's a small thingy that (ab)uses the new
- The anti-aliased look of the fonts is really nice in most cases, but
when trying to render small fonts it would be nice if you could
disable it. Basically, I'd like to get the sharp look of the
DefaultFont using the FreeType plugin.
Just to reinforce the above point, we used the freetype
Hi all,
Just a quick one for you.. when I use the following code:
osg::Vec3 eye, centre, up;
float dist = 0.f;
viewer.getCamera()-getViewMatrixAsLookAt( eye, centre, up, dist );
I seem to get the same value for both eye and centre. Is that supposed
to happen? If so how can I get
Ha sorry my mistake.. I though dist was an output parameter.
Must think before I speak/post!
Kim.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kim C
Bale
Sent: 02 July 2008 11:16
To: OpenSceneGraph Users
Subject: [osg-users] getViewMatrixAsLookAt
Hi all,
Just
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