Hi all,
I have a simple RTT setup. works great but when I setup OSG to turn on
the vertex attribute aliasing and allow OSG to provide gl_ inputs via
the osg_ prefix my shader breaks. No errors. Can't even get a red colour
on my test quad.
Can anyone see what I'm doing wrong? Can I still use
Hi Russell,
I suppose setting the threading model to SingleThreaded is not an
option, maybe set Root Node to DYNAMIC variance? I can't remember the
actual call.
good luck,
On 09/11/17 14:49, Thamm, Russell wrote:
*UNCLASSIFIED*
Hi
I am in the process of porting an MFC application from
It's sorted.My tex coordinate generation was wrong.. :P
On 17/05/14 09:50, Paul Pocock wrote:
Hi,
I have a 4x4 float texture containing positions ranging from 0 ..10.
I have a lookup float texture a 64x64x64 packed as a 2D texture
64x4096 containing some vectors in each texel.
the 64x64x64
Hi,
I have a 4x4 float texture containing positions ranging from 0 ..10.
I have a lookup float texture a 64x64x64 packed as a 2D texture 64x4096
containing some vectors in each texel.
the 64x64x64 is packed into a 64x4096 2d image:
data[y * height + z+0] = value;
data[y * height + z+1] =
Hi, Has Transform feedback been integrated into OSG? Are there any
examples around that anyone knows about?
Thanks and Regards
Paul
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Had it worked out - Thanks for your reply though :)
On 17/04/14 18:14, Robert Osfield wrote:
Hi Paul,
The way to bind a texture to the output of shader is to use an FBO.
Robert,
On 19 March 2014 11:44, paul cooper paul.ta...@internode.on.net wrote:
Hi all,
I would like to use shaders -
Hi
Am I assuming correctly that the image and texture in createScene() is
using COLOR_BUFFER0 that is written to by the shaders set up in
createRTTQuad? I tested by loading an image in createRTTQuad and
texturing that quad_geom. I printed out data from the image and it
always the same
Sorry my bad - it was the texure coordinates :P
On 05/04/14 09:40, Paul Pocock wrote:
Hi
Am I assuming correctly that the image and texture in createScene() is
using COLOR_BUFFER0 that is written to by the shaders set up in
createRTTQuad? I tested by loading an image in createRTTQuad
Hi all,
I'm instancing geometry using a floating point texture containing
worldspace positions. The position texture and instancing work.
Resolution is constant at 1024x768
Now I'm trying to use a FBO (pre-render) to write to a position texture
and use that in the instancing shader (It
Hi all,
Am just getting into osgShadow and was wondering do I have to add an
osg::LightSource to my scene to generate shadows? Is it not possible to
just give a Vec3 light position to ShadowMap or ShadowedScene?
Regards
Paul
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Hi Michael,
Great work, I ended up using osgShadow in my deferred rendering
implementation. It would be great if we could get your work into the OSG
as an example of deferred rendering/shadowing using GLSL.
Regards
Paul
On 27/10/13 23:09, michael kapelko wrote:
I decided to simply use more
Hi all - I have grouped my animations in one long sequence using 3ds
2010 but would like to seperate these out in OSG as named seperate
animations based on a start stop key frame value . Is this possible to
do using osgAnimation?
Best Regards
Paul
(attached to the TerrainTile) provides the details of how
it converts the local normalized units (0 to 1 range across the tile)
into final coordinate frame so it'd effectively provide the means for
computing this extents so have a look at it.
Robert.
On 8 April 2013 00:50, Paul Pocock paul.ta
Hi all, I was wondering what would be the best way to get the lat/lon
extents of subtiles in Virtualplanetbuilder? I have a geocentric
database and want to read the upper left and lower right lat/lon of the
highest LOD tiles in the quadtree. Would I need to use the
CoordinateSystemNode in
Thanks Sebastion - will try when I get home..
Thanks again
On 01/11/2013 06:52 PM, Sebastian Messerschmidt wrote:
Hi Paul,
any easy workaround is to put your elevation and/or imagery into
separate directories and use them as parameters.
cheers
Sebastian
Hi all,
I'm trying to compile
with particles systems, there is also an example osgparticleshader
that will illustrate how to use it.
Robert.
On Wed, Sep 22, 2010 at 5:49 AM, Paul Pocock
paul.poc...@dsto.defence.gov.au wrote:
Hi -just a quick one - Im delving into osg::Particle at the moment and I
wish to do some glsl
Hi -just a quick one - Im delving into osg::Particle at the moment and I
wish to do some glsl processing on the geometry or whatever particle
template is used. Is this trivial ? and is there a way to set/get the
drawables in an osg Particle system?
Regards
IMPORTANT: This email remains the
to work
for paged databases built by VPB...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Pocock
Sent: Thursday, September 02, 2010 11:06 PM
To: osg-users@lists.openscenegraph.org
Hi - Whats the best way to get the z down intersect point onto a paged
database. I'm getting what looks like loss of precision errors. I am not
sure if it is because I am using osgUtil::IntersectVisitor (Which I
believe is deprecated?) or my lack of knowledge of
osgSim::HeightAboveTerrain. Is it
Thanks for the reply Paul, Turns out my billboarding calculations in the
vertex shader were screwing everything up. Works fine now.
Regards
On 08/03/2010 11:32 PM, Paul Martz wrote:
Paul Pocock wrote:
Hi,
Are there any caveats to be mindful of when trying to implement
instancing using
Hi,
Are there any caveats to be mindful of when trying to implement
instancing using VBO's?
I'm using a static tri stored in a VBO - however I'm facing massive
bottlenecks in the frag shader - with obvious fillrate
issues dragging my frames down drastically. and I can't see any obvious
state
Hi All,
I've been trying out geometry instancing however am experiencing OpenGL
errors. I'm using NV 8800GTX with
latest 256.35 Linux drivers so it should work. I am thinking it is my
set up. I have set up everything correctly
as per osgdrawinstanced example so i'm thinking it is the way I'm
Hertlein wrote:
Hi Paul,
On 23/06/10 11:53 , Paul Pocock wrote:
I'm trying to write 3d texture data to file but when loading back into
osg::Image I'm getting rubbish:
Writing to file with 3d texture data:
unsigned int size = image-getTotalSizeInBytesIncludingMipmaps();
fout.write( (char
Hi All,
I'm trying to write 3d texture data to file but when loading back into
osg::Image I'm getting rubbish:
Writing to file with 3d texture data:
unsigned int size = image-getTotalSizeInBytesIncludingMipmaps();
fout.write( (char*)image-data(), size );
Reading from file:
unsigned char*
I integrated NVPerf a while ago - I'll upload it sometime .. needs
cleaning up
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Hi - I'm interested in hearing from anyone who uses osgEphemeris in any
of their projects and if they have noticed that the horizon sky shading
or the light properties which bend around corners feature is now broken ?
I'm using SuSe 11.1 and Nvidia 180.51 with OSG 2.8.0, the last time I
noticed it
Hi Everyone,
Just a quick one,I want to set up a flag where you can assign cpu
affinity for the cull, draw, update threads.
Is there a way I can get a handle on these threads? is there a
getDrawThread method?
Best Regards
Paul
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Thanks Dimi, I had done that - unfortunately by default ccmake loads all
the 64 bit libs by default, it would be better I think if you could
specify a flag like --Build-32bit so it will search for 32 bit libs
(if installed) on a 64 bit machine. Would be good if it could set the
LIB_POSTFIX to
Sorry for posting this here on osg-users, the osgEphemeris List is
rather quiet.
My understanding was that the skyDome centre would always be the camera
eye point - however
having tried setSkyDomeCenter at init and calling it every frame the
user can still traverse outside the skydome.
I had something like this - it was crude but had functionality not
unlike Performers graph viz tool ,however I stored relevant info in
osg::Node, Not getting too far into implementation details - I had to
run two nodeVisitors - One to gather info on the scenegraph and the
other to build and
HI all,
I was wondering if anyone has had this problem and if so what was their
solution.
I have a particle system loading from sn .osg file, attach it to a
transform and add a NodeVisitor callback to the transform.
Unfortuately The Particle System does not like it.
There is an article on this
Many Thanks again Robert ...
Robert Osfield wrote:
Hi Paul,
On Thu, Jan 29, 2009 at 4:10 AM, Paul Pocock
paul.poc...@dsto.defence.gov.au wrote:
Am I to assume correctly that osgViewer::Viewer (slave cameras) as
opposed to CompositeViewer is more appropriate for a cave or powerwall
will Render the same view with the same Frustrum projection
and with the same viewport?
This question relates to using slave cameras on a cluster with osgViewer
as the main rendering window
Regards
Paul
Robert Osfield wrote:
Hi Paul,
On Thu, Jan 29, 2009 at 4:10 AM, Paul Pocock
paul.poc
Am I to assume correctly that osgViewer::Viewer (slave cameras) as
opposed to CompositeViewer is more appropriate for a cave or powerwall
environment?
Do the slave cameras inherit the master cameras ProjectionMatrix/View
Frustrum or do these need to be setup independently?
Kind Regards
Is anyone using Michael Gronager's old nodekit?
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the sender and
Hi Kim,
I used the same 15x15 grid tiles and 64x64 using a pagedLOD system. The
FFT height maps were pre-generated. My biggest problems were seams in
the tiles and trying to introduce reflections. I handled the seam
problems between tiles by slightly overlapping them at the edges, not an
ideal
Just a simple question, is there a limit on the number of threads I set
for one graphics Context? Does OSG set this limit and can't be over
-ridden ?
Regards
IMPORTANT: This email remains the property of the Australian Defence
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Hi, I simply want to run OSG on a PC Cluster of 9 Nodes in a Master/
0..N Slaves configuration. If people who have used either
Chromium http://chromium.sourceforge.net/ or
VR Juggler http://www.vrjuggler.org/ please report their experiences
with these.
Kind Regards
Paul
IMPORTANT: This
Does osgEXP import osg shader programs ? or export 3D max shaders
applied to a model?
If not is there any plan to integrate this into osgEXP?
Kind Regards
Paul
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Hi.
I need some help on getting projective texturing working properly. Fixed
Functionality is no problem however in GLSL am having a number of
problems. I can get the texture onto my quad however I can't position it
correctly. The texture appears basically in the Middle of my plane -
however I
Hi - Can osgSim::OverlayNode be used for Decal effects, or general
projective texturing?
Are there examples where it is used in OSG?
Regards
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Hi,Just a small one -
Are the gl_EyePlanes automatically setup when calling
texgen-setPlanesFromMatrix(...)?
I'm trying to replicate simple Projective texturing using glsl.
Regards
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various ops on a 3D osg::Image so I'd
recommend review this example.
Robert.
On Thu, Apr 17, 2008 at 6:45 AM, Paul Pocock
[EMAIL PROTECTED] wrote:
I'm trying to set the individual rgba in a 3D texture - however having
problems : Ive set up the for loops and grabbed the image ptr thus
I'm trying to set the individual rgba in a 3D texture - however having
problems : Ive set up the for loops and grabbed the image ptr thus:
ptr = image-data();
for..
for ..
for ..
*(ptr++) = (GLubyte) (height);
*(ptr++) = (GLubyte) (height);
*(ptr) =
in the fragment shader.
This achieves EYE_LINEAR texturing like in fixed function IIRC (don't
forget to setup
the eye-Planes from the camera-matrix)
cheers
Sebastian psy Messerschmidt
Paul Pocock schrieb:
Hi,
I need some advice on projective texturing. I can get it going in Fixed
in fixed function IIRC (don't
forget to setup
the eye-Planes from the camera-matrix)
cheers
Sebastian psy Messerschmidt
Paul Pocock schrieb:
Hi,
I need some advice on projective texturing. I can get it going in Fixed
Functionality - however not on the GPU.
I've set up
Hi,
I need some advice on projective texturing. I can get it going in Fixed
Functionality - however not on the GPU.
I've set up a texGenNode and passing the matrix as a uniform to the
shader. I'm also passing the ViewMatrix but sufficed to say I'm not
getting the desired effect.
Any advice
multiple threaded, multiple displays on a
single machine. It doesn't directly support a cluster of machines,
one needs to implement this at the application level.
Robert.
On Mon, Feb 11, 2008 at 4:21 AM, Paul Pocock
[EMAIL PROTECTED] wrote:
Hi,
I need to be able to run
Thanks Robert - osgcluster seems a good starting point.
Regards
On Sat, 2008-02-16 at 11:07 +, Robert Osfield wrote:
Hi Paul,
On Feb 16, 2008 11:26 PM, Tanja Paul [EMAIL PROTECTED] wrote:
Thanks Robert - Yes I meant multiple displays, thanks for your response. I
saw a thread a
Hi,
I need to be able to run OpenSceneGraph on Multiple Nodes and was
wondering if OSG 2.X is able to handle a multi-channel (Gen locked)
setup? - or does a whole lot of synchronization software have to be
written for it?
Regards
IMPORTANT: This email remains the property of the
Hi, is there a current image file of the Design patterns used in osg?
I knew there was one around but couldn't find it.
Regards
Paul
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Hi Robert, I was wondering how you would use osg::Observer and are there
any examples. Would you construct it as
osg::observer_ptrosg::Object pagedLODObserver ?
and catch page unloads by testing for objectDeleted() ?
On Thu, 2008-01-24 at 09:01 +, Robert Osfield wrote:
Hi
Hi,
Wondering if anyone from the list can help me.
I have a 3x3 grid of tiles from a terrain database, my aim is to get an
outline representation of this 3x3 by just using lines to represent each
tile.
My solution is the following:
osg::BoundingBox bbox ;
bbox.expandBy(node-getBound());
Hi, I have a few questions as to the functionality of the DatabasePager
and PagedLODS in general.If I am mistaken could someone please help me
out – but my Understanding of the DatabasePager is this
If we have a 4x4 grid of pagedLOD tiles We start out with osg::PagedLOD
loading tiles into the
I have a number of objects I would like to convert to .ive and was
wondering if there is a way to do batch processing with osgconv?
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Can all those who have tried gDEBugger
http://www.gremedy.com/gDEBuggerLinux.php?sdk
with OpenSceneGraph post their experiences. I'm running i586 suse-linux
and have had mixed results (understandably - it is in beta), namely
blank screen when running any OSG application - Performance counters
Hi, This may be an issues with the developers of cmake but I've had a
difficult experience building OSG 2.2 official release on IRIX 6.5 using
the cmake build process. Problems namely with specifying my
own /include /lib paths.
it seems to want to ignore any arguments I pass to it , I don't think
In regards to osg stats I understand the following to mean:
-
Frame Rate - in /Hz
-
Event - Event traversal
-
Update =96 The update thread updates a node of the scenegraph,update
traversal performed once each frame.
-
Cull -time taken in
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