that you
will have to drag and rotate
the initial view to see the image slice...
cheers,
guillaume
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Poirier,
Guillaume
Sent: April-18-12 4:23 PM
Hello OSG users,
osgvolume does not work for me with an ati card and found the following thread
in the archives which sounds
like the same issue but unfortunately without a solution:
http://forum.openscenegraph.org/viewtopic.php?t=8913start=0postdays=0postorder=aschighlight=
I am using Windows
Thanks for your input. I've upgraded from OSG 2.9.8 to 3.0.1 and the issue
seems to be gone...
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Filip Arlet
Sent: December-12-11 3:56 AM
To:
Hello all,
We are using quite large 3D textures in our application loaded from images (a
couple hundred MB). On reload the texture / underlying
image are deleted and we can see that the Texture3D destructor is called
properly and that the application memory is released looking at
the process in
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport
Sent: October-20-11 12:54 AM
To: Poirier, Guillaume
Cc: osg users
Subject: Re: [osg-users] OSG question on asynchronous texture readback
Hi,
the GPURegionOfInterestCallback does not do async read at the moment,
but you can
::Group m_fx; /// group which has the scene
under it
};
cheers,
guillaume
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Poirier,
Guillaume
Sent: September-27-11 11:13 AM
I have attached a simple example that reproduces the problem. I am not sure if
this is a OSG problem or if we are not using it properly.
The problem occurs when more than 2 pre-render stages are cascading (as
described in previous post of thread), as the inherited
PositionalStateContainer will
...@lists.openscenegraph.org] On Behalf Of Poirier,
Guillaume
Sent: September-19-11 5:16 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Lighting problem when using help or stats handler
Hi Paul and al.,
Yes the geometries do have color and normal arrays. From what I understand the
problem
Hello OSG users,
My problem is simple to describe: When in our application we press 's' or 'h'
to display either the stats or help, the
lighting changes when it should not.
Now although I've used OSG for a little while, I am not familiar with the
rendering backend of it and may need some
-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: September-19-11 4:56 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Lighting problem when using help or stats handler
On 9/19/2011 2:43 PM, Poirier, Guillaume wrote
Hello OSG users,
I extract geometries from the scene graph and perform some line intersections
directly on them. If there are some transformations above in the tree then the
intersections will not take them into account. I'd like to use
osgUtil::Optimizer::FLATTEN_STATIC_TRANSFORMS so that the
Hello OSG community !
Just a quick question on the MergeGeometryVisitor. What is it supposed to do
exactly ? My expectation is that it will merge all geometry drawables of a
geode into one ? I created and exported a simple cube in 3DSMax. The file has
one geode and 6 drawables, one for each
Hi,
I'd like to know if osgVolume can write an isosurface to a mesh file.
cheers,
bill
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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Poirier, Guillaume
Sent: Monday, October 05, 2009 12:09 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixTransform and particle system
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Poirier, Guillaume
Sent: Tuesday, October 06, 2009 1:25 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users
I am trying to apply a transform to a particle system like this:
_transform = new osg::MatrixTransform;
_transform-setMatrix(osg::Matrix::rotate(fromDir, toDir));
_geode = new osg::Geode;
_geode-addDrawable(particleSystem.get());
_transform-addChild(_geode.get());
...@lists.openscenegraph.org] On Behalf Of
Poirier, Guillaume
Sent: Monday, October 05, 2009 11:18 AM
To: OpenSceneGraph Users
Subject: [osg-users] MatrixTransform and particle system
I am trying to apply a transform to a particle system like this:
_transform
My question is: If I have 1024 slices as 1024 png image files, how do I
load them in osgvolume ? Sorry this is trivial...
Also I noticed a typo in osgvolume.cpp, REPLACE_ALPHA_WITH_LUMINANACE.
cheers !
guillaume
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Thanks. The typos are on lines 687, 689, 695, and 930.
guillaume
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: August-18-09 10:02 AM
To: OpenSceneGraph Users
Subject: Re:
I got the source from
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGrap
h-2.8.2.zip
In osgvolume.cpp.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent:
Yes. I will be testing the osgVolume in the next couple days, this looks
exciting :)
cheers !
guillaume
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: August-18-09 11:11 AM
To:
Sorry I meant that you can do something like:
osgvolume --images data/*.png
or
osgvolume --images data/data_000.png
And it would load all 256 slices from data_000.png to say data_255.png.
guillaume
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Hello,
I am trying to use a LineSegmentIntersector and want to specify start and end
points in world space coordinates. Aditionally, the Drawable I want to
intersect has parent nodes with transformations (translate / rotate / scale).
How can I achieve this ?
regards,
bill
Hi Paul,
I would suggest that you check the nvidia shader library where there are many
glow effects. Usually it is done in screen space with some blur and additive
colouring.
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html
bill
Hi Serge,
You could probably achieve that look with flat shading (maybe some color
quantization) combined
with edge / silhouettes / creases extraction. Check out something like
http://postulate.org/silhouette.php
From:
Any idea why in Windows the simulation / reference time is not always
increasing ?
I tested in Linux and it works fine as expected... I base an animation on it is
it is
jerky. The frame number is always increasing properly but not the time.
I do
void Update::operator() (osg::Node* node,
Hello,
I have a class deriving from Drawable. In the drawImplementation(), I'd like to
render 2 objects, with 2 different programs (and different textures, uniforms).
What is the best way to do this ?
I tried:
pProgram1-apply(state);
// draw something
pProgram2-apply(state);
// draw
as the OSG will be able to do state
sorting and lazy state updating, something you can't do if you embed
state into Drawables.
Robert.
On Mon, Dec 22, 2008 at 4:12 PM, Poirier, Guillaume
guillaume.poir...@nrc-cnrc.gc.ca wrote:
Hello,
I have a class deriving from Drawable. In the drawImplementation
Hello Robert et al.,
I am trying to get in a texture the minimum and maximum depths for each texels.
I render my scene to a FBO using
a float texture (GL_RGBA32F_ARB). The scene has different fragments in depths
that maps to one texel. I disable
the depth test to process all those fragments in
Hello again,
My program outputs the maximum vertices output for a geometry shader as follows:
GLint maxGeomVerts;
glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT, maxGeomVerts);
osg::notify(osg::NOTICE) Max geometry shader output vertices:
maxGeomVerts std::endl;
Interestingly, building
need to look this up.
Robert.
On Fri, Feb 22, 2008 at 9:41 PM, Poirier, Guillaume
[EMAIL PROTECTED] wrote:
Hello OSGers !
I am trying to render to a large float image of dimension 4368 X 2912.
I allocate an osg::Image of that size, GL_RGB, GL_FLOAT, and GL_RGB32F_ARB.
I attach
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgviewerQT + StatsHandler
Poirier, Guillaume wrote:
Hello !
Sorry if this was already discussed... I checked on the gmane archive
and could
not find anything on the topic :(
Is the osgviewerQT supposed to work with the StatsHandler ? Most
viewer
I've seen a lot of posts lately regarding multi-pass shading. I think
the core osg should probably offer more high level capabilities wrt
shaders. I am attaching some code I've made that works for me to do
what I call ModelEffects (multi-pass shaders on models) and PostEffects
(multi-pass
.
Thank you kindly,
Morne
---8--
Poirier, Guillaume wrote:
Well this is what I was trying, using
viewer.getCamera()-getViewMatrixAsLookAt(osg::Vec3 eye, osg::Vec3
center, osg::Vec3 up, float lookDistance=1.0f). In step 2 (with trackball
manipulator) I
perplexed that you are suprised by this.
Also please considering move from SimpleViewer up to osgViewer::Viewer
working as an embedded viewer in 2.x rather than using SimpleViewer as
it only existed for a short while and has been totally superseded.
Robert.
On 9/18/07, Poirier, Guillaume [EMAIL
Hello everyone,
I am using a SimpleViewer. I set up a post draw callback on its main camera. In
it
I read the camera eye, center, and up vectors. Initially, this give me (0, 0,
0),
(0, 0, -1), and (0, 1, 0) respectively. This is what I expect and it gives me a
particular view of my scene.
Hi John,
I wrote a osgImage2IplImage, not sure if it could help you, but here it is:
/*! Image conversion functions
Utility functions to convert between different image representations */
IplImage* osgImage2IplImage(const osg::Image p_osgImage)
{
const unsigned char *buffer =
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