Actually it worked after rethinking it. Thanks Glenn
On Tue, Mar 30, 2021, 17:10 Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Glenn. How this will work with setting the render target
> implementation to the main view camera? I am trying to avoid multiple
>
obert?
>>
>> Thank you
>> Nick
>>
>> On Sun, Mar 28, 2021 at 5:24 PM Trajce Nikolov NICK <
>> trajce.ni...@gmail.com> wrote:
>>
>>> Attached is the minimal code that reproduce the problem
>>>
>>> Thanks a bunch as always!
>
Nonone on this? Robert?
Thank you
Nick
On Sun, Mar 28, 2021 at 5:24 PM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Attached is the minimal code that reproduce the problem
>
> Thanks a bunch as always!
>
> Nick
>
> On Sun, Mar 28, 2021 at
Attached is the minimal code that reproduce the problem
Thanks a bunch as always!
Nick
On Sun, Mar 28, 2021 at 2:49 PM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Community,
>
> I am attaching to the main camera DepthBuffer and ColorBuffer as Texture
:ref_ptr quadColor =
osg::createTexturedQuadGeometry(osg::Vec3(screenWidth / 2, 0, 0),
osg::Vec3(screenWidth/2 , 0, 0), osg::Vec3(0, screenHeight/2, 0));
quadColor->getOrCreateStateSet()->setMode(GL_LIGHTING,
osg::StateAttribute::OFF);
quadColor->getOrCreateStateSet()->setTextureAttributeAnd
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> .
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an approach to do this in osg? Thanks!
>
> Thank you!
>
> Cheers,
> Han
>
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want to start using section 1 again. However, you
need to check section 1's sync object to see if it has completed *before* you
can start. You can only start writing to a section if that section's sync
object has completed.
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, so I am wondering how
this is intended to work with user defined FBO.
Can you share a word or two about this?
Thanks a lot!
Cheers,
Nick
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Hi Community,
when I set a Camera's renderTargetImplementation to be FBO, how to get the
FBO handle afterwards, any clue?
Thanks a bunch as always!
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Hi community,
I am struggling with the design of such a task. And I am a bit familiar
with Qt and other UI frameworks. The task is to embed the whole Qt
framework into OSG - including the event processing and let OSG render (
through RTT ) the widgets content.
Any clue, hints what direction I
wrote:
> Hi, Nick
>
> Thanks to you, I got a lot of knowledge.
>
> This time the Texture is moving as I want.
>
> Thank you so much.
>
> Have a good Time
>
>
> Trajce Nikolov NICK wrote:
> > Here you go
> >
> >
> > https://pastebin.com/2uuU
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76729#76729
>
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_coord->at(u).y() += 0.6f;
> _coord->dirty();
> }
> _geom->setUseVertexBufferObjects(true);
> _coord->getBufferObject()->dirty();
> }
> }
> }
You may need to call _coord->getBufferObject()->dirty() and do it outside
of the for loop
On Wed, Sep 18, 2019, 02:34 Dae Woo Ryu wrote:
> hi Laurens.
> Thank you for the your reply.
>
> I've tried adding dirty() and it still doesn't work.
>
> Code:
>
> virtual void operator()(osg::Node*,
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Hi,
osg::Geometry was modified to inherit from osg::Node at later date after
the book was published. You are free to use it without osg::Geode if you
don't need backwards compatibility
On Mon, Jul 29, 2019, 14:38 Catalin Flower wrote:
> Hi,
>
> In the book that I have it says to use the Geode
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in GPU using
> transform feedback. Could even do simplification in-GPU too.
>
> On Fri, Jul 5, 2019 at 2:11 PM Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Community,
>>
>> just if someone else will need this:
>>
>> I was
Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Community,
>
> This is a bit more CG question rather then OSG related, but I think there
> are lots of CG folks in this community so I dare to ask
>
> I am after processing of a rendering outline of a
coordinates. And preferable close to real time. Anyone with some
suggestions?
Thanks a bunch as always! Meanwhile I am googling this one
Cheers,
Nick
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http
Thanks Robert :). Sometimes I struggle :-))) ... Thanks again !
On Tue, Jul 2, 2019 at 12:22 PM Robert Osfield
wrote:
> Hi Nick,
>
> On Tue, 2 Jul 2019 at 10:58, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> is there any elegant way
Hi Community,
is there any elegant way to have multipass rendering then inheriting and
enhancing osg::Drawable? Thanks a bunch for any hint
Cheers,
Nick
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twitter.com/alphapixel> facebook.com/alphapixel (775)
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> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=76312#76312
>
>
>
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Hi Roy,
as promissed. See attached
On Tue, Jun 18, 2019 at 9:58 PM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Roy,
>
> I am not on Linux box at the moment but as I can recall I had to link
> against the NVIDIA libraries, for OpenGL and for the GLdispa
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Hi Community,
I am struggling with this simple issue. Any hints availabe?
Thanks a bunch as always!
Cheers,
Nick
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me again :)
I had to re-read what Omar wrote in this thread. To make it work you really
need to link explicitly to EGL, GLdispatch and OpenGL. All works now
Thanks Omar and Chris!
On Tue, Apr 30, 2019 at 7:38 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Communit
pretty straightforward.
>
> https://github.com/omaralvarez/osgEGL
>
> I still need to clean up the code and see what is going on with the
> warnings, but it looks like it is working properly with the OSG master
> branch.
>
> El jue., 24 ene. 2019 a las 23:49, Trajce Nikolov NICK (<
timizer
> classes are a better alternative,
>
> Robert
>
> On Fri, 26 Apr 2019 at 20:12, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Community,
>>
>> I recall this class was present before but now can not find it. Any clue
Hi Community,
I recall this class was present before but now can not find it. Any clue is
there is something else replacing it?
Thanks a bunch as always
Nick
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<https://www.avast.com/sig-email?utm_medium=email_source=link_campaign=sig-email_content=webmail_term=i
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75884#75884
>
>
>
>
>
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he errors you are seeing without this there
> is no way for us to know what is wrong.
>
> Robert.
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Hi community,
anyone familiar with these two and willing to give some hints, answers on
simple questions I am struggling with?
Please let me know
Thanks a bunch as always!
Nick
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osg-users
t;
> >
> > --
> > Post generated by Mail2Forum
>
>
> That's what i do, but for some reason ea->getEventType() is never equal to
> osgGA::GUIEventAdapter::MOVE, i am notified only when the DRAG and PUSH
> events fire.
>
> I use Ope
StateSet::setGlobalDefaults() ShaderPipeline disabled.
ContextData::incrementContextIDUsageCount(0) to 2
ContextData::incrementContextIDUsageCount(0) to 3
XUbuntu 16.4
OSG master
NVIDIA 384.130
Is this expected? Thanks a bunch for any insight!
Cheers,
Nick
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> http://forum.openscenegraph.org/viewtopic.php?p=75567#75567
>
>
>
>
>
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ould have a working example and maybe a tutorial.
> Do you have a github repo?
>
> Regards,
>
> Omar.
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ec4 ) {
> // ---
> //
> // Set the color to change apply to the nodes geometry
> //
> // -----------
> osg::Vec4 *c = _colorArrays->operator [](0);
> m_color = color
return true;
> }
> }
> return false;
>
>
>
> Thank you!
>
> Cheers,
> Diego
>
> ------
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> http://forum.openscenegraph.org/viewtopic.php?p=75245#75245
>
>
>
>
>
> __
gt; Cheers,
> Raymond
>
>
> On 11/22/2018 7:29 PM, Trajce Nikolov NICK wrote:
>
> Hi all,
>
> anyone has libVLC compiled for Windows and willing to share?
>
> Thanks a bunch!
>
> On Thu, Nov 22, 2018 at 11:15 AM Raymond de Vries
> wrote:
>
>> Hi,
>&
Cheers, good luck,
> Raymond
>
>
> On 11/21/2018 10:31 PM, Chris Hanson wrote:
>
> Refer to Mattias Helsing's answer here:
> http://forum.openscenegraph.org/viewtopic.php?t=9707
>
> You need an audio subsystem like osgAudio or even SDL to output the audio
> to.
>
>
>
> Cheers, hth,
> Raymond
>
>
>
> On 11/21/2018 10:31 PM, Chris Hanson wrote:
>
> Refer to Mattias Helsing's answer here:
> http://forum.openscenegraph.org/viewtopic.php?t=9707
>
> You need an audio subsystem like osgAudio or even SDL to output the audio
> to.
&g
void StateSet::setGlobalDefaults() ShaderPipeline disabled.
ffmpeg::open(VID00032.mpg) size(720, 480) aspect ratio 1.18519
Attaching FFmpegAudioStream
image->s()720 image-t()=480 aspectRatio=1.18519
void StateSet::setGlobalDefaults() ShaderPipeline disabled.
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I can't comment on why this works the way it
> does.
>
> On Wed, Nov 21, 2018 at 10:11 AM Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> It happened when Drawable become a Node
>>
>> On Wed, Nov 21, 2018 at 10:06 AM Alberto Luaces wrote:
I don't remember exactly the rationale, but it was about making the code
> more straightforward.
>
> --
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rogram(
setModeEtc...(new osg::Program) ).
If you are not in rush and have some time I can send you the files I have
here that reproduce the problem (not for public), just ping me.
XUbuntu 16.04
Windows 10
osg 3.7.0
Thanks a bunch as always!
Cheers, Nick
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is highly appreciated.
Thanks a bunch as always!
Cheers,
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Hi,
Yes, it is. You can start with posting questions and you can also find
professional paid osg consultancy here on this forum/user list. Either way
the community is well responsive
Good luck,
On Wed, 12 Sep 2018, 16:24 Herman Varma, wrote:
> Is this the right forum to request help for
ly stall the various threads.
>
> It may be that trying to dynamically update Text is simply the wrong
> solution for your application. It might be that writing your own
> custom shader to implement text is the better thing to do.
>
> Robert.
>
>
>
>
> On Wed, 12 Sep 2
;
Any clue or at least a thought when this can happen? Mean while I will
continue testing and will really try again to make a small app reproducing
this behavior
Thanks a bunch as always!
Cheers,
Nick
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Thanks a bunch Robert!
I will check it first thing tomorrow morning
On Tue, Sep 4, 2018 at 4:40 PM Robert Osfield
wrote:
> On Fri, 31 Aug 2018 at 08:06, Trajce Nikolov NICK
> wrote:
> > can you fix this too when you get back to OSG dev please?
>
> This morning I have checke
Hi Robert,
can you fix this too when you get back to OSG dev please?
Thank you a bunch
Nick
On Mon, Jul 9, 2018 at 1:58 PM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi again Robert,
>
> fast hint: The nodes to be parsed are root->osm->node->ta
orage branch to see if this
> issue still exists.
>
> Cheers,
> Robert.
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before heading to Denmark, northern Germany, Netherlands, etc.
>
> On Tue, Jul 24, 2018 at 1:10 AM Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Chris, I am in Gothenburg, and few others from the team I work with, all
>> OSG developers .. Drop a lin
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re a portable way to do this in Android?
>
> Thank you!
>
> Cheers,
> Daniel[/code]
>
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> http://forum.openscenegraph.org/viewtopic.php?p=74361#74361
>
>
>
>
>
> ________
e on trying
> to help you through it as I think it's a dead end. My recommendation
> would be to use a dedicated 3rd party library to do the triangulation
> and handling of constraints.
>
> Robert.
> On Tue, 10 Jul 2018 at 12:06, Trajce Nikolov NICK
> wrote:
> >
&
Hi again Robert,
fast hint: The nodes to be parsed are root->osm->node->tag and their
properties contains these non asci codes. But probably fastest is to write
recursive parser
Thanks again
On Mon, Jul 9, 2018 at 1:54 PM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrot
than limiting to the ascii
> 0 to 255 range.
>
> Robert.
> On Mon, 9 Jul 2018 at 11:41, Trajce Nikolov NICK
> wrote:
> >
> > Hi Robert,
> >
> > I am working with some localized XML files (with chars out of 0-255
> range) and at present the XML Node parsing
source (based on the master) that fixes ity, if
you have time and will to review. I can do PR if you want
Thanks and cheers!
Nick
p.s. welcome back
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trajce nikolov nick
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2009 Robert Osfield
*
* This library is open source and may be redistributed
!
Cheers,
Nick
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hing substantial on that.
>
> --
> Richard Kennaway
> John Innes Centre and University of East Anglia
> Norwich, U.K.
>
> _______
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.o
s projects). And we want to do
this opensource, based on OSG.
All suggestions, brainstorms, hints, anything, are highly welcome!
Cheers,
Nick
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Hi community,
I did this years ago and now I am on it again - osg on android. Anyone
succeeded to configure and compile osg with ndk 27? If so, what is the
cmake command?
Thanks a bunch as always
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osg
to create your screen geometry in front of the osgEarth globe
On Fri, Mar 2, 2018 at 4:23 PM, Ali Ozdin <alinailoz...@gmail.com> wrote:
> I could not relate the example with my question. I am using osgEarth.
> Can you be more expressive what causes this?
>
> Thanks,
>
>
>
roup* mainGroup = new osg::Group();
> osg::Group* group = MapNodeHelper().load(arguments, );
> osg::ref_ptr nn = createSceneGraph();
>
> mainGroup->addChild(nn.get());
> mainGroup->addChild(group);
>
> viewer.setSceneData( mainGroup );
> viewer.run();
are the wrong way around but that's my own problem I
> suppose. :P
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72962#72962
>
>
>
>
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> osg
nikolov nick
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const osg::StateSet::RefAttributePair&
> attrp = itr->second;
> > > const osg::ref_ptr&
> attr = attrp.first;
> > >
> > >
> > > osg::ref_ptr texture =
> dynamic_c
osg::Texture2D*>(attr.get());
if (texture.valid())
{
attrs.erase(itr);
break;
}
}
}
traverse(node);
}
};
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>
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=72727#72727
>
>
>
>
>
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t might cause a memory issue would be if your scene
> graph had a circular reference in it so the traversal ends up in an
> infinite loop.
>
> Robert
>
> On 9 January 2018 at 12:12, Trajce Nikolov NICK
> <trajce.nikolov.n...@gmail.com> wrote:
> > hi Robert, Commun
ions hitList =
picker->getIntersections();
osgUtil::LineSegmentIntersector::Intersections::iterator hit =
hitList.begin();
result = hit->getWorldIntersectPoint();
normal = hit->getWorldIntersectNormal();
valid = true;
return result;
}
#endif
}
val
as always!
And Merry XMas
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llada (dae) file as long as the plugin has been
> built.
>
> https://github.com/gwaldron/osgearth/blob/master/src/
> osgEarthDrivers/kml/KML
>
> jeff
>
>
>
> On 12/22/17 10:58 AM, Trajce Nikolov NICK wrote:
>
> Hi Community,
>
> there was a tool called kmzconvert
Hi Community,
there was a tool called kmzconvert that suppose to convert kmz files to
ive/osg. Anyone knows where can I get it? Or is there another way to have
kmz files in OSG?
Thanks a bunch!
Nick
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0.SampleWeb
>
> On 13 December 2017 at 13:01, Trajce Nikolov NICK
> <trajce.nikolov.n...@gmail.com> wrote:
> > Hi Community,
> >
> > I would like to learn about this technology and what is involved, how it
> > works along with osg. Any links, hints etc.?
> &g
Hi Community,
I would like to learn about this technology and what is involved, how it
works along with osg. Any links, hints etc.?
Thanks a bunch as always
Nick
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the camera
(the depth), and same for the normals. Here is the link for the code
snippet:
https://github.com/CCSI-CSSI/MuseOpenIG/blob/master/Plugin-Triton/IGPluginTriton.cpp
good luck ;-)
On Mon, Dec 11, 2017 at 8:19 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Romu
osgDB::writeNodeFile/readNodeFile
On Dec 11, 2017 6:50 PM, "Jishen Li" wrote:
> Hi,
>
> If there a way to save the current scene graph data into disk and later
> load it in a different computer to restore it ?
>
> I tried google it a little bit, but didn't find good solution.
Hi Romulo,
I guess you should do a render to texture and make sure the texture format
is with texels as floating points. Then custom shaders that will render
normals and depths into these textures.
I am on travel at the moment will help you more when I get back. Meanwhile
you can do research.
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