Hi all,
I'm now working on a volume rendering project. What I need is to
improve performance. I had to split one volume bounding box into
numbers of boxes. The very important work to do is to sort the
geometry. Boxes must be rendered from nearest position to farest to get
right visual.
So,
, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, robert,
I just noticed this line:
myvolumestateset-setRenderBinDetails(9,"FrontToBack");
Why you set details to 9 instead of other values?
It's just the bin number, 9 will draw before the standard transparent
bin that default
,
On Wed, Aug 6, 2008 at 4:48 PM, Robert Osfield [EMAIL PROTECTED] wrote:
On Wed, Aug 6, 2008 at 3:40 PM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert,
Is there a way to visually see the render order of geometry or the console
output of current rendering geometry
Hi, Robert,
I just checked out the lastest SVN version, but it has some compile
error ralated to KdTree.cpp in Wrapper osg:
line
128: getBounindingBox is not a member of osg::KdTree
this should be a wrong typing of getBoundingBox, I correct it and
it builds well.
And another
[0]=worldPos;
}
And the x value exceed 1 will
output as color (0,1,1,1).
The major problem I guess is
happened when camera read the texture image value back to memory!
J.P. Delport wrote:
Hi,
have you tried using COLOR_BUFFER0 and gl_FragData in shader?
jp
hesicong2006 wrote
, search for e-12 and change to e12 in the shader.
Run with:
osgmultiplerendertargets --hdr --image.
You will see that it prints values 1.
jp
hesicong2006 wrote:
Hi, Robert:
I'm now writing shader to compute world coordinate of the scene and
save them as image
{
image-allocateImage(tex_width, tex_height, 1,
GL_RGBA, GL_UNSIGNED_BYTE);
}
// attach the image so its copied on each frame.
camera-attach(osg::Camera::BufferComponent(osg::Camera::COLOR_BUFFER0
+ tex_to_get), image);
That's OK!
hesicong2006 wrote:
Hi, Delport:
I tried your method
hesicong2006 wrote:
Hi, Delport:
I tried your method, that's OK, I see the output. I'll check what's
wrong with my code or if there's some tricky code I ignore. Thanks!
J.P. Delport wrote:
Hi,
I have just edited osgmultiplerendertargets example and can confirm you
Hi, Robert:
Could you give me an answer? Thanks!
Hesicong
J.P. Delport wrote:
Hi,
hesicong2006 wrote:
Hi, Delport and Robert:
I now want to set the camera with FSAA support, the newest SVN
version has provided the parameters for camera-attach.
I changed line 344
Hi, guilianzhang,
You must know me ^_^
Actually, you can send the matrix to vertex shader and get the world
position. But you must set the right matrix. To explain what is the
right matrix, see the diagram below:
ParentNode
MatrixTransform(Here you set your shader A)
MatrixTransform(Here
Hi, Can T.Oguz:
It's OK. China Telecom network.
Can T. Oguz wrote:
Hi,
It seems that www.openscenegraph.org is
down. Anybody to confirm?
Can
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Hi, Robert,
I checked out the latest SVN version and cleared CMake cache. It works
find when I reconfigure CMake settings, but when I click OK button, the
CMake gives me errors:
CMake Error in src/osPlugins/ive/CMakeLists.txt:
Cannot find source file LineStipple.cpp. Tried extensions .c .C
Hi, Robert:
It works now!
Regards,
Hesicong
Robert Osfield wrote:
Hi He sicong,
Sorry about this, a missing check-in, could you do an svn update and rebuild.
Robert.
On Thu, Jun 19, 2008 at 2:45 PM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert,
I checked out the latest
Hi, Robert.
I'm the user. It's very easy to render to 3D texture. By reading NVIDIA
SDK 10, we should know each render pass render a scene to a slice. So,
we can do this in OSG by setting numbers of camera. OSG camera code has
a function:
camera-attach(Camera::COLOR_BUFFER, txt3D.get(), 0, z,
Hi, Robert,
I notice that you changed the DatabasePaper.cpp in lastest SVN, but I
can't the OSG due to large compile errors in DatabasePaper.cpp. Please
check it thanks!
VS2005 SP1 Under XP.
Regards,
Hesicong
2008-6-14
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Hi, watkins,
You should try volume rendering technology here instead of "point
cloud". See osgVolume example for a good start, which provides two
methods - native texture based algorithm and use shader to do ray trace.
Watkins, Steven M CIV NSWCDD, G24 wrote:
Hi
It's a case of
without an introduction and a
signature.
As for the bug now introduced w.r.t clear depth. The line I changed I
believe fixed a bug, but... it looks like a bug elsewhere made the
original code behave the way you wanted. I will investigate.
Robert.
On Fri, May 9, 2008 at 2:52 AM, hesicong2006
Hi, Robert:
You added setClearDepth function to camera last few days, it works very
fine with ordinary camera. But when I try to setClearDepth with a RTT
camera, it does work.
To reproduce this BUG, I take latest SVN version of osgprerender.cpp
example to show you.
I add
work fine for you.
Robert.
On Sat, May 24, 2008 at 7:32 AM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert:
You added setClearDepth function to camera last few days, it works very fine
with ordinary camera. But when I try to setClearDepth with a RTT camera, it
does work.
To reproduce
it, thanks!
Robert Osfield wrote:
On Sat, May 24, 2008 at 9:45 AM, hesicong2006 [EMAIL PROTECTED] wrote:
OK, it works.
BTW, osgscreencapture.cpp can't compile, it says GL_STREAM_READ not defined!
Pesky windows headers...
Could you try an svn update to see if the #define's
I just change line 1308 and 1312 to previous version and things works
ok. I don't know why you switch the two lines. I attached my version of
CullVisitor.
hesicong2006 wrote:
But, another problem. After fix setClearDepth problem, RTT camera
setClearColor doesn't work!!!
I modified
it, thanks!
Robert Osfield wrote:
Hi Hesicong,
Seems I missed adding a few RenderStage::setClear*() to
CullVisitor::apply(Camera). These are now added and checked into
SVN.
Could you let me know if things now work fine for you.
Robert.
On Sat, May 24, 2008 at 7:32 AM, hesicong2006 [EMAIL
). These are now added and checked into
SVN.
Could you let me know if things now work fine for you.
Robert.
On Sat, May 24, 2008 at 7:32 AM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert:
You added setClearDepth function to camera last few days, it works very fine
with ordinary camera. But when
Hi, Robert,
As you know, I'm current doing volume rendering work. Currently I've
done a GPU voxelization using FBO but the sawtooth of the images
greatly affects the result. So I'm very expecting FBO with
anti-aliasing and please let know where the code with OSG1.2? I can
have a reference.
Please use the latest SVN version of OSG. Robert has added
setClearDepth function to Camera.
Yanling Liu wrote:
Hi, what is the substitution for glClearDepth in OSG? I
have tried ClearNode and Depth but none of them allows me to set the
clear value for the depth buffer.
Thanks,
Yanling
Yes, thanks~
Robert Osfield wrote:
Hi Hesicong,
On Tue, May 6, 2008 at 3:59 PM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert, I finally found out
Camera::attach(BufferComponent buffer, osg::Texture* texture, unsigned int
level, unsigned int face, bool mipMapGeneration
Thanks, I'll have a try~!
J.P. Delport wrote:
Hi,
look at the code path for:
osgprerender cow.osg --image
in the camera callback the osg::Image that was attached to RTT texture
can be accessed and saved.
jp
hesicong2006 wrote:
Hi everyone,
I have a 3D texture that is attached to a group
Hi everyone,
I have a 3D texture that is attached to a group of cameras, then it
works OK to render scene to 3D texture. After viewer.run(), in my
keyboard callback, I save the 3D texture to a dds file. But I got a
whole blank 3D texture!
I guess if there's some steps must take to read the
rite to 3D
texture.
Robert Osfield wrote:
Hi Hesicong,
On Tue, Apr 29, 2008 at 2:45 PM, hesicong2006 [EMAIL PROTECTED] wrote:
I have managed to render to 3D texture, but now I can only write to the
first level (z=0) of 3D texture. Overloads of osg::Camera::attach still lack
of ability
Please see a C++/CLI demo here:
http://www.openscenegraph.org/projects/osg/wiki/Community/WindowingToolkits
Gordon Tomlinson wrote:
HI
Have
a look at the examples \OpenSceneGraph\Src\Examples osgviewerQT,
MFC SDL, FLTK etc they all show how to use a different window
I switch my compile mode from Debug to Release and speed of rendering
to 256*256*256 3D texture gets up from 5 fps to 30fps!
Ulrich Hertlein wrote:
Quoting hesicong2006 [EMAIL PROTECTED]:
I think another way should be possible:
Only one RTT camera, under it there are 256
or I have
to write my special 3D texture rendering camera?
Ulrich Hertlein wrote:
Hi,
Quoting hesicong2006 [EMAIL PROTECTED]:
But I found it has very slow performance. In this example, with
256*256*256 3D texture, only 8 fps was show on my 8800GTS 320M. I see
Keep in mind
I think another way should be possible:
Only one RTT camera, under it there are 256 pieces of slice to render.
When render Nth slice, change RTT camera's Z index to N. Is it possible
to use osg::StateSet to do so?
Ulrich Hertlein wrote:
Hi,
Quoting hesicong2006 [EMAIL PROTECTED
Hi, Robert.
I've managed to render to 3D texture and I wrote a simple demo to show
how to use it. Everyone with Nvidia Geforce 8800 Series can run this
program.
But I found it has very slow performance. In this example, with
256*256*256 3D texture, only 8 fps was show on my 8800GTS 320M. I see
Hi, Sergey Kurdakov,
I downloaded osgPPU and look into the examples, but I still can't find
how to render to 3d texture. Would you please give a hand pointing out
where the right code is ? Thanks in advanced!
hesicong2006 wrote:
OK, thanks, I'll have a try~
Sergey Kurdakov wrote
Hi, Robert,
I have managed to render to 3D texture, but now I can only write to the
first level (z=0) of 3D texture. Overloads of osg::Camera::attach still
lack of ability to select which z of 3D texture to use, is it possible
to write a new overload to support this feature?
My render to 3d
Hi, Robert:
I've asked this question before, but still there are no answers to this
question. I looked into the Nvidia Render To Texture 3D example in
OpenGL SDK 10, and found the way to render to 3D texture.
1.Allocate a 3D texture n*n*n
2.Build N slices, each slice will be the render target
OK, thanks, I'll have a try~
Sergey Kurdakov wrote:
Hello
I looked into the Nvidia Render To Texture 3D example in OpenGL SDK
10,
you might try http://projects.tevs.eu/osgPPU
- it has correct code to render to 3D texture.
Regards
On Sun, Apr 13, 2008 at 7:34 PM,
hesicong2006
It is done very perfect! I get the right result, thank you Robert!
Robert Osfield wrote:
Hi Hesicong,
On Mon, Mar 31, 2008 at 9:54 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
Changes to osg::Camera, osgUtil::SceneView and possibly
osg::CullSettings will be required but these
Hi eveyone:
I'm now trying to render a scene with Depth function set to
osg::Depth::Function::GREATER, and I get an empty screen. I have found
that the viewer set glClearDepth to 1. Because no fragment will be
greater than 1, so I get an empty screen.
I'm using osgViewer::Viewer, but I found I
Hi,
I'm encounter a problem with 3D texture mipmap. I try to setup my 3D
texture with mipmaps enable by:
volumeTexture-setFilter(osg::Texture3D::MIN_FILTER,
osg::Texture3D::LINEAR_MIPMAP_LINEAR);
volumeTexture-setFilter(osg::Texture3D::MAG_FILTER,
osg::Texture3D::LINEAR_MIPMAP_LINEAR);
And OSG
Hi, Robert:
I can't update my SVN version of OSG these days, TortoiseSVN report that:
Error REPORT request failed on '/svn/osg/!svn/vcc/default'
Error REPORT of '/svn/osg/!svn/vcc/default': 400 Invalid header received
from browser (http://www.openscenegraph.org)
I also tried to checkout again the
I wrote the osgCppCLIDemo.rar. I use lastest OSG SVN version, you
should try upgrade your OSG.
[EMAIL PROTECTED] wrote:
Hello All,
I have been
working with Phil Tessier on some work using OSG in a managed code
environment. We tried using OsgDotNet, but we had some problems with
that,
Hi,
Old Managed C++ Extension in Visual Studio 2003 has changed to C++/CLI
in Visual Studio 2005. I've managed to merge native C++ to my C#
program. But for the easy way, you should try using C++/CLI to write
your whole application. A simple demo may give you a guide, you can
find it here:
Hi,
I'm now developing rendering software and need RTT and multi-pass
rendering. A box in scene contains volume data to render.
Here is volume rendering process:
Pass 1: Render Scene with box front face render, to textureFront.
Pass 2: Render Scene with box back face render, to textureBack.
Pass
Thanks very much, I'm now developing a volume render project too. Hope
your demo help me!
Tony Glover wrote:
div class=moz-text-flowed style=font-family: -moz-fixedHi all,
I've just been revisiting the list a little lately, as I'm afraid to
say that I know longer use OSG, but have used it
/volume.rar
Robert Osfield wrote:
Hi Sciong (or should I address you He?)
On Mon, Feb 25, 2008 at 4:41 PM, hesicong2006 [EMAIL PROTECTED] wrote:
I've attached my file, please check, thanks!
Thanks for the file, I'm currently reviewing it, but due to your
changes
Hi, I'm also developping a volume renderring for MRI, current at very
early stage. Some pictures and videos are posted at my blog, you can
see them at the following URL: (Sorry right now it is written in
Chinese, but you can see the video instead)
MRI 3D reconstruction, transform function
Wiki page: http://www.openscenegraph.org/projects/osg/wiki/Downloads
Binaries, Win32 Binaries Installer
(http://mew.cx/osg/osg2.2.0_vs80_setup_2007-10-08.exe) can't download.
I'm from China, the URL can't download.
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- just painful. On the plus side I hear (on occasion) good things said
about C++/CLI. Can anyone else comment on their experience using OSG
and C++/CLI?
On Feb 14, 2008 10:48 AM, hesicong2006 [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
Hi,
You should try
Hi,robert, do you received my osgVolume(modified).zip?
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Hi everyone,
I have a volume data which is 256*256*256 cube, and I found it very slow
when ray-casting. And I notice the video memory usage is 74M. I want to
compress it to an hardware-support compressed format (S3TC_DXT1 or
S3TC_DXT3 or S3TC_DXT5), but I found no example demonstrate how to use
Hi, Robert,
I want to ask what method your osgVolume example use? Ray tracing or
other technologoy? Thanks.
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I know why. root should add an Child include the scene.
But another question. I can drag the Teapot01, but the whole scene now
has two Teapot. Then how can I fix it?
hesicong2006 wrote:
Hi, Robert
Someday before I asked a question about drag object in OSG and you told
me to see
Hi, Robert
Someday before I asked a question about drag object in OSG and you told
me to see osgmanipulator example. It's great.
I tried to modify it as I want to move one object in the scene but the
whole scene. I tried to do this in addDraggerToScene function:
osg::Node*
Hi, Robert
Someday before I asked a question about drag object in OSG and you told
me to see osgmanipulator example. It's great.
I tried to modify it as I want to move one object in the scene but the
whole scene. I tried to do this in addDraggerToScene function:
osg::Node*
Hi, everyone!
I can select one object in OSG scene and I want to know how to drag an
object, just like what I can do in 3dsmax. Could some one give me some
ideas? I've searched a long time~~
Thanks in advance!
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Thank you, Robert Osfield~!
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Hi,
I'm new to OSG and now I 'm trying to do picking (or say selecting) in
OSG. I create a scene by 3DSMAX. It contains a teapot, a box. And then
it is exported by OSGExp to IVE format.
I loaded this scene in my program. I create an PickHandler just like the
osgPick does.
The core pick
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