Hi,
I build a scene using osg which is composed of many objects and many lights, I
want to traverse each object to find the nearest light away from it and
associate the light with GL_LIGHT0, so each object has its own GL_LIGHT0
parameters.
The problem is that the light is added to the scene
Hi!
I have a short question about Shaders: How can I disable a Shader?
osg::StateSet* ss = m_pNode-getOrCreateStateSet();
ss-setAttributeAndModes(m_program.get(), osg::StateAttribute::OFF);
Does not work, even if I set it for the first time.
Where is the trick?
Thanks in advance,
Christian
Hi Gulianzhang (BTW, do you have a shorted name we could use?)
Management of lights is complicated by the fact the lights are
positional state i.e. they rely on specific values of the modelview
matrix to position them in the right place so you can't them apply
arbitrary times with arbitrary
Hi,
also see the code for osgSim OverlayNode.
jp
Pablo Perez wrote:
Hi Robert and osg-users,
I have added a TexGenNode but i´m a newbie in OSG and i dont know why it
cant works. This is the code that i have added.When I execute the
osgviewer with this code, it only shows the terrain model
Hi Christian,
Unfortunately you can disable GLSL programs (shaders), as OpenGL
itself doesn't support glEnable/glDisable of GLSL programs. If you
wish to toggle between the fixed function pipeline and using a GLSL
program then you have to remove the Program i.e.
You can also just add an empty program to the StateSet. Something like this:
ss-setAttributeAndModes(new osg::Program());
This will bind a program object which will call glUseProgram(0) on the next
apply, which is in fact the same as disable a shader program.
Cheers,
art
--- Robert Osfield
Dear Hesicong, Robert,
I have some experience using ITK. ITK relies now on GDCM library to read
DICOM files.
http://www.creatis.insa-lyon.fr/Public/Gdcm/
GDCM focuses on the part of the DICOM protocol related to the image format
and representation whereas DCMTK covers most of the standard which
Sorry, forgot to send some relevant links
http://www.itk.org/Doxygen/html/classitk_1_1GDCMImageIO.html
http://www.itk.org/Doxygen/html/classitk_1_1ImageFileReader.html
http://www.itk.org/Doxygen/html/classitk_1_1ImageSeriesReader.html
Hi, Ivan,
That's a good suggestion. It's good to see that OSG integerate with ITK. I'm
now doing some research to integerate VTK and OSG. Hope integration ITK with
OSG will make things easier.
Of course, it's no use to only use a DICOM loader in OSG but the other part.
I hope OSG will go farther
Hi Ivan,
Many thanks for info about GDCM. Just downloaded and built it - no
problems. Nice to see CMake in action in both ITK and GDCM.
Do you have any ideas when GDCM 2.0 might be out? Another question
for the ITK community would be their own plans for moving for to later
versions of GDCM.
Hi Sam,
The easiest way to create a contour is to use TexGen/TexGenNode and 1d
texturing, the osgtexture1D example provides code that does this.
Robert.
On Thu, Aug 28, 2008 at 12:43 PM, Sam [EMAIL PROTECTED] wrote:
Hello,
I am looking for a way to render a model as a contour only. Like this
Hello Nao,
I tried the following code by Jean-Sébastien, and it worked great. Thank you!
Great to know it was of some use.
- The texture on the skybox gets magnified quite largely. If I use
512x512 image as texture, my entire screen gets occupied by probably
200x150 portion of it. As a
Hi,
I wonder if it's possible to build osg statically and the plugin dlls
dynamically?! Looking at the code currently it does not seem to be
possible. The main reason seems to be the static variables (like the
registry). Instead of referencing it by the plugin, the pointer of the
registry should
Another way to you could do this is you want to keep the program around to
reuse later
Is to remove the shaders from the program
m_rvShadeProgram-removeShader(m_mainVertexShader)
To re-enable do
m_rvShadeProgram-AddShader(m_mainVertexShader)
This works nice for our usage, note you will need
Hi Richard,
On Thu, Aug 28, 2008 at 1:11 PM, Schmidt, Richard
[EMAIL PROTECTED] wrote:
I wonder if it's possible to build osg statically and the plugin dlls
dynamically?! Looking at the code currently it does not seem to be possible.
The main reason seems to be the static variables (like the
Hello,
I must admit that without a comment osgtexture1 is not very clear to me. I
see how it creates colored stripes onto the texture but cannot spot any
contour related information. TextGen creates coords but how does that help
me?
Thanks
Sam
has anyone the code of adaptation of chunkLOD to OSG by Vladimir Vukicevic?
the websites from him are all down.
it is about http://tulrich.com/geekstuff/chunklod.html
kind regards
___
osg-users mailing list
osg-users@lists.openscenegraph.org
hannes_b writes:
has anyone the code of adaptation of chunkLOD to OSG by
Vladimir Vukicevic?
the websites from him are all down.
it is about http://tulrich.com/geekstuff/chunklod.html
Maybe
http://web.archive.org/web/20070428001632/http://www.vlad1.com/~vladimir/pro
jects/osg/
HTH
Hi all,
I think there is a bug when we rescale an hdr image in a 16 bits
texture : I can see strange colors where values are greater than 1.0,
but when we rescale the hdr image with an other software, the image is
fine.
Is it a known bug ?
Thanks in advance,
Josselin.
Hi Hannes,
The OSG has native database paging rather nullifies the need for a
ChunkLOD implementation.
Vladimir's previous work on ChunkLOD/OSG implementation was done
before VirtualPlanetBuilder/osgTerrain/osgDB::DatabasePager really got
off the ground.
Robert.
On Thu, Aug 28, 2008 at 2:58
Norman Vine wrote:
hannes_b writes:
has anyone the code of adaptation of chunkLOD to OSG by
Vladimir Vukicevic?
the websites from him are all down.
it is about http://tulrich.com/geekstuff/chunklod.html
Maybe
http://web.archive.org/web/20070428001632/http://www.vlad1.com/~vladimir/pro
On Thu, Aug 28, 2008 at 3:29 PM, [EMAIL PROTECTED] wrote:
Hi all,
I think there is a bug when we rescale an hdr image in a 16 bits texture : I
can see strange colors where values are greater than 1.0, but when we
rescale the hdr image with an other software, the image is fine.
Is it a
Robert, I've got a drawImplementation() method that gets the projection and
modelview matrices and does something with them, pushes both matrices and sets
up pixel coordinates (glOrtho in projection, glLoadIdentity in modelview),
calls osg::Geometry::drawImplementation(), and then does the pops
Could you give guidance about the sorts of things I'd have to
do if there are vertex arrays still around?
Are you doing glPushClientAttrib/glPopClientAttrib?
-Paul
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi Robert,
There are two major versions of GDCM, 1.x (current version 1.3.1 or so) and
2.x (currently 2.0.8). They are not compatible. GDCM 2.x seems to be much
faster parsing and also covers some parts of the protocol outside the scope
of the image representation. Both seem to be currently
I'm not, but I'm pushing and popping the matrices. I didn't think I was
changing anything else.
andy
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Thursday, August 28, 2008 11:11 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users]
Thanks for extra links and info Ivan. I've download 2.0.8 and compile
and check it out.
On Thu, Aug 28, 2008 at 4:27 PM, Ivan Macia [EMAIL PROTECTED] wrote:
Hi Robert,
There are two major versions of GDCM, 1.x (current version 1.3.1 or so) and
2.x (currently 2.0.8). They are not compatible.
Hi Gulianzhang,
We had a long thread discussing a similar problem a while ago. As a
result I have been using shaders to apply different lights to
different parts of a scene, and it is working quite well:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05683.html
- Terry
Hello,
Using osgdem, I would like to create a simple terrain tile that always
displays the highest level of detail for both elevation and texture (no
paging, or LOD changes going on) no matter at what distance I view the
terrain. Does any know the flag to do this in the osgdem command? Right
Ahh, that's the answer I was looking for. I couldn't test it right
away because I was not at work. But I just did and it works
perfectly.
thanks for your help all of you.
On Thu, Aug 28, 2008 at 7:45 AM, Vican, Justin E. [EMAIL PROTECTED] wrote:
Hi Louis,
When you pass the osg::Program* to
Hi Shayne,
The main point about VirtualPlanetBuilder/osgdem is generation of
paged databases, which are fully LOD'd, it's not at all designed for
build small single tiles of terrain.
You could build a single chunk of terrain if you upped the
tile-image-size and tile-terrain-size from their
Robert,
Thanks for the info. My terrain and image segment is quite simple so it
shouldn't crash if I up the tile sizes. I'll try your suggestions...
Thanks again,
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Thursday,
Dear Jean-Sebastien,
Your advice worked perfectly. Thank you very much!
Date: Thu, 28 Aug 2008 08:07:59 -0400
From: Jean-S?bastien Guay [EMAIL PROTECTED]
Subject: Re: [osg-users] SKYBOX ?
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Message-ID: [EMAIL PROTECTED]
Content-Type:
Hi all,
I've given a trick subject. I don't have any suggestions, but I am looking
for some. I have a HUGE terrain which uses paged LOD. I've been trying to
implement shadows on my scene using this terrain, but the performance is
terrible. Using ShadowTexture technique drops my frame-rate from
It seems a little misleading or a bug that Texture2D::getNumImages()
always returns 1 even if the _image member variable is NULL. Shouldn't
it return 0 if the _image member is NULL?
I know it seems odd to have a Texture2D with a NULL _image, but I took a
look at the ive reader and it appears
Hi list,
just in case another soul has a similar issue; setting the render
implementation to anything but the frame buffer ( and obviously a
separate window ) works fine.
The slowness with FBOs was caused because I was filling up my modest
64MB videocard's memory. My bad. So if the same happens
Hello Jose,
I have a HUGE terrain which uses paged LOD.
...
Using ShadowTexture technique drops my frame-rate from 60+ to
low 30's to high teens.
...
Finally, using ShadowMap puts OSG on its knees at ~6 fps.
You neglected to tell us what kind of hardware you're using, and what
version
Hello~~
I want to ask a question about how to write(osgDB::writeImageFile()) a
capture_screen_image that I hope it's size bigger than the window size into the
disk.For example,my window size is 1280*1024,but the size of image is
2560*1024.I use scaleImage(),but it doesn't work.
Hello weihe,
i just want to know hoe did you do
this:I think I may be able to help a bit regarding the higher-level setup
and bookkeeping changes needed to speed things up on that regard,can you
explain it in detail,thanks very much!
I was referring to *future* benchmarking, profiling and
39 matches
Mail list logo