Hello Paul,
Paul Martz wrote:
I've attached the source of the rtt example from the osgWorks project. Perhaps
it will be helpful. See the comment block at the end of the source for a
description.
-Paul
Code you gave is not what I need.
My plane is not fullscreen, but I need the texture to be
Hi,
does anyone know if osg::Image as a method or something else to set a ROI
(Region of interest)
Thank you very much!
Cheers,
Antonio
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49885#49885
I need the texture to always face the camera regardless of the angle of the
plane, the tuxture being fullscreen and only rendered where the plane is.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49886#49886
Hi,
I build OSG3.0.1 on android with OpenGLES1.
I red that Environmental mapping is not working on Android.
So I created a simple box.osg with simple texture mapping. When I load this the
box it rendered as white only. There is texture.
When I saw OBJ folder in Install directory I have
Hello Paul,
Didn't my answer help in any way?
If you want the plane facing the camera see the osgbillboard example.
Also you're giving information in a piecemeal manner. Maybe you could
try to explain what you are trying to achieve.
How do I render the image so it is entire size of monitor,
HI Antonio,
On 10 September 2012 11:30, Antonio De Giorgio osgfo...@tevs.eu wrote:
does anyone know if osg::Image as a method or something else to set a ROI
(Region of interest)
I can't work out what you specifically mean in the context of
osg::Image, is that you want an osg::Texture to be
His description is difficult to understand, but it seems like he wants some type
of stencil solution. So the plane rendering pass would be:
1. Render the plane with stencil set to write a 1 bit.
2. Render a fullscreen quad to display the texture, but only where stencil is 1.
Hope that helps?
On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote:
Hi all,
Just to announce that the material system is still in progress and
I've just made the first version for myself to test and use. An
optimized version with a complete deferred shading pipeline (XML
files) will be submitted if it could
Hello.
I face a problem trying to compile open scene graph using open gl 3.
I get errors like these:
error C3861: 'glLoadMatrixf': identifier not found
error C3861: 'glMultMatrixf': identifier not found
error C3861: 'glLoadMatrixd': identifier not found
error C3861: 'glMultMatrixd': identifier
Hi Jeremy,
De: Jeremy Moles
I'm testing this out, but you appear to have left noise_tex.jpg out of
the zip. :)
You should be able to use this one :
https://gitorious.org/fg/fgdata/blobs/master/Textures/noise_tex.jpg
;-)
Regards,
-Fred
___
Hi Koduri,
There are many things that could be happening.
First, I've seen that the file that your trying to load as texture is:
images\\Concrete.Cast-In-Place.Exposed Aggregate.Medium.jpg, so you need
to check if you have the osgdb_jpeg.a plugin correctly built, if not then
you need to build
Hi,
I'm using GraphicsWindowEmbedded to draw a 3d viewport in a QtQuick
application (osgQt is not applicable here). I pass mouse events from
Qt over to OSG by adding them directly to the window's event queue
(myGWE-getEventQueue()-mouseButton...). This seems to work as
expected for the most part,
On 9/10/2012 10:34 AM, Peterakos wrote:
Hello.
I face a problem trying to compile open scene graph using open gl 3.
I get errors like these:
error C3861: 'glLoadMatrixf': identifier not found
error C3861: 'glMultMatrixf': identifier not found
error C3861: 'glLoadMatrixd': identifier not found
On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote:
Hi all,
Just to announce that the material system is still in progress and
I've just made the first version for myself to test and use. An
optimized version with a complete deferred shading pipeline (XML
files) will be submitted if it could
I'm experimenting with OpenScenegraph for a new project, and I've build
a simple application that opens 2 viewer windows, and places 3 teapots
in them (using the teapot object from the osgteapot example),
translating them into different positions. My resulting scene graph
(saved as an osg) looks
Hi Jeremy,
Thanks for the tests and feedback. I'm focusing on creating a material
system which may be a little similar to the Ogre one but will be very
easy to integrate with OSG scenes. I'd like to also have a benchmark
including a complete deferred shading pipeline in the near future to
show
On Mon, Sep 10, 2012 at 8:35 PM, Randall Hand randall.h...@gmail.comwrote:
I'm experimenting with OpenScenegraph for a new project, and I've build a
simple application that opens 2 viewer windows, and places 3 teapots in
them (using the teapot object from the osgteapot example), translating
It's better, but still slower than I'ld expect. Hovers now around
100-110fps.
--
Randall Hand
http://www.vizworld.com
On Mon, Sep 10, 2012 at 10:10 PM, Chris Hanson xe...@alphapixel.com wrote:
On Mon, Sep 10, 2012 at 8:35 PM, Randall Hand randall.h...@gmail.comwrote:
I'm experimenting with
It's better, but still slower than I'ld expect. Hovers now around
100-110fps.
Something in the back of my mind makes me think the Teapot is using a
really poor geometry representation that forces OSG onto old, slow OpenGL
code paths. I didn't actually see the vertices or polygons in the OSG
hrm.. Well, I'm using the osgteapot example code (
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgteapot/osgteapot.cpp),
that i modified to use basic front/back emissive materials instead of
textures.
--
Randall Hand
http://www.vizworld.com
On Mon, Sep 10,
On Mon, Sep 10, 2012 at 10:04 PM, Randall Hand randall.h...@gmail.comwrote:
hrm.. Well, I'm using the osgteapot example code (
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgteapot/osgteapot.cpp),
that i modified to use basic front/back emissive materials
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