Robert,
All right, thanks a lot for your input!
--
Alexandre Vaillancourt
2015-02-05 4:20 GMT-05:00 Robert Osfield robert.osfi...@gmail.com:
HI Alexandre,
It's a while since I touched the code, but I think with the
ViewDependentShadowMap the casters also normally need to be a receiver as
Hi Robert,
Thanks for spotting to typo. I hadn't noticed this before, and it hadn't
been reported either. I am fixing this and will get it checked in once my
clean build has completed.
My first major contribution to the OSG community ;-)
As for implementing an off screen viewer
HI Alexandre,
There is no automagic thing to do what you are asking for.
Why are you insisting on not adding an osg::Program here?
Right now Robert is doing some work on a shader composition like
approach, which might do the Program-injection automatically, but for
now the preferred way to
Robert,
This appears to be exactly the situation. Is there a way to see where this
feature is enabled and is there is a way to disable it?
Thanks a lot!
--
Alexandre Vaillancourt
2015-02-05 13:54 GMT-05:00 Robert Osfield robert.osfi...@gmail.com:
Hi Alexandre,
It sounds like might be
Hi Alexandre,
if you want to disable the texture that is bound to unit 1, you have to
write a NodeVisitor that will traverse the statesets of the nodes where the
texture to unit 1 is set, and simply switch that attribute to
StateAttribute::OFF
Nick
On Thu, Feb 5, 2015 at 8:03 PM, Alexandre
Hi Nick,
Hi Alexandre,
if you want to disable the texture that is bound to unit 1, you have to
write a NodeVisitor that will traverse the statesets of the nodes where the
texture to unit 1 is set, and simply switch that attribute to
StateAttribute::OFF
Nick
I'm no expert but am I correct to
You are correct. If you disable the texture for some unit it will not be
available for your shaders.
I am familiar a bit with Creator and OpenFlight, and with the OpenFlight
loader. So you can have multitextures in your nodes, but it is up to the
shaders to use them or not, and how to use them.
Hi All,
this is not for this list, but I know some of you are using it. I
downloaded the source from
https://code.google.com/p/osgephemeris/source/checkout, run CMake (on
Linux) and run make. or make all. It seam it is not set to be built on
Linux even though CMake generated the Makefiles. What I
Trajce Nikolov NICK writes:
~/Dev/osgephemeris/osgEphemeris make all
GNUmakefile:1: /makedefs: No such file or directory
GNUmakefile:6: /makerules: No such file or directory
^^^
You are calling the provided GNUmakefile. Either change to an
out-of-source build or call make with -f
Seems like we rebuilt it a while ago and it needed a bunch of hacking but I
can't recall what the deal was.
On Thu, Feb 5, 2015 at 7:33 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi All,
this is not for this list, but I know some of you are using it. I
downloaded the
Thanks Chris, Alberto. Alberto, yeah, that did the build. Thanks again
Nick
On Thu, Feb 5, 2015 at 4:08 PM, Chris Hanson xe...@alphapixel.com wrote:
Seems like we rebuilt it a while ago and it needed a bunch of hacking but
I can't recall what the deal was.
On Thu, Feb 5, 2015 at 7:33 AM,
Hi Dan,
It was never my intention that the osgGA::CameraManipualtor would become
THE way to manage cameras in OSG users applications, just a convenient tool
for most OSG examples and basic OSG applications. They have kinda taken on
a bit of life of their own, beyond what really the merit they
For now, existing manipulators does fit. Well... almost :)
I have an idea to write my own, but for quick-n-dirty concept existing will be
ok.
Cheers,
Dan
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62623#62623
Thanx, Robert!
Get it.
I suppose, the most convenient way then - is to subclass
KeySwitchMatrixManipulator and override handle() method. My app knows, what
manipulators will be added to KeySwitcher, and will perform all required
additional settings during switch.
Cheers,
Dan
Thanks Chris. I know someone has hacked it to work nice. I hope these
people can share it :-) . maybe update the base code on the repo as well
Nick
On Thu, Feb 5, 2015 at 5:29 PM, Chris Hanson xe...@alphapixel.com wrote:
I haven't actually used it in about 2 years. I switched to using
I haven't actually used it in about 2 years. I switched to using osgEarth
for most stuff now, and it includes its own sky, though it doesn't have the
same featureset as osgEphemeris.
On Thu, Feb 5, 2015 at 9:25 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Me again, on this
Me again, on this topic. I hope noone will be mad for using this list for
3rd party software.
Alberto, Chris, did you made it work? For some reason I am setting the
skyDomeCenter to be the eye point and it doesnt work. Also,
setMoveWithEyePoint seam to not have an effect. Any hints?
Thanks again
Hi Dan,
There is limit on how well you can two sync two very different camera
manipulators as a straight forward matrix isn't always sufficient.
Robert.
On 5 February 2015 at 11:35, Dan Shebounin danil.shebou...@gmail.com
wrote:
I think, I have found a bug in OSG KeySwitchMatrixManipulator.
Hi Dan,
The getMatrix/setByMatrix methods in the CamaraManipulators might be
convinient and sufficient for switching between some manipulators but there
are too many settings in some of the manipulators to be able to set it
purely from a 4x4 matrix so the manipulator has to make a guess at what
HI Alexandre,
It's a while since I touched the code, but I think with the
ViewDependentShadowMap the casters also normally need to be a receiver as
it'll self shadow, but there may also be the constraint that the actual
rendering of objects is done via the shadow receivers pass. I vagually
Hi Jeremy,
On 5 February 2015 at 01:17, Jeremy jswig...@gmail.com wrote:
Robert. Are there plans to expose more information through this interface?
Currently It appears that it is largely exposing the properties that are
serialized, and I was also hoping to expose read only access to
I have discovered, that when working with manipulators, it is not enough to
call getMatrix() and setByMatrix(), when switching between manipulators, say,
with KeySwitchManipulator.
You can try it: run osgsimulation example and try to switch between
manipulators with '1' and '2' keys. The
Hi Alexandre,
It sounds like might be talking about a pre-rendered shadow texture rather
than a shadow map. The OSG by default handles multi-texturing by simply
blending them - this is part of the OpenGL fixed function pipeline, so it's
not a case of enabling shadow map, but simply blending a
Hi Alexandre,
Does the scene graph code you have inherited contain use of
osgFX::BumpMapping?
osgFX::BumpingMapping It's a really ancient bit of the OSG so it's really
how I'd tackle it these days but it provides the old style
osg::VertexProgram and FragmentProgram. Have a look at the
I think, I have found a bug in OSG KeySwitchMatrixManipulator.
I have checked example, provided with OSG, it have same troubles, when I switch
between Trackball and NodeTracker manipulators.
--
Read this topic online here:
Gentlemen,
Thank you for your replies.
It turns out that the node is not bumpmapped with a shader (I've used a
nodevisitor to check if a program was loaded on a node's stateset and
didn't see any). However, the node seems to be having a shadow map. In our
model editor (Creator) there is an
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