Hi Robert,
Thank you for the reply! The approach you are proposing seems like it should
work fine but the problem that I am facing is that I need to be able to do
various scene graph updates for example for the mirror I need to be able to
update RTT camera viewmatrix and later on it can be
Hi Robert,
Thank you for the quick reply!
What I am trying to do is to modify the scene graph (for example modify the
transformation matrix of the node or uniform of the node).
I've tried doing it in the cull callback or camera pre draw callback but it
seems at this point it is already too
Hi Robert,
This is interesting however I am not completely sure if this can solve all my
problems. What I am trying to do is to create a general solution for per-view
control. I have different effects which require per-view control. For example
different post-effects need per-view uniforms,
Hi,
I've been looking into the way to enable per-view (per-camera) control of the
various visual effects. For example one of the effects is using camera position
and orientation for computation of the object scale. I would like to add an
object once into the scene graph, have multiple views
Hi,
I am looking into doing hardware skinning (such as animating some cables for a
example). I will provide transformation matrices for bones.
So far I've found that osgAnimation provides support for hardware skinning.
However I am not sure what file formats are supported for gathering
Hi J-S,
Thank you very much for the reply!
I've reworked old manipulators so they fit with the new implementation and
hierarchy in osgGA. Currently I've created sub classes based on current
manipulators in osgGA such as OrbitManipulator however I think it would be
great to submit small
Hi,
I've noticed that osgGA::OrbitManipulator code for right and middle mouse
movement has hard-coded values such as:
Code:
// doc in parent
bool OrbitManipulator::performMovementMiddleMouseButton( const double
eventTimeDelta, const double dx, const double dy )
{
// pan model
float scale =
Hi Sebastian,
I set the vertex attribute array this way:
Code:
geometry-setVertexAttribArray(s_attributeIndex, m_vertexAttributes.get());
geometry-setVertexAttribBinding(s_attributeIndex,
osg::Geometry::BIND_PER_VERTEX);
geometry-setVertexAttribNormalize(s_attributeIndex, GL_FALSE);
and
Btw I am using osg 2.8.3-4, not sure if it could make any difference
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Ok I think it is working now with
eometry-getVertexAttribArray(s_attributeIndex)-dirty();
Thank you :)
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This is being done and as I mention it works fine unless I try to use vertex
buffer object.
so lets say code like this works:
Code:
geometry-setVertexAttribArray(s_attributeIndex, m_vertexAttributes.get());
geometry-setVertexAttribBinding(s_attributeIndex,
osg::Geometry::BIND_PER_VERTEX);
Hi,
I've tried to use gl_MultiTexCoord1 and do geometry-setTexCoordArray(1,
secondTexCoords);
instead of custom vertex attributes to pass my data and it seems to be working.
Does anyone know if there is some kind of problem with using custom vertex
attributes ( using methods like
Hi,
I am working on optimizing existing code for height field. I've enabled VBO for
height field geometry which seems to make draw time faster however it seems can
not retrieve vertex attribute data in the vertex shader anymore.
Is there a special way of using VBO with geometry which has
Hi,
Seems to be working if I disable some effects such as glare and some underwater
effects (I did not look exactly which ones are causing the problem).
Cheers,
Janna
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Hi,
I am trying to implement a monochrome camera in my application, which is using
osg::Ocean. However I've encountered a problem related to osg::Ocean.
What I am trying to do:
take the main camera and set it to use Frame Buffer Object and render into
texture. Then I am adding a slave camera
Hi,
I have a scene containing several mirrors but I would only like to enable RTT
camera if the node representing a mirror is visible. I am trying to check if
the specific Drawable was culled or not but so far I was not getting the
results I wanted.
Before getting into details on how I am
Hi Jeremy,
I can cull the RTT camera using its cull mask or node mask however I need to
know when should I do it. I would like to cull the camera when the node
representing the mirror (Geode) is culled so when it is outside of the viewing
frustum. This is what I am trying to do, I've tried to
Hi,
I think I got it to work using Polytope like this:
Code:
osg::Polytope frustum;
frustum.setToUnitFrustum();
frustum.transformProvidingInverse(mMainCamera-getViewMatrix() *
mMainCamera-getProjectionMatrix() );
bool isNotCulled = frustum.contains(boundingBox);
Cheers,
Janna
Hi Farshid,
Your method is interesting. Before I've tried to use isCulled from CullVisitor
but I was getting inconsistent results and did not figure out why.
So I've tried to manually do the test using Polytope for the frustum check and
it seems to be working fine so I think I will go with it
Hi all!
I have a strange problem for which so far I could not find the cause.
I am creating a height field using osg::HeightField and then I use
osgUtil::PlaneIntersector in order to intersect the height field with the plane
at the specific height.
I get the intersection and draw polylines
Hi here is my code,
Code:
osg::BoundingSphere bs =
mpHeightField-getBound(); //pView-getSceneData()-getBound();
for (int i = 0; i 1; i ++)
{
I also tried to do similar with cow.osg and I get similar result. I have
attached a screenshot
Cheers,
Janna
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Hi Chris and Robert,
Thank you very much for your replies!
For now I think I will postpone using VPB. I will have a lot of different types
of data and would need to see how to go around processing it into one standard.
Currently I am subdividing my height map into smaller ones and rendering
Hi Chris,
Sorry for mentioning HeightFields again.
But thank you for taking your time replying! Currently I am
implementing functionality using osg::Terrain::TerrainTile/HeightFieldLayer.
Thanks again!
Cheers,
Janna
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Hi!
Chris, thank you for your advice! I will definitely take a look into VPB!
I got some results but couple of things did not work as I expected, yet.
Sorry in advanced for so many questions.
When I use osg::Terrain::TerrainTile/HeightFieldLayer regardless of X/Y
intervals I set while
Hi,
I am trying to create a height field with the decent framerate (using for
example 2000 by 2000 height map). I read on this forum that using osg Height
Field class in not recommended because I would have to use ShapeDrawable which
will slow things down.
I created a height field geometry
Hi all!
I am looking for a toolkit which can help me to render a terrain.
As an input data I have a set points (stored in a ascii file). Each point has
easting, northing and elevation values.
Would you suggest to use VPB for this purpose? I was looking also into
osgTerrain module but did not
Hi,
just want to mention that the topic is not relevant anymore since it was
approved a little bit too late!
Thank you!
Cheers,
Janna
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Update:
I am thinking to put all the data in the same node (not column by column). I
probably should be able to use indices instead of specifying vertex data over
and over again (l could do it if I use openGL).
Hopefully it will speed things up. However
I am still wondering what else can I do
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