Hello Andy,
J-S, did you get to do any timing with my proposed use of doubles in the
intersection code?
Sorry, I was out of town finally this weekend. I will try it out tonight.
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
Hello again,
I finally looked into this, and it seems that commenting out the lines
that set the input range in CompositeViewer.cpp fixes the issue. I don't
know why that would cause a problem. While debugging, it always entered
the branch of the if() that set it according to the traits, but
Hi everyone,
I am new to OSG, yet intend to use it for some projects. I've been through
implementing some scene graph things before, I find OSG very interesting, I
appreciate tight OpenGL integration (no cumbersome abstractions) and clean
class design. So far I have a few questions regarding some
Hello René,
If it is possible to use Visual Studio Express Edition and command line
build, let me know, as far as I know the command line files are not in the
express edition.
It is definitely possible, that's what I use at home. They just renamed
devenv.exe to vcexpress.exe, but the
Hello Roni,
I recently changed my application from using Viewer to CompositeViewer with
one view (currently...).
Everything seems to work as before, except for picking.
I think you may have stumbled onto the same problem I mentioned on the list last
Friday:
Hi!
There seem to be numerous issues regarding the latest ATI driver (8.1,
tested on Windows XP):
The osgshadow sample complains about the vertex shader missing. If I
recompile the sample with a dummy shader, the sample displays the
geometry, but all in black. I didn't investigate further
Hello,
If I use the osgViewer::View::setUpViewOnSingleScreen() method, the view
is on the single screen but the other one is black. I would have
expected that if there is nothing specifically set to occupy the second
screen, my application would not occupy it so I would see (for example)
my
Hello Sebastian,
I'm quite confused regarding the osgShadow implementation.
My scene and my light-positions are static. My idea was to capture the
shadow-map only once
and apply it consecutively in all frames. I'm a bit lost where to start.
Neither update nor cull seems to be the right
Hi everyone,
I'm quite confused regarding the osgShadow implementation.
My scene and my light-positions are static. My idea was to capture the
shadow-map only once
and apply it consecutively in all frames. I'm a bit lost where to start.
Neither update nor cull seems to be the right place.
Any
Jean-Sébastien Guay wrote:
Alternatively, did you know you can invoke Visual Studio with command
line options to build a .sln file from the command line? This might be
simpler if you want the result to be identical to a build from the IDE,
without having to fiddle with CMake to build with
I implemented Trapezoidal and LiSpPSM. Actually most of the time was spent
on algorithms finding minimal shadowed scene bounds under OSG. It was a key
to good shadow mapping results. I will try to contribute LispSM when I am
done with all the issues.
Cheers,
Wojtek
-Original Message-
Hello Raphael,
Welcome! Hope you enjoy your time working with OSG, and the community
around it!
- OpenGL selection buffer seems not recommended as a way of picking in
OSG, explicit primitive intersections are used instead. Could someone
please comment on this (why...)?
I'll let others
Hello Jean-Sébastien,
megamillerzoid wrote:
the versioning is not the problem, but libs also get a prefix. This way
their final location will be in
the bin folder.
Jean-Sébastien Guay wrote:
Libs should go in lib/, and DLLs and executables should go in bin/ ...
I understand, I called
Jean-Sébastien Guay wrote:
adapting the build files generated for nmake to make it accept the versioned
DLLs
Nope, I adapted the cmake files so it generates correct build files for nmake.
The changes had to be done at many places in (OsgMacroUtils and two
CmakeLists.txt) (libs, linking, apps,
- OpenGL selection buffer seems not recommended as a way of picking in OSG,
explicit primitive intersections are used instead. Could someone please
comment on this (why...)?
OpenGL's selection render mode is almost universally implemented via
software rendering, and is therefore painfully slow
I just separated an osgswig cmake project from our larger Library.
Tomorrow I can try to build some of your version of the wrappers in this
structure.
(our version has changed a version of yours here and there).
You can add me to the Project members of the google code page?
I saw another member
Hi there,
I updated the SWIG based python bindings.
http://code.google.com/p/osgswig/
Please test and break it.
Some, hopefully, clarifying words about licensing:
The generating scripts are under the MIT license. The modules directly
derived from OpenSceneGraph are following the OSGPL v0.0
J-S, did you get to do any timing with my proposed use of doubles in the
intersection code?
Thanks,
andy
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if application xcode doesn't build, then remove all files *.cpp and *.h
and add just application.cpp and application.h to the project. (sorry, may i
forget to remove them)
2008/2/11, Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED]:
Hi Stephan,
i played arround friday with a small safari osg
Hi J-S,
Yes, geometry shaders would be a must for these (and also for subdivision
surfaces). I'd be interested in contributing to these (time permitting, you
know that...), although I first have to catch up with OSG.
Thank you!
Raphael
On Feb 11, 2008 10:29 PM, Jean-Sébastien Guay
[EMAIL
Hartmut Seichter wrote:
If you tried the newest trunk and SWIG you certainly stumbled across the
osg::Vec3f stuff ... do you have a solution for that?
I don't know what stuff ypu mean, I have just tested the latest svn-trunk (osg
2.3.4) with swigwin-1.3.29 without problems.
So maybe using an
Hello Wojtek,
I have spent couple months banging my head against the wall, implementing
perspective shadow mapping algortihms and that is the only rason I know how
osgShadow::ShadowMap works ;-).
Hehehe, I suspect I am on the same road, so only a few months to go if
your assessment is
Hi
will this implementation be avaible for the osg community, new shadow
implementation ?
2008/2/11, Wojciech Lewandowski [EMAIL PROTECTED]:
I implemented Trapezoidal and LiSpPSM. Actually most of the time was spent
on algorithms finding minimal shadowed scene bounds under OSG. It was a
key
Hello Wojtek,
ShadowMap::cull invokes culls traversal for both main camera
(ShadowReceiving) graph shadow camera (ShadowCasting) graphs. So if you
block whole cull on ShadowMap level - it won't draw the scene as well. The
trick is to block only the portion that culls ShadowCasting graph.
Hi,
ShadowMap::cull invokes culls traversal for both main camera
(ShadowReceiving) graph shadow camera (ShadowCasting) graphs. So if you
block whole cull on ShadowMap level - it won't draw the scene as well. The
trick is to block only the portion that culls ShadowCasting graph.
See the
Hi,
have a look at these two threads. I've done something similar to what I
think you are looking for, but had to add some functionality. Look for
the getDRC function.
http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/19873/match=DRC
I have spent couple months banging my head against the wall, implementing
perspective shadow mapping algortihms and that is the only rason I know how
osgShadow::ShadowMap works ;-).
Wojtek
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of
Jean-Sebastien Guay
Bonjour René,
I am using commandline build system nmake on windows,
since the OSG_MSVC_VERSIONED_DLL hack this does not work anymore,
because there are hard-coded paths to move the dll's, but nmake has different
locations for the files.
I don't quite see why versioned DLLs would be a
Happy New Year(in China , It is New Year.)
Gung hey fat choi!
-JD
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I didn't know software rasterizer was used... hmm, but thinking about it, it
makes sense as retrieving info from the GPU has not always been an easy
thing, yet selection buffer exists since a very long time. Anyway, as you
said, higher level knowledge of the scene is definitely an advantage.
I'll
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