IIRC a little tool called fraps is doing the job.
cheers
psy
hi
I wanted to make a movie of whatever is displayed on the screen when
running an osg program.
how do i do it ?
Thank You
___
osg-users mailing list
Hi everyone,
I've been struggling with the implementation of osgShadow::ShadowMap in
osg 2.2.0.
It seems to me the shadow texture compare mode is not set, which results
in strange results.
My project requieres per pixel illumination, which is why I have to
calculate all projections in the
Hello Jean-Sébastien,
I reckon that my assumption regarding the texture compare mode were wrong.
But indeed the whole problem seems to be with my shaders. I'm willing to
provide the per-pixel modifications.
I guess I'm doing something very wrong in my vertex shader. Upon
completion and testing
Hello again,
I derived my shader from the shader in the sources. I really need the
vertex shader in order to
calculate lighting on per pixel base. Sampler names should not matter,
as the texture objects are rebound to my names (which should take all
texgens etc into account). Sadly I suspect
Hi Jean-Sébastien
Hi Sebastian,
I derived my shader from the shader in the sources.
Ok, that's what I was wondering about.
I really need the vertex shader in order to
calculate lighting on per pixel base.
Of course, I didn't mean to remove the vertex shader, I
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
Hi Wojciech,
Thanks for clarifying. I was looking into it yesterday but didn't find
the right spots.
Maybe this could be integrated into the current implementation. I'm
pretty sure it might be usefull for other users too.
Hi,
ShadowMap::cull invokes culls traversal for both main camera
Hello,
I've encountered a very strange problem with osgShadow::ShadowMap.
As I've posted before I have managed to write a perpixel shader that
uses shadow mapping.
And what shall I say: Works like a charme ... at least on a geForce
8600, X600, X1300 with older drivers.
Until I tried it with a
Sorry for wrong posting :-(
Hello,
I've encountered a very strange problem with osgShadow::ShadowMap.
As I've posted before I have managed to write a perpixel shader that
uses shadow mapping.
And what shall I say: Works like a charme ... at least on a geForce
8600, X600, X1300 with older
Hi Christian,
I think i've seen your post on gamedev.net and tried to answer ...;-)
Coincidence.
Problem for me is, that even on 7.1 it's not working (but I've
downgraded driver which might obscurify this issue a bit).
I recently read some articles, where most of them were stating that
binding
I've been debugging I
tried almost everything ;-) )
thx a lot
Sebastian
Sebastian Messerschmidt schrieb:
Hi Christian,
I think i've seen your post on gamedev.net and tried to answer ...;-)
Coincidence.
Problem for me is, that even on 7.1 it's not working (but I've
downgraded driver
Hi, there has been a similar request some weeks ago ..
If you just want to capture the rendering result you can use an external
tool such as
fraps for win32. There was some tool for linux also but I cannot
recall ...
HTH
Sebastian
loy_1987 schrieb:
I am not familiar with this problem.I hope
(filename);
source = #define SIMPLE \n + source;
osg::Shader* shader = new osg::Shader(osg::Shader::VERTEX, source);
Sebastian Messerschmidt a écrit :
Hello,
I was wondering if the preprocessor language in GLSL is somehow useable
for osg.
Imagine I had a shader with
..
#ifdef SIMPLE
Hello,
I was wondering if the preprocessor language in GLSL is somehow useable
for osg.
Imagine I had a shader with
..
#ifdef SIMPLE
vec4 Color = vec4(1.0);
#else if NOT_SO_SIMPLE
vec4 Color = unimaginableComplicatedColorFunction(...)
#endif
Can I pass those defines to osg::Shader? I didn't
Joachim E. Vollrath schrieb:
Hi Sebastian,
certainly would be a nice feature, although maybe shader synthetization
should perhaps be done in a library of its own..
I agree that high level modifications shouldn't be part of the
osg::Shader / Program.
But I consider the preprocessor macros
osg::LightModel::setAmbientIntensity(const osg::Vec4 ambient)
IIRC this controls the global ambient intensity. So setting this to zero
might solve your problem.
hth,
Sebastian
Necdet Can Atesman schrieb:
Hi folks,
I am unable to create complete darkness in osg. I'm setting the only
light
Hi Paul,
In the vertex shader try this
vec4 ecPosition = gl_Vertex * gl_ModelViewMatrix;
gl_TexCoord[0].s = dot(ecPosition, gl_EyePlaneS[0]) ;
gl_TexCoord[0].t = dot(ecPosition, gl_EyePlaneT[0]) ;
gl_TexCoord[0].p = dot(ecPosition, gl_EyePlaneR[0]);
gl_TexCoord[0].q =
Hi,
I'm using geometry shaders with openscenegraph. I'd like to ask if there
are plans to implement transform feedback soon.
I'm just wondering, since this extension seems to be NV only. Is this
the same for geometry-shaders ( i.e. are there ATi cards that support
geometry shaders) ?
cheers
Hi Paul,
depending on what you are trying to achieve, you've got to update the
planes every frame in the way you mentioned.
If your matrix is somehow connected to the View or Modeling matrices,
you need to update them.
You can use a updateCallback or look into the samples for TexGenNode IIRC.
Hi Julien,
This effect can be achieved using the color matrix or a pixel shader.
It's only a fake, but looks quite convincing.
For a night-vision like colors you can multiply your color by
r *= .15
g*= .3
b*= .05
For additional effects you might wan't to add scanlines and so on.
You might also
Hi Kimmo,
Ive been testing the plugin some days ago and noticed that some files are
not loaded correctly. The problem here was, that the loader only loaded the
first record. This happened with some files generated in Multigen. I have to
test this before I submit a patch.
Dunno if this is
Hi Art and Mail,
it is right that you have to combine the shaders yourself. But beware!
If you are using a vertex shader you'll have to write the projection
part for the shadow mapping yourself. Just search the archives or drop
me a line if you are not finding anything. I have those shaders
As far as I remember I had this error, too.
It was somehow related to the windows.h. Try to include it later.
hth
Sebastian
Hi,
I don't know for the compilation errors, but new osg::Camera;//
execute main loop will not do anything... try viewer.run() ...
Vincent.
Le 2 juillet 2008 12:25,
Hi Rahul. If I recall correctly the color matrix isn't working on most
consumer cards. You need the the GL_ARB_IMAGING extension.
Alternatively you can achieve the desired effect with a shader.
cheers
psy
Hi all,
I am trying to use OpenFL color matrix functionality through
osg::ColorMatrix but
Hi All,
Regarding question 2:
Wouldn't it be possible to dynamically link different versions of the
OSG-DLLs?
So there would be two Version of the DLLs, one with the
SSE-Optimizations and one with the straightforward code.
I've seen examples of games some years ago, where they linked different
Hello Harold,
There is another method to get the axis aligned box from an arbitrary
transformed box:
I can provide you some pseudo-code:
Given a aabox (box) and a matrix (mat) that transforms the box the
following will return a new axis aligned box:
See reference [1]
snip
void
Hi,
Hi Paul,
const osg::MatrixList m = node-getWorldMatrices();
osg::ComputeBoundsVisitor cbv;
node-accept( cbv );
osg::BoundingBox bb = cbv.getBoundingBox();
osg::Vec3 minV = bb._min * m.front();
osg::Vec3 maxV = bb._max * m.front();
osg::notify( osg::ALWAYS )
Hi,
This might be a total beginners question, but I didn't find any
sufficient information in the forum nor in the documentation.
Let's assume I have a scene composed of some models, let's say a
trees/houses which are the same model.
If I want to load the model once and use it multiple times
Hi Paul,
but isn't this just cloning? With other words: is there something that
is shared between the nodes?
Plus, i would favour something not involving static data ;-)
cheers
Sebastian
I does this:
const static osg::ref_ptr osg::Node staticNode =
osgDB::readNodeFile(Shapes/Shape.osg);
Thanks Kim and Paul,
My problem seems to be elsewhere. Me stupid hasn't tried his own minimal
example.
In my application I sort of wrap certain scene elements (like models)
for an more abstract interface to loaded entities (as the models
geometrical/graphical representation is only one
Hi Paul,
I guess the problem is related to the varying. AFAIR it is
interpolated over the primitive. So maybe this is the problem.
The other odd thing is that you do
if (inside) discard;
instead of
if (inside == 1.0) discard;
cheers
Sebastian
Hi,
Im trying to use a shader to make
Hi summit,
Most of the osgShadow implementations support self-shadowing.
So it is more a matter of the used implementation.
If you use any form of shadow-mapping, there always be self-shadowing
per se. Look at the osgShadow example to find out more.
cheers
Sebastian
Hi,
I was
Hello Stefan,
that are great news. Thanks for sharing this!
Hello All,
We'd like to announce the availability of osgScaleViewer, a scalable,
cluster-ready OpenSceneGraph viewer based on the Equalizer parallel
rendering toolkit.
Th integration with Equalizer offers a number of high-level
Hi,
Some file formats like OpenFlight can contain various data, which might
not be directly related to rendering but can be important in other
contexts. While I fully agree that the loaders can and should skip this
information when constructing the scene-graph, I would find it extremly
Robert Osfield schrieb:
HI Sebastien,
On Wed, Jun 30, 2010 at 10:27 AM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Do you think that such extension would be general enough to be applied to
loaders?
Um... I can't really say but I kinda doubt it'll be ideal way to
tackle
Hi Ulrich,
Hi Sebastian,
On 1/07/10 1:18 , Sebastian Messerschmidt wrote:
I would suggest reading up on previous discussions about UserData
class that supports various generic attribute representation. It does
seem like there would be a big overlap with what you are after. What
a callback
Hello,
I've managed to convert a relatively large OpenFlight database to a
pagedLOD - database.
Therefore I replace all terrain-tile references (proxyNodes) in the
master.flt with PagedLOD nodes that reference the converted .ive page.
In another step I also replaced all references inside the
- there is a chance that the
external files aren't being found for some reason. Second suggestion
is to output your files to .osg and then inspect the file references
and distances by hand to see if they all make sense.
Robert.
On Tue, Jul 6, 2010 at 6:45 PM, Sebastian Messerschmidt
John Water schrieb:
Hi,
recently, I trace 3D application'performance in debug, frame rate always is low
and cull time always is high, I use lots of method to speed application; it
improve a little.
but today after I compile application as release version, the culling time
drops from 100ms
Am 15.12.2010 08:57, schrieb Duan Linghao:
Hi,
I want to control the color of shadow.How can I change the RGBA value of the
shadow?
...
You'll have to be a little more specific.
Why shadowing technique are you using?
In case you use standard shadow-mapping you can set a emissive ambient
Hi Daniele,
When using shadow techniques, you have to put all your child that are
supposed to be shadowed in separate scene below the shadowed scene, as a
sibling to the rest of the scene.
E.G. if you have a hud:
root
|
||
HUD SHADOW
Hi Matthew,
I think i have answered this question like two times before, so please
try to look into the forum/archives next time.
Anyway, probably you'll have to modify the shader source to change the
color. Usually after the depth compare the shadowed fragments are given
the a biased
Am 31.03.2011 07:49, schrieb litingbaotou:
win7, nVidia GTX 260, driver vision 8.17.12.6099
I use GL_POLYGON to display a polygon, why?
Polygons are known to be of less performance and add some other
oddities, because rendering of polygons can't be done with the usual
algorithms. Therefore the
Just a guess,
are you mixing debug and release builds? (i.e. linking in the debug
build to release libraries)
I've encountered the strangest memory corruptions and crashes (due to
differently sized STL data structures) under windows however.
Since I'm not quite know the stl implementation you
From the first look I'd advise to split up the geometries and put them
into multiple nodes.
Looking at the code I don't know which limit you're hitting here, but
there are limits in the opengl implementations that might dissallow
buffers beyond certain sizes.
cheers
Sebastian
Hi
I have
The general answer to your problem is: depends ;-)
Seriously, for me option B) is likely to get you more performance, as
you are using one texture for a bigger chunk of geometry. On the other
hand this might largely depend on the actual size of the chunk. Less
materials will perform better,
Hi,
I have a very big OpenFlight based database in which I've converted the
ProxyNodes for terrain-tiles into PagedLOD nodes.
The general layout of the database looks like this:
master
|PagedLOD (flight_0_0)
|
Am 05.07.2011 17:42, schrieb Chris 'Xenon' Hanson:
On 7/5/2011 5:50 AM, Sebastian Messerschmidt wrote:
Hi,
It seems like referencing e.g. tree1 multiple times in the graph creates
multiple render
instances instead of sharing the node. So loading the master.ive almost
certainly consumes
all
Hi,
Currently I'm trying to improve performance regarding shadow mapping.
So far I've managed to get reasonable results for large outdoor scenes
using LightSpacePerspectiveMaps.
In order to improve performance further, I did come up with the
following idea:
As my scene-graph consists of many
Am 06.07.2011 00:33, schrieb Luigi Calori:
On 05/07/2011 20.32, Sebastian Messerschmidt wrote:
Am 05.07.2011 17:42, schrieb Chris 'Xenon' Hanson:
On 7/5/2011 5:50 AM, Sebastian Messerschmidt wrote:
Hi,
It seems like referencing e.g. tree1 multiple times in the graph
creates multiple render
Hi Sergey,
Thanks so far for the hints. I was thinking something similar.
The problem however is how tell the shadow-technique that one graph is
for casting while the other is for receiving. Do I have to overwrite
certain parts of the ShadowedScene class to achive this?
cheers
Sebastian
Hi Aitor,
Usually when I encounter something like this, the best way to analyze is
to use the axes model delivered with the openscenegraph data.
This way you can find out which axis is pointing which way.
Usually you then come up with something like:
x_org = -y
y_org = x
z_org = -z
Hello Oren,
It seems that the node isn't loaded at all.
As I do something similar in my database compiler, I think you will have
to actually load the proxy node at least once to calculate the correct
bounds for it:
You code is correct, but as you defer loading of the real model, the
Am 25.07.2011 17:15, schrieb Oren Fromberg:
Hey Sebastian!
Thanks for the interesting reply. So, I guess that explains why the dimensions
of my bounding box are tending to infinity! I have some questions though:
1) what do you mean by load the proxy node at least once? does that mean to
add
Hi Cyril,
have you tried setting the MinLightMargin of the shadowmap to a high value?
I didn't look to closely, but i recall having such problems when using
the standard settings.
Also the LightSpacePerspective shadow mapping works very well for me, so
maybe try this one for the bigger outdoor
Hi Paul,
This is expected behaviour as far as I know.
The viewer camera won't return you a viewport if more than one device
context is used (i.e. more than monitor)
Ok now I am making some progress. If I set the environment variable OSG_SCREEN
to 1 then the problem goes away and the pointer
Hello Filip,
As far as I remember, there is no hardware support for color matrix.
It was supposed to be used for things like rendering the lumiance etc.
of a color, which can be done with fragment/vertex shaders nowadays.
If you want to change the color you should use the Material
Hi Kenzo.
I think you are misinterpreting the last argument to the textureLod,
which is an offset IIRC.
I use the following to sample the last level (which is 1 px and gives
you exactly the average):
exp(texture2DLod(LuminanceSampler, vec2(0.5,0.5), 1000.0));
cheers
Sebastian
Am 26.09.2012 17:27, schrieb Kenzo Lespagnol:
Hi Sebastian,
I've followed your advice, but I've still the issue. So it's seems I'm using a
wrong way to generate my mipmaps. Is hardware mipmap generation actually
average the values between the different mipmap levels?
More or less. I don't
Okay, one last try:
1. Have you tried showing the last mip-level (i.e. avg. lum) in a
separate window so you can check the value?
2. Have you double checked your actual tone-mapping? (say by providing
the average luminance via uniform)?
I'm asking this rather silly questions, because last
Hello Janna,
If you use a shader program you'll have to bind the attributes to the
program:
const std::string name=v_tangent
program-addBindAttribLocation(name, index);
Then in the vertex shader you can access the attribute via:
attribute vec3 v_tangent;
hth
Sebastian
Hi,
I am working on
Hi Janna,
can you provide the bits of your code where you setup the attributes in
the c++ code and the GLSL part where you access it?
I've been using this feature for tangent-space attributes like forever
and it simply works.
The only thing to keep in mind is the slot numbers and names you
Hello Chris,
I've been working with glslDevil a while ago and found it really helpful
up to the point where it didn't support anything beyond GLSL 1.2.
Since I'm not an academic(i.e. I don't study anymore) I didn't volunteer
and replied to your request.
You can put me on the CC and I'm willing
Hi, I want to revive this relatively old thread.
Can someone help me with the problem? I wasn't able to solve it.
Setting the projection matrix of the PreRender2-pass in a cull callback
doesn't help really.
The problem behind this, is simply the fact, that the PreRender2-pass
has a different
Hello Andy,
First of all, thank you for responding, I wasn't even sure the mail got
through ;-)
Hey Sebastian,
I've been looking at this off-and-on for a while now, though I have no clean
solution. From my investigation it looks like the osg::CullVisitor tweaks the
_computed_znear and
Hi Geoffroy.
If you want smooth shading, why are you setting it to FLAT?
sm-setMode( osg::ShadeModel::FLAT );
should read:
sm-setMode( osg::ShadeModel::SMOOTH);
Hi,
I try to add smooth shading to my geometry but for the moment I do not have
real success.
I use this
In order to get correct shading results, you have to create correct normals.
There is also a smoothing visitor which you could try:
osgUtil::SmoothingVisitor sm;
model-accept(sm);
cheers
Sebastian
Hi,
you are right. In the code it is set to flat but I have also tried
Am 29.10.2012 15:38, schrieb Geoffroy Rivet-Sabourin:
Is this method is efficient ( computation time ) or is it a better avenue to
use a GLSL frag and vertex shader
What do you mean? It might be as well a O(n) algorithm, but as long as
you do not try if it is suitable for you, you should not
Hello,
I've got the FBX plugin working and trying various models.
Unfortunately for me, most FBX models are separated into the model
itself and external animations.
I simply have no clue how to load the animations and use them with the
model.
Can someone help me out here?
cheers
Sebastian
Hello,
I'm trying to implement an advanced HDR lighting algorithm where I need
the average luminance of the last frame(s).
Currently I've encountered two major problems:
1. Is there a possibility to get only the last mipmap-level from
texture/image bound to a FBO?
I can get the whole image
Hi David,
thank you. Your advices really helped to solve the problem.
Hi Sebastian
2012/10/30 Sebastian Messerschmidt sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de
Hello,
I'm trying to implement an advanced HDR lighting algorithm where I
need the average
Hello Martin,
unsigned int num_files_per_row =
std::max(osg::round(sqrt(std::min(max_videos, static_castunsigned
int(files.size(), 1.0);
is the line I have. Try to static cast the result of osg::round to
unsigned int. Same goes for the sqrt, which expects float or double.
The VC2010 is
Hello Peterakos:
Hello.
I try to create linear values for depth using the following code:
Vertex Shader
float depth_in_eye_space = (gl_ModelViewMatrix * gl_Vertex).z;
depth = (-depth_in_eye_space - near)/(far - near); //depth is varying
Fragment Shader
gl_FragColor = vec4(depth,
Hello Peterakos,
Have you checked if the tangent space gives you correct results if
applied to lighting?
Also I don't understand what you need the tangent space for. Usually the
fragment's normal is what you already have in the normal-buffer, if
you doing some sort of deferred shading.
In
Hi Michael,
First of all you should search the forum for questions regarding shadow
mapping and custom shaders.
The general answer is:
Write your own vertex and fragment shaders and simply apply the shadow
mapping as in the stock shaders by applying the shadow term to your
lighting.
Look
Hello Peterakos:
Hello.
I try to turn off the lights in my scene using the following code but it fails.
group-getOrCreateStateSet()-setMode(GL_LIGHTING,
osg::StateAttribute::OFF || osg::StateAttribute::OVERRIDE );
Did you by any chance mean:
osg::StateAttribute::OFF |
Hi,
I have a geocentric terrain database built by osgDEM of which I need the
highest LOD as geometry in order to post process it in another toolchain.
What I tried is to get the highest LOD subtiles and visit them with a
NodeVisitor which will then convert the geodes.
In order to do so I use
Okay, I've found the solution myself.
I simply use the transforms from getWorldMatrices on the group
containing the geometry.
cheers
Sebastian
Attached you'll find the obj produced by the nodevisitor and a
screenshot.
Thanks.
Hi,
I have a geocentric terrain database built by osgDEM of
Hi,
I can confirm that it is working correctly on MS Visual C++ 2005 and
2010. Platform is Win7
cheers
Sebastian
Hi,
I just tried the compilation of my test code on Microsoft Visual C++,
and the problem does not appear so it seems gcc linked... I will try
to recompile OSG on my different
Hi Paul,
any easy workaround is to put your elevation and/or imagery into
separate directories and use them as parameters.
cheers
Sebastian
Hi all,
I'm trying to compile blue marble terrain and bathymetry data from two seperate
files however its always the last data entered on the
Hi Johannes,
IIRC there was a bug in the 3.1.2 int osgProgram.cpp in Line 772 which
can be fixed like this:
if (_extensions-isShaderAtomicCounterSupported())
-
if (_extensions-isShaderAtomicCounterSupported()
!atomicCounterMap.empty())
cheers
Sebastian
Hi Chris,
good idea, but
Hello Chris,
A useful concentrate. Thank you for providing it.
cheers
Sebastian
I pulled out some material I developed for various training seminars
in the past and polished it up a bit as a whitepaper:
http://alphapixel.com/content/level-detail-lod-openscenegraph
If anyone has any
Hi Walter,
The heightmap has the wrong file-extensions.
It is indeed a tif-file. Can you try it with the renamed file?
Hi,
below you can find my colour and height maps from Worldmachine, if someone can
take look at would be appreciated.
Thanks!
Cheers,
walter
--
Read this
Walter,
I've just took a closer look to the files you provided. They are not
referenced in any way plus the height seems totally out of scale.
I guess you'll have to reference them yourself
Hi,
below you can find my colour and height maps from Worldmachine, if someone can
take look at would
Hello Mike,
Usually I would not do this with an update callback, but taken this
aside I think you have to clone the models nodes to achieve unique
transforms for each instance.
In my renderer I clone models with articulated parts (in my case there
are osgSim::Multiswitch and
Hello,
I've just stumbled across the ARB_instanced_array extension
[http://sol.gfxile.net/instancing.html]
It seems to be the most efficient way to handle instanced drawing.
Can someone help me out to do this in OpenSceneGraph?
As I see, the glVertexAttribDivisor is needed for this, but I'm
Hello Thomas,
yes. I've more or less successfully integrated the 3dConnexion
SpaceMouse into a custom Handler.
Also there is some class in the osgVisual-project. Unfortunately it uses
DirectX which is why I use a slightly modified OpenInputSystem.
cheers
Sebastian
Hi,
Has anyone taken a
Hello Thomas,
basically it is based on OIS (OpenInputSystem).
The implementation is really trivial as soon as you get OIS to use the
space-mouse. That is the hardest part, as the SpaceMouse I'm using
(3DConnexion) is not reporting relative translations/rotations but
accumulated values.
Right
What do you mean by SDK?
As I said I use OIS (http://sourceforge.net/projects/wgois/)
The accumulated values simply require you to calculate the delta
yourself by hold the current and the last-frame values. Also you might
need to scale the delta according to your frame time.
hth,
Sebastian
Hello Jan,
Actually VRPN looked a bit too bloated for me. Also I didn't find a
simple example grabbing keyboard events, directly accessing keyboard
state etc.
Is there some good starting point into VRPN?
cheers
Sebastian
On Mon, Feb 11, 2013 at 7:04 PM, Sebastian Messerschmidt
. In the old implementation we
indeed used the SDK sample, which was based on directX too, but never
worked to our satisfaction.
cheers
Sebastian
On Mon, Feb 11, 2013 at 7:22 PM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de wrote:
Hello Jan
Hi Frank,
Did you set up your top-level program with
ss-setAttributeAndModes(topLevelProgram, osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE); ?
Also, I don't really understand if you are trying to render them with
fixed function pipeline or your own custom shader.
For fixed
Hello Héctor,
It is not quite clear for me, which part you are trying to achieve.
If you are referring to the creation and the display of a HUD, take a
look at the osgHUD example.
For creation of a map, you could display parts of your scene from a
bird's eye perspective inside the
Hello Héctor,
Hello Sebastian,
thank you for your quick reply. Let me re-explain my question.
The main point is the navigation system. I am looking for something
like the following:
-There is a 2D map (we don't care now about how the map has been made).
-The system gets the map as an
Hello Ethan,
do you really need to use cuda/compute etc?
Most postprocessing can be done with plain glsl shaders.
Therefore you'll have to render your scene to a framebuffer object and
bind the texture as input to a fullscreen quad pass.
You might want to take a look at osgPPU.
cheers
Hello Christian,
do you need to copy it? Or is it sufficient to re-use it in terms where
it is allowed to be modified by the second pass?
If later applies, you simply can bind the same depth buffer as input
texture to your RTT pass.
Hi,
I've been modifying the osgoit code sample to allow
Hi Christian,
If you are referring to drawing the clouds individually:
I had exactly the same problem and didn't find a solution apart from
rendering the clouds after everything else. (simply using the
DrawObjects approach) as I thought I'm simply stupid.
But maybe simply drop a line to
if they also
have a user forum?
I didn't find a forum. But they also answer questions from
non-customers, and Mr. Frank Kane is quite responsive.
cheers
Sebastian
Christian
2013/2/26 Sebastian Messerschmidt sebastian.messerschm...@gmx.de
mailto:sebastian.messerschm...@gmx.de
Hi Christian
Hi Tonino,
This is bug in Visual Studio.
To get VPB linked (and possibly other tools) add /FORCE:Multiple to
your linker options.
This problem is annoying me too, but this seems mainly related to the
OsgDB custom stream.
cheers
Sebastian
Hi,
I'm trying to compile VTB ( 0.9.12 ) with
Hi Lucie
Hi,
I want to delete a complete scene. I use
root-removeChildren(0,root-getNumChildren());
Does it destroys the objects in the scene?
Yes and no. First of all it does exactly what the name says. It removes
the children from the group.
If you don't reference the nodes below that scene
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