Hi John,
I haven't done what you want before but the way I'd tackle it would be
to use a Camera post draw callback to call
state.applyAttribute(texture); then
image-readImageFromCurrentTexture(..).
Robert.
On 5 June 2012 22:08, John Kaniarz john.kani...@us.army.mil wrote:
My program has 4
Hi Vishwa,
On 6 June 2012 05:46, shekhar vishwa vishwa.shek...@gmail.com wrote:
I am trying to implement the multiple views in same window. Each view render
the diffrent models.User can set the view position at run time by mouse
dragging. If dragged view is overlapped with any view then
Hi
gles 2 dont support fixed pipeline lighting stuff like GL_LIGHT# and such,
which osg uses to manage lighting. To calculate proper lighting you should
supply shaders with light source parameters(position\direction, color etc)
through uniforms and use those.
Cheers,
Sergey.
06.06.2012,
Hi,
I found a workaround,
Thanks for your leads, but they didn't help, I opened the converted fbx in
osganimationviewer, and the distortion exist there too.
I couldn't manage to link the collada plugin in mac,
but windows does compile and link, and the animation imported from the collada
works
Tim,
That would appear to explain it. Thanks.
-Joel
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Thanks, I'll try that. Do I need to unapply the texture state when I'm done?
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On 6 June 2012 15:20, John Kaniarz john.kani...@us.army.mil wrote:
Thanks, I'll try that. Do I need to unapply the texture state when I'm done?
In theory osg::State should unapply it next time it does an
State::apply() of the current state.
Robert.
Hi all:
We met one tough osg performance problem recently when we upgrade our
osgEarth+gdal to the latest version.
To simplify my statement, I will only describe the outline of our main work:
void main()
{
osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;
osg::ref_ptrosg::Node
It captured a texture, but not the texture I was looking for.
Code:
osg::State * state=renderInfo.getState();
state-applyAttribute(texture);
osg::Image *image=new Image();
image-readImageFromCurrentTexture(renderInfo.getContextID(),false,GL_UNSIGNED_BYTE);
osgDB::writeImageFile(*image,snap.png);
On 6 June 2012 15:57, John Kaniarz john.kani...@us.army.mil wrote:
It captured a texture, but not the texture I was looking for.
Code:
osg::State * state=renderInfo.getState();
state-applyAttribute(texture);
osg::Image *image=new Image();
Hi Vishwa,
the only way I can help you is giving you my code of initialization:
Try to adapt it for non your platform.
variables of instance:
osg::ref_ptrosgViewer::Viewer _viewer;
osg::ref_ptrosg::MatrixTransform _root;
- (osg::ref_ptrosg::GraphicsContext)createGraphicContext
{
//create our
Greetings All!
I assume that we are going to have a BOF this year, since I just went over the
SIGGRAPH conference schedule and there is a listing with John's name on it
hosting.
See you there!
David Glenn - D Glenn
David Glenn
---
D Glenn 3D Computer
I got it working. The issue is that readImageFromCurrentTexture() doesn't
support TextureRectangle. I modified my program to use a Texture2D instead and
it works now.
Adding TextureRectangle support to Image doesn't look like it would be too hard
except that GL_TEXTURE_BINDING_RECTANGLE isn't
On Wed, Jun 6, 2012 at 5:30 AM, Sergey Polischuk pol...@yandex.ru wrote:
Hi
gles 2 dont support fixed pipeline lighting stuff like GL_LIGHT# and such,
which osg uses to manage lighting. To calculate proper lighting you should
supply shaders with light source parameters(position\direction,
It looks like backface culling is off (GLES2 does have back face
culling). Turn this on.
It also behaves as if you ended up with a context that perhaps has no Z
buffer. This can happen if you choose your context poorly via EGL. On some
Adreno GLES2 devices I've used, I had to drop down to a
http://assimp.sourceforge.net/main_features.html
Anybody used this?
Might be interesting to begin an optional plugin to load files via this
library, if you have it. Some of its importers might be more modern or more
fully fleshed out than some of our native ones.
--
Chris 'Xenon' Hanson,
Hi, Kim,
Lispsm in default mode renders back facing polygons (in light space) to
avoid self shadowing of front surfaces. In your case it looks like you
would rather want to use front facing polygons to cast shadows instead.
Normally its not neccessary because back facing normals would cause the
On Wed, Jun 6, 2012 at 5:48 PM, Chris Hanson xe...@alphapixel.com wrote:
It looks like backface culling is off (GLES2 does have back face culling).
Turn this on.
It also behaves as if you ended up with a context that perhaps has no Z
buffer. This can happen if you choose your context
dglenn wrote:
Greetings All!
I assume that we are going to have a BOF this year, since I just went over
the SIGGRAPH conference schedule and there is a listing with John's name on
it hosting.
See you there!
I wish i could go to SIGGRAPH maybe some years later...
--
Hi Chris,
Oh, I'm just working on a new integration project of OSG and different
kinds of 3rdparty libraries. Ande I've already wrote plugins of FreeImage
and AssImp, as I think both are great for importing and exporting, too.
https://github.com/xarray/osgRecipes/tree/master/integrations
I'll just add my 2 (negative) cents on FreeImage: it does not
dynamically links to libpng, libtga and other libs it uses. This goes
against Gentoo policy and as such will prevent apps to go into Gentoo
based distros.
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Hi,
I work in a research lab that uses a CAVE. We were recently given a large 3D
model made in Google SketchUp to work with by a client. Unfortunately, we keep
having issues when running it in the CAVE on OSG. The model seems to have it's
ambient light amped up as it keeps glowing white and
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