Hi all -- A while back, OSG changed so that Geode derives from Group and
Drawable derives from Node. Can someone tell me the first OSG version number
that contained this change? I have some code in osgWorks that I need to
conditionally compile based on this version number. Thanks.
-Paul
__
The official osgEphemeris repo is now on Google Code:
https://code.google.com/p/osgephemeris/
Please submit any changes as an issue and attach a patch. Thanks.
-Paul
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I like the idea of revamping the OpenGL API.
In fact, I liked that idea when it was originally proposed in 2007 as
"OpenGL 3". Unfortunately, most other developers did not like what Khronos
and the ARB put forth in that design. It was not well-received. The final
OpenGL v3.0 spec came out a year l
The OpenGL spec and GLSL both use post-multiply notation. OSG uses
pre-multiply notation. The two produce identical results because they do
the same thing internally.
-Paul
On Mon, Aug 11, 2014 at 3:06 PM, Bram Vaessen
wrote:
> thanks I noticed I had to use the (vec3, matrix) version instead
>
> I am using RTT to create/modify a set of textures... actually a
> osg::TextureCubeMap
> I am taking this TextureCubeMap and projecting it onto an object.
> After I project the CubeMap onto the object I want peel this texture, or
> surface of the object, off as a single textur
If you are creating/modifying the textures in shaders, then you must be
rendering to texture using an FBO. Are you doing this with an osg::Camera?
If so, then you already have an osg::Texture attached to your osg::Camera,
right?
You said you need them in an osg::Texture. Why? Are you actually sayi
This seems like the age-old "you can't draw a flat-shaded cube with 8
vertices" dilemma.
Don't you need to repeat the same xyz vertex possibly multiple times? So
that you can have a different normal at the same vertex, depending on which
face you're rendering.
-Paul
On Wed, Jul 23, 2014 at 8:
In the osgWorks osgwTools library, TransparencyUtils.cpp, I enable
transparency by first copying the original StateSet and saving it as
UserData, then modifying the active StateSet to turn on transparency
(BlendFunc, RenderBin, etc).
To disable transparency, I simply restore the original StateSet
Hi Robert (and all) --
I want to get the view matrix, projection matrix, and viewport from the
current slave Camera in a multi-display environment, and I want to get them
from a cull callback (which could be buried beneath a HUD Camera or
post-render processing Camera).
I think this is what I wan
It looks like the osg::Geometry changes (deriving from osg::Node) are not
on the 3.2 branch, just on trunk. Is that correct?
-Paul
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FYI, osg-users posts have been reflected to a Google Group for at least the
past six years, so you should just be able to search using Google. The
group is here:
http://groups.google.com/forum/#!forum/osg-users
I hope people find this helpful.
-Paul
_
Hi Robert -- There is a new plugin, LUA, which fails to link on Windows
when building current trunk. It looks like multiply defined symbols. I'm
building for GLCORE, but that's probably irrelevant. I'm using the default
setting for the LUA local source CMake variable.
Here's the output:
1>ReaderW
On Fri, Apr 25, 2014 at 2:25 AM, Robert Osfield wrote:
> Now things are compiling OK for you, could you let me know which bits
> if any of the original post you now want merged.
>
Thanks, Robert. I re-posted this to osg-submissions, in the original thread.
-Paul
___
I'm still seeing this issue with trunk r14158.
On Wed, Apr 23, 2014 at 9:34 AM, Robert Osfield wrote:
> Hi Alberto,
>
> On 23 April 2014 16:18, Alberto Luaces wrote:
> > It seems that OpenGL.in is uncommited:
> >
> > $ cmake .
> > CMake Error: File /.../src/osg/OpenGL.in does not exist.
>
> Sor
If you're not picky about the blur quality, just render to a texture that
is 1/16th the size of your screen (1/4 width x 1/4 height), then apply the
texture to a fullscreen quad with GL_LINEAR filtering. This can be
accomplished with OpenGL v1.0 functionality and should be fast and
well-supported o
Unless, of course, you're actually trying to create a modern application.
Then you really do want core profile and must build OSG for GL3. Otherwise,
deprecated OpenGL usage will inevitably creep into your app code.
The OSG warnings in the OP's post really do serve a purpose. They alert you
to the
Yes, osgEphemeris can be used for calculation only.
osgEphemeris was moved from its old home to Google Code. Get the latest
from here: http://osgephemeris.googlecode.com.
-Paul
On Thu, Mar 20, 2014 at 7:01 AM, Conan wrote:
> I need to calculate the position of the sun/moon in my code. Can
>
I was intending to update the Quick Start Guide a while back, but was
unable to follow through with that due to other commitments. It's still on
my to-do list. Specific changes I have in mind include:
- Update section on best practice for functions returning ref_ptr'd memory.
- Switch over to cu
"DLL", and this is a
static build, so no DLLs are being built. Yet disabling it changes the name
of the output static .lib name.
Just checking.
On Wed, Mar 12, 2014 at 3:17 PM, Paul Martz wrote:
> Hi all -- Is anyone using CMake to find a static-built OSG? If so, how are
> you
Hi all -- Is anyone using CMake to find a static-built OSG? If so, how are
you getting that to work?
When building static OSG, all the library names are prefixed with
osg. For example, with OSG v3.3.1, the so version is 111, so I
get libs named: osg111-osg.lib, osg111-osgDB.lib, osg111-osgUtil.lib
Robert, Chris, Rui -- Thank you all for the information. Very helpful.
-Paul
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If OSG is linked statically, obviously I need to reference a plugin with
the USE_OSGPLUGIN macro.
Is there any way I can determine at compile time whether the OSG I'm
linking against was built as static or dynamic? I want to use USE_OSGPLUGIN
if OSG was built static, and not use it otherwise, righ
How would you propose this work? Instancing is a property of the
PrimitiveSet, and display list usage is a property of the Geometry object.
Would you modify Geometry::addPrimitiveSet() to look for use of instancing,
and if detected, disable display lists? What if the instanced PrimitiveSets
are sub
Thanks, Robert -- That change resolved the issue.
-Paul
On Sat, Feb 8, 2014 at 5:58 AM, Robert Osfield wrote:
> Hi Paul,
>
> Sorry about the error. I missed changing the export #define from
> OSGUI_EXPORT to OSGGA_EXPORT. I've fixed this and checked it into
> svn/trunk, hopefully this will r
Hi Robert -- I'm getting this linkger error from the osgGA serializer with
svn trunk.
3>Widget.obj : error LNK2019: unresolved external symbol "public: __cdecl
osgGA::Widget::Widget(void)" (??0Widget@osgGA@@QEAA@XZ) referenced in
function "class osg::Object * __cdecl
wrapper_createinstancefuncWidg
Hi Robert --
I have another, simpler, option to the cmake issue, and that is for me to
just add the include path to Visual Studio's include paths.
Then, the only change I'd want to submit, would be to change to
, and unless I hear otherwise, I'd do that for Windows only.
It's a bit of a mess, b
Hi all -- There's been a long-standing issue related to building OSG for
OpenGL3 on Windows, and that is the need to manually edit the
CMAKE_CXX_FLAGS variable to add the include path "/I" for wherever you have
placed the gl3.h (or glcorearb.h) header file. This is a problem because it
requires use
Hey Robert -- If no one else has any strong feelings on this, then I'll
request you proceed to apply my "Fixes for GL3 build" as posted to
osg-submissions. (As time allows, of course.) Thanks!
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dataType = GL_SHORT;
> break;
> -
> +#endif
> case OSG_DXGI_FORMAT_R16_SINT:
> internalFormat = GL_R16I;
> pixelFormat= GL_RED;
>
> --
> nǝıɥʇɐƜ
>
>
> On 26 November 2013 22:
andle these switch cases when OSG is built for GL3? The easy way would be
to conditionally compile them, in which case they would default to display
a warning message.
Please advise, thanks.
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Skew Matrix Software LLC
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Hi all -- I've now tagged new v3.0 releases of osgWorks and osgBullet,
which are compatible with the current OSG v3.3.0 release, and backwards
compatible to OSG v2.8.5.
Here are URLs for the project web pages:
http://osgworks.googlecode.com
http://osgbullet.googlecode.com
--
Paul Martz
the complicated non-convex object with a one or more
> spheres, boxes or cylinders does wonders for performance and it is a lot
> simpler than doing the convex decomposition.
>
> Regards,
>
> Jan
>
>
>
> ___
icted.
>
> Therefore I was under the impression only the collision library
> (osgbCollision) would suffice my purpose. However I'm still missing on
> something and unable to get it work.
>
> Thanks
> Mots
>
>
> On Fri, Nov 15, 2013 at 12:32 AM, Paul Martz wrote:
>
Hi Paul,
>
>
> On 16 November 2013 18:27, Paul Martz wrote:
>
>> I see there is a redesign of the osgGA module taking place. If there is
>> reason to believe that this is the last of these changes, then I'm willing
>> to hold up tagging a release while the iss
continuing non-backwards compatible changes on OSG trunk?
On Fri, Nov 15, 2013 at 5:18 PM, Jan Ciger wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> On 11/15/2013 09:49 PM, Paul Martz wrote:
> > Given the recent flurry of interest in osgBullet, I've proce
> On 11/15/2013 09:49 PM, Paul Martz wrote:
> > Given the recent flurry of interest in osgBullet, I've proceeded
> > with features cuts that allow osgWorks and osgBullet to build with
> > OSG >= v3.1.9. My basic strategy was to simply remove any code that
> > d
t, and let me know if
there are any issues. I've tested against OSG v3.3.0 and things seems to be
running fine. I'll tag a release for these projects shortly.
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Skew Matrix Software LLC
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ed.
>
> Best regards,
> Mots
>
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>
>
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Skew Matrix Software LLC
_
ntainer to store the
uniforms, how do I initially grow that container in a thread-safe way
during the first frame?
What are other people doing in this situation? Thanks in advance for the
advice.
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Paul Martz
Skew Matrix Software LLC
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It's often desirable to disable culling for any geometry that is
non-spatial in nature. Such geometry is very common in modern graphics
programming.
Even after you disable near/far auto-compute, and set culling disabled on
your scene graph, the CullVisitor will still cull any geometry that is
behi
h.org/viewtopic.php?p=55804#55804
>
>
>
>
>
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Yes, osgBullet does have a collision-only library.
I just wanted to provide additional information, as the O.P. seemed unaware
of osgBullet and what had already been done there.
On Sat, Aug 3, 2013 at 3:35 AM, Jan Ciger wrote:
> I think that what Robert meant was to simply use the collision
>
> ___
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> > osg-users@lists.openscenegraph.org
> >
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> ___
> osg-users mailing list
&g
>
> Roger
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=54943#54943
>
>
>
>
>
> ___
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> osg-users@lists.openscenegraph.o
>
> It's a shame that intrusive_ptr<> isn't part of the standard.
>
> Robert.
> _______
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> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
aph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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Ah. I see now that you're asking about how to use a macro that is defined
in a project external to OSG. Sorry for my confusion.
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ase fill out if i miss anything in the process
>
> Thank you!
>
> Cheers,
> Sajjadul
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=53846#53846
>
>
>
>
>
> ___
> osg
igital Audio • LIDAR • Kinect • Embedded • Mobile •
> iPhone/iPad/iOS • Android
> @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775)
> 623-PIXL [7495]
>
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for a game engine?
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=53714#53714
>
>
>
>
>
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>
..
>
> Thank you!
>
> Cheers,
> Anton
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=53481#53481
>
>
>
>
>
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Hi all -- FYI, the osgEphemeris repo has moved to Google Code:
http://osgephemeris.googlecode.com
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Anaheim this year, eh? Wow, that brings back memories. First SIGGRAPH I
attended was Anaheim, 1987, back when 1m lines/sec was a big deal...
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> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=53046#53046
> >
> >
> >
> >
> >
> > ___
> > osg-users mailing list
&
> osg-users mailing list
> osg-users@lists.**openscenegraph.org
> http://lists.openscenegraph.**org/listinfo.cgi/osg-users-**
> openscenegraph.org<http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org>
>
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at this issue briefly, and concluded that it would take
> some GLSL to fix it.
>
> Christian
>
>
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On Thu, Mar 14, 2013 at 3:43 AM, Christian Buchner <
christian.buch...@gmail.com> wrote:
>
> When I tried two sided lighting yesterday, I found that the back faces
> were lit, but not in the same way as the front faces.
>
Are your front and back material colors set to the same values, or to
diffe
negraph.org/viewtopic.php?p=53088#53088
>
>
>
>
>
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Skew Mat
e::frame(double
> simulationTime=1.7976931348623157e+308) Ligne 645 + 0xf octetsC++
> osg80-osgViewerd.dll!osgViewer::ViewerBase::run() Ligne 612 +
> 0x1b octets C++
> osg80-osgViewerd.dll!osgViewer::Viewer::run() Ligne 376C++
> osgWra
a flashed in my mind to find the pros and cons of it.
>
> Thanks,
>
> Wang Rui
>
>
>
>
>
>
>
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>
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ation with the new idea
> if it is considered necessary, or I will forget it and soon be getting
> ready to submit both the deferred shading pipeline and the new VDSM code in
> the following week. :-)
>
> Cheers,
>
> Wang Rui
>
>
>
> ___
like tc's or normals)
>
> Cheers.
>
> 14.02.2013, 01:17, "Paul Martz" :
>
> Hi all -- Primarily Tim Moore...
>
> The code comments for osgUtil::IndexMeshVisitor reads as follows:
> // Convert geometry that uses DrawArrays to DrawElements i.e.,
> // constru
),
then the code skips removal of duplicate vertices. Is this the intended
behavior? From reading the documentation, I expected the code would still
go through and remove the duplicate vertices.
Does the code need to be corrected, or the code comment?
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This is something you might want to ask on the producer-users email list, I'd
think. Producer is not a dependency of OSG any longer (but they still work
together, as far as I am aware).
http://www.andesengineering.com/mailman/listinfo/producer-users
-Paul
On 2/8/2013 10:40 AM, Selvakumar Ch
Hi Frank -- Just adding to what Robert said:
Although FrameBufferObject does derive from StateAttribute, I have never seen it
used as an attribute attached to a StateSet. Rather, it's something that Camera
uses essentially internally.
Previous postings from Art Tevs (osgPPU) have warned of is
eport back?
Thanks in advance,
Stephan
Am 05.02.13 23:53, schrieb Paul Martz:
Forgot to mention: 32-bit builds fine, 64-bit is the issue.
-Paul
On 2/5/2013 3:41 PM, Paul Martz wrote:
Hi Stephan -- The OSC plugin has compile errors with VS2010 for 64-bit
builds,
and I thought you might wa
Forgot to mention: 32-bit builds fine, 64-bit is the issue.
-Paul
On 2/5/2013 3:41 PM, Paul Martz wrote:
Hi Stephan -- The OSC plugin has compile errors with VS2010 for 64-bit builds,
and I thought you might want to take a look at it. This is from trunk r13330.
Thanks!
-Paul
Hi Stephan -- The OSC plugin has compile errors with VS2010 for 64-bit builds,
and I thought you might want to take a look at it. This is from trunk r13330.
Thanks!
-Paul
2>-- Build started: Project: Plugins osc, Configuration: Debug x64 --
2>Build started 2/5/2013 3:34:09 PM.
2>Ini
On 2/5/2013 1:32 PM, Nathan Mielcarek wrote:
Hi all,
This just came up at work a few days ago since I was confused why both
assignment methods performed the same way.
I agree that the cmake option should be removed and set to a default to avoid
confusion. I don't have a preference for that defa
(Please take C++11 discussion to another thread.)
If no one is setting OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION to OFF, I'll
submit a change that removes the variable (with the code behaving as if the
variable were present and set to ON).
Here's some history on the ref_ptr issue:
* In OSG
remove the variable altogether?
-Paul
On 2/4/2013 2:18 PM, Paul Martz wrote:
This is just a start, there are many others. Just don't have time to fix them
all at the moment.
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In osgWorks, this support is in the osgwMx library. See osgWorks/include/osgwMx.
-Paul
On 2/4/2013 9:42 AM, Thomas Lerman wrote:
Thank you Sebastian, Jan, and Paul. Any code samples (I do not have the
hardware or drivers yet)? I did check out osgWorks and did not see any mention
of this ca
The osgWorks project supports both VRPN and DirectX input devices, and works
with OSG 2.8.5 and later.
http://osgworks.googlecode.com
-Paul
On 2/3/2013 10:41 AM, Thomas Lerman wrote:
Hi,
Has anyone taken a look at integrating a device such as a 3D mouse into
OpenSceneGraph?
Thank you!
C
I'll second Robert's suggestion of simply loading the .FLT file,
programmatically changing the texture references, and exporting back to .FLT.
This seems like the easiest approach, so you should probably try it first before
moving on to more elaborate solutions.
The potential problem is that t
On 1/25/2013 8:47 AM, Ehsan Azar wrote:
It seems I should be able to start with 3.0 but then I wonder why 2.8 is still
popular.
In my experience providing OSG consulting and dev services, some of my customers
are content with the stability of 2.8.5 (June 2011), and have no particular need
fo
The MxEventHandler class in the osgWorks project has an event handler that lets
you specify the center of rotation. Documentation is here:
http://vesuite.org/external/docs/osgworks/classosgw_mx_1_1_mx_event_handler.html#_details
so you can see that ctrl+shift+leftmouse sets the new center of rota
I also misunderstood the question. Apparently, you want to allow the window to
be resized, but only in such a way that the window's aspect ratio is always the
same. This really has little to do with OSG (except that you might use an osgGA
event handler to capture the resize events and do the app
You can use a Camera update callback to repeatedly set the aspect ratio in the
Camera projection matrix.
-Paul
On 1/21/2013 8:14 AM, Ethan Fahy wrote:
Hello,
Is there any way to set up an osgViewer::Viewer with a locked aspect ratio that
still allows the user to adjust the window size by
s to get per-GPU capabilities, you would need to create
a separate instance of an osgwTools::Capabilities object while a context is
current on each separate GPU. This can probably be done with a Camera draw callback.
-Paul
On 1/15/2013 10:16 AM, Paul Martz wrote:
Chris, you're
Chris, you're right about the heterogeneous case.
Current svn trunk HEAD of the osgWorks project has a couple tools that might
help.
There is a struct osgwTools::Capabilities that your app can invoke while any
context is current (as in a Camera pre-draw callback). It obtains the
GL_RENDERER s
The CullVisitor traverses the scene graph and assembles a render graph. The
structure of the render graph is composed of RenderBins, some of which might
actually be RenderStages.
The current RenderBin changes under two circumstances:
- The CullVisitor encounters a Node with a StateSet whose Re
iform per
render thread.
Glenn (and others), thanks for the extensive help and inspiration on this.
-Paul
On 12/27/2012 11:43 AM, Paul Martz wrote:
Ah ha. And each Camera has it's own StateSet. I see.
My situation is a bit different, as I have a single subordinate Camera buried in
s and inspiration. Hopefully I can make this work yet.
-Paul
On 12/26/2012 2:31 PM, Glenn Waldron wrote:
On Wed, Dec 26, 2012 at 1:08 PM, Paul Martz mailto:pma...@skew-matrix.com>> wrote:
Hi Glenn -- I've managed to compute the matrix I need using the clamp
projection callback
it. cullOvelayGroup() is called during the cull traversal from an
overloaded traverse() method in OverlayDecorator (which subclasses Group).
Glenn Waldron / @glennwaldron
On Sat, Dec 15, 2012 at 1:54 PM, Paul Martz mailto:pma...@skew-matrix.com>> wrote:
Thanks, Glenn -- I saw the
The OpenSceneGraph Reference Manual at lulu.com also has this info, but both
resources are out of date.
You can easily get a list of OSG's built-in uniforms by doing a recursive grep
in your OSG source tree for "getOrCreateUniform". All OSG built-in uniforms are
created using this function.
There is only one model in the scene, but it is traversed and rendered twice
with the two different effects. You said you were doing multipass rendering, and
this is how multipass rendering is done in OSG. To avoid having one rendering on
top of the other, you use blending** to composite the two
I think you just want to multiparent the model to the two different effect
nodes, like this:
root
/\
Effect1 Effect2
\/
model
-Paul
On 12/15/2012 3:49 PM, Peterakos wrote:
Hello.
I want to use 2 different effects on the same model but i am not sure
if this i
ldron/osgearth/blob/master/src/osgEarth/ClampingTechnique.cpp#L403
Hope this helps.
Glenn Waldron / @glennwaldron / osgEarth.org
On Fri, Dec 14, 2012 at 3:12 PM, Paul Martz mailto:pma...@skew-matrix.com>> wrote:
I think I have a pretty good idea of the cause.
The CullVisitor g
seems like I'd be asking for
trouble.) So, still hoping for input from the community on how to make this work
without visual artifacts. Thanks.
-Paul
On 12/14/2012 11:28 AM, Paul Martz wrote:
Hi all -- I'm attempting to render with two Cameras, where one inherits the
projection ma
The osgWorks project has a makeCircle function that will create a solid disk.
To create a disk with a hole in it, use the makeOpenCylinder function with a 0.0
length and different radii for the cylinder ends.
osgWorks is here:
osgworks.googlecode.com
-Paul
On 12/10/2012 2:20 AM, DavidHor
Use a different Camera for each set, and on each Camera call: cam->setClearMask(
GL_DEPTH_BUFFER_BIT ) so that they clear only the depth buffer and not the color
buffer.
-Paul
On 12/8/2012 2:34 PM, Preet wrote:
Hiya,
I have multiple sets of depth sorted geometry that I'd like rendered in
(Sorry if this shows up twice; I originally posted it Tuesday but it has not
echoed back to the list. Test emails seem to work, so trying again...)
Hi Jeremy -- Since you know the FOV in y (it's 45.0 degrees), you can compute
the distance to "fit" a bounding sphere with the following code:
do
Sorry, please ignore.
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Hi all --
There was an issue in this update that caused VS to misinterpret the libraries.
The attached osc CMakeLists.txt fixes the issue and results in a clean build.
-Paul
On 11/20/2012 3:38 AM, Robert Osfield wrote:
Hi Paul, Christian, Stephan et. al,
On 20 November 2012 07:36, Christ
Hi Stephan -- Is the OSC plugin tested on Windows? I'm getting several undefined
symbols during link using VS2010, building 32bit on Win7 (see below). I don't
see any CMake controls to disallow this plugin on Windows, so I'm guessing these
are build errors that should be fixed.
-Paul
1>Net
I did this:
osgconv glsl_confetti.osgt out.osg
then looked at out.osg in an editor and it definitely contains shaders.
-Paul
On 11/16/2012 9:36 PM, michael kapelko wrote:
Hi.
I've attached custom shader for a node in a ShadowedScene. I then called
osgDB::writeNodeFile upon it and found out
I had another thought on this, Chris. Set a breakpoint in the Multiswitch
constructor and verify that the "missing" Multiswitch is being created under
both circumstances. Assuming that test passes, set a breakpoint in the
Multiswitch destructor, it should get hit when the "missing" Multiswitch i
Are you sure you're getting the same FLT file in both cases? Echo the full path
returned by osgDB::findDataFile().
-Paul
On 11/8/2012 7:55 PM, Chris Hanson wrote:
I've encountered a strange behavior when loading a client-supplied FLT file
and I haven't been able to drill down and find a
On 10/30/2012 5:05 AM, Christian Buchner wrote:
Hi,
for rendering a sphere (or any other round shapes) it might even be
better to use a shader, instead of trying to tesselate the shape into
a complex geometry consisting of a lot of triangles or quads.
One issue with this approach, as well as
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