Hi
You can use compressed textures in dds format, as they support dxtc texture
compression. You can create those with ati compressonator tool, nvidia texture
tools, or in photoshop using nvidia plugin. For rgb images you'll get 6x
compression ratio. Also, you can save textures in dds format
Hi, Neil
I feel like (b) option is a clear winner here.If it is possible to make osg
context shared with CAOpenGLLayer, you'll be in good shape and running without
gpu-ram-gpu transfers. Otherwise it all depends on texture roundabout impact
on framerate.
Cheers,
Sergey.
24.08.2012, 18:36,
Hi,
I have two OSG models. The first is constant about rotation and translation
about Z. This model is just translating about X and Y axis.
The second model is variable about translation and rotation.
Now I want to call a function when first model come across second model. That
is when first
Hi, Koduri
If you need to do this precisely, you can use (or write your own) some
collision detection algo working with flat 2d polygones (get those by
transforming model vertices to screenspace). Also you can get somewhat good
results using some stencil buffer magic (the point is to write
Hi and good day!
Preface (scroll down for my problem):
I'm developing an App based on OSG 3.0 for Android and i'm having a problem
with translucent backgrounds and models.
please bear with me if it's a stupid question. i'll try to explain my problem
in detail and not too confusing.
the source
Hi Tang,
On 27 August 2012 04:19, tang tangjiqiang1...@qq.com wrote:
I see, osg smart pointer in osg site individually extracted a package,
But now can not find it, please help!
I don't know of what you refer, osg::ref_ptr and osg::observer_ptr
are and have always been a component of the core
Hi Andrey,
On 27 August 2012 06:02, Andrey Zubarev azb...@gmail.com wrote:
Here is a picture that explains the problem:
[Image: http://s12.postimage.org/t6lnevl19/Distor.png ]
Thanks for the image, this confirms it's the very common and expected
result of depth sorting of transparent objects
HI Carsten,
Does the new view have the two views sharing the same graphics context, or
are you creating a new context? If you are creating a new context how are
your creating the new context?
Robert.
On 27 August 2012 10:13, Carsten Scharfe cscha...@dspace.de wrote:
Hi.
I’ve come across a
Hi Community,
Anyone has clue which version of the FBX SDK is used in the osg fbx plugin?
The one that is actual seams is not FBX SDK 2013.2. Also any hint from
where it can be downloaded?
Thanks a bunch
Cheers,
Nick
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Will I need to do anything in osg to make sure it uses the pre-generated
mipmaps stored in the DDS file and not recreate new ones? Working on saving the
textures out as dds now.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Thank you, Robert!
The second advice helps a lot :D
Cheers, Andrey
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Hi Robert,
Both views share the same context. This context is created first, with no
inherited window data.
When I create a new view, I create a new context for this view and set the
sharedContext member
to the shared context. I set the inherited window data too for embedding the
view in the
Hi Robert et al.,
I finally got the time to investigate the code (osgTerrain/Terrain.cpp).
As I see it, it is not necessary to introduce a new data structure to hold
the list of update tiles. The issue was that a TerrainTile could be partly
destructed but not unregisterTile:ed, when an
Hi, Bernd.
Either you are drawing your model with some kind of additive blending enabled
(if background and model drawn into same framebuffer or whatever it is), or it
is overlay working this way.
How you set up blending function? Do you need blending for your model at all?
If you dont need to
I believe osg dds plugin uses stored ones, if there any. At least there are
some code that takes care of mipmaps in dds plugin.
27.08.2012, 14:32, Cary, Karl A. karl.a.c...@saic.com:
Will I need to do anything in osg to make sure it uses the pre-generated
mipmaps stored in the DDS file and
Hi, Nick. You can check it in ReaderWriterFBX.h header in osgPlugins/fbx dir.I use 2012.2 with some half recent osg svn version (osgversion says its 3.1.3). Cheers,Sergey.27.08.2012, 13:48, "Trajce Nikolov NICK" trajce.nikolov.nick@gmail.com:Hi Community,Anyone has clue which version of the
Hi Sergey,
any idea from where can I get 2012.2 ? I tried to build it against the
recent FBX SDK which is 2013.2 and it failed - the sdk is different (as
expected). I am using OSG-3.0.1
Thanks
Nick
On Mon, Aug 27, 2012 at 1:59 PM, Sergey Polischuk pol...@yandex.ru wrote:
Hi, Nick.
You can
Hi, Bernd.
Hi, and thank you for your quick answer.
Either you are drawing your model with some kind of additive blending enabled
(if background and model drawn into same framebuffer or whatever it is), or
it is overlay working this way.
I don't think i changed anything on the blending
I have my code loading dds now, but the mapping is all screwed up as a result.
All I did was change the extension on the filename from jpg to dds and left
everything else alone.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Also your model have per-vertex colors assigned with transparent alpha
values, do you need those?
the thing is that the model i have here was autogenerated and i have no way
of creating it myself. i only have half an idea what the data in the model
tells me and i couldn't find a
Ok, think I found the problem. DDS, being designed for DirectX, defines (0,0)
as top left whereas OpenGL defines it as bottom left. So all I should need to
do is flip it. On to do that
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Oh. I forgot to mention that I'm using the composite viewer in single threaded
mode.
Carsten
_
Carsten Scharfe
Software Developer
Experiment Software ESIM
dSPACE GmbH
Rathenaustraße 26
33102 Paderborn
Germany
Tel.: +49 5251 1638-1920
http://www.dspace.com
Alright, so I am calling flipVertical() and setOrigin(osg::Image::TOP_LEFT) on
the image before setting it in the Texture2D. In my current example I am
loading 4 textures. As jpgs they always work fine. As dds, sometimes all 4 show
up, and sometimes a different one will not show up. And it is a
Hi Ola,
I don't think your suggested change will help as you are taking a
reference to a potentially deleted object, the Terrain::_mutex that is
locked doesn't effected the children just the management of the
Terrain::_terrainTileMap and _updateTerrainTileSet.
My current thought is that we'll
Hi Carsten,
On 27 August 2012 11:57, Carsten Scharfe cscha...@dspace.de wrote:
Both views share the same context. This context is created first, with no
inherited window data.
When I create a new view, I create a new context for this view and set the
sharedContext member
to the shared
There is a SDK archive here
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112id=10775892
but the 2012.2 link seems to point to 2013.2.
Maybe ping them about it, this used to work before.
/Per
On 27 August 2012 14:07, Trajce Nikolov NICK
trajce.nikolov.nick@gmail.com wrote:
Hi
Hi Robert,
Hm, there is probably something I don't see. I am new to the code...
I assumed that a TerrainTile cannot be _completely_ deleted in the
Terrain::update call, because if it were it _must_ have passed through
Terrain::unregisterTile and then it wouldn't be in the update set to
Hi Ola,
On 27 August 2012 15:23, Ola Nilsson o...@weatherone.tv wrote:
Hm, there is probably something I don't see. I am new to the code...
I assumed that a TerrainTile cannot be _completely_ deleted in the
Terrain::update call, because if it were it _must_ have passed through
Robert,
Thanks for the feedback. After I had posted my problem, I did find a
previous thread of discussion that addressed a somewhat similar problem
to what I've been seeing. It too was related to memory or a lack
thereof. I can certainly look into it further to see if that is the
problem.
On
Hello all!
I'm working on a NodeKit (that is coming along nicely, btw) for using
the NVidia NV_path_rendering extension with OSG. This new extension has
an interesting--and, AFAIK, hitherto unseen--rendering model.
When using NV_path_rendering (which I will call NVPR), one must feed
path
On Mon, 27 Aug 2012 16:40:39 +0200, Robert Osfield
robert.osfi...@gmail.com wrote:
Hi Ola,
On 27 August 2012 15:23, Ola Nilsson o...@weatherone.tv wrote:
Hm, there is probably something I don't see. I am new to the code...
I assumed that a TerrainTile cannot be _completely_ deleted in the
Hi Jeremy,
The OSG uses a compile traversal that is called on the first frame of
rendering (Renderer.cpp's Renderer::compile() method) and this will
call your Drawable::compileGLObjects(), this can then set the dirty
bound so that on the next cull traversal it'll update bounding box
automatically
Alright to add what I have found thus far. We went back and reconverted the
images using an option when we saved to flip the images vertically. By doing
this I don't have to do anything in the code. The only difference between
loading jpgs and ddss now is the extension at the end of the
Hi Ola,
On 27 August 2012 16:31, Ola Nilsson o...@weatherone.tv wrote:
Yes, the ref count is zero but the destructor chain has not yet completed,
by induction it hasn't passed ~TerrainTile. (If it had unregisterTile would
have been called and completed.) Right?
Thinking about your
Hi,
I've tried to use the CASTS_SHADOW_TRAVERSAL_MASK on my terrain but the final
result is pretty the same.
Code:
GfxTerr-setNodeMask(m_GfxTerr-getNodeMask() ~CASTS_SHADOW_TRAVERSAL_MASK);
hummmartifacts don't go away...
Thank you!
Cheers,
Dario
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On Mon, 2012-08-27 at 16:50 +0100, Robert Osfield wrote:
Hi Jeremy,
The OSG uses a compile traversal that is called on the first frame of
rendering (Renderer.cpp's Renderer::compile() method) and this will
call your Drawable::compileGLObjects(), this can then set the dirty
bound so that on
Hi Karl,
I haven't heard of dds specific problems like this, it might just be
co-incidence that it's happening to the dds route, or perhaps
something is happening on the OSG or OpenGL driver side.
Unfortunately there isn't much we can do directly, you'll need to try
and isolate the issue
Opps.. I wrote:
On 27 August 2012 17:22, Robert Osfield robert.osfi...@gmail.com wrote:
Also try cutting down the number of textures used.
I meant to say try cutting down the number THREADS used. :-)
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Hi Robert,
On Mon, 27 Aug 2012 17:58:58 +0200, Robert Osfield
robert.osfi...@gmail.com wrote:
Hi Ola,
On 27 August 2012 16:31, Ola Nilsson o...@weatherone.tv wrote:
Yes, the ref count is zero but the destructor chain has not yet
completed,
by induction it hasn't passed ~TerrainTile. (If
Hi Dario,
On 27 August 2012 17:13, Dario Minieri para...@cheapnet.it wrote:
I've tried to use the CASTS_SHADOW_TRAVERSAL_MASK on my terrain but the final
result is pretty the same.
Code:
GfxTerr-setNodeMask(m_GfxTerr-getNodeMask() ~CASTS_SHADOW_TRAVERSAL_MASK);
Run the debug shadow view
Hi Jeremy,
On 27 August 2012 17:21, Jeremy Moles cubic...@gmail.com wrote:
This isn't currently possible because of the dirtyBound() prototypes on
Drawable and Node (they are not const). However, if this is an API
change you'd be agreeable to, I'd be happy to submit it. :)
As you have a
On Mon, 2012-08-27 at 17:30 +0100, Robert Osfield wrote:
Hi Jeremy,
On 27 August 2012 17:21, Jeremy Moles cubic...@gmail.com wrote:
This isn't currently possible because of the dirtyBound() prototypes on
Drawable and Node (they are not const). However, if this is an API
change you'd be
Hello,
I was hoping someone could help me with a camera manipulator/scaling
problem that I have been having.
I have a scene graph that contains geometry representing a hydraulic
fracture. The fracture length is of the order 1000ft, the height is of
the order 100ft, and the width is of the order
There's always Bullet/osgBullet, but that might be overkill.
--
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http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES
On Mon, 2012-08-27 at 13:54 -0400, Judson Weissert wrote:
Hello,
I was hoping someone could help me with a camera manipulator/scaling
problem that I have been having.
I have a scene graph that contains geometry representing a hydraulic
fracture. The fracture length is of the order 1000ft,
Hello,
My current challenge seems to be a hard one ;-)
In my pipeline I effectively removed all lightsources from the original
scenegraph and copied to a separate graph.
Instead of the original lightsources I install an update callback to
transform the lightsources like in the original graph,
On Mon, 2012-08-27 at 15:12 -0400, Judson Weissert wrote:
On 8/27/2012 2:22 PM, Jeremy Moles wrote:
On Mon, 2012-08-27 at 13:54 -0400, Judson Weissert wrote:
Hello,
I was hoping someone could help me with a camera manipulator/scaling
problem that I have been having.
I have a scene
On 8/27/2012 2:22 PM, Jeremy Moles wrote:
On Mon, 2012-08-27 at 13:54 -0400, Judson Weissert wrote:
Hello,
I was hoping someone could help me with a camera manipulator/scaling
problem that I have been having.
I have a scene graph that contains geometry representing a hydraulic
fracture.
Hi Jeremy,
On 27 August 2012 17:34, Jeremy Moles cubic...@gmail.com wrote:
You can (and in fact you have to!), but it won't set the dirty flags of
the parent Geode, so you're forced to call dirtyBound() on it as well.
This can be tough to do because you need to be sure it has already
compiled
On Mon, 2012-08-27 at 21:04 +0100, Robert Osfield wrote:
Hi Jeremy,
On 27 August 2012 17:34, Jeremy Moles cubic...@gmail.com wrote:
You can (and in fact you have to!), but it won't set the dirty flags of
the parent Geode, so you're forced to call dirtyBound() on it as well.
This can be
Hi Robert,
After debugging a bit more it appears that the issue begins when the event is
taken off the event queue inside CompositeViewer. There is the following case
statement inside CompositeViewer::eventTraversal() (line 755 in version 3.0.0):
Code:
case(osgGA::GUIEventAdapter::PUSH):
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