Re: [osg-users] osgBullet: Stereo mode / TriMesh Collision Shapes
Excuse me for an out of topic question: @Socke: How do you import the Catia files to osg? I'm looking for a fast importer for some weeks now. Please contact me: alexander.moel...@av-sim.de Alexander -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33849#33849 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] create Geometry
Hi, Is there a possibility to create a geometrical object bei subtracting an object(or drawable or...) from another? And how can i create a polygon with a curved surface. For example a cylindrical surface. Cheers, Alexander -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33850#33850 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Incremental Draw?
Hi Michael, On Thu, Nov 18, 2010 at 6:41 PM, Michael Platings mplati...@gmail.com wrote: The scenes are rendered to FBOs so they're not tied to any particular window/context or display method. The scenario is that a user will set one scene to be rendered and sent to an external display system at 60fps. Once the first scene is rendering the user can request a preview of a second scene. When the preview is ready the user can seamlessly switch the system to rendering and sending the second scene at 60fps. As far as I can see to implement a solution I'll have to duplicate a lot of code from RenderStage/RenderBin, unless you can see a more elegant solution? I think it'd be rather awkward to implement as you'd need to traverse the RenderStage/RenderBin's till a desired point then store the position that you'd go to, then on the next frame start at the same point. You can subclass from RenderBin so I guess you could probably implement it, but it wouldn't be straight forward. The way I'd be inclined to go would be to pre-process the original scene graph analysising it for how it might be rendered in sections. This partitioning could be done volumetrically, or just on number of and sizes of objects. Once you've got the leaves of the scene graph partitioned you could then build a series of scene graphs that will be able to render that part of the scene. If you do just do the partitioning volumetrically then you could probably cut a lot of the faff and just use multiple Camera's with different view frustum to cull the scene. For instance you could just render the scene in a series of depth partitioned chunks from back to front. This approach would certainly be the easiest to implement as you wouldn't need to modify the scene graph, just the projection matrix settings of the RTT Camera. You'd need to make sure you enabled culling on the near and far planes, and disabled the compute of near/far, but this is all pretty simple. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] create Geometry
Hi Alexander, On Fri, Nov 19, 2010 at 8:26 AM, Alexander Moeller alexander.moel...@tu-clausthal.de wrote: Is there a possibility to create a geometrical object bei subtracting an object(or drawable or...) from another? There is no constructional geometry code like you are asking for in the OSG. The OSG's focus is representing the scene and rendering it. And how can i create a polygon with a curved surface. For example a cylindrical surface. You can create a geometry in any way you want, however, unless you use shaders it will be faceted though. Create enough triangles and you geometry will look pretty curved and the facets won't be visible unless you are very close. Most 3D applications have no problems with this and I'd expect your application will be the same. I don't really know how much you know about OpenGL/graphics cards/3D rendering so can't guess at what level to pitch explanations at you. Perhaps if you could explain more what you are trying to achieve then others will know how to point you in the right direction. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Incremental Draw?
Thanks J-S, I had the same idea myself but unfortunately OpenGL drivers don't take thread or process priority into account. I made a simple test app that just renders thousands of quads, ran two instances simultaneously, set the process priority of one to high, and the priority of the other to idle, and they both ran at exactly the same frame rate - half the rate of one instance on its own. Thanks for the suggestions Robert. I can't use spacial partitioning in my particular case as there's often a lot of overlapping geometry, but simply splitting the scene graph into many scene graphs with one bit of geometry in each sounds like it could be the way forward. Cheers! On 18 November 2010 19:04, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote: Hi Michael, As far as I can see to implement a solution I'll have to duplicate a lot of code from RenderStage/RenderBin, unless you can see a more elegant solution? A simple way could be to run two viewers, each one from a loop running in a different thread? If there is a need to use textures or share resources between the two contexts you can set up sharing between two contexts running in two viewers just as easily as from two contexts running in the same viewer, it's just that you'll have to do synchronization yourself when you need to, because the two viewers will run in their threads independently. Then you could set your principal viewer thread at a normal priority and the other viewer thread at a lower priority, so in theory the secondary rendering should not steal cycles from your main one, but would get the leftovers each frame (if any), so its rendering might go slower (if you're CPU-bound) but that seems OK for you as long as the main rendering goes at 60hz. I don't know enough about your goal to be sure this will work for you, but it's one way to render two scene graphs at different rates. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Cannot save osgText::Text when statically linking OSG
Hi all, When I save my scene to a file.osg, osgText::Text nodes are not saved into the file. This happens only when I statically link OSG to my application, when I use the DLLs everything is OK. So I suppose that the Plugins osgText is not being registered/linked to my app. I have tried to use the macro USE_OSGPLUGIN(x), but it only works to link ReaderWriters of x extension. Is there any different way to instruct the compiler to link osgdb_osgtext.lib code, and tell the osgDB::Registry to use those functions to save Text nodes? Thanks in advance -- *Iñaki García * ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dynamic Terrain
@Torben Yes, I want to do the modifications at runtime. It is mainly due to interaction of actors with the terrain causing deformations. My idea is also to modify the height value in the terrain grid and this height value will constantly be updated and rendered to show a sort of real-time terrain deformation. Thanks, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33856#33856 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OpenFlight Export - MultiTexturing - wrong Texture Coordinates
Hi, sorry that my answer took so long. I had a lot of other things to do the last weeks. I posted an issue at the OSG FLT export project issue page: http://code.google.com/p/osgfltexport/issues/detail?id=1 And I added my files to the submission page: http://forum.openscenegraph.org/viewtopic.php?p=33857#33857 Cheers, Katharina -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33858#33858 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dynamic Terrain
@Robert: I have read up on a bit of the techniques people have tries to use for this: From what I've read, this is the approach: Represent the terrain as Blocks. Blocks are the basic storage unit for data and are used to transfer data from the CPU to GPU for processing. The Blocks are made up of tiles. Tiles are are the basic rendering unit consisting of Triangles. Terrains are represented at varying resolutions i.e. whole terrain as 1 block or as 4 blocks depending on distance of camera to terrain. (Similar to Mip-Mapping) The vertices of the Terrain Grid are stored in a QuadTree: I am having trouble (maybe I've been reading too much) to figure the steps out: 1) Create 3D terrain mesh using VPB/osgEarth from a USGS dem/tif image 2) Store vertices of the terrain in a QuadTree 3) (How do I ensure the varying resolutions of blocks?) Right now I am having trouble figuring out how to represent the terrain in this format The approach I am thinking for Terrain Deformation is: Build an initial data structure of all the heights of vertices. Allow the 'actor' in the scene to interact with the terrain. If the actor Collides with the terrain then check for the final Global Height of the actor (the component with the lowest global elevation). Update the vertex value in the terrain database with the elevation value obtained from the actor's global value. Render new/updated Terrain mesh. What do you suggest for such an approach? Thanks Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33860#33860 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Identify whether Geode is inside the viewport or not...
Hi, I am working with LiDAR data. Its a huge data containing the information of X, Y, Z co-ordinates. I have divided this data into spatial blocks and making a Geode for every block. I want to increase the density of point cloud as the user zoom in the data. I want to know how can I identify that which Geode or block is inside or outside the viewport. Thank you! Cheers, Lalit -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33861#33861 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] create Geometry
Hello Alexander, Is there a possibility to create a geometrical object bei subtracting an object(or drawable or...) from another? And how can i create a polygon with a curved surface. For example a cylindrical surface. In addition to Robert's explanations I will add that you could have a look at the osgModeling nodekit (add-on library for OSG) http://code.google.com/p/osgmodeling/ It supports creating polygonal geometry from NURBS, Bezier surfaces, extrusions, revolutions, lofts, subdivision surfaces, and more. It also supports geometric boolean operations. This nodekit was started by Wang Rui (active user on this mailing list) and I expect it can be very useful to you. However as Robert said we're trying to help as much as we can based on the short description of what you're looking for, so if you want more specific help you should describe what you want to do in more detail. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Making sure I am completely freeing up OSG shader-related resources
I am not surprised this message has been left unanswered as it is not rocket science to release shader objects. It might be a bug, or at least a very unfortunate behavior, in the AMD Catalyst drivers, see: JVM won't die after shader compile http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=286315page=1 Long delay in wglDeleteContext on application exit http://forums.amd.com/devforum/messageview.cfm?catid=392threadid=141999enterthread=y Cheers, Fred -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33863#33863 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Thread Affinity Question
I'm attempting to call Thread::setProcessorAffinity() by doing the following: Code: mThread-setProcessorAffinity(cpuNum); In looking at this code, I'm seeing the affinity is only set by this call if the following condition is true: Code: if (pd-isRunning Thread::CurrentThread()==this) I'm seeing that Thread::CurrentThread() is not equal to this. Do I understand this correctly in that I need to be inside the particular thread in order for me to change its affinity? Or I could set the affinity before starting the thread. Correct? Paul P. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33864#33864 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] integrating tessellation shaders into osg
I can't test your code right now because the code I am currently using in a geometry shader is compiled incorrectly on my machine and I can't make it work! I have reported a bug to AMD that they are currently investigating. I will test the code in the future, I just don't exactly know when. I'll let everybody know how things go. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33865#33865 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cannot save osgText::Text when statically linking OSG
Hi Iñaki, You'll need to include both the osg plugin and the osgText plugin. What USE_OSGPLUGIN lines are you using right now? Robert. On Fri, Nov 19, 2010 at 10:13 AM, Iñaki García igar...@euve.org wrote: Hi all, When I save my scene to a file.osg, osgText::Text nodes are not saved into the file. This happens only when I statically link OSG to my application, when I use the DLLs everything is OK. So I suppose that the Plugins osgText is not being registered/linked to my app. I have tried to use the macro USE_OSGPLUGIN(x), but it only works to link ReaderWriters of x extension. Is there any different way to instruct the compiler to link osgdb_osgtext.lib code, and tell the osgDB::Registry to use those functions to save Text nodes? Thanks in advance -- *Iñaki García * ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dynamic Terrain
Hi Sanat, I sounds a bit complicated to me. VPB generates a quad tree paged database for you, I would suggest for your source of terrain data use the TerrainTile that are loaded at runtime, and using the quad tree scene graph structure that paged in at runtime if you want to manage the level of detail. You will have to handle the fact that will be multiple TerrainTile per location in space due to the various levels of detail. You will also need to handle the fact as the camera moves around the highest level of detail at each location will go up and down. If you want your system to properly scale then you'll need to handle this in your app no matter what. Personally I'd recommend keeping the terrain modification done at runtime via post processing of the scene graph that the GeometryTechnique generates. Having your own TerrainTechnique that subclasses from GeometryTechnique might just be the most convenient way to do this. The other route would I'd consider is to have a custom vertex shader that modifies the terrain according to a displacement map that you assign per TerrainTile, or use a textures that are independent of the TerrainTile and use texgen to generate the appropriate texture coordinates. Robert. On Fri, Nov 19, 2010 at 12:43 PM, Sanat Talmaki sanat.sch...@gmail.com wrote: @Robert: I have read up on a bit of the techniques people have tries to use for this: From what I've read, this is the approach: Represent the terrain as Blocks. Blocks are the basic storage unit for data and are used to transfer data from the CPU to GPU for processing. The Blocks are made up of tiles. Tiles are are the basic rendering unit consisting of Triangles. Terrains are represented at varying resolutions i.e. whole terrain as 1 block or as 4 blocks depending on distance of camera to terrain. (Similar to Mip-Mapping) The vertices of the Terrain Grid are stored in a QuadTree: I am having trouble (maybe I've been reading too much) to figure the steps out: 1) Create 3D terrain mesh using VPB/osgEarth from a USGS dem/tif image 2) Store vertices of the terrain in a QuadTree 3) (How do I ensure the varying resolutions of blocks?) Right now I am having trouble figuring out how to represent the terrain in this format The approach I am thinking for Terrain Deformation is: Build an initial data structure of all the heights of vertices. Allow the 'actor' in the scene to interact with the terrain. If the actor Collides with the terrain then check for the final Global Height of the actor (the component with the lowest global elevation). Update the vertex value in the terrain database with the elevation value obtained from the actor's global value. Render new/updated Terrain mesh. What do you suggest for such an approach? Thanks Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33860#33860 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cannot save osgText::Text when statically linking OSG
On 11/19/2010 3:13 AM, Iñaki García wrote: When I save my scene to a file.osg, osgText::Text nodes are not saved into the file. This happens only when I statically link OSG to my application, when I use the DLLs everything is OK. So I suppose that the Plugins osgText is not being registered/linked to my app. I have tried to use the macro USE_OSGPLUGIN(x), but it only works to link ReaderWriters of x extension. Is there any different way to instruct the compiler to link osgdb_osgtext.lib code, and tell the osgDB::Registry to use those functions to save Text nodes? Basically, you need to have a reference in your main code to some data or code object in the desired plugin code, so the linker doesn't optimize out the plugin during linking. The USE_OSGPLUGIN() macro does this for you, but it probably uses some magic that isn't right for the osgText plugin. I'd look at the macro and see what it's doing, and then go look at the text plugin and see what you have to do manually (without the macro) to get approximately the same result. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to render the OSG scene to an image file?
Thanks a lot for you replies! I tried to use the code but so far without success. At most I get a completely black image, but sometimes the SnapImageDrawcallback's operator() is never even called.. Here is my code. What exactly am I doing wrong here? class SnapImageDrawCallback : public ::osg::CameraNode::DrawCallback { public: SnapImageDrawCallback() { _snapImageOnNextFrame = false; } void setFileName(const std::string filename) { _filename = filename; } const std::string getFileName() const { return _filename; } void setSnapImageOnNextFrame(bool flag) { _snapImageOnNextFrame = flag; } bool getSnapImageOnNextFrame() const { return _snapImageOnNextFrame; } virtual void operator () (const ::osg::CameraNode camera) const { ::osg::notify(::osg::NOTICE) Saving screen image to '_filename' std::endl; if (!_snapImageOnNextFrame) return; int x,y,width,height; x = camera.getViewport()-x(); y = camera.getViewport()-y(); width = camera.getViewport()-width(); height = camera.getViewport()-height(); ::osg::ref_ptr ::osg::Image image = new ::osg::Image(); image-readPixels(x,y,width,height,GL_RGB,GL_UNSIGNED_BYTE); if (::osgDB::writeImageFile(*image,_filename)) { std::cout Saved screen image to '_filename' std::endl; } _snapImageOnNextFrame = false; } protected: ::std::string _filename; mutable bool _snapImageOnNextFrame; }; void renderSceneToImage(::osg::Node* pRoot, const ::std::string sFileName_) { int nWidth = 640, nHeight = 480; ::osgViewer::Viewer * viewer = new ::osgViewer::Viewer(); viewer-setSceneData(pRoot); viewer-getCamera()-setRenderTargetImplementation(::osg::CameraNode::FRAME_BUFFER_OBJECT); ::osg::ref_ptrSnapImageDrawCallback snapImageDrawCallback = new SnapImageDrawCallback(); viewer-getCamera()-setPostDrawCallback (snapImageDrawCallback.get()); snapImageDrawCallback-setFileName(sFileName_); snapImageDrawCallback-setSnapImageOnNextFrame(true); ::osg::ref_ptr ::osg::GraphicsContext pbuffer; ::osg::ref_ptr ::osg::GraphicsContext::Traits traits = new ::osg::GraphicsContext::Traits; traits-x = 0; traits-y = 0; traits-width = nWidth; traits-height = nHeight; traits-red = 8; traits-green = 8; traits-blue = 8; traits-alpha = 8; traits-windowDecoration = false; traits-pbuffer = true; traits-doubleBuffer = true; traits-sharedContext = 0; pbuffer = ::osg::GraphicsContext::createGraphicsContext(traits.get()); if (pbuffer.valid()) { ::osg::ref_ptr ::osg::Camera camera2 = new ::osg::Camera(); camera2-setGraphicsContext(pbuffer.get()); GLenum buffer = pbuffer-getTraits()-doubleBuffer ? GL_BACK : GL_FRONT; camera2-setDrawBuffer(buffer);
Re: [osg-users] [osgPlugins] OpenFlight Export - MultiTexturing - wrong Texture Coordinates
Thanks -- Just taking a look at your test file now. It references two image files, which you did not attach to the Google Code issue. Could you email those directly to me, please? Or attach them to the issue, either one. Thank you, -Paul On 11/19/2010 5:40 AM, Katharina Plugge wrote: Hi, sorry that my answer took so long. I had a lot of other things to do the last weeks. I posted an issue at the OSG FLT export project issue page: http://code.google.com/p/osgfltexport/issues/detail?id=1 And I added my files to the submission page: http://forum.openscenegraph.org/viewtopic.php?p=33857#33857 Cheers, Katharina -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33858#33858 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OpenFlight Export - MultiTexturing - wrong Texture Coordinates
Actually, it appears this model will not be suitable for the osgfltexport test suite, as the initial view is an edge-on polygon, so the image compare will succeed even if the polygon is drawn incorrectly. However, I've noted that the issue appears to be related to rendering a PrimitiveSet with more than one quad, so I will modify the existing testMultiTex.osg test to render multiple quads, which should reproduce the issue. -Paul On 11/19/2010 10:24 AM, Paul Martz wrote: Thanks -- Just taking a look at your test file now. It references two image files, which you did not attach to the Google Code issue. Could you email those directly to me, please? Or attach them to the issue, either one. Thank you, -Paul On 11/19/2010 5:40 AM, Katharina Plugge wrote: Hi, sorry that my answer took so long. I had a lot of other things to do the last weeks. I posted an issue at the OSG FLT export project issue page: http://code.google.com/p/osgfltexport/issues/detail?id=1 And I added my files to the submission page: http://forum.openscenegraph.org/viewtopic.php?p=33857#33857 Cheers, Katharina -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33858#33858 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer and camera manipulator
Ok, to use a View I have had to make some changes to my input system because I was extending Viewer and adding Joystick support to it. The final problem I seem to be having with extending View instead of Viewer is that the method elapsedTime() is not provided. Do you have any suggestions about how to work around this? I am generating GUIEventAdapter's with my Joystick information and they require a time - not to mention I'm using that time in the camera manipulator. Unfortunately I really do not know anything about how the timing system in OSG works - so even if I need to re-implement that method myself, I'm not sure how to do it. Thanks. Matt -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33877#33877 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VIDEO with Alpha Channel
Hi Aruna, Are you using ffmpeg to load your videos? Is your video an AVI, MOV or FLV? Thank you! Cheers, Theo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33878#33878 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Retrieve the light position from the transformation matrix
Hello forum, I have a scene where i am animating the light position using the animation path(picked up from an example). Now i want to implement the per-pixel lighting to a certain node in the scene. I need to end the light position as uniform variable to the vertex shader program. I think i need to retrieve the current model-view matrix and multiply it with the initial light position so that i get the current light position(as changed by the animation path) and send it to the shader Please let me know if i am thinking in the right track. How to get the OpenGL model-view matrix from the OpenSceneGraph? Thanks Sajjad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] OSG Plugins
Hi, Using MSYS MingW on WinXP Pro. I can get the libraries to compile, and get OSG to compile all the plugins, but when I try to open a file, I get the 'no data loaded' error. Thank you! Cheers, Samuel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33775#33775 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] VS2010 3rd party dependancies updated
Hi, I have just updated the 2010 3rd party binaries and have updated the wiki to point to the new file ( http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies?version=25 ). I have added a README.txt which lists the changes: x86 - Replaced incorrect png headers (thanks to Christian Buchner) - Added debug build of Collada DOM (thanks to Christian Buchner) - Submitted patch to CMake finder for Collada so VC2010 libraries are found - Re-organised folder layout so all dependancies are found by the CMake finders - Updated GDAL to version 1.7.3 - Added Nvidia Texture Tools x64 (new) - Added a reduced set of x64 binaries (thanks to Sukender) - Added GDAL binaries If anyone else finds any issues or wants to contribute some more 64bit binaries then let me know. Cheers, Brad -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=33881#33881 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org