Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()
Hi, Joe Seems like you mess up sampler uniforms setup. You unit declared as unsigned int, and osg uses different gl functions to set uniform with int and unsigned values (which is right thing), and samplers uniforms must be set with signed int version. So just cast it to int when use uniform-set(sampler) or redeclare as signed integers. Cheers, Sergey. 01.08.2011, 20:09, Joe Abreu pure...@hotmail.com: Jason Daly wrote: What hardware are you running on? It's almost as if you don't have enough texture units (i.e.: more than one) to handle the operation... I'm running a NVidia GeForce GTX 460 on my i7 machine, I've done plenty of other shader stuff before with multiple textures, for some reason in this example I'm running it just isn't working. It's the first time trying to link to OSG 3.0.0, but I've tried linking back to the previous version of open scene graph I was using (2.8.3) and it still doesn't work. Joe -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41767#41767 ___ 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] OSG 3.0.1 on MacOSX 10.7 release issues
Hi, I'm trying to compile OSG 3.0.1 on MacOSX Lion (10.7). I got errors at compile time due to changes in some framework API. But I haven't got any error if I define CMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.6.sdk If I compile using Makefiles and also define CMAKE_BUILD_TYPE=Debug CMAKE_OSX_ARCHITECTURES=x86_64 OSG_WINDOWING_SYSTEM=Cocoa when I run osgviewerd with a model, works perfectly. If I compile in release by changing CMAKE_BUILD_TYPE=Release when I run osgviewer nothing happens, seems running in background but the rendering window does not appear! Any hints? Thx Marco ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()
hybr wrote: Seems like you mess up sampler uniforms setup. You unit declared as unsigned int, and osg uses different gl functions to set uniform with int and unsigned values (which is right thing), and samplers uniforms must be set with signed int version. So just cast it to int when use uniform-set(sampler) or redeclare as signed integers. You sir, are a legend. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41780#41780 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Difference between textures and images
Hello, there are a class image and a class texture (texture2D) in OpenSceneGraph. I would like to know what is the generell difference between an image and a texture? Why don't you only provide a texture class? Is the reason the texture is on the graphics card memory and the image on the cpu memory? Cheers Martin -- Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodeCallback
Hi, Guys, you are great! Thanks to both of you for your good explanations! :D Another little question: I guess a Camera::DrawCallback is a callback that gets added to a osg::Camera and that gets called (operator()) every time the camera renders the scene? Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41782#41782 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Difference between textures and images
Hi, Martin Texture classes is just handle to opengl textures, they store filtering modes, texture coords wrap settings etc. They dont have buffer with actual texture data - thats what image for. You can load osg::Image data to opengl texture with use of osg::Texture, but image still hold data ownership and texture itself dont have this data. Cheers, Sergey. 02.08.2011, 14:23, Martin Großer grosser.mar...@gmx.de: Hello, there are a class image and a class texture (texture2D) in OpenSceneGraph. I would like to know what is the generell difference between an image and a texture? Why don't you only provide a texture class? Is the reason the texture is on the graphics card memory and the image on the cpu memory? Cheers Martin -- Empfehlen Sie GMX DSL Ihren Freunden und Bekannten und wir belohnen Sie mit bis zu 50,- Euro! https://freundschaftswerbung.gmx.de ___ 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] Tessellation
Michael, Perhaps you could use the osgUtil::DelauneyTriangulator to triangulate your point mesh. This will create a convex mesh. You can try to use the Constraints to define the boundaries, and then remove the exterior triangles afterwards. Just an idea. Glenn Waldron / Pelican Mapping / @glennwaldron On Tue, Aug 2, 2011 at 3:55 AM, Michael Shikin xavier...@yandex.ru wrote: So, nobody knows how to solve my problem? :( There're points designating borders of concave poly, and there're points inside this poly. How can I build correct concave surface with this data? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41777#41777 ___ 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] Tessellation
Hi Michael, you might want to use http://tetgen.berlios.de/ it has examples - the triangulation will take just one call (it allows to define contstrains in natural way ), or http://gts.sourceforge.net/ or as it was advised use osgUtil::DelauneyTriangulator ( thouht I personally never tried it ). Regards Sergey ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Format : some explanations
Hi all, Just getting into a new convert for an exporter : What I need : vertexPosition vertexTextureCoords vertexNormals indices I was able to find the vertexPosition easily, as for the texture coords and the normal ( taking for example the cow.osg) but I got an issue trying to deduce the indices. Well the silution is probably on this part : Code: DrawArrayLengths TRIANGLE_STRIP 0 984 { 3,3,3,3 ... I am not really aware of the information specify here ... can someone explain what is the information stored in that array ? Thank you! Cheers, Thomas[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41786#41786 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Format : some explanations
Hi Thomas, Do you want ot parse the textfile? I think it would be more robust if you link against the OSG libraries and use the native acess functions instead parsing the plain file format yourself. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41787#41787 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Format : some explanations
Actually, the main thing is just to understand the way the .osg format is holding the informations. I dont know yet what I will have to export so as the main information to show something (doesnt matter of the tech) are the positions,the coord,the normals and the indices I tried to understand what was in the .osg file. Cheers, Thomas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41788#41788 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG 2.8.3 3.0.1 view dependent shadow clipping plane
Hello fellow coders :) I'm asking for you help one more time. I have a problem with shadows, it seems like I have a view dependent shadow clipping plane. I have an osgShadow::ShadowedScene with a city and a light following the player in it. The problem is that, when we move the camera, the shadows get clipped, as you can see in the attached screens, when the camera is high every buildings have a shadow, but when the camera gets to a human position then the clipping occurs :/ neither the models nor the light moved. I have tried many different shadow technics but it happened for all of them, right now i use a osgShadow::MinimalShadowMap, i tried to change the minLightMargin with no success. I tried to change some parameters on the light or on the camera with no success either :( that's why i come here to ask for help! I added the red line on the screens, to show the clipping plane position. This happens with OSG 2.8.3 and OSG 3.0.1 Thank you! Cheers, Cyril -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41789#41789 Attachments: http://forum.openscenegraph.org//files/shadow_clippingplane_109.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Format : some explanations
Hi Thomas, On Tue, Aug 2, 2011 at 1:38 PM, Thomas Canipel thomas.cani...@gmail.com wrote: Actually, the main thing is just to understand the way the .osg format is holding the informations. I would recommend targetting to the new .osgx or .osgt formats supported by OpenSceneGraph-3.0 as these formats are support by a general purpose proporty serialization, the property serialization defines the ordering. You can also generate a schema from the format, although I'll have to defer to the author of the new serializers for an explanation of this side to the new formats. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadow clipping plane
Hi Cyril, I'm afraid I don't have an immeditate solutions for you but if you can wait a few weeks I should hopefully have an improved view depedent shadow technique implemented. Robert. On Tue, Aug 2, 2011 at 1:45 PM, Cyril Bondue c.bon...@cbbknet.com wrote: Hello fellow coders :) I'm asking for you help one more time. I have a problem with shadows, it seems like I have a view dependent shadow clipping plane. I have an osgShadow::ShadowedScene with a city and a light following the player in it. The problem is that, when we move the camera, the shadows get clipped, as you can see in the attached screens, when the camera is high every buildings have a shadow, but when the camera gets to a human position then the clipping occurs :/ neither the models nor the light moved. I have tried many different shadow technics but it happened for all of them, right now i use a osgShadow::MinimalShadowMap, i tried to change the minLightMargin with no success. I tried to change some parameters on the light or on the camera with no success either :( that's why i come here to ask for help! I added the red line on the screens, to show the clipping plane position. This happens with OSG 2.8.3 and OSG 3.0.1 Thank you! Cheers, Cyril -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41789#41789 Attachments: http://forum.openscenegraph.org//files/shadow_clippingplane_109.jpg ___ 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] Question about TerrainManipulator
Hello everyone! I'm trying to write a Manipulator like TerrainManipulator.And My Manipulator is written by TerrainManipulator.When I read the codes in TerrainManipulator,I felt confused by some codes,such as: CoordinateFrame coordinateFrame = getCoordinateFrame(_center); _previousUp = getUpVector(coordinateFrame); osg::Matrixd rotation_matrix; rotation_matrix.makeRotate(_rotation); osg::Vec3d lookVector = -getUpVector(rotation_matrix); osg::Vec3d upVector = getFrontVector(rotation_matrix); CoordinateFrame coordinateFrame = getCoordinateFrame(_center); osg::Vec3d localUp = getUpVector(coordinateFrame); I don't know the meaning of getCoordinateFrame. Can anyone tell me the meaning? Thank you very much! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG 2.8.3 3.0.1 view dependent shadow clipping plane
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 scenes. cheers Sebastian Hello fellow coders :) I'm asking for you help one more time. I have a problem with shadows, it seems like I have a view dependent shadow clipping plane. I have an osgShadow::ShadowedScene with a city and a light following the player in it. The problem is that, when we move the camera, the shadows get clipped, as you can see in the attached screens, when the camera is high every buildings have a shadow, but when the camera gets to a human position then the clipping occurs :/ neither the models nor the light moved. I have tried many different shadow technics but it happened for all of them, right now i use a osgShadow::MinimalShadowMap, i tried to change the minLightMargin with no success. I tried to change some parameters on the light or on the camera with no success either :( that's why i come here to ask for help! I added the red line on the screens, to show the clipping plane position. This happens with OSG 2.8.3 and OSG 3.0.1 Thank you! Cheers, Cyril -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41789#41789 Attachments: http://forum.openscenegraph.org//files/shadow_clippingplane_109.jpg ___ 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] GLSL shader problem: texture2D() multiplying with textureCube()
On 08/02/2011 05:35 AM, Joe Abreu wrote: hybr wrote: Seems like you mess up sampler uniforms setup. You unit declared as unsigned int, and osg uses different gl functions to set uniform with int and unsigned values (which is right thing), and samplers uniforms must be set with signed int version. So just cast it to int when use uniform-set(sampler) or redeclare as signed integers. You sir, are a legend. Thanks! Wow, that's subtle. Good eyes, Sergey! --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] NodeCallback
On 08/02/2011 07:44 AM, Martin Haffner wrote: Hi, Guys, you are great! Thanks to both of you for your good explanations! :D Another little question: I guess a Camera::DrawCallback is a callback that gets added to a osg::Camera and that gets called (operator()) every time the camera renders the scene? Correct. Also, note that there are four different places to attach Camera::DrawCallbacks (Initial, PreDraw, PostDraw, and Final). Which one you use will depend on what you're doing in the callback. For example, a FinalDrawCallback is a good place to capture the image of what the camera just drew. This is what the osgscreencapture example demonstrates. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] GLSL shader problem: texture2D() multiplying with textureCube()
Once i spend several hours resolving same problem, now i know :D 02.08.2011, 20:10, Jason Daly jd...@ist.ucf.edu: On 08/02/2011 05:35 AM, Joe Abreu wrote: hybr wrote: Seems like you mess up sampler uniforms setup. You unit declared as unsigned int, and osg uses different gl functions to set uniform with int and unsigned values (which is right thing), and samplers uniforms must be set with signed int version. So just cast it to int when use uniform-set(sampler) or redeclare as signed integers. You sir, are a legend. Thanks! Wow, that's subtle. Good eyes, Sergey! --J ___ 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] Can't get osgText to display text using osgViewer::GraphicsWindow
Hi, I'm trying to add text labels, and I haven't been able to get osgText to display what I want. The rest of the scene shows correctly, it's only that text does not appear. I can display the bounding box and the alignment mark, not the text. A reduced version of my code is attached. I am using Qt 4.7.3, and the OSG from subversion r.12737, on a Linux machine. Of the many things I may be doing wrong, which one is responsible for this behavior? Thank you! Cheers, Pau -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41795#41795 Attachments: http://forum.openscenegraph.org//files/main_182.cpp http://forum.openscenegraph.org//files/gosgview_181.h http://forum.openscenegraph.org//files/gosgview_140.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Missing CURL_DEBUG_LIBRARY for Windows
OSG-3.0.0: In CMAKE, it only has CURL_LIBRARY (no DEBUG version). To get debug to work without crashing (heap corruption) in Windows (I am using VS2008), I had to go to the solution file and manually caused the debug version of osgdb_curl to use the debug version of curllib. I am not sure if I need to change any other places or if other libraries will have the same problem (such as zlib1). -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41770#41770 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] intersection with quad mesh: only 3 vertices returned
Hi, I have a mesh of quads. If i intersect them, it hits the face and returns me the results (osgUtil::LineSegmentIntersector::Intersection result) As I tried to access the indices I realized that it only returns 3 vertices. ( result.indexList.size() == 3 ) Is this a bug or do I miss something? I would like to acces the 4 vertices of the quad to manipulate the vertex I intersect next to. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41801#41801 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] intersection with quad mesh: only 3 vertices returned
Torben, My guess is that the quads are geometrically represented by two triangles with a shared edge. I believe the intersector is returning a ray/triangle intersection so one (that is hit) of the two triangles that make up the quad is being returned. This probably doesn't solve your problem but it may explain why you're getting only 3 vertexes on return... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: Tuesday, August 02, 2011 12:39 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] intersection with quad mesh: only 3 vertices returned Hi, I have a mesh of quads. If i intersect them, it hits the face and returns me the results (osgUtil::LineSegmentIntersector::Intersection result) As I tried to access the indices I realized that it only returns 3 vertices. ( result.indexList.size() == 3 ) Is this a bug or do I miss something? I would like to acces the 4 vertices of the quad to manipulate the vertex I intersect next to. Thank you! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41801#41801 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] intersection with quad mesh: only 3 vertices returned
Hi S2LR, I thought QUAD is a OpenGL primitive. Your statement make sence to me. But then OSG hides the substitution by 2 triangles quite good, also in the wiremode of osgViewer the quads are displayed. I thought (even when not to often used as triangles) that quads are natively supported and would work with intersections. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41804#41804 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgb vs. ive ProxyNode database path
I noticed that in the osgb format the database path of the ProxyNode is no longer determined at runtime. This is different than the ive format, which if you don't set the database path it will determine the database path by using the osgDB::Options' database path list. This was nice because it enalbed you to use a relative path in the file that contains the ProxyNode. Now that I've switched to the osgb format when I create a ProxyNode with a filename of ./NameOfFile.osgb or just NameOfFile.osgb it won't load the file even though it is in the same directory as the file that contains the ProxyNode. Is this behavior a bug or on purpose? If it is on purpose then I would say it seems a little inconsistent because the PagedLOD node in the osgb format still uses the Option's database path list to set the database path, so you can still have relative paths in the PagedLOD nodes, just not in the ProxyNodes. Thanks. Alex ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Custom Drawables
Hello all! I am writing a custom Drawable that uses some new OpenGL extension functions. I have an Extensions class (essentially copied from the one defined in PixelBufferObject) that does the standard binding of extension name string to function pointer. However, these are members of the Extensions singleton, and to use them in my drawImplementation, I am fetching the instance of Extensions and using them thusly: Extenions* ext = getExstensions(); ext-glCustomFunction(...) My question is: is it good design to continue to use the paradigm, or should export the functions into them global namespace and use them that way instead? Furthermore, what is the advised way to handle cases where the custom extension at hand isn't supported by your driver? I've been simply OSG_WARN'ing in my drawImplementation and then immediately returning. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] intersection with quad mesh: only 3 verticesreturned
It is true that QUAD is an OpenGL primitive but the GL driver tessellates it into two triangles underneath the hood. As for how OSG handles quads relative to intersections, it is my understanding that the intersector works with line/triangle intersections. If you're trying to intersect a quad, however, it would seem that if either of the two triangles is hit, 4 vertexes would/should be returned. I haven't looked at the code to really know for sure. -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Torben Dannhauer Sent: Tuesday, August 02, 2011 1:14 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] intersection with quad mesh: only 3 verticesreturned Hi S2LR, I thought QUAD is a OpenGL primitive. Your statement make sence to me. But then OSG hides the substitution by 2 triangles quite good, also in the wiremode of osgViewer the quads are displayed. I thought (even when not to often used as triangles) that quads are natively supported and would work with intersections. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41804#41804 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using ClipNode to cut a model in two, then cap the open side
I'm trying the Javier's CappingEffect example and it seems to work fine...but only when I look at the scene from one side...if I move the camera to the opposite side I still see the cappings that are drawn over my geometry (they should be hidden instead)...please refer to the attachments to see what I mean. In order to use the CappingEffect I modified osgviewer in this way: Code: osg::ClipNode* clipnode = new osg::ClipNode; osg::ClipPlane* clipplane = new osg::ClipPlane(); clipplane-setClipPlane(0, 1, 0, 1); clipnode-addClipPlane(clipplane); clipnode-addChild(loadedModel.get()); CappingEffect* capping_effect = new CappingEffect; capping_effect-addChild(clipnode); scene-addChild(capping_effect); viewer.setSceneData(scene); How can I solve the issue? Thanks. Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41807#41807 Attachments: http://forum.openscenegraph.org//files/capping_2_434.png http://forum.openscenegraph.org//files/capping_1_109.png ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Reading in geotiff for Texture
I need to be able to read in a geotiff and use it as an osg::Texture. I made sure I had libgdal built and installed and then rebuilt OSG against it. I am then making a call to osgDB::readImageFile(pathToGeotiff). But it always returns NULL. What am I missing here? Shouldn't I be able to do this? Karl ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] intersection with quad mesh: only 3 verticesreturned
On 8/2/2011 2:49 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote: It is true that QUAD is an OpenGL primitive but the GL driver tessellates it into two triangles underneath the hood. As for how OSG handles quads relative to intersections, it is my understanding that the intersector works with line/triangle intersections. If you're trying to intersect a quad, however, it would seem that if either of the two triangles is hit, 4 vertexes would/should be returned. I haven't looked at the code to really know for sure. OSG's intersection code decomposes QUADs into triangles. Your result should be interpreted as triangles, created in pairs from the original QUADs. -Shayne -- 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