[osg-users] Writing ProxyNode to file does not preserve correct filenames
Hi, I have an osg::ProxyNode that is a child of an osg::Group. The ProxyNode's filepath is relative (i.e. ./external/filename.ive) and I set it as such with the following line of code: proxyNode-setFileName(0, ./external/filename.ive); Once the filename has been set on the ProxyNode, i write the group out to a file using the following line of code: osgDB::writeNodeFile(*node, /dir/output.ive); However, I did not see the ProxyNode loading the correct file. I then performed an osgconv to convert the file from .ive to .osg format. There, I noticed that the filename of the proxy node is incorrect. It was pointing to /dir/filename.ive rather than ./external/filename.ive. How to I write the ProxyNode to a file so that its path is relative. I basically want the ProxyNode's filepath to be ./external/filename.ive rather than an absolute path. Is that even possible? Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=53067#53067 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Is there any way to preload textures/geometry?
Hello, I am experiencing a performance decrease when OSG culls new objects into view for the first time. My current assumption is that the objects' textures and/or geometry must be pushed down to the GPU before it can be used. Once they are cached in the GPU, the performance returns to normal. Does anyone know of a way I can tell OSG to preload textures and/or geometry to the card during my load time? If I can preload all my data at load time, I won't have any performance decrease at run time. I am working on a real time system and I cannot afford the performance hits that I am getting. Thank you! Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49251#49251 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Is there any way to preload textures/geometry?
Buckley, Bob CTR MDA/DES wrote: osg::GraphicsOperation *gOp = camera-getRenderer(); ((osgViewer::Renderer *) gOp)-setCompileOnNextDraw(true); Thank You Bob! That did the trick... Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=49254#49254 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help! Particles in OSG 3.0.1 flip halfway through their lifetime...
Robert, Thank you for your quick reply. It may also be worth noting that if the particle system is created at run time, it seems to work correctly. However, when the particle system is saved to a file and then read back in is when the problem begins to show. I am in the process of creating a quick test case to show this. If I get it done in time before you find the issue, I'll post it on this thread. Thank You, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48167#48167 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Help! Particles in OSG 3.0.1 flip halfway through their lifetime...
Pete, That did it for me! It works once I changed the .osg file from 1 1 1 to 0 0 0. Thank you very much for your help. Thank You, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48185#48185 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [osgPlugins] How to use extensible file formats?
Hi, I'm looking for someone to point me in the right direction regarding using extensible file formats such as .osgx. Can someone please help? I have looked around on the OSG website for any documentation but so far the fruits of my labor have been rather... fruitless. If there is a tutorial website or some documentation, that would be a really great help to my project. Thank you! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=47083#47083 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Custom Vertex Shader with Parallel Split Shadow Maps
Hi, I am trying to integrate the Parallel Split Shadow Map (PSSM) algorithm into my current project. I've noticed that the algorithm utilizes the fixed pipeline as it only incorporates a fragment shader. However, my project requires me to write a custom Vertex shader as well. When I do that, it seems that the values in the gl_TexCoord of the fragment shader may be incorrect. If this is the case, it seems as if I am sampling the shadow map incorrectly as well. I came to this conclusion because while I do see shadows, they are incorrectly placed and change drastically when my camera pans around the scene. Does anyone know how to recreate the proper gl_TexCoord values in a custom vertex shader? If I could recreate them properly, then the fragment shader should work as well. Thank you for your help! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45154#45154 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org