Hi Jean-Sébastien,
i can send the code tommorrow, then you can review it, test it
and my we can improve a new boosting algorthime for next
generation of OSG. How would look like your timetable, do you
feel like having some time left to work on the osg integration or
do you just like finish the
Hi,
I have been trying to work out what the example osgdistortion is trying
to do with an overview to looking at doing warping to compensate for
multiple rotated cameras and curved/angled screens.
Part of the way through this investigation I read the thread on view
setup config files are in
Hi!
I've exported an object from SolidWorks and stored it in .osg format.
Now I'm trying to get rendered the edges of an object (without triangles
as are seen in wireframe in the osgviewer - only the edges wireframe).
What would be best possible solution(s) to achieve this? I'd like to
have
Hi
i don't really understand what you like to render.
(A) wireframe mesh
(B) silhouette
(C) cartoon?
have a look at osgfxbrowser sample
/adegli
2007/10/11, andrej spilak [EMAIL PROTECTED]:
Hi!
I've exported an object from SolidWorks and stored it in .osg format.
Now I'm trying to get
Is hat intented?
A CullCallback may store Statesets and push/pop them on the cullvisitor.
It would be nice if those GL Objects get released as well.
Richard
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Brian,
El Wednesday 10 October 2007 20:02:17 Brian Keener escribió:
Replies below:
Alberto Luaces wrote:
What I'm planning to do is to set the CYGWIN environment variable to
CYGWIN=error_start=[path_to_gdb]gdb.exe
so gdb is called when a program crashes. Then I'll be able to get a
I'd like to render a wireframe of an object with it's outer edges only.
Basically only outline of an object. Are there any osg solutions?
best regards, andej
Hi
i don't really understand what you like to render.
(A) wireframe mesh
(B) silhouette
(C) cartoon?
have a look at osgfxbrowser
andrej spilak wrote:
Hi!
I've exported an object from SolidWorks and stored it in .osg format.
Now I'm trying to get rendered the edges of an object (without triangles
as are seen in wireframe in the osgviewer - only the edges wireframe).
What would be best possible solution(s) to achieve
andrej spilak wrote:
I'd like to render a wireframe of an object with it's outer edges only.
Basically only outline of an object. Are there any osg solutions?
If you want to render _just_ the outline, then the method I suggested will
still work, but you've just got to switch off rendering to
Hello to all interested in raytacing!
Everyone's talking about optimizations, kD-Trees and stuff...
Does anyone at all have a raytracer that supports everything OSG is able
to model/represent?
I'm talking about multitexturing, terrains, shaders, support for huge
scenes, and all the rest...
I
Hi Joachim,
i agree completely with the your point of view. but one important thing is,
and only this part i am working on
is the fact that we haven't an accelerated line intersection test
implemented for triangle represented topology. $
if we make use of the drive manipulator, we can drop in ver
Hi Adrian,
ok, I agree.
You said you built a kD-Tree on top of cow.osg. What exactly are you
doing with the vertex/triangle arrays then?
How much overhead in terms of memory does this produce? Would this
really scale for large scenes?
regards,
Joachim
Adrian Egli wrote:
Hi Joachim,
i
Hi Joachim,
at the moment it's only a quick and dirty evaluation prototypic
implementation, of course i have a huge overhead, i like to replace for
triangles
mesh the vertex array by a kd-tree in the osg core implementation. may i get
time tomorrow to doing depther tests and some may i will be
I apologize for not waiting for a response, but I thought you wizards might be
able to help me easier with a peek at the code. I saw a lenghthy code posting
on here yesterday so I'm posting the openglgraphics code for the gui below.
Can anyone tell me how to get it working inconjunction with
Hi first of all i don't understand the problem you have. second i don't know
what this code should doing for you? is this an openscenegraph topic, if
yes, what should you do?
/adegli
2007/10/11, Gerald Lindsly [EMAIL PROTECTED]:
I apologize for not waiting for a response, but I thought you
Hello all,
i try to do Multipassshading in OSG v1.2.
I have written my own shader class in the class I use the osg::shader
for shading. At the time my shading code looks like that:
Shader::Shader(void) {
//creating program
program = new osg::Program;
//creating shader
vertShader = new
I think osgFX is where you want to look. That nodekit has some classes
Technique, Effect etc that allow you to define multiple passes. I haven't
used it personally but a developer in our group has used it quite a bit. If
you look at osgfxbrowser example, I think it has sample code but I'm not
Hi Adrian,
The code I posted is from a gui that I am trying to get to work with osg. I
have derived an OSGview class from the gui's Container class to show a 3D view
as the background of the widget. The gui works fine if I don't call
osgViewer::frame(), but nothing will display on top
Hi Sven,
i must agree Gerrick, one possible way to implement a multipass shading
in OSG is using the osgFX libary. It's stable and work well, but i think
a big disadvantage of this libary is the inflexibility. Each Shader you
will have to bind must be implemented separatly by overwriting special
Hi,
I have a quick question about reading and writing files using OSG. I have
read the tutorial about reading files, but I would like to be able to read
my own file format by maybe writing the necessary plugin. Could someone
point me in the direction of how I might be able to do this?
Secondly I
Hi James,
On 10/11/07, James Dickson [EMAIL PROTECTED] wrote:
Hi,
I have a quick question about reading and writing files using OSG. I have
read the tutorial about reading files, but I would like to be able to read
my own file format by maybe writing the necessary plugin. Could someone
Hi,
I have a few models made in 3D Studio and when I try to display someone
in osgviewer or in my own
application based on OSG library I get incorrect result. The lighting on
surface has only
two state - full enlightened or benighted. I get the same result with
model exported as obj
First off, I'm still using OSG 1.0 with osgProducer::Viewer.
I am using a vector of osg::Vec3d to represent a missile path in
Earth-Centered Earth-Fixed coordinates and a vector of doubles to store the
time associated with each point of the missile path.
I am using these 2bvectors to draw 2
Jeffrey M Short wrote on Thursday, October 11, 2007 12:28 PM:
First off, I'm still using OSG 1.0 with osgProducer::Viewer.
I am using a vector of osg::Vec3d to represent a missile path in
Earth-Centered Earth-Fixed coordinates and a vector of doubles to
store the time associated with each
Hello again Adrian,
I just tested the same code on a Linux machine I have at school, and
the same scene ran at over 20 (200k) samples per second instead of
20k... I have no idea what the difference is, I'm investigating, but
the Windows and Linux machines have similar CPU and memory, and
Hi Jan,
Quoting Jan Flasar [EMAIL PROTECTED]:
application based on OSG library I get incorrect result. The lighting on
surface has only
two state - full enlightened or benighted. I get the same result with
model exported as obj format.
Is there any problem with normals,etc.?
As far as I can
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