On Tue, 23 Oct 2007 09:21:47 +0200, Johan Johnsson [EMAIL PROTECTED]
wrote:
ahh didnt help, something more is missing i come up with a new hint tho.
if i comment out this or have it going the resault is all the same:
//camera-setProjectionMatrixAsFrustum(left, right, bottom, top,
isnt it
Hi,
if you have problems with multiple lightsources in your scenegraph not
glEnableling/glDisableing correctly this may be a solution for you.
First lets recap the error:
osg::Light* l1 = new osg::Light();
osg::Light* l2 = new osg::Light();
osg::StateSet* stateSet = new
Hi!
The new depth peeling example also does silhuette rendering.
Maybe that's what you're looking for...
andrej spilak wrote:
Hi!
Does anyone have an experience with rendering a silhuette of an object
only (hidden line removed)?
I would kindly ask for a detailed instructions for which
On 10/22/07, Nguyen Ha Son [EMAIL PROTECTED] wrote:
I have found out the env. OSG_SCREEN_DISTANCE is not set. The
osg::DisplaySettings uses the value 0.5 for default distance which is
used to calculate first parameter of
camera.setProjectionMatrixAsPerspective(). This leads to an angle nearly
Hi Mike,
I'm running Kubuntu 7.10 right now and OSG works as expected.
My guess is that the new 3d desktop is screwing things up w.r.t the x
server, try turning this off.
Robert.
On 10/23/07, Mike Wozniewski [EMAIL PROTECTED] wrote:
I just upgraded to Ubuntu Gutsy, and any I have a strange
On 10/22/07, Paul Martz [EMAIL PROTECTED] wrote:
Hm. I really want all the occlusion queries to be done after all other
normal rendering has finished (to maximize the chance for occlusion to
occur). So it seems I really want a POST RenderStage that issues the
queries, then iterates looking for
Hi Johan,
I'm afraid I can't help you. Lots of little code extracts into an
many separate emails is next to impossible to piece together. All I
really know is there is something is up with the way you are setting
up the master/slave frustums, as to what I don't know. Is a bug on
the OSG? Is it
Hi Richard,
Could you send future submissions to osg-submissions as ones to
osg-users can easily be lost.
As for caching in StateSet this does make the assumption that the
light number/clip plane number is invariant once assigned. This is
done for efficiency purposes and is a trade off in the
Hi Robert,
a proper solution could be by setting member variables(lightnum,
clipplane, etc.) only through the constructor.
Richard
Hi Richard,
Could you send future submissions to osg-submissions as ones to
osg-users can easily be lost.
As for caching in StateSet this does make the
Dooh,
I submitted an outdated version.
The clipplane ::cloneType must clone the MemberType only and not the
clipplane as well.
Richard
Hi Richard,
Could you send future submissions to osg-submissions as ones to
osg-users can easily be lost.
As for caching in StateSet this does make the
Thanks for all your help Gerrick. I'm past my problems setting up the
relationship between the texture and the subload callback. I think it's
ready to work, assuming I can figure out the missing glTexSubImage2D
issue.
No problem.
Whenever you create your texture, just set the subloadcallback:
There was a post on Oct 4th about some fullscreen issues w/ osgviewer
not toggling to and from fullscreen, which I'm certain are still
present. However, I'm also having problems using SDL. The initial
fullscreen state is fine, but if I toggle it to non-fullscreen, I cannot
resize the window w/out
Wasn't this discussed very recently? You might try searching the archives.
One possible solution would be to render the object twice. Once in fill mode
but render in the background color. Only need to render front faces in this
pass. The other rendering must be in wireframe mode, backfaces only,
Hi Riccardo
Linux Fedora 7
OSG 2.2
NVidia GeForce 8800
All work fine for me.
I just do osglight_modified cow.osg
I join the osglight_modified.cpp simplified and updated to OSG2.2.
Many bug has be fix and feature added since the OSG 1.2 Version.
Perhaps an update to OSG 2.2 will be a good
Hi,
I've got a problem and need your help. In my scene I've got two objects, that
penetrate each other.
Is it possible to display one object in front of the other whereby there is no
penetration for the observer?
I don't want to move these objects. They should be fixed but it has to look as
oups forget the file :-)
2007/10/23, David Callu [EMAIL PROTECTED]:
Hi Riccardo
Linux Fedora 7
OSG 2.2
NVidia GeForce 8800
All work fine for me.
I just do osglight_modified cow.osg
I join the osglight_modified.cpp simplified and updated to OSG2.2 .
Many bug has be fix and feature
Hi Jeremy.
Just checked under Kubuntu (KDE desktop) and the window toggling and
resizing are working fine. There have been no big changes w.r.t
resizing.
Robert.
On 10/23/07, Jeremy L. Moles [EMAIL PROTECTED] wrote:
There was a post on Oct 4th about some fullscreen issues w/ osgviewer
not
On Tue, 2007-10-23 at 16:46 +0100, Robert Osfield wrote:
Hi Jeremy.
Just checked under Kubuntu (KDE desktop) and the window toggling and
resizing are working fine. There have been no big changes w.r.t
resizing.
To fix this issue for myself I had to make a call to SDL_SetVideoMode
right
Hi Santosh,
These isn't a frame management issue, its entirely a database
optimization issue.
If you model does have LOD's then you can use the LODScale to select
low res LOD children than would otherwise be chosen, but this isn't
quite the what you are looking for by the sound of it - rather you
On 10/23/07, Robert Osfield [EMAIL PROTECTED] wrote:
On 10/23/07, Jeremy L. Moles [EMAIL PROTECTED] wrote:
On Tue, 2007-10-23 at 16:46 +0100, Robert Osfield wrote:
Hi Jeremy.
Just checked under Kubuntu (KDE desktop) and the window toggling and
resizing are working fine. There have
Hi Robert -- I think he wants to specify a target framerate and have the
scene graph automatically adjust so that the target is achieved regardless
of the underlying hardware support. Something like what Fahrenheit was
supposed to do.
No, OSG does not provide any such capability.
Paul Martz
Skew
Hi David,
thanks a lot for your suggestion. With the svn osg version everything
works fine!
Not finding anything in the archives I did guess that no bugs were around.
I'll switch to osg 2.x as soon as Delta3D guys finish the porting to the
new osg.
Thanks,
Ricky
David Callu wrote:
oups forget
Didn't Performer have something of this kind? I do remember that there was a
pfFrameRate. Not sure exactly what it did though.
Praveen Bhaniramka
+91-9818515641
-Original Message-
From: Paul Martz [EMAIL PROTECTED]
Date: Tue, 23 Oct 2007 09:59:44
To:'OpenSceneGraph Users'
I can confirm similar (but slightly different) behaviour.
- My osgviewer cannot leave fullscreen at all. I see a window flash for
a brief moment, but then fullscreen returns. This seems to happen only
the first time I press the 'f' key. Nothing happens on any subsequent
presses. (ubuntu 7.10,
I have this same issue - such that I've yet to have it build
successfully on Windows. I HAVE got it successfully built and used it
in a Linux environment, though. If you do get it built on Windows,
please post your solution as I would certainly appreciate it.
Thanks,
Brandon Hamm
SimAuthor,
Hey guys, I've got a few questions related to getting 3DS models to
display properly in OSG. I'm not a modeller myself, I write software,
but I'm working with a modeller trying to get some of their work into
my app.
The objective I'm trying to reach is to import an animated, textured
model from
I'm trying to use OSG's osg::Image class to load image files and apply them to
OpenGL manually. I know OSG can do this for me, but I'm wanting to do it
myself - call it a learning exercise. This is the code I have so far but I'm
still getting no texture (blank, white quad). Can anyone see
Hello Shawn,
Not sure this is your problem, but just something I spotted:
*** in initialize function ***
[...]
glGenTextures(1, texture[0]);
glBindTexture(GL_TEXTURE_RECTANGLE, texture[0]);
[...]
*** in draw function ***
[...]
glEnable(GL_TEXTURE_2D); // Enable Texture Mapping ( NEW
Has anyone heard from or seen Gordon Tomlinson lately? I saw him at SIGGRAPH
and understood he was vacationing in the U.K until mod-September. Haven't
seen a post from him since early September.
Just wanted to make sure he's OK.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
No problem!
What do you mean by the missing glTexSubImage2D issue?
biv
On 10/23/07, Sewell, Kenneth R Civ USAF AFRL/RYZW
[EMAIL PROTECTED] wrote:
Thanks for all your help Gerrick. I'm past my problems setting up the
relationship between the texture and the subload callback. I think it's
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