Hi,
You should have look to the osgshape example source code
(http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgshape/osgshape.cpp)
jcl
This footnote confirms that this
ok, it seams that i should retest it myself. but the problem is that i don't
have much knowledge on OS/X. it doesn't attach the osgViewer into the
context / window rect of the WindowRef is pointing to.
/
2008/2/6, Stephan Huber [EMAIL PROTECTED]:
Adrian Egli OpenSceneGraph (3D) schrieb:
is
Hi,
Just take a look at the osgplanets example, it shows how to use a sphere
shape and texture it.
On Feb 6, 2008 10:53 AM, wanyama harold [EMAIL PROTECTED] wrote:
Hi guys,
could someone help me with code for drawing a sphere.
something in the shape of a planet.
thx.
Dear all,
I have to create a 3D surface, and then such surface will be modified during
the application with several deformations. I've tried to create a Geometry
object, then I set the VertexArray, and finally inside the render callback I
update such vertex with the new ones. I got some
El Wednesday 06 February 2008 14:00:26 hemanth korrapati escribió:
hi
I wanted to make a movie of whatever is displayed on the screen when
running an osg program.
how do i do it ?
It is described here using a post frame callback:
Possible ways may include but not limited to
Use Video capture to card the output
Write directly to an AVI/QuickTime or other format every frame
Make a screen grab every frame then compile these still frame into a movie
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
IIRC a little tool called fraps is doing the job.
cheers
psy
hi
I wanted to make a movie of whatever is displayed on the screen when
running an osg program.
how do i do it ?
Thank You
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Hi everyone,
I've been struggling with the implementation of osgShadow::ShadowMap in
osg 2.2.0.
It seems to me the shadow texture compare mode is not set, which results
in strange results.
My project requieres per pixel illumination, which is why I have to
calculate all projections in the
I got the LineSegment::intersect() method to work when I converted the
vectors you get from finding the difference between the start and the
sphere center, and the difference between the start and the end, to
Vec3d. You want the dot product to be in doubles.
In my version, I get the difference
Hello Sebastian,
I've been struggling with the implementation of osgShadow::ShadowMap in
osg 2.2.0.
It seems to me the shadow texture compare mode is not set, which results
in strange results.
My project requieres per pixel illumination, which is why I have to
calculate all projections
Hi!
how can I produce a file .exe, that can also be performed on a computer
on which osg is not installed?
is this possible?
Aurora Restivo
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Hello Andy,
So is anyone counting on this being floats for performance? Would
anyone else welcome this calculation in doubles?
If you submit a patch, I can test it out in my Masters project which
uses LineSegmentIntersector pretty heavily (not-quite-realtime
raytracing :-) ) so that will
Hello Aurora,
how can I produce a file .exe, that can also be performed on a computer
on which osg is not installed?
is this possible?
Yes it is possible, it's just a matter of including the right DLLs with
your executable. The Dependency Walker tool
(http://www.dependencywalker.com/) can
Hello Jean-Sébastien,
I reckon that my assumption regarding the texture compare mode were wrong.
But indeed the whole problem seems to be with my shaders. I'm willing to
provide the per-pixel modifications.
I guess I'm doing something very wrong in my vertex shader. Upon
completion and testing
Hi Andy,
I feel open to change to double if we are working with double precision as
internal representation. Or if we have double precsion in bounding sphere.
For all care about performance, i don't be sure this change will become much
slower as it is for the moment. But of course double is not
In your work, could you give me an idea of how often you intersect with a
particular line segment object? I'm trying to decide if it is worth it to keep
a Vec3d in the class (marking whether it is valid), or keeping double versions
of _s and _e.
thanks,
andy
-Original Message-
From:
Hi all,
i am working with openMesh, is a nice datastructure and it works quite well.
you can doing quit a loot think with the mesh, if you will adding this to
the openscenegraph world, may we should start a mesh libaray or node kit for
manipulating the mesh. also support of common osg mesh can be
Hi Andy,
If we are using drive manipulator, then we are testing many time with many
objects against a line.
/adegli
2008/2/6, Andy Skinner [EMAIL PROTECTED]:
In your work, could you give me an idea of how often you intersect with a
particular line segment object? I'm trying to decide if it
Hi Andy,
In your work, could you give me an idea of how often you intersect with a
particular line segment object? I'm trying to decide if it is worth it to
keep a Vec3d in the class (marking whether it is valid), or keeping double
versions of _s and _e.
In general terms, my program
Hello Sebastian,
I reckon that my assumption regarding the texture compare mode were wrong.
But indeed the whole problem seems to be with my shaders. I'm willing to
provide the per-pixel modifications.
I guess I'm doing something very wrong in my vertex shader. Upon
completion and testing
:-) only the first version of my kd.tree. latest i still extermly slow with
about 700K-800K intersection test per second. there are latest kd-Tree ray
check with more than ++ 6M rays per second. www.ompf.org :-)
so if we will have such a datastructure, we can do lot special effects, like
global
Hello Adrian,
:-) only the first version of my kd.tree. latest i still extermly slow
with about 700K-800K intersection test per second. there are latest
kd-Tree ray check with more than ++ 6M rays per second. www.ompf.org
http://www.ompf.org :-)
Don't take it personally, I didn't mean
Yukon does the same as fraps on Linux...
Pete
Sebastian Messerschmidt wrote:
IIRC a little tool called fraps is doing the job.
cheers
psy
hi
I wanted to make a movie of whatever is displayed on the screen when
running an osg program.
how do i do it ?
Thank You
Hi Sebastian,
I derived my shader from the shader in the sources.
Ok, that's what I was wondering about.
I really need the vertex shader in order to
calculate lighting on per pixel base.
Of course, I didn't mean to remove the vertex shader, I just meant that
if you're doing things that
Your question has unstated context and assumptions. Without more
specifics, there are many interpretations:
- OSG does not have to be installed on a computer to work, in that you
do not need to run an installer. There is a .zip of prebuilt OSG
2.2.0 at http://mew.cx/osg/ that can be unpacked
:-)
2008/2/6, Jean-Sébastien Guay [EMAIL PROTECTED]:
Hello Adrian,
:-) only the first version of my kd.tree. latest i still extermly slow
with about 700K-800K intersection test per second. there are latest
kd-Tree ray check with more than ++ 6M rays per second. www.ompf.org
Hello again,
I derived my shader from the shader in the sources. I really need the
vertex shader in order to
calculate lighting on per pixel base. Sampler names should not matter,
as the texture objects are rebound to my names (which should take all
texgens etc into account). Sadly I suspect
Hi Jean-Sébastien
Hi Sebastian,
I derived my shader from the shader in the sources.
Ok, that's what I was wondering about.
I really need the vertex shader in order to
calculate lighting on per pixel base.
Of course, I didn't mean to remove the vertex shader, I
Thanks to all who replied. I've now written a cleaner fix.
The focus on modifiers was silly. After we lose all releases
on a window hide event, not only modifier releases, we also
have to fake-release all of them. What made the most sense
to me was to maintain a keyStateMap which keeps track of
Adrian Egli OpenSceneGraph (3D) schrieb:
ok, it seams that i should retest it myself. but the problem is that i don't
have much knowledge on OS/X. it doesn't attach the osgViewer into the
context / window rect of the WindowRef is pointing to.
I did some minor tests while implementing
Hi all,
I modified the osgprerender example to add a certain number of cameras,
doing exactly the same thing as the one thats rendering to a texture, but
made them render to a texture that is not used.
So in the scene, there is the main viewer, the camera that's doing rtt,
and a lot of other
Compositeview: Two views. Big View and Little View. Big View is loaded with
the image of a Cessna going down in flames with the example 'Scribe' event
handler. Little View is the beginnings of a user interface.
So based on a pick - another view is created, populated and an
Hi Stephan,
i will test it tomorrow, today i did some short test, it's hard to say whats
going wrong. may tomorrow i will be able to say more.
/adegli
2008/2/6, Stephan Maximilian Huber [EMAIL PROTECTED]:
Adrian Egli OpenSceneGraph (3D) schrieb:
ok, it seams that i should retest it myself.
How many fbos is a lot? Hundreds of BindBuffer calls per frame can not be
a good thing, perhaps that explains the performance hit.
-Paul
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of [EMAIL PROTECTED]
Sent: Wednesday, February 06, 2008 10:42
Hi,
I have done it several times with gtk-recordmydesktop on Ubuntu. You
will have to tune parameters a bit to capture OpenGL windows, just read
the documentation, it is mentioned on it explicitly. The downside is
that this will lose frames. If you want all the frames and high quality,
follow the
On Wed, 2008-02-06 at 16:16 +, Pete Carss wrote:
Yukon does the same as fraps on Linux...
Bugle, too. However, I used to help the Yukon guys, and I'm glad they're
still up and running. I'd highly recommend both of these on Linux.
I used Bugle to make the osgWidget videos, btw...
Pete
Hi,
Some hints:
1. Be sure that test-size() is equal to numVertex
2. I don't know what the at method is, I couldn't find it either on
the TemplateArray class or the std::vector class. Try with the vector []
operator, ie: (*test)[i] = trans
3. If you are updating the vertex data once per frame,
Hello Sebastian,
Indeed ... I once spent half a day figuring out that the texture matrix
wasn't applied ;-)
Hehe, that happens to all of us!
Me culpa! ... it was the uniform name. I accidentally added them
somewhere else with the PROTECTED-flag.
That has also happened to me more
Hi all.
I working in a mixed development environment regarding Windows versions, XP
and Vista.
I have been using VS2005 for a while, where I have pre-build binaries (osg,
collada, etc) build under VS2005 on a XP machine.
(The other way around does not work, that is, build in vista and use in XP
I've submitted a change to the submission list. Please take a look and tell me
if and how much it affects timing.
thanks
andy
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien
Guay
Sent: Wednesday, February 06, 2008 11:11 AM
To:
Well, let's say that i'm adding like 50 cameras so basically 50
fbos ...
But as I currently don't really understand what is the need for fbo,
if
you're about to copy the texture to an image anyway, can anyone
explain it to me ???
I'm also really interested in understanding what is exactly osg
Hello
- OSG can be built statically and so can be run as a single file,
without dependence on other .dll files
i didnt realise this could be done, any info on how to do it in vs
2008 c++ ??
for example can you still do it if your proggram development is done
being linked to the precompiled
Hi All,
How can I draw a Transparent sphere?
I need to draw a sphere inside a Transparent one.
Can anyone tell me how to set the material and color of the Transparent one.
Thanks,
Ahmed Nawar
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