You need to set the loaded image as the texture on a polygon node.
Bryan Berg wrote:
Hi,
So I was looking at:
http://www.openscenegraph.org/index.php?page=UserGuides.Plugins
Specifically:
*a)osg::ref_ptrNode node = osgDB::readNodeFile(cow.osg);*
and
*b)
Hello Guy,
If you set different shader for each object, I would like some
clarification about your original question.
Yes this is that what i would have, sorry for my confused description.
Do you want different shader per object but with some common features
that are different for each view??
Hi Renan,
Yes, Tools-Options-Projects and solutions-vc++ directories is just what
you think and evn though I prefer to set paths on the project I have have
used this way many times without problems.
Perhaps you've forgotten to change the combo under the label Show
directories for:. It is
I don't want to start a discussion about editors, but I indeed missed
the syntax highlighting for osg headers...
For vim you can fix it by adding the following line to your .vimrc (the
osg includes start with '/* -*-c++-*-')
au BufRead * if getline(1) =~ '-\*-c++-\*-' | setlocal
Ok, lets have some theoretical example, shall we...
Suppose the scene is composed of:
- 3 views.
- 2 parameters which are view dependent, named Param1 and Param2.
- 3 objects with different shader for each.
Now, we must have some assumption:
- You have access to the shaders code, and you are
Thanx guys!неиAll solved by removing filtering in 1X1 textures. I simply
comment this lines and All works
fine.неиfinalluminance-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D
::LINEAR);неиfinalluminance-setFilter(osg::Texture2D::MAG_FILTER,osg::Text
ure2D::LINEAR);неиThanx
Hi J-S,
On Tue, Apr 8, 2008 at 8:44 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
That's the 3rd party dependencies for OSG, not for VPB. OSG has no
dependency on GDAL.
The OSG does actually now have a dependency on GDAL via the gdal plugin that
moved back from
VPB into the OSG once
What the dickens is all this? :)
Kim.
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Roman Grigoriev
Sent: 09 April 2008 12:31
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] HDR with osg
Thanx guys!неиAll solved by removing filtering in 1X1
Hi guys!
Today I synced with osg SVN but got errors when I compile on osg 2.0 all
works, but now I've got errors.
Lately I loaded a model with this (model is in /Models directory)
osgDB::FilePathList pathList = osgDB::getDataFilePathList();
pathList.push_back(./Models/);
osg::Node*
Hi Paul,
Sadly using .h for C++ headers is not a solution, not all tools treat .h
files as C++, often they'll treat them as C headers. Even worse once you
start looking beyond .h for a C++ header extension there is about a dozen
different variants that I've come across, and different tools
Hi Bryan,
And osg::Image and osg::Node aren't equivilant, you can't load an image and
then save as node, what you have to do create a scene graph that contains a
Texture which has an image attached, then you can save the scene graph
containing this image.
Robert.
On Tue, Apr 8, 2008 at 10:32
Sorry for that mess :)неинеиI solved by removing filtering in 1X1
textures. I simply comment this lines and All works
fine.неиfinalluminance-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D
::LINEAR);неиfinalluminance-setFilter(osg::Texture2D::MAG_FILTER,osg::Text
ure2D::LINEAR)неиCould someone
Sorry for previous letters
I simply comment filtering in 1x1 texture and all works fine
Roman
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Hi Roman,
I can't work out what is going on from your email, I'm just plain confused.
What errors are you getting? Compile errors? Link errors? Runtime
errors? Hows about providing an example of the error so we don't have to
guess.
Robert.
On Wed, Apr 9, 2008 at 12:42 PM, Roman Grigoriev
Hi all,
I have a skydome to do, and I have some problem to do it. I have look
osgvertexprogram and osghangglide examples, but the result is not correct.
I want to know if it is possible to do a render in two times, the first for
take a picture of what is seeing a camera positionned at the center
Hi,
I got some questions about the stategraph build by osg while
culltraversal.
So the primary question is: Why is the stategraph build from the root to
the leafs of the scenegraph and not the other way around?
To explain it a bit, lets make an example:
You want to display a model (a car for
Hi Julian,
On Wed, Apr 9, 2008 at 2:00 PM, Julien Achard [EMAIL PROTECTED] wrote:
I don't know if there is an easier way to do that ... I haven't find some
exemple of skybox made with Osg.
Osgephemeris is very interesting but I use Viewer and it use Producer.
osgEphemeris disribution uses
Hi Richard,
I'm afriad I'm not going to dive into a complex topic as I'm away on a trip,
I'll try to give a quick reply to one quetion.
So the primary question is: Why is the stategraph build from the root to
the leafs of the scenegraph and not the other way around?
All OpenGL state in the
FYI
We have ported the OSG Ephemeris model to 2.3x with little issue
We did have to change things for it to work with our application and changed
some things we did not like or seemed not right to us ;)
Once we get the next release out of our application we will as per the
license
Robert,
I am experimenting a little with osgViewer::CompositeViewer in OSG 2.0.
We have a thread in our application that is separate, and uses
osgDB::readImageFile or readNodeFile. When it does the reading, it
breaks our render loop. It looks like the osgDB::read call and the
Hi John,
osgViewer threading and osgDB ops are totally independent except for
sync'ing done with osgDB::DatabasePager, there should be no conflict between
osgDB::readImageFile/readNodeFile calls.
Now... if want to be alot more specific about what youmean by breaks out
render loop then there is
Sorry guys ! My mistake. I use includes from 2.0 version and libs from 2.3
Thanx for your help
Bye
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, April 09, 2008 3:57 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem with
Hi Om,
This is a known ATI/Prism driver bug related to wireframe display.
Personally I'd just get a cheap linux box stuff in a NVidia graphics card,
take out the contents of the prism and hide the linux box inside
and then just pretend you have a prism. It'll be faster, better software
Hi, Mike, Robert, folks,
Thanks for the help from this list, I've decided to use a
uniform to solve the problem of switching lighting mode between
fragments. My idea is to add the program and a LightingOn uniform
to the stateset of the root node of the scenegraph, and set its
value to 0
I just started using OSG and have never used ref_ptr's before, though I've read
the A Short Introduction to the Basic Principles of the Open Scene Graph and
belive I understand the concept. But I wonder if you have any advice on the use
of ref_ptr's on OSG objects, and If you use them in some
I would have loved to :-) . Somebody got to persuade my customer ;-) .
Thanks for you response.
Om.
Robert Osfield wrote:
Hi Om,
This is a known ATI/Prism driver bug related to wireframe display.
Personally I'd just get a cheap linux box stuff in a NVidia graphics
card, take out the
Hi,
As suggested in a previous reply from Robert, I have updated from 2.2 to 2.3.7.
In the process I discovered that there is a problem with an application that
I have which requires the use of some OSG headers, specifically gl2extensions,
and glew.h. Both headers define GL_VERSION_2_0 and
Hello Erlend,
The tutorials though use dumb pointers as in the Basic Geometry example:
...
int main()
{
...
osg::Group* root = new osg::Group();
osg::Geode* pyramidGeode = new osg::Geode();
osg::Geometry* pyramidGeometry = new osg::Geometry();
but i guess it's just for
I think the best practice is to only use the ref_ptr structure to
refer to objects derived from Referenced as you said. But you can get
away with using bare pointers whenever you know you're going to do some
operation that will increment the ref count anyway, ex. adding it to an
existing group.
Other people who know more about this than me may tell me I am wrong, but here
is a simple rule of thumb I have used.
If the pointer is going to be saved for later use (i.e. class member, static
variable, etc.) then it needs a ref_ptr. If you are just going to create a
local variable, add it
Another thing I believe is often overlooked is using ref_ptr's with
objects who attempt to properly support copy construction. It's such a
hard thing to get right that I plan eventually adding a chapter about it
in the osgWidget docs, when the time comes.
It's not uncommon to want to keep
Hola guys,
is it correct use osgDB::Databasepager to load a huge amount of images?
I have 1 images each one about of 2 mega bytes size.
Using directly texturerectangle and osg::Image vector, i can assign to
texturerectangle about 200 images (that i load before to show them). With more
of 200
Hi fidget code sea pee pee,
The DatabasePager is written for usage with loading nodes rather than
imagery.
For loading imagery the based way would be to create your own reading thread
in the same way that the Quicktime and Xine lib plugins do.
Robert.
On Wed, Apr 9, 2008 at 8:12 PM,
Robert,
There's one thing that I haven't been able to do with CompositeViewer.
Previously, we had a predraw callback that occurred before the
sceneview's update(), cull(), draw() calls. In that callback, we set
some states on some objects, particularly if they are opaque/transparent
in that view.
This is sort of off-topic but I'm sure interesting to the community
none the less. I was on the phone with a fellow OSG developer earlier
today complaining how slow the builds are on Windows and how I have
this quad core sitting here not being fully utilized by my compiler.
He touted how his Mac
Hi
We avoid using this feature at work on our projects as we have found the VS
linker and compiler do not always see eye to eye when using parallel builds
and also find a lot of manifest issue, but that's our experience
Now back in the good old days on good SGI 32 processor monster parallel
Sherman,
Great tip. So...how soon can you submit the CMake patches to enable the /MP
option in the OSG tree? ;)
Cheers- Glenn
On Wed, Apr 9, 2008 at 4:34 PM, sherman wilcox [EMAIL PROTECTED]
wrote:
This is sort of off-topic but I'm sure interesting to the community
none the less. I was on
Just looking around for an alternative, it looks like I'd have to set an
UpdateCallback on all of the nodes, that contains a map from the
osgViewer::View's Scene's UpdateVisitor to the states of the nodes in
that Scene. I think this will work because the update traversal occurs
before the cull
FYI, the mechanism using gcc is -jn, where n is the number of threads.
On my 8 proc Mac, I use -j16, assuming 2 threads per proc should be OK in
light of disk usage; OSG (minus wrappers) compiles in less than 5 minutes.
(Bob Kuehne taught me this - thanks, Bob.)
Thanks for the /MP tip. I've
Gordon, the issues you encountered - were they obvious issues as in
linker errors or were they more subtle like random crashes and the
like?
On Wed, Apr 9, 2008 at 4:04 PM, Gordon Tomlinson
[EMAIL PROTECTED] wrote:
Hi
We avoid using this feature at work on our projects as we have found the VS
Hi guys, I'm not sure if this is a bug or I'm not understanding
something. The first time I attach images to a camera, the
runCameraSetUp function will be called in RenderStage which sets up the
fbo to harvest the data.
I do the following:
texCam-attach(osg::Camera::COLOR_BUFFER,
Hi, I am trying to use the SVN version (April 09, 2008) of Virtual Planet
Builder on Windows XP. I use the svn version of OSG too.
I used the following
osgdem -l 3 -d e020n40.dem -o e020n40.ive
And the result is:
-d e020n40.dem
-o e020n40.ive
Adding terrainTile
DataSet::_run 0 0
ERROR 4:
Hello
Still no luck getting a Shader to be called from a .osg file, but was
told that calling up a Shader file with
Shader {
File do.frag
Was advised might need certain Shader version such as 2.3 or above
Thank you
Mr. D
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Hi~All
error C2593: 'operator !=' is ambiguous
OpenSceneGraph\osgUtil\StateGraph
217
271
for(std::vectorStateGraph*::reverse_iterator itr=return_path.rbegin();
*itr!=return_path.rend();*
++itr)
IceSharK
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Hello,
I think you might have bumped into a problem that shouldn't have been
there, but still the simple solution is to set a uniform per object you
want to light or not. The same as if without shader you have per object
you draw to glEnable/glDisable the light.
Back to the problem, do you mean
I try to use OpenSceneGraph and SceneView as shown in example when using an
existing renderer, but get an error when calling SceneView-draw() or more
spesific in
_localStateSet-setAttribute(getViewport());
The example code I use is as following:
int CMapRenderThread::InitOpenSceneGraph()
{
Hello michael,
The setUpCamera does not run since the camera has the previous
RenderStage as a cached object for efficiency issues. If you change the
attachment, you should set the camera cache to NULL, then when the
rendering occurs, a new RenderStage will be created for the camera and
the
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