Hi Paul,
In the vertex shader try this
vec4 ecPosition = gl_Vertex * gl_ModelViewMatrix;
gl_TexCoord[0].s = dot(ecPosition, gl_EyePlaneS[0]) ;
gl_TexCoord[0].t = dot(ecPosition, gl_EyePlaneT[0]) ;
gl_TexCoord[0].p = dot(ecPosition, gl_EyePlaneR[0]);
gl_TexCoord[0].q =
hi david,
in order to do something similar i have subclassed PagedLOD and reimplemented
addChild(), which gets called by the DatabasePager when a new node is added.
depending on your circumstances, roberts suggestion
(osgDB::Registry::ReadFileCallback) might be easier to implement.
-till
On
Hi Nicolas,
Just a quick question: The latitude and longitude parameters of
convertLatLongHeightToXYZ are in radians, and the rest of parameters in
meters?
This is correct. To help in future I've added clarification of units into
the doxygen docs of EllipsoidModel.
Robert.
Hi Wangmiao,
Using multiple SceneViews does work in 2.x, osgViewer uses SceneViews under
the hood to implement rendering, and it supports multiple views across one
or more graphics context without any problems.
As to why things are working your app I can't really even have a guess at as
I don't
Hi All,
I'm looking for feedback from users who have worked on clusters that
implement some forms of swap ready synchronization. In particular I'm
looking at any hooks into osgViewer to allow users to implement their own
swap ready implementation, also a software based swap ready could possibly
Hi Emilio,
the near clipping plane defines the border between things that are in
front or behind you (resp. the camera).
Since you cannot see what is behind you, I should expect that
deactivating the clipping will not accomplish what you're looking for.
If you want to see more of the ship
i have some custom classes which inherits from osg::Drawable, and is inserted
into an osg::Geode but nothing renders.
I have implemented the drawImplementation(osg::RenderInfo renderInfo) method
to do some custom OpenGL rendering calls. I found that useDisplayList is
initially true which
Hi Robert,
I'm looking for feedback from users who have worked on clusters that
implement some forms of swap ready synchronization. In particular I'm
looking at any hooks into osgViewer to allow users to implement their own
swap ready implementation, also a software based swap ready could
Hi Joachim,
It's true, I can set the clipping plane nearer to me. But then I get
z-fighting effects in my scene, due to loss of precision in depth buffer
when near plane is close to 0.0 (and far plane has a high value due to the
size of my landscape).
Kind regards,
Emilio.
2008/4/14, Joachim E.
Also:
# apt-get install apt-file
# apt-file update
...and when something says you're missing Foobar.h...
# apt-file search Foobar.h
...and install. Never goes wrong. :)
On Mon, 2008-04-14 at 12:12 +0200, Alberto Luaces wrote:
A starting point to get OSG and the most
Hi Emilio,
I think the best way to achieve what you want is to render your scene using
two osg::Camera (two pass), first render your scene and then render the
object you want to be in the first plane. Each camera have it's own near/far
clip planes.
Cheers,
On Mon, Apr 14, 2008 at 3:06 PM,
Thanks! I will try this way.
2008/4/14, Serge Lages [EMAIL PROTECTED]:
Hi Emilio,
I think the best way to achieve what you want is to render your scene
using two osg::Camera (two pass), first render your scene and then render
the object you want to be in the first plane. Each camera have
Hi Marco,
Thanks for the link. I've run through it quickly but other than a listing
of extensions there isn't an actual coding example showing how they are
used. I can make educated guess for most of them, but not enough to know
exactly how they should be used in the context of osgViewer - it
Robert Osfield wrote:
Hi Neil,
PagedLOD is what you need to use to balance the load for really large
databases. You databases are likely to huge though, gigabytes rather
than terrabytes, and the OSG' paging system allows you to scale to
terrabyte database pretty comfortably so you'll do
Hi,
I'm trying to get the collada plugin working and running into this
problem too. I've tried Johan Nouvel's suggestion (a few messages later)
to no avail. I'm using osg 2.3.7 and the last pre-2.0 stable release for
collada, 1.4.1 DOM 3.0. Did anyone find a way around it?
Also, what are the
Hi Mike,
On Mon, Apr 14, 2008 at 4:11 PM, Mike Weiblen [EMAIL PROTECTED]
wrote:
fyi I also have need for swap sync across a networked cluster, but at
the the generic OpenGL rather than OSG level.
What do you mean by generic OpenGL rather than OSG level? I am trying to
get my head around the
Hi,
fyi I also have need for swap sync across a networked cluster, but at
the the generic OpenGL rather than OSG level. We've implemented an
out of band handshake protocol in our network pipeline, but would be
glad to adopt a GL standard if possible. So I'm following this topic
w/ interest.
Hi All,
Using osgUtil::DelaunayTriangulator, I'm looking for obtaining the triangle
list... but for the moment, I haven't already found it.
The getTriangles() method return a DrawElementsUInt, but no way to find a
triangle list or something approaching...
Is there a (simple) way ?
Thanks,
On Mon, Apr 14, 2008 at 11:26 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
Hi Mike,
On Mon, Apr 14, 2008 at 4:11 PM, Mike Weiblen [EMAIL PROTECTED]
wrote:
fyi I also have need for swap sync across a networked cluster, but at
the the generic OpenGL rather than OSG level.
What do you mean
This is an exisiting project.
Here is the basic node structure:
Root
|
NodeA
/ \
NodeB NodeC
I want to disable writes to the color buffer before Node A, and then I don't
want to enable them
On Mon, Apr 14, 2008 at 2:29 PM, Leif Delgass [EMAIL PROTECTED] wrote:
On Mon, Apr 14, 2008 at 11:26 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
Hi Mike,
On Mon, Apr 14, 2008 at 4:11 PM, Mike Weiblen [EMAIL PROTECTED]
wrote:
fyi I also have need for swap sync across a
Hi Judia,
What you are trying to do should work, but without the code for setting the
different stateset to the appropriate nodes I can't say what exactly the
problem is. The fact that you refer to NodeCParent looks suspect, you
should apply directly to NodeC as NodeCParent is NodeA...
Robert.
Hi Leif,
Thanks the info, very useful. Do you still have access to the various
hardware? I'm thinking of what we can do in terms of testing if/when we get
code integrated into osgViewer.
W.r.t swap groups and barriers, I am wondering about putting the
group/barrier ID's as parameters of
On Mon, Apr 14, 2008 at 3:03 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
Hi Leif,
Thanks the info, very useful. Do you still have access to the various
hardware? I'm thinking of what we can do in terms of testing if/when we get
code integrated into osgViewer.
I'll try to help out as time
Hi all,
I'm attempting to use OSG embedded in a C# window like hesicong and Glenn
Waldron have recently discussed on the osg-users mailing list. One issue
that I'm running into is changing the Cursor property on my mouse form. a
custom mouse cursor in my form. GraphicsWindowWin32 manages the
Hi Eduard, unfortunately I don't have any tips for the error you're
getting. A couple months ago I tried getting OSG to use the DOM trunk
code for its Collada support, and other than a few easily fixable
compiler errors it worked fine. I didn't get any .so load errors. I was
testing with
What version of the OSG API and the VPB do I need to use in order to
take advantage of the new osgTerrain functionality and optimizations?
Thanks.
Alex
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, March 26, 2008 2:13
Thanks for your help Sebastian, I'm using texgen-setPlanesFromMatrix
to set up eye-planes. I assume that's correct (looking at osgspotlight
and other examples..)
Regards
On Mon, 2008-04-14 at 08:37 +0200, Sebastian Messerschmidt wrote:
Hi Paul,
In the vertex shader try this
vec4
Hi Robert,
we have an opengl32.dll shim lib that intercepts and replicates the
cmd stream to nodes in the cluster. at wglSwap, the nodes render and
report back at render completion, then block til they can all swap
together.
What do you mean by generic OpenGL rather than OSG level?
I mean
Managed to achieve Projective Texturing in shader - just changed the
gl_TexCoord[0].q = 1.0 to dot( ecPosition,gl_EyePlaneQ[0];
so:
gl_TexCoord[0].s = dot(ecPosition, gl_EyePlaneS[0]) ;
gl_TexCoord[0].t = dot(ecPosition, gl_EyePlaneT[0]) ;
gl_TexCoord[0].p =
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