Hi Norman,
Thanks for the link.
With GDAL way, no need for controlling the output, it's during the reading
phase that conversion in done
To resume :
1- searching local decimal separator
2- replace separator character into input string
3- convert string using standard method (atof for example)
Hi Johan,
I believe what we'd need to do is just enforce the rule that .osg
files all use . for their decimal places, then constrain the writing
and reading of .osg files so that it uses this convention. Reading is
more straight forward, as it'd just require a modification to
Field::getFloat()
Hi, im newbie with AR.
I want to view a video into Artoolkit and i haven´t any document to
explain this. Is possible on Artoolkit or i have to build Artoolkit+OSG
+osgART?
Thanks.
Sorry for my english.
Luis Miguel Cabezas Granado
Consejería de los Jóvenes y del Deporte
Junta de
Hi All,
Just a simple question on how to set a transparency effect on a drawable.
My geode contains 2 drawables, and I need only one to be transparent...
I've tried :
double opacity = 0.1;
osg::StateSet* state = mygometry-getOrCreateStateSet();
Ming,
So long as you know that the image format is GL_RGBA8, and 2D, you can do
something like:
osg::Vec4 returnColour(int row, int col)
{
unsigned char* pSrc = (unsigned char*) image-data(row,col);
float r = (float) *pSrc++/255.0f;
float g = (float) *pSrc++/255.0f;
No one have any idea of how to set an alpha transparency level on a geometry
?
It has no texture, juste one color...
Thanks,
Regards,
Vincent.
2008/7/11 Vincent Bourdier [EMAIL PROTECTED]:
Hi All,
Just a simple question on how to set a transparency effect on a drawable.
My geode contains
Hi,
Vincent Bourdier schrieb:
Lightning is already set to ON...
But nothing appear transparent...
is GL_BLEND enabled? a.ka. state-setMode(GL_BLEND,
osg::StatetAttribute::ON);
cheers
Stephan
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osg-users mailing list
Hi Stephan
Yes GL_BLEND is on :
osg::StateSet* state = g-getOrCreateStateSet();
state-setMode(GL_BLEND,osg::StateAttribute::ON|osg::StateAttribute::OVERRIDE);
osg::Material* mat =
(osg::Material*)state-getAttribute(osg::StateAttribute::MATERIAL);
if(!mat) {
mat = new
Is there a linking flag you can use to change the generated .pdb filename
in Visual Studio? If so, you could simply use CMake to tweak the targets
that have conflicting names (see set_target_properties() command)
.. Original Message ...
On Thu, 10 Jul 2008 22:45:13 -0500 James Killian
This has been discussed multiple times, have you tried searching the
archives for transparent or blend? There are also several examples that
show how to do this. Try doing a recursive, case-insensitive grep on your
OSG source tree for transparent.
The rules for transparency in OSG are not
Vincent
You post your initial question at a little over 2 hours ago.. you need to
give people time to possibly respond maybe 1-2 days
http://www.catb.org/~esr/faqs/smart-questions.html
also a search of the mailing list archive will throw up quite a few
discussions and solutions on this
What is Artoolkit? , I dont recall having heard of that before especially
with respects to OSG
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Luis Miguel
Granado
Sent: Friday, July 11, 2008 6:13 AM
To: OpenSceneGraph Users
Subject: [osg-users]
It's a library allowing camera pose estimation by using image frame of
special rectangular markers:
You put these special markers in a scene.
You record the scene with your camera (calibrated)
The library automatically detect markers and by analysing perspective
deformation of those, it estimates
Hi,
I was wondering if it is possible to draw on a Texture2D instance. I know
this isn't possible, but I am wondering if you can do the equivalent of:
Texture2Dinstance-DrawCircle(x,y,r);
Or would I have to find an API which can create images and saves to say
JPEGs then load them as Texture2D
cool..
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Baptiste Authesserre
Sent: Friday, July 11, 2008 10:14 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Artoolkit 2.72.1
It's a library allowing camera pose estimation by using image frame of
special
On Fri, 2008-07-11 at 11:17 +, ka Ming wrote:
Hi,
is there any possibility to get, for example the rgb value, out of an
osg::Image.
data() returns only an unsigned char*
I need or I want an vec3 or with alpha value a vec4 as retrun value.
Is there any solution.
ming
osgWidget has a
This is what I do:
osg::StateSet * stateset = node-getOrCreateStateSet();
osg::Material * mm = dynamic_castosg::Material*(stateset-getAttribute
(osg::StateAttribute::MATERIAL));
if (!mm)
{
mm = new osg::Material;
}
mm-setAlpha(osg::Material::FRONT, transparency);
stateset-setAttributeAndModes(
Just so there is no confusion (with others reading this), the .pdb filename
must match the filename of the dll or exe that is associated with it; so
Osgviewer.exe or OsgViewer.dll will have to change their name! I can see it
now someone will glv (get latest version) and see the name has changed
Hello people,
I've a little problem Im not sure how to solve it. I have a scenegraph
that contains a node with an AnimationPathCallback, and, also, multiple
references to this in other places in the scenegraph.
Im having bad performance because this callback is computing the
interpolated keys
Hi James,
Perhaps a Render To Texture Camera is what you are look for. Have a
look at the osgprerender example.
Robert.
On Fri, Jul 11, 2008 at 3:20 PM, James Dickson [EMAIL PROTECTED] wrote:
Hi,
I was wondering if it is possible to draw on a Texture2D instance. I know
this isn't possible,
I am a new user. I have downloaded zip file OpenSceneGraph-2.4.0.zip to
run open scene graph from the visual studio environment. Can any one tell me
where I can find the open scene graph project files i.e. .vcproj for .net
or .dsw for visual studio 6.
thanks,
Victor
This message has been
Hi Victor,
you need to use cmake
Peter
On Fri, Jul 11, 2008 at 5:18 PM, Victor Chilekwa [EMAIL PROTECTED]
wrote:
I am a new user. I have downloaded zip file OpenSceneGraph-2.4.0.zip to
run open scene graph from the visual studio environment. Can any one tell
me where I can find the open
Hi Peter,
Thanks for the quick reply I will read around CMake and hopefully get
started.
Victor
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Peter Wraae
Marino
Sent: 11 July 2008 16:21
To: OpenSceneGraph Users
Subject: Re: [osg-users]
Hi Alberto,
There isn't lazy updating of the control point in
AnimationPathCallback, as you've found it'll compute the control point
on demand. Attach a single callback to many nodes is not typical
practice so such a lazy updating technique wouldn't be critical to
most. It'd be easy to add
Thanks for help.
I do exactly the same things, on Nodes...
but this time I am looking on a way to do this only on a geometry (So under
a Geode)...
If you have any suggestion..
Regards,
Vincent
2008/7/11 Brian R Hill [EMAIL PROTECTED]:
This is what I do:
osg::StateSet * stateset =
Hi
If I can help : http://ange3d.developpez.com/tutoriels/osg/ (Sorry it is
french tutoriel)
Regards,
Vincent
2008/7/11 Victor Chilekwa [EMAIL PROTECTED]:
Hi Peter,
Thanks for the quick reply I will read around CMake and hopefully get
started.
Victor
*From:* [EMAIL
Hi Victor,
The GettingStarted pages on the wiki explain the need for CMake, with
links on how to setup.
http://www.openscenegraph.org/projects/osg/wiki/Support/GettingStarted
Robert.
On Fri, Jul 11, 2008 at 4:18 PM, Victor Chilekwa [EMAIL PROTECTED] wrote:
I am a new user. I have
Hi James,
I was wondering if it is possible to draw on a Texture2D instance. I
know this isn't possible, but I am wondering if you can do the
equivalent of:
Texture2Dinstance-DrawCircle(x,y,r);
OSG does not do 2D drawing to images. You can do your own by getting the
data pointer from an
Victor, in case you missed the posts yesterday, make sure you use cmake
2.4; 2.6 doesn't create the right settings. Otherwise it is very simple
and the wiki article is spot on.
rgds
Nick
Victor Chilekwa wrote:
I am a new user. I have downloaded zip file “OpenSceneGraph-2.4.0.zip”
to run
Many thanks, that seems to be exactly what I am looking for.
2008/7/11 Robert Osfield [EMAIL PROTECTED]:
Hi James,
Perhaps a Render To Texture Camera is what you are look for. Have a
look at the osgprerender example.
Robert.
On Fri, Jul 11, 2008 at 3:20 PM, James Dickson [EMAIL
Hi Vincent,
A Drawable (which Geometry inherits from) has an associated StateSet
object the same way that Geodes (and other classes inheriting Node) do,
so the same method should work for your geometry as well. See
Hello,
I'm having trouble setting a skydome into my scene. It is messing with the
autocomputed near and far planes (the near plane goes too far, cutting near
objects). In order to avoid it, I tried to disable culling for its subgraph
and even giving it a ComputeBoundingSphereCallback that only
I am also interested in this. Basically I have a terrain that I want to
deform when an explosion happens.
I was thinking of using a vertex shader that will read a new texture
applied to the newly exploded area and deform the are based on that
texture. The problem with this is that the terrain
when I run the osgsimulation with OSG_NOTIFY_LEVEL set to DEBUG_INFO, the
program crashes and I get the following output.
Can anyone give me an idea on what causes this and how to fix it? Thanks.
GraphicsContext::setWindowingSystemInterface() 0x3d9790Graph0x1029dac0
Hi,
I am applying sphere mapping and using GL_TEXTURE_GEN_S T so that
osg will generate the texture coordinates automatically. My question
is: if the object is changed by something like a boolean operation, do
I need to do anything or will the texture coordinates be regenerated
correctly because
Check out osgTDS:
http://www.andesengineering.com/Projects/TDS/
Brian
[EMAIL PROTECTED] wrote: -
To: osg-users@lists.openscenegraph.org
From: [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 07/11/2008 12:42PM
Subject: Re: [osg-users] Runtime Crater
I am also interested in this.
Jean-Sébastien Guay wrote:
osgviewer --image bob.jpg
it creates a quad (in 3D space) and maps your image onto it as a
texture. So it's still displaying a model in 3D. Yes, it may be the .osg
loader, but it may be something totally unrelated. You just haven't
presented enough information
Hi Xinyu,
Could you please upgrade to 2.4 it'll fix this problem.
Robert.
On Fri, Jul 11, 2008 at 6:48 PM, Xinyu Zhang [EMAIL PROTECTED] wrote:
when I run the osgsimulation with OSG_NOTIFY_LEVEL set to DEBUG_INFO, the
program crashes and I get the following output.
Can anyone give me an
Hi Judie,
When you enable tex gen, the texture coordinates are generated down on
the GPU for each vertex that is processed, so it's not a state that
you need to update at all. It'd best to grab an OpenGL book, or looks
at online docs to get a full understanding of tex gen. The OSG just
wraps up
Check out osgTDS:
http://www.andesengineering.com/Projects/TDS/
I posted, very recently, regarding osgTDS's capabilities and limitations for
run-time use. Check the archives for the past week or two.
-Paul
___
osg-users mailing list
I tried with 2.4.0 and got a similar problem (see below).
Xinyu
GraphicsContext::setWindowingSystemInterface() 0x3d99a80x102b7af0
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
CullSettings::readEnvironmentalVariables()
OK, I will look into that. Thanks for your reply.
Judie
On Jul 11, 11:42 am, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Judie,
When you enable tex gen, the texture coordinates are generated down on
the GPU for each vertex that is processed, so it's not a state that
you need to update at
Hi Xinu,
On Fri, Jul 11, 2008 at 8:14 PM, Xinyu Zhang [EMAIL PROTECTED] wrote:
I tried with 2.4.0 and got a similar problem (see below).
I'm afraid I can't see what the problem is from the debug output.
Could you get a stack trace.
Also try running the viewer single threaded via:
Hi all,
I've noticed in my application that in a GUIEventHandler's handle function,
the values for the GUIEventAdapter ea's getWindowWidth() and
getWindowHeight() are always the same and aren't updated when the window is
resized. I've tried to look through the code to see where the problem
Hi All,
I'm winding up towards the OpenSceneGraph-2.5.4 developer release, all
the major changes are now checked in, so it's time to make sure that
things are compiling and running sensible across platforms. If things
look good then I'll tag 2.5.4 tomorrow.
Once 2.5.4 is out the way my plan is
Hi,
I have a plane built with 60X60 vertex and I constantly update the alpha
channel of these vertex to create a specific effect for my application. When
I launch the application, everything runs fine for a while, but comes a time
where everything starts to lag.
Do you know why such a thing
On Fri, 2008-07-11 at 20:38 +0100, Robert Osfield wrote:
Hi All,
I'm winding up towards the OpenSceneGraph-2.5.4 developer release, all
the major changes are now checked in, so it's time to make sure that
things are compiling and running sensible across platforms. If things
look good then
Classification: UNCLASSIFIED
Caveats: NONE
My thesis was Dynamic Terrain (DT) some 15 years ago at Central Florida.
I was a GRA at The Institute for Simulation and Training (IST).
We were under contract to STRICOM to prototype a system for corps
engineers to train on berms and crater soil
Ar accidentally pressed a control combination and gmail kindly
dispatched the email before complete...
Rejoining the previous email...
To enable automatic generation of KdTree's I have extended osgDB so
that the Registry and DatabasePager are both KdTree aware, and if
KdTree build option
Hi Alexandre,
If you are dynamically updating geometry you should disable display lists via:
geometry-setUseDispayList(false);
Set this up on creation of your geometry.
Robert.
On Fri, Jul 11, 2008 at 8:49 PM, alexandre amyot murray
[EMAIL PROTECTED] wrote:
Hi,
I have a plane built with
Hi Brian,
If I display an osg file (without the --image since it doesn't
like that for an osg file) then I get the following output from gdb.
I still wonder why you would want --image for an osg file? You say it
doesn't like that for an osg file, but it's actually nonsensical. An
osg file
Hi Robert,
I'm winding up towards the OpenSceneGraph-2.5.4 developer release, all
the major changes are now checked in, so it's time to make sure that
things are compiling and running sensible across platforms. If things
look good then I'll tag 2.5.4 tomorrow.
Building now, will let you
Hi Robert,
To wrap, all these changes on now in SVN trunk and will be part of
2.5.4 and hence the up coming 2.6. If you enable the build of
automatic KdTrees of load and use
IntersectionVisitor/LineSegmentIntersector then you'll be able to go
straight ahead of use KdTree intersections without
Robert,
Is there a way to tell osgdem to generate less triangles while keeping high
resolution texture? For example, say I only want to generate the amount of
triangles equivalent to what would be generated by osgdem in level 3. But I
want the texture in that resulting terrain to reach full
Hi Robert,
I'm winding up towards the OpenSceneGraph-2.5.4 developer release, all
the major changes are now checked in, so it's time to make sure that
things are compiling and running sensible across platforms. If things
look good then I'll tag 2.5.4 tomorrow.
Building now, will let you
Vincent Bourdier wrote:
I do exactly the same things, on Nodes...
stateset-setMode(GL_BLEND, osg::StateAttribute::OVERRIDE |
osg::StateAttribute::ON );
stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
Are you sure you're doing this last line? It's not in the code snippet you
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