Hi everyone,
I have a problem with light. Later, my scene should be consist of a
multitude of planetary system each lit by a light, and for this reason that
I would have several light0.
I have also seen the project osgmanylights but this method doesn't suit
me.
For now, I have done a
Hi Matt,
I presume you use arguments. rather than arguments- in your code
as the code in your email won't compile and if it somehow did then the
compiler is totally screwed... and the case of the problem.
With the assumption that this is just a typo, the crash is very odd
indeed. The code is
Hi Mike,
Um... I guess you haven't read the thread about managing ten's of
thousands of osg::Box's yesterday
So go read the last two days emails as a back ground.
In the case of sphere's I'd see if you can get away with point
sprites, if you can then this will be the most efficient way
HI Alan,
Thanks for the update. It doesn't sound like the package is amiss.
Robert.
On Fri, Oct 24, 2008 at 12:17 AM, Alan Ott [EMAIL PROTECTED] wrote:
I don't have access to the configuration I was using last week, so I tried
to reproduce the problem on a different computer (running the
HI Kevin,
RIght now the way to do multiple lights is to use the OpenGL hardware
lights GL_LIGHT0... GL_LIGHT7, must this is limited just one entry per
light per RenderStage. To scale up to more lights than 8 then you
have use tricks with multiple RenderStage. This topics is rather
complex and
Hi Joe,
I don't personally have any vista machines so I can't test this, or
vouche for how well multiple graphics cards will work under Vista,
others have got it work, but I don't know whether this includes frame
drops. From your description it does sound like a driver issue.
Perhaps use the
Hello,
there is a bug when we use an osg file to create a scene including
osgParticle system and a geode using a shader. If the geode and shader code
are read before the particle system, it's ok. But if the particle system is
read before the geode and the shader, the shader is not read.
In fact,
Hi,
Ümit Uzun schrieb:
QuickTime 7.3 and QuickTime Player 7.3
I am sorry, I don't know what's the problem on your side. I tested the
quicktime plugin with Quicktime 7.2 and the newest 7.5 and it works as
advertised.
Can you test your app/osgmovie on another computer?
Stephan.
Joe,
Just out of interest, do you get the same issue with just one monitor
connected to each graphics card? ( I'm interested because I _think_ I get
something similar in this configuration, but it might be a separate issue).
I have the same setup as you (dual 8800, VIsta, etc.)
Are you running
Dear Wojciech, J-S,
All classes belonging to ViewDependentShadow group derive shaders from
StandardShadowMap. If you look at these shaders you will notice that they
are split into main vertex and fragment shader and shadow vertex and
fragment shader.
I saw this. Maybe I'm being daft, but
Hi Pierre,
Thanks for the simple file examples, with these I'm able to reproduce
the problem. I've tracked the bug down to the lack of osgParticle::
qualifiers in from of the Program entry in the osgParticle plugin,
adding the qualifier fixes the problem.
I have checked the fix into svn/trunk,
David,
I saw this. Maybe I'm being daft, but presumably this only helps when you
have the SAME shader for the entire shadowed scene? I have a situation where
the shadowed objects have a variety of different shaders. If I'm missing
something obvious, my apologies.
Thats true. But opposite
Yep, putting the extra post render camera just above the Dragger gives
exactly the right visual effect. Yippe!
I might try adding a stencil to give it a stipply effect, then it'll look
just like Maya, lol.
However (note to self: stop using the word 'However'), this gives rise to a
new problem.
Hi AC3D plugin users :-)
Recently we've had a few submissions of modifications to the ac3d
plugin that try to fix texture repeat/clamping behaviour or their own
sets of models that they encounter. The problem is that we now have
multiple interpretations of what the ac3d plugin should do w.r.t
Hi Cedric,
it looks like a very interesting project. What would be the best place to send
user related questions? In the gna! page two mailing lists are displayed, but
one is for development (animtk-commits) and the other (Animtk-devs) seems
like a patch sending list only.
El Jueves 23
Hi Cedric,
It's great to see the project coming along. I've just downloaded and
started it to compile, but alas it failed on the osgWidget I have in
OpenSceneGraph svn/trunk. Which version of the OSG are you compiling
against?
I had a look at the COPYING file and the licence is GPL which
It's ok now, thank you
Pierre Haritchabalet
2008/10/24 Robert Osfield [EMAIL PROTECTED]
Hi Pierre,
Thanks for the simple file examples, with these I'm able to reproduce
the problem. I've tracked the bug down to the lack of osgParticle::
qualifiers in from of the Program entry in the
Wojtek,
Just grab them from StandardShadowMap via getShadowVertexShader()
getShadowFragmentShader().
Ah. I missed that. Perils of browsing source via the website, I guess...
Thanks,
David
___
osg-users mailing list
Hi Robert,
Animtk should compile with osg-2.6 release, i did not test with the svn
so i would need to update the code to work with the svn version.
I know that the Licence can block some of users, the project was started
in GPL. It could change if animtk becomes a part of OpenSceneGraph.
There
Hi Alberto,
I created a user mailing list https://mail.gna.org/listinfo/animtk-users
Then it will be for users
Cheers,
Cedric
Alberto Luaces wrote:
Hi Cedric,
it looks like a very interesting project. What would be the best place to send
user related questions? In the gna! page two mailing
Hi David,
Btw. Shadow shaders are extremaly simple. Vertex shader simply performs texgen
operation on stage 1 to produce shadow tex coords. Fragment shader simply
performs texture from shadow map. So generally you may even hardcode these
operation into your main shaders.
In my company we use
Robert Osfield wrote:
/Hi Mike,
Um... I guess you haven't read the thread about managing ten's of
thousands of osg::Box's yesterday
So go read the last two days emails as a back ground.
In the case of sphere's I'd see if you can get away with point
sprites, if you can then this will be
On Fri, 2008-10-24 at 12:55 +0100, Robert Osfield wrote:
Hi Cedric,
It's great to see the project coming along. I've just downloaded and
started it to compile, but alas it failed on the osgWidget I have in
OpenSceneGraph svn/trunk. Which version of the OSG are you compiling
against?
I
Hi Cedric,
On Fri, Oct 24, 2008 at 2:06 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
Animtk should compile with osg-2.6 release, i did not test with the svn so i
would need to update the code to work with the svn version.
Thanks for the clarification. Since 2.6 I had to modify a few bits of
HI Jeremy,
On Fri, Oct 24, 2008 at 2:32 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
I can resolve this for you if you want, Robert. I help Cedric some with
AnimTK and I'm often having to poke at the osgWidget code to get it to
compile with my osgWidget branch. ;)
This would be apprecaited.
At
Hi Mike,
My guess is you could probably use a vertex shader to combine you
compute your scaling required for sprites.
Robert.
On Fri, Oct 24, 2008 at 2:26 PM, Mike Greene [EMAIL PROTECTED] wrote:
Robert Osfield wrote:
Hi Mike,
Um... I guess you haven't read the thread about managing ten's
Dear all,
I have a problem constructing the QOSGWidget from osgviewerQT as a child
widget. I'm using Qt 3.3 on Ubuntu 8.04 and OSG trunk. I get the
following error:
X Error: BadWindow (invalid Window parameter) 3
Major opcode: 3
Minor opcode: 0
Resource id: 0x368
X Error: BadWindow
On Fri, 2008-10-24 at 14:42 +0100, Robert Osfield wrote:
HI Jeremy,
On Fri, Oct 24, 2008 at 2:32 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
I can resolve this for you if you want, Robert. I help Cedric some with
AnimTK and I'm often having to poke at the osgWidget code to get it to
Hi all,
i have some model to test with light baked textures, the model is in the
.MAX file format, and now i would like to convert it into a openscenegraph
model. unfort. the model was created with
MAX 2009 and so the osg max plugin may doesn't work. so i can export the
model to
collada :
3ds :
Hi,
I assign two geometry (same vertex) with two texture and want to blend them by
glsl. The problem is even I get the texture sampler and use function mix to mix
them, Then still cannot be blended together.
as:
uniform sampler2D baseTexture;\n
uniform sampler2D shadowTexture;\n
void
Hi Hui,
I am not sure but try to use same gl_TexCoord[0].st for all texture2D
operation. I mean use gl_TexCoord[0].st again instead of gl_TexCoord[1].st
Or try to put 0.5 instead of basetexel.r. Maybe basetexel.r value always
approximates to 1.0 and then you can't see the mixed texture.
HTH
Yes, with one monitor hooked up to each graphics card I'm still getting the
same effect. The same goes with one monitor hooked up to the first and two
on the second. However, if I only have monitors hooked up to the second
graphics card, then the performance is as good as when I'm running it on
Hi Robert,
Robert Osfield wrote:
Hi Cedric,
On Fri, Oct 24, 2008 at 2:06 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
Animtk should compile with osg-2.6 release, i did not test with the svn so i
would need to update the code to work with the svn version.
Thanks for the clarification.
On Fri, 2008-10-24 at 12:55 +0100, Robert Osfield wrote:
Hi Cedric,
It's great to see the project coming along. I've just downloaded and
started it to compile, but alas it failed on the osgWidget I have in
OpenSceneGraph svn/trunk. Which version of the OSG are you compiling
against?
Here
Hi Cedric,
On Fri, Oct 24, 2008 at 3:36 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
Putting animtk in osg is not a big amount of work. There are only a a few
lines to rewrite if needed. Tell me if you are agree, and i will
prepare the code for it.
I'm certainly open to this prospect. I first
Hi Adrian,
I've had numerous problems getting models from Max into the OSG. The
OSGs 3DS loader gives very different results depending on how you've
created the model in Max. I'm not sure whether that's the loaders fault
or Max but either way it's very unreliable. Furthermore I found that the
Kim C Bale wrote:
So... after much clawing and gnashing of teeth I found this little beauty:
http://www.feelingsoftware.com/content/view/65/79
It’s a freeware Collada exporter for MAX 2008 and that works every
time. I believe someone has compiled a version that works with 2009
which
Hi,
I have a little problem with some Render-To-Texture-cameras in connection with
a WindowSizeHandler.
I took a bit of code out of an application I wrote earlier to put it into a lib
and make the functions usable for other apps.
When testing this lib with a simple example program consisting
Hi Steffen,
Could you provide more info about your viewer/scene graph setup. For
instance are RTT Camera's part of the Viewer or part of the scene
graph? Also are the RTT Camera's FBO or Pbuffer or frame buffer
based?
Robert.
On Fri, Oct 24, 2008 at 5:11 PM, Steffen Kim [EMAIL PROTECTED]
Hi Robert,
Yes i guess i would need to add export in order it compiles on windows.
But i dont have this system, i can't test.
Yes osgATK mean osg animation toolkit, maybe we could rename for
osgAnimation ? it sounds better and feels
with what it is.
Yes i hope osgATK could be osgAnimation :)
Hi Robert,
Ok i changed the code to fit the osg coding style. if you want to look at it
http://hg.plopbyte.net/animtk/file/0acae4280750
or get the repo:
hg clone http://hg.plopbyte.net/animtk
Cheers,
Cedric
Cedric Pinson wrote:
Hi Robert,
Yes i guess i would need to add export in order it
Hi all -- I have a scene graph containing multiple static transforms. My
application runs the osgUtil::Optimizer on this scene graph. This should
flatten all the static transforms. Unfortunately, the result is that all the
transforms flatten _except_ for the top level transform. If I do an osgconv
Hi Robert,
I'll look into the Nvidia swap groups extensions. Unfortunately, I'm stuck
with Vista since it is a custom machine under warranty. I'll try loading up
a linux live cd to see if I can produce similar results with osg-viewer.
___
osg-users
Hi Paul,
I'm just online briefly so I'll give you my first thought as what is
amiss. Optimizer::optimize() method takes a reference to the scene
graph to optimize, this means that it can't change it's type, so it
can't flatten it. If you place a Group above it and then optimize
it'll be able to
Thanks for the quick reply, Robert.
It's really the flattening that I require, and not necessarily the type
change.
For example, I see that osgconv doesn't change the type of the top level
Transform node, but it does flatten it so that its transform is the
identity. In my app, however, this top
Interesting... Multiple references _does_ seem to be the cause!
I modified my simple test app to make a second ref_ptr to the loaded scene
graph. So the pseudocode is:
Load scene graph into first ref_ptr.
Create a second ref_ptr and make it reference the first ref_ptr's child 0.
Run the
* Robert Osfield -- Friday 24 October 2008:
But it doesn't really say anything about the how the texture wrap
modes map to this, if at all.
I can't say that either, but the current situation is bad. Because
'texrep 1 1' is default anyway (according to spec and reference
implementation) AC3D
Hi Stephan,
I will try another computer. There is no way except it.
Thanks for your helps.
Best Regards.
Ümit Uzun
2008/10/24 Stephan Maximilian Huber [EMAIL PROTECTED]
Hi,
Ümit Uzun schrieb:
QuickTime 7.3 and QuickTime Player 7.3
I am sorry, I don't know what's the problem on your
Hi Paul,
I'm not sure it's a bug. I think the Optimizer is playing it safe when
there are two scene graphs sharing a common graph. You have two scene
graphs sharing a graph even though one graph doesn't have a parent as in
your second ref_ptr. The result would be optimize one graph and the
Thanks, I see the light now.
I wrote my own FlattenStaticTransforms NodeVisitor to just fold the
transform into the geometry and set the transformation to identity; It works
great as long as all Transforms are MatrixTransforms.
(It'd be nice if there were a virtual osg::Transform::setIdentity()
Hi Robert,
Thank you for your reply. It was supposed to be arguments., just a
typo.
I did finally get the viewer to run and it was indeed caused by
mixed OSG lib/dll's running with our software and dependencies.
Basically, rebuilding osg1.2 from source on the vista machine and
linking with all
Hi Paul,
I ran into this dillemna recently while working on an app and then
again while working on the code for
FLATTEN_STATIC_TRANSFORMS_DUPLICATING_SHARED_SUBGRAPHS. My solution
was the same as Robert's: place your graph under a temporary Group
node, then flatten it, then retrieve the child of
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