Hi.
Tell me please why
void osg::Image::copySubImage(int s_offset,int t_offset,int
r_offset,osg::Image* source);
has non-const parameter source?
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Hi,
To install osg, type:
sudo apt-get install libopenscenegraph-dev openscenegraph
You can use the IDE that you prefer, you'd better try all you can and get the
one that is more suited to you. As for the behaviour, there isn't any big
differences from MSVC: just make a project and specify
Hi all,
I have a non console based application that has it's own reporting
mechanism built-in. I'd like to be able to set the NotifyLevel and
have these messages sent to my logger tool. My logger tool also has
it's own filters/log-levels, so I'd like to be able to map the
osg::NotifySeverity to
Hi All,
On Tue, Feb 3, 2009 at 9:32 PM, Sukender suky0...@free.fr wrote:
My mistake, I meant that the volatile and should be removed (not the
whole static_cast).
May static_castunsigned int do it? (since I'm not certain volatile here
is useful, because we simply return a copy).
I've just
Hi David,
I haven't dived into the source code of osgEarth, but I do know that
it utilises osgTerrain, and osgTerrain internally uses double to
locate tiles in their geocentric position (the class that does this is
the osgTerrain::Locator). When the geometry for rendering is
generated on demand
Thank you very much, I was able to compile the simple osg tutorial. I have
googled everywhere but none pointed me to that libopenscenegraph-dev
openscenegraph. :D
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Forum:
Hello guys,
I finally get to my other windows laptop and run the testcase on that system
too.
Both compiled in release, using osg as a shared lib; the results:
WIN32:
*** test using GLUT ***
cpu time: 1641 milliseconds
effective time: 1.64645 seconds
average fps: 607.367
*** test using osgviewer
Hi Trinh? (Could sign with the name you wish to be addressed as
please, to prevent others form making mistakes ;-)
I develop under Kubuntu 8.10, and don't personally use an IDE, I used
to, but... this was back in last century! These days I just open up a
win-term and use nedit for editing, and
Hi Filip,
From include/osg/Notify you have the getNotifyLevel() function...
/** Range of notify levels from DEBUG_FP through to FATAL, ALWAYS
* is reserved for forcing the absorption of all messages. The
* keywords are also used verbatim when specified by the environmental
* variable
Hi Davide,
The osgViewer will attempt by default to enable vysnc, but.. OpenGL
drivers can override this. Go have a look at you OpenGL driver
settings for vysnc.
BTW, it's perfectly ordinary and correct to expect a difference
between vsync on/off. For graphics development often you'll switch
Hi Art,
It would be great to see this demo!!!
Another good idea is to use another camera for the 'glow objects', this match
perfectly with my pipeline, with minor changes on the shaders.
Although i propossed to use OsgPPU on the app we are doing, at this time we use
another postprocessing
HI Valery? (could you sign with the name you wish to be addressed as
please to avoid confusion ;-)
The osg::Image* source parameter should be const, clearly this was
just an oversight in the original implementation, I've fixed this and
checked into svn/trunk. So this change will make it into
Wow! I thank you so much for your detailed support. I was able to compile my
OSG program with OpenSceneGraph 2.4 with kind help of Alberto Luaces. I will
try your instruction soon to get the newest version of OpenSceneGraph, well,
as soon as OSG 2.8 becomes available.
Uhm, one thing I don't
Hi Filip,
From include/osg/Notify you have the getNotifyLevel() function...
/** Range of notify levels from DEBUG_FP through to FATAL, ALWAYS
* is reserved for forcing the absorption of all messages. The
* keywords are also used verbatim when specified by the environmental
* variable
Hi ?
On Wed, Feb 4, 2009 at 12:13 PM, Trịnh Thành Trung GMail
trinhthanhtr...@gmail.com wrote:
Uhm, one thing I don't understand is, as you said, Could sign with the name
you wish to be addressed as please, to prevent others form making mistakes.
When I mean sign your posts I mean, just sign
Hi All,
I have now made the OpenSceneGraph-2.8 branch, the svn entry for it is:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-2.8/
If those don't CDash builds (as well as everyone else) move across to
using this branch as the base for testing the OSG-2.8
Hi,
It seems that there is a difference in behavior when using the
OpenThreads::Mutex class in Linux and Windows.
For our (crossplatform) application it is required to synchronize data
between two different threads. In order to prevent a race condition, we
used the OpenThreads mutex lock
Hi Tanguy,
On Wed, Feb 4, 2009 at 12:22 PM, Tanguy Fautre
tang...@aristechnologies.com wrote:
Robert, do you thing the problem may be serious enough to possibly motivate
a code change for all operators of Vec3f and co as a workaround?
We could change code, it would all depend on how intrusive
Hi Joseba,
Yes, I also think that osgPPU is a 'must have' in osg, however I am not the
maintainer of the osg code, hence I hope that osgPPU would not die in the
future or will not be replaced by something else in the main core, which would
be very ungente ;)
As to your error in the applied
Hi Cory,
In my mind, I'm equating the thing with the thing's geometry. And so
if something is attached to the thing, I want the data structure to
mimic that.
I can understand where you're coming from, but I think keeping things
separate (at least conceptually) makes them more flexible.
Hi,
see also this thread here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/14294/
I've run into this as well.
Also have a look at OpenThreads/Barrier.
jp
Laurence Muller wrote:
Hi,
It seems that there is a difference in behavior when using the
OpenThreads::Mutex class
Hi Morné,
Thanks again for your help!! You saved me a lot of debugging headache :)
You're welcome, we have to stick together when we're doing similar
projects so we all move forward much faster!
PS. Do you want me to submit a modified osgviewerQt example with these
fixes/workarounds?
Hi Robert,
I checked out a fresh 2.8 source tree (rev 9648) and it built fine on
vs 2005 xp! But I still see a few warnings and they are attached.
cheers
Mattias
On 2/4/09, Robert Osfield robert.osfi...@gmail.com wrote:
Hi All,
I have now made the OpenSceneGraph-2.8 branch, the svn entry for
Hi Robert,
If those don't CDash builds (as well as everyone else) move across to
using this branch as the base for testing the OSG-2.8 release series.
Quick question about this: Since the Nightly build is still called
Nightly in the 2.8 branch, it will replace any result of a nightly
build
Hi Robert Roger,
I've tried with another collada file with texture, and it works, so
it's probably a problem with mine. Unfortunately i can't send a sample
of this file because of property rights, so i will continue to look
around it.
Thanks anyway for your answers.
Patrice
Roger James a
Hi Robert,
Just built a clean checkout of the 2.8 branch on Windows Vista, Visual
Studio 8 SP1. Apart from the std::list warning that we can't do much
about, there were 4 left in OSGA_Archive.cpp (below). I tested the
build in our app and everything worked as expected.
Cheers,
Morne
warning
Hi Robert,
It's not a small set of changes. It's actually quite tedious (but not complex
to do). Unfortunately, we cannot be sure it avoids the invalid code generation
bug in all cases.
Basically, changing the operator (in this case, it's operator -) from:
/** Binary vector subtract. */
Hi All,
We're finally one the home straight now - OpenSceneGraph-2.8 branch
has been made, and the OpenSceneGraph-2.8.0-rc1 has just been created
off this.
News page:
http://www.openscenegraph.org/projects/osg/wiki/News/Press/OSG2.8
Download page:
Hi JS,
On Wed, Feb 4, 2009 at 2:32 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Quick question about this: Since the Nightly build is still called Nightly
in the 2.8 branch, it will replace any result of a nightly build of the
trunk right? So I don't have to schedule a
Hi,
I have to do a simulation project which needs 8 screens. This system likes a
dome.
so i want to ask few questions about this:
1) i want to use multiple gpu's. So is there a limit on number of gpu's on a
pc? i saw 4 gpu's on a pc and every gpu has 2 outputs. can i render 8 screen
with viewer?
Hi Robert,
I agree such changes would be too risky to be done for the current
release. But I don't think a compiler flag change would help much at
this point (especially that the bug was reported on this mailing list as
part of the user code, not OSG code).
Neil has expressed that he is willing
Hi Robert,
I'm terribly sorry, but I don't have the time right now. I just hope someone
else will do it.
PS: I launched an experimental build. I'll tell you about the results.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 04 Feb 2009 15:57:45
Hi Robert,
Yes, move across to making the builds from the 2.8 banch till 2.8.0 is
out.
OK, I've disabled the nightly build of the branch for now.
Even after 2.8.0 is out, there is some value in having periodic
builds of the 2.8 branch as there may well be a 2.8.1+ later released,
although
Hi Tanguy,
I wonder, why have I not seen this problem with my OSG builds? Is it
that the default optimization options are lower than what generates this
bug? (sorry I've been speed-reading this thread and may have missed
mention of this)
J-S
--
Hi Robert,
I've tried really hard to fix all these Windows warnings, while most
seem now fixed/workaround/suppressed some have resisted my attempts to
remotely fix them, we me doing several unsuccessful attempts at this
last persistent warnings.
As I said on my other post, I don't seem to get
Ok, thanks for your suggestion.
--
Kind regards.
Trung.
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Hi UFUK ?
it would be greate to get see working osg with such high-end technology. may
you should use equalizer and openscenegraph doing this.
adrian
2009/2/4 ufuk gun ufuk@gmail.com
Hi,
I have to do a simulation project which needs 8 screens. This system likes
a dome.
so i want to
Hi J-S,
The bug is apparently triggered by a very specific set of conditions. Most
common programming patterns will actually result in the compiler generating the
correct code. If you search the thread, you'll find more detailed explanations
as well as an example program.
I do not expect
Hi Ufuk? Gun? (Could you please sign with your first name so we can
adddress you correctly)
On Wed, Feb 4, 2009 at 2:54 PM, ufuk gun ufuk@gmail.com wrote:
Hi,
I have to do a simulation project which needs 8 screens. This system likes a
dome.
so i want to ask few questions about this:
Hi,
Recent post of Stefan Eilemann on Equalizer blog talk about Openscenegraph
and Equalizer :
http://pogl.wordpress.com/2009/01/24/openscenegraph-and-equalizer/
Maybe, you could use the subversion of Equalizer and Openscengraph 2.8
Yann,
On Wed, Feb 4, 2009 at 4:25 PM, Adrian Egli
Just to offer an alternative setup... We have OSG running a system of 6
screens representing a single view. The solution we chose was to use a
single 8800 GTX and two of the matrox triple-head-to-go devices.
Nvidia's twinview lets us treat it as one big screen of resolution
3840x2048, which makes
Hi Robert, J-S,
Thanks for the suggestions! I removed the Qt event relay methods and
added a dummy view with a zero sized viewport to my viewer. The
single context, multiple view tiled viewer now works as expected,
adding/removing views and clearing the window as it should.
Thanks again for
HI Tanguy,
OK, since the changes are intrusive and widespread there certainly are
candidates for inclusion into 2.8.0, it's just too much of risk.
Changing the compile options should be less intrusive so I'd suggest
looking into adding this option to the VS compile options in
Hi All,
Now that I've tagged 2.8.0-rc1 my focus has now moved on to helping
out on the packaging front. The packaging that I'd like to contribute
is the debian packages, so I've started down this journey by enable
cpack support in the OSG, then doing:
cpack -G DEB --config
Hi all
osg::Drawable class declares 5 structs which can be used to implement callback
functions for different purposes. Except 'ComputeBoundingBoxCallback' struct,
other 4 structs inherit virtually from osg::Object class.
Is there any particular reason for 'ComputeBoundingBoxCallback' struct
Hi Window's users,
I've tried really hard to fix all these Windows warnings, while most
seem now fixed/workaround/suppressed some have resisted my attempts to
remotely fix them, we me doing several unsuccessful attempts at this
last persistent warnings. A fundamental problem is that I can't make
I’ve submitted the bug to Microsoft.
Hopefully they will be able to further enlighten us on the issue.
Robert, do you thing the problem may be serious enough to possibly motivate a
code change for all operators of Vec3f and co as a workaround?
David,
I'll just chime in for the record to echo Robert's correct assessment --
osgEarth uses osgTerrain under the hood, and osgTerrain solves the precision
issue by localizing each tile at each level of detail with a
double-precision matrix.
Glenn Waldron : Pelican Mapping :
Are you suggesting that my root would be a group node and under that would
be all the leaf nodes? I don't like that idea because it loses the
hierarchy: streamer is attached to grip, grip is attached to handlebar. If I
delete the grip node, the streamer should go away as well.
Well, I didn't
On 4/2/09 7:46 PM, Filip Holm wrote:
I've figured out a way to reoute all osg::notify messages to my
logger, but I can't seem to find a way to get the osg::NotifySeverity
mapping. Any thoughts on how this could be done is greatly
appretiated.
I don't believe it is possible to capture the
Hi Filip,
From include/osg/Notify you have the getNotifyLevel() function...
/** Range of notify levels from DEBUG_FP through to FATAL, ALWAYS
* is reserved for forcing the absorption of all messages. The
* keywords are also used verbatim when specified by the environmental
* variable
Hi Luarance,
I believe the difference is down to pthreads not allowing two locks on
the same mutex from a single thread, while the windows equivilant
allows this - this means the standard Windows mutex is re-entrant,
whereas the pthread one isn't. To get the same behaviour as windows
under
Hi Robert,
Built and tested with WinXP VS8 SP1, everything work as espected.
Thanks for all this good work !
On Wed, Feb 4, 2009 at 3:40 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi All,
We're finally one the home straight now - OpenSceneGraph-2.8 branch
has been made, and the
Hi All,
I would like to see the OSG-2.8 branch tested out across as many
platforms and 3rd party applications as we can this week, as this will
be the best way for us to shake down the release and make sure it's
really ready to go 2.8.0 thank we can all rely upon for months to
come.
It occurred
On Wed, Feb 4, 2009 at 10:48 AM, Paul Martz pma...@skew-matrix.com wrote:
If your HandlebarNode will be used in many apps to render handlebars (I
don't know, maybe you intend to make a series of bicycle simulators), then
yes, maybe it is best to encapsulate it in its own class. But if you are
Hi Robert,
Does this sound like a good idea?
Definitely! :-)
(when did you turn into a marketing mogul?)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi Robert,
On 2/4/09, Robert Osfield robert.osfi...@gmail.com wrote:
Hi All,
Now that I've tagged 2.8.0-rc1 my focus has now moved on to helping
out on the packaging front. The packaging that I'd like to contribute
is the debian packages, so I've started down this journey by enable
cpack
Hi Ufuk,
You can look at Distributed-OSG-Thesis.pdf in
http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/OSG_Tutorial_Ball.zipIt
would help you.
Kolay Gelsin :)
Saygilar.
2009/2/4 Sewell, Kenneth R Civ USAF AFMC AFRL/RYZW
kenneth.sew...@wpafb.af.mil
Just to offer
Robert Osfield wrote:
But still we can't rest if we want to make 2.8.0 the best we can... so
please download/check out the OpenSceneGraph-2.8 branch or the
2.8.0-rc1 and do compile and runtime checks on as wide range of
platforms as you have to hand. I would also greatly value feedback on
how
HI Paul,
There is pkg-config support in CMake, but I don't know how flexible it is.
BTW, what happens on your Gentoo system? Does the half found XUL
cause a build failure or does the gecko plugin simply not compile?
Robert.
On Wed, Feb 4, 2009 at 6:22 PM, Paul Melis
Hi all,
I have a question about OpenGL materials. From what I can see, if I
disable GL_LIGHTING in the stateset of an object, then that object is
rendered with the colors specified in its color array only, i.e. the
material has no effect. Is there a way to change that?
The effect I want is
Hi JS,
The OSG is designed around separating geometry data (in Drawables)
from state data (in StateSets), the usage model you are suggesting
mixing this, and this would struggle in anything other than models
that don't have any colour arrays assigned to them, otherwise the
local geometry colour
No in straight OSG/OGL
No Lighting = No Material
You probably could do this with in a shader but you would have to replicate the
full fixed pipeline calculation of lighting,materials, textures , fogs etc (
which you have to do anyway )
Gordon
Jean-Sébastien Guay wrote:
The reason I can't just specify the colors in the color array is that
then, if I use scribe or outline effects (using osgFX::Effect), the
wireframe overlay or outline takes on the vertex colors too instead of
being white (or the color I specify). If there's a way to
Hi JS,
Thanks for the warning fixes, I've merged about 2/3rds of them, but
will record some of the other ones. The server isn't accessible
right now so I'm not able to check in right now. I'll have bash
tomorrow morning. These last warning fixes won't affect runtime at
all so the 2.8.0-rc1
I built everything with Visual Studio 2005 on XP with no build problems. One
minor glitch that may be my fault- when I ran the built the INSTALL target,
it copied the executables to C:\Program Files\OpenSceneGraph rather than
C:\Program Files\OpenSceneGraph-2.8 (I specified this in CMake).
Cory
Done: Experimental build on SUKENDER1, rev 9652 (2.8 branch), VC8sp1 express,
all inclusive, CMake cache cleared, full release rebuild.
See the dashboard for details. Unfortunately, it has 50 warnings.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed,
Hi Robert,
Here's an updated FindXUL.cmake that works for me. It uses pkg-config to
discover some extra paths.
Now osgbrowser google.com works for me!
Two remarks:
- It doesn't do any version checks, although the pkg-config CMake macros
are capable of this (but I don't know if there are any
Hello all. Before I start hacking on osgWidget again full force (in
preparation for OSG-2.9 or OSG-3.0) I wanted to continue peddling my
wares here and generating interest in a different (BUT RELATED) project
of mine called osgPango.
Basically, I'm writing osgPango to achieve the following (in
Hi Cory,
I built everything with Visual Studio 2005 on XP with no build problems.
One minor glitch that may be my fault- when I ran the built the INSTALL
target, it copied the executables to C:\Program Files\OpenSceneGraph
rather than C:\Program Files\OpenSceneGraph-2.8 (I specified this in
Just awesome
Jeremy Moles wrote:
Hello all. Before I start hacking on osgWidget again full force (in
preparation for OSG-2.9 or OSG-3.0) I wanted to continue peddling my
wares here and generating interest in a different (BUT RELATED) project
of mine called osgPango.
Basically, I'm writing
On Wed, 2009-02-04 at 14:40 +, Robert Osfield wrote:
Hi All,
We're finally one the home straight now - OpenSceneGraph-2.8 branch
has been made, and the OpenSceneGraph-2.8.0-rc1 has just been created
off this.
News page:
Yeah, I started wondering if I built the wrong source tree. I started the
whole process over again and should know pretty soon. Even on a 4-core
machine, it takes a while to build everything (but at least the build
process can mostly run in parallel).
Cory
On Wed, Feb 4, 2009 at 2:21 PM,
Hi Cory,
Yeah, I started wondering if I built the wrong source tree. I started
the whole process over again and should know pretty soon.
You could have just re-run the CMake GUI to see the value
CMAKE_INSTALL_PREFIX was set to...
Even on a
4-core machine, it takes a while to build
Sorry for the false alarm. I rebuilt everything and and it seems to be
working.
Cory
On Wed, Feb 4, 2009 at 2:45 PM, Cory Riddell c...@codeware.com wrote:
Yeah, I started wondering if I built the wrong source tree. I started the
whole process over again and should know pretty soon. Even on a
Looks cool.
Gordon
__
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Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
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(C): (+1) 571-265-2612
(W): (+1) 703-437-7651
Self defence is not a
Hi Sukender,
Done: Experimental build on SUKENDER1, rev 9652 (2.8 branch), VC8sp1 express,
all inclusive, CMake cache cleared, full release rebuild.
See the dashboard for details. Unfortunately, it has 50 warnings.
I guess most are in the wrappers? I don't build the wrappers at all...
Hi Sukender,
Done: Experimental build on SUKENDER1, rev 9652 (2.8 branch), VC8sp1
express, all inclusive, CMake cache cleared, full release rebuild.
See the dashboard for details. Unfortunately, it has 50 warnings.
I guess most are in the wrappers? I don't build the wrappers at all...
Hi,
build with no warnings on OpenSuse 11.1, gcc 4.3.2 and cmake 2.6.2
I have tested some examples and everything works fine.
Regards.
--
Christophe Loustaunau.
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Robert Osfield wrote:
But still we can't rest if we want to make 2.8.0 the best we can... so
please download/check out the OpenSceneGraph-2.8 branch or the
2.8.0-rc1 and do compile and runtime checks on as wide range of
platforms as you have to hand. I would also greatly value feedback on
Hi JS,
Yes, they're mostly in the wrappers. As I told before, I'm a bit in a hurry, so
I won't be able fix them now.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 04 Feb 2009 21:57:54 +0100, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com a
Le Wed, 04 Feb 2009 18:36:36 +0100, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com a écrit:
Hi Robert,
Does this sound like a good idea?
Definitely! :-)
(when did you turn into a marketing mogul?)
J-S
+1 :)
Sukender
PVLE - Lightweight cross-platform game engine -
Well, I only need basic text features for now, but that really sounds
interesting. Maybe in the future?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
Le Wed, 04 Feb 2009 21:15:16 +0100, Jeremy Moles jer...@emperorlinux.com a
écrit:
Hello all. Before I
Ok I figured out by looking closer at the stats handler that a better
way to do it is to implement a draw callback for the text object that
uses a mutex to prevent multiple threads from accessing the text string
simultaneously.
Alex
From:
Hi Gordon,
(sorry, sent before I had finished typing...)
No Lighting = No Material
Hmmm, and any way to make it so that lighting has no effect (even though
it's on) for a given object? I thought about putting a 1x1 texture with
in GL_DECAL mode, but then I would need a texture for each
Hi all -- I've seen a couple of posts now implying that the next stable
release after 2.8 will be called 3.0. I wanted to open a discussion on
this so that we can get some clarification.
Unless the next stable release will break lots of backwards compatibility,
I'd opt for calling it 2.10, then
I am agree with this notation.
Paul Martz wrote:
Hi all -- I've seen a couple of posts now implying that the next
stable release after 2.8 will be called 3.0. I wanted to open a
discussion on this so that we can get some clarification.
Unless the next stable release will break lots of
Jean-Sébastien Guay wrote on Wednesday, February 04, 2009 4:43 PM:
What I'm getting at is I'm very flexible as to how I get the color onto
my model, as long as it isn't through the vertex colors since that
overrides the scribe/outline effect's color.
Couldn't you just disable color arrays when
Hi Paul,
This needs to be confirmed, but I think Robert's mind is to go to 3.0 to allow
the whole community to introduce things that break backwards compatibility,
as you say. You even posted a thing on the thread Ideas for OSG v3.0, where
Art Tevs told about reorganizing nodekits/plugins (
HI,
I agree on that the next version will still be 2.x. Only if we really go for a
completly different API (with almost no backward compatibility), then we should
go to 3.x
The previous thread just collected some ideas about how to manage future
releases of osg 3.x The idea was to go away
Jean-Sbastien Guay wrote:
Hi
Gordon,
(sorry, sent before I had finished typing...)
No Lighting = No Material
Hi J-S,
Here is a probably worthless suggestion written without a proper review
of the thread. I you want a material that looks the same as the unlit
colour just set
Is there a way to export Object nodes instead of Mesh nodes when converting
from OpenSceneGraph to OpenFlight?
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This may be a naive comment but couldn't you leverage something similar to
glColorMaterial() to accomplish the task?
Just a thought...
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Can you be more specific about what you are trying to do?
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com http://www.skew-matrix.com/
+1 303 859 9466
_
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Hi Bryan,
Couldn't you just disable color arrays when you want the scribe/outline effect
(see osg::State::disableColorPointer(); would require a DrawCallback, though)?
Interesting, I didn't know you could do that, I'll look into it.
Thanks for the suggestion,
J-S
--
Hi Roger,
Here is a probably worthless suggestion written without a proper review
of the thread. I you want a material that looks the same as the unlit
colour just set the materials emissive colour to the same as the vertex
colour and set all the other material colours to black.
Well,
Hi Shayne,
This may be a naive comment but couldn't you leverage something similar to
glColorMaterial() to accomplish the task?
I think glColorMaterial is the opposite, i.e. it will place whatever
glColor is set as (i.e. vertex colors for example) into the current
material. What I (thought
Hi Paul,
Hi all -- I've seen a couple of posts now implying that the next stable
release after 2.8 will be called 3.0. I wanted to open a discussion on
this so that we can get some clarification.
I don't think this is the case. Robert has only referred to 3.0 when
talking about introducing
Hi, Joseba
ok, there is now a new example called glow in the osgPPU svn. I have
implemented the first version of the glow. Hence just created a slave camera
and render only the thing, which I want to glow by the second camera. Then
apply gaussian blur on the output of the second camera and
Hi everybody.
I have gotten a report that the LWO loader doesn't seem to work.
Investigating, I grabbed the sample LWO file posted by Marco Jez back
in november last year (attached for convenience).
Loading into osgviewer, I get an empty view. Trying osgconv, I get an
osg file full of zeroes and
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