Hi Bruce,
OpenSceneGraph now has a osgviewerGLUT example. The ancient osgGLUT
library really isn't worth looking at as it dates back to a time
before time forgot.
Robert.
On Thu, May 28, 2009 at 6:51 PM, Clay, Bruce bc...@ball.com wrote:
I can not get the osgGlut viewer to build either. The
Hi Don,
Last month I had a quick trial of adding Cmake support to osgEmpheris.
This version I worked I've put into svn up on openscenegraph.org,
this builds with the latest OSG.
svn co http://www.openscenegraph.org/svn/osgEphemeris/trunk/ osgEphemeris
I did the port to CMake by am not the
HI Moji,
You are falling foul of small feature culling as your bounding volume
has zero size. You can disable small feature culling by doing:
viewer.getCamera()-setCullingMode(
viewer.getCamera()-getCullingMode()
~osg::CullSettings::SMALL_FEATURE_CULLING);
Robert.
On Thu, May
Hi Chris,
you could be interested by the work of Kevin Boulanger
http://www.kevinboulanger.net/grass.html
For a parallax sample using GLSL there are probably a lot of samples on
ATI or Nvidia developper site, but maybe you'll find some interesting
demo on ozone3d:
Hi Robert,
I have played with that thing a bit. But without success so far.
The first thought is:
Should the Render Stage have a reference to the camera instead of just a
pointer? Since the RenderStage relies on the Camera being present, this
appears to be the /right/ way to get that.
...
Hi Amujika,
There is what reference counting is for - to automatically manage
memory like this. You don't really provide enough information about
how you are defining and using this m_geom pointer so we can only
guess at what the problem might be. If you aren't using ref_ptr for
m_geom you
Hi Mathias,
2009/5/29 Mathias Fröhlich m.froehl...@science-computing.de:
Should the Render Stage have a reference to the camera instead of just a
pointer? Since the RenderStage relies on the Camera being present, this
appears to be the /right/ way to get that.
Um not quite as you
For a parallax sample using GLSL there are probably a lot of samples on
ATI or Nvidia developper site, but maybe you'll find some interesting
demo on ozone3d:
n
Strangely that preview for Parallax Bump Mapping demo says Source Code: [YES]
but when you go to the detail page and download the
On Friday 29 May 2009, Robert Osfield wrote:
Hi Mathias,
2009/5/29 Mathias Fröhlich m.froehl...@science-computing.de:
Should the Render Stage have a reference to the camera instead of just a
pointer? Since the RenderStage relies on the Camera being present, this
appears to be the /right/
Hi Amujika,
There really is nothing anybody can say to help given the scant
details of what you are doing.
Robert.
On Fri, May 29, 2009 at 11:04 AM, Andoni Mujika amuj...@vicomtech.org wrote:
Hi Robert,
Sorry for not being very precise. I also tried osg::ref_ptr. Now, the code
looks like
Hi Robert,
Sorry for not being very precise. I also tried osg::ref_ptr. Now, the code
looks like this:
osg::ref_ptrosg::Vec3Array m_geom;
*m_geom = (osg::Vec3Array*) ((dynamic_castosg::Vec3Array***
(m_NewGeom)-clone(osg::CopyOp::DEEP_COPY_ARRAYS)));
the memory grows and grows...
Thank you,
Andoni Mujika wrote:
Hi Robert,
Sorry for not being very precise. I also tried osg::ref_ptr. Now,
the code looks like this:
osg::ref_ptrosg::Vec3Array m_geom;
/m_geom = (osg::Vec3Array*) ((dynamic_castosg::Vec3Array*//
(m_NewGeom)-clone(osg::CopyOp::DEEP_COPY_ARRAYS)));
the memory grows
Hi,
El Viernes 29 Mayo 2009ES 13:18:07 Mathias Fröhlich escribió:
So is there a way to force this setting via CMake? Or use the chosen SDK
when compiling the atomic-test? I tried some stuff, but didn't succeed.
Currently not.
I was struggling with a simliar issue this week
Hi,
Does anyone know an image format storing high dynamic range values (32
bits per pixel) and transparency ?
Thanks,
Josselin
This message was sent using IMP, the Internet Messaging Program.
I think I got it with the sources when I tried...
You should probably contact the webmaster of the ozone web site.
Pierre.
Le vendredi 29 mai 2009 à 11:28 +0200, Christian Buchner a écrit :
For a parallax sample using GLSL there are probably a lot of samples on
ATI or Nvidia developper site,
20 pixel is only a value..
i want to implement a snapping grid
for a dragger
how can i set the snapping to dragger?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13173#13173
___
osg-users mailing
Hi,
Thanks for the replies. They really clarified a lot. Looks like for small
pointer, it's all or none deal, e.g. it's best to use them every time a
reference to the pointed object is needed.
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
Christian Buchner wrote:
Strangely that preview for Parallax Bump Mapping demo says Source Code: [YES]
but when you go to the detail page and download the demo (
ParallaxMapping_Demo.zip )
there is no source code to be seen.
I am also looking for this rendering technique to make some realistic
Thrall, Bryan wrote:
Paul Martz wrote on Thursday, May 28, 2009 4:50 PM:
You use a NodeVisitor to walk your scene graph and look for Geodes,
then iterate over the Drawables that are attached to the Geodes, using
dynamic_cast to access the Drawable as a Geometry.
Even better, I notice
josselin.pe...@lcpc.fr wrote:
Hi,
Does anyone know an image format storing high dynamic range values (32
bits per pixel) and transparency ?
I believe OSG supports OpenEXR, which was designed by Industrial Light
and Magic for this purpose. I think it supports both half-float and
float
Hi Mathias,
2009/5/29 Mathias Fröhlich m.froehl...@science-computing.de:
There is a race between asking the observer_ptr if it is valid and the object
you have no counted reference on being deleted before accessing it.
And there is no atomic way to get a ref_ptr from an observed_ptr without
Touché! :-)
Cheers,
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Thrall,
Bryan
Paul Martz wrote on Thursday, May 28,
I used to tell people once you become familiar with ref_ptrs, you'll learn
where you need them and where you don't, and you can get away with using
regular C/C++ pointers in some cases. I've stopped telling people this,
because I have caught myself multiple times using regular C/C++ pointers,
then
omaralvi wrote:
Hello guys,
I am new to osg. I have loaded an obj file using osgDB but I don't know how
to access vertex and texture indices. I can get the vertex array from the
geometry using
pGeo.get()-getVertexArray() method but pGeo.get()-getVertexIndices()
returns null. I cant
Paul Melis wrote on Friday, May 29, 2009 9:55 AM:
Thrall, Bryan wrote:
Paul Martz wrote on Thursday, May 28, 2009 4:50 PM:
You use a NodeVisitor to walk your scene graph and look for Geodes,
then iterate over the Drawables that are attached to the Geodes,
using
dynamic_cast to access the
Hello Guys,
To my original problem. I found a website which is quite useful and
works. Just in case others may need it.
http://delta3d.wiki.sourceforge.net/Accessing+Underlying+OpenSceneGraph+Geometry
Thank you!
Cheers,
Xin
--
Read this topic online here:
Jason Daly wrote:
Christian Buchner wrote:
Strangely that preview for Parallax Bump Mapping demo says Source
Code: [YES]
but when you go to the detail page and download the demo (
ParallaxMapping_Demo.zip )
there is no source code to be seen.
I am also looking for this rendering technique
Chris 'Xenon' Hanson wrote:
Yes, but I don't think that's the New and Improved version -- Parallax
Occlusion
Mapping.
No, it's not. I was replying to Christian's message for his coin
rendering application.
There are several Parallax Mapping sources out there, but basic PM falls
What you have looks basically right, except I don't understand why you have:
ref_ptrGroup group = new Group;
switchnode-addChild(group.get());
That seems unnecessary to the task at hand.
How are you determining that you are getting the wrong results? What you
show as the result
Hi,
iam looking for a function
that calculates normals by given smooth angle
or is it already implemented?
Thank you!
Cheers,
Matthias
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=13188#13188
There is the osgUtil SmoothingVisitor, which will compute a normal per
vertex by averaging the facet normals of shared polygons. Will that do what
you want?
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From:
Jason Daly wrote:
Indeed. Was the gamedev.net article I sent any use? I still think
you'll find that translating HLSL to GLSL isn't as hard as it sounds.
The only issues I can think of will be the extra functionality that the
.fx files provide (multiple passes/techniques, etc), but OSG
Thanks Robert. I updated my source tree and found the program you mentioned.
For some odd reason I am getting links error from gz and ive plug-ins for
various methods that are in the zlib123 libraries. I have tried both
zlibstat.lib and zlibwapi.lib and get the same errors both ways. If I
Hi Bruce,
For some odd reason I am getting links error from gz and ive plug-ins for
various methods that are in the zlib123 libraries. I have tried both
zlibstat.lib and zlibwapi.lib and get the same errors both ways. If I open the
libraries in the debugger I can see the strings (i.e
Thanks for the help guys, and the reminder to check the previous posts and
the web-site. UNFORTUNATELY:
Being able to run an example directly from Visual Studio (using Set As
Active Project and pressing F5) is another issue. You need to first run at
least the ALL_BUILD target, so that all
Hi,
I have just been bitten by and wasted hours on with this 'issue' with VC++
2005 . As noted you cannot mix vectors across Release Mode libraries that
uses STL vector compiled with _SECURE_SCL=0 (mine) and Release Mode
libraries e.g OSG ) compiled _SECURE_SCL=1 ( the default).
It causes all
I am not finding this to be the case. When running with F5 or Ctrl-F5,
VS runs the example from where it compiled to, NOT where the INSTALL
project sends it. In my case, bin\Release\.
I'm not able to reproduce this problem, Rick. To test, I blew away my
installed OSG (deleted C:\Program
Hi Chris -- What do you know, another opportunity to discuss BRDF textures.
(I mentioned this to Christian in a separate thread when he was looking for
ways to draw realistic coins with relief detail.)
The good news about BRDFs is that they were covered in the orange book, so
GLSL source should
Christian Buchner wrote:
I think I will try my luck with an ARB fragment and vertex shader
extension that implements
parallax occlusion mapping with offset limiting. Link follows.
http://web.archive.org/web/20060207121301/http://www.infiscape.com/doc/parallax_mapping.pdf
The advantage is that
Hi Paul,
Thanks for the reply,
What you have looks basically right, except I don't
understand why you have:
ref_ptrGroup group = new Group;
switchnode-addChild(group.get());
That seems unnecessary to the task at hand.
Yes, I had tried a few semi-random things to try to
Hi,
i included the following lines in my applicationcode:
#include ../include/FirstPersonManipulator.h
viewer.setCameraManipulator(new osgGA::FirstPersonManipulator);
and got:
1 Creating library D:\workspace\test-osg\sln\graz\Debug\graz.lib and object
Hi,
What's the best way to pass user data to all nodes and drawables. For example,
lets assumes I have 2 cameras (left right). Each camera points to the same
scene. When rendering the left camera, I want the the nodes and drawables to
use userdata1, and when rendering the right camera I want
How are you determining that you are getting the wrong results? What
you show as the result seems impossible for the code you've posted, as
'parent'
only adds one child: the switch.
I saved the scenegraph to a file and looked at it.
When are you doing the file write? I'm concerned
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