Hey Maxim,
first, thanks for your help. Now I know the way to manipulate values in
my image. But now I have the problem to find out the right pixel in the
texture. A little example: I have a complex object with a texture. All
triangles of the object are randomly distributed on the texture. And I
Hi,
If you plan to install OSG as a system library with XCode don't forget to do :
Code:
sudo xcodebuild -target install -configuration Release
XCode cannot proceed to install directly.
Thank you!
Cheers,
Benoît
--
Benoît Bayol
benoit.ba...@gmail.com
Hi Martin,
you have already hinted at a search term you can use. Google for
projective texturing. Also try automatic texture coordinate
generation. An example in OSG of this is the OverlayNode of osgSim
(this is used to project a texture onto terrain e.g.).
Using this technique you can
Hi Andrew.
On Wed, Jul 1, 2009 at 12:44 AM, Andrew Cunninghamo...@a-cunningham.com wrote:
If you follow the link-to-the-post I have uploaded a sample geometry into
that thread.
I'm afraid I don't know what you mean by link-to-the-post.
The problem can be illustrated by using the
Hi Jeremy,
The OSG now has support of OpenGL occlusion query that can provide the
number of pixels covered when rendering. See osgocclusionquery
example.
Robert.
On Wed, Jul 1, 2009 at 12:35 AM, Jeremy Warrenjw...@hotmail.com wrote:
I have a simple scene. Colored background and an object, say
Hi JP,
I want to baked into the texture to create a new painted texture
with the same texture coordinates like the original texture of the
object. The exact use case is the creation of a heigh map. That is to
say first I would like paint into the texture and after this I want to
change the
Hi,
I'm using OSG 2.8.1 and I have a hopefully useful suggestion regarding
_lastEvent (and probably _lastPush) in the WindowManager:
My problem is that I destroy or replace entire windows e.g. after
clicking a widget and especially after some keyboard interaction (cursor
keys, return key as a
I have the same problem with a Mac.
It does happen only on certain machine/graphic cards, and only when the
cmd/ctrl key is pressed.
Is there someone who knows if that Key has a special function on Mac?
Thanks,
Gianluca
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Hi Guys,
I am having trouble with running osgpdf example. I have compiled the pdf
plugin, but it seems there is some problem while loading the pdf from
cairo. Has any one tested the osgpdf example successfully on Windows?
If Yes please share the sources of cairo and other dependencies used
Hi again,
I would like to know, if anyone is placing buttons or menus into a 3D
scene. Of course that wasn't the original purpose of osgWidget, but
since there are many nice functionalities like the mouse callbacks, it
seems worth trying instead of implementing some own picking based 3D
GUI. I
Gianluca Natale schrieb:
I have the same problem with a Mac.
It does happen only on certain machine/graphic cards, and only when the
cmd/ctrl key is pressed.
Is there someone who knows if that Key has a special function on Mac?
Huh? CMD/Ctrl has no special treatment in side OSG, they are
Hi all,
I just encounter a problem in osgDB::fileExists
I made a path :
Z:/release with space et é où è )/Data/myfile.ttf
and osgDB::fileExists return false for this file ... but the path is really
good...
This is a accent issue, but I don't see how I can manage accent ...
Any idea ?
Thanks.
My file main.cpp where the string is put is encoded in UTF8 without BOM.
* string path2 = Z:/release with space et é où è
)/Data/3d/data/font/arial.ttf;
if(osgDB::fileExists(path2))
cout PATH2 exist ! : path std::endl;
else
cout PATH2 NOT exist !
Hi Rabbi,
You can start from osgAnimation::UpdateTransform callback,
change the euler to quaternion or ineherit to add quaternion then adjust
the method needLink, link, update to use your new quaternion.
Then set your new UpdateTransformQuaternion callback to your Transform
The code are in
Hola,
Let me ask it another way.
I'm in a fragment shader.
I have the vec4 gl_FragCoord.
I do:
Code:
vec3 windowcoord = vec3(gl_FragCoord.xy, 1.0);
vec3 clipcoord = viewportMatrixInverse * windowcoord;
vec4 eyecoord = gl_ProjectionMatrixInverse * vec4(clipcoord, 1.0);
eyecoord = eyecoord /
On 1/7/09 11:38 AM, Vincent Bourdier wrote:
My file main.cpp where the string is put is encoded in UTF8 without BOM.
/ string path2 = Z:/release with space et é où è
)/Data/3d/data/font/arial.ttf;
if(osgDB::fileExists(path2))
cout PATH2 exist ! : path std::endl;
Hi Simon,
I'm not too familiar with this particular part of the osgWidget code
base, so your explanation of this issue isn't something I can
understand right away. To help understand the issue + possible
resolution could you post the file you modified so that I can review
it.
Thanks
Robert.
On
Hi Simon,
I would like to see osgWidget be generalized to work in 3D, I haven't
had the change yet to dive in and use osgWidget actively yet, so
haven't got grips with the code base yet, it's something I have
planned, but it'll have to wait to after 2.10 is out, which takes us
into August.
In
Hi Robert,
Thanks for your ideas.
At the beginning I found osgWidget quite confusing because of the many
API functions and the few documentation :-), especially the
WindowManager and its managing functions.
In 3D I had to use my own RenderBins settings because the way the
WindowManager uses or
Good news everyone!
http://www.nasa.gov/home/hqnews/2009/jun/HQ_09-150_ASTER_Topographic_Map.html
http://news.bbc.co.uk/2/hi/science/nature/8126197.stm
Regards,
Maciej
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I did'nt ...
I'll try that.
I assume that using the osgDB::ifstream instead of std::iftream is necessary
too.
Thanks for the tip, I'll dig into the issue to see if this will solve my
problem.
Regards,
Vincent.
2009/7/1 Ulrich Hertlein u.hertl...@sandbox.de
On 1/7/09 11:38 AM, Vincent
Hi Robert,
There is a build error with osgPresentation on Windows, it seems you forget
to add osgGA as a LINK_INTERNAL into the CMake file.
Cheers,
--
Serge Lages
http://www.tharsis-software.com
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Robert Osfield wrote:
Hi All,
I’ve have now tagged the OpenScneGraph-2.8.2 release candidate 2, and
as very few problems were reported in testing of 2.8.2-rc1 there is
just a couples of changes required:
* fix of the parsing of ascii floating point numbers in plugins
and env var parsing so
Hi,
I'm porting OSG v2.8.0 to Windows Mobile 6.
I have completed to build OSG libraries but not working..
The problem is that Viewer dosen't get a graphic context.
This is the error message:
Viewer::realize() - failed to set up any windows
static ref_ptrGraphicsContext::WindowingSystemInterface
Maciej Krol wrote:
Good news everyone!
http://www.nasa.gov/home/hqnews/2009/jun/HQ_09-150_ASTER_Topographic_Map.html
http://news.bbc.co.uk/2/hi/science/nature/8126197.stm
Here's an interesting review of the quality of the data:
http://www.viewfinderpanoramas.org/reviews.html#aster
Tim
Hi Serge, thanks for the pointing this out, fix now applied and
checked into svn/trunk.
On Wed, Jul 1, 2009 at 1:25 PM, Serge Lagesserge.la...@gmail.com wrote:
Hi Robert,
There is a build error with osgPresentation on Windows, it seems you forget
to add osgGA as a LINK_INTERNAL into the CMake
Hi Paul,
On Wed, Jul 1, 2009 at 1:34 PM, Paul Melisp...@science.uva.nl wrote:
Just a quick note to say that there does not seem to be a check for poppler
being installed during cmake configuration.
I was missing some of the headers (specifically the glib bindings), but
cmake did not complain.
Hi Younggon,
I haven't heard of the OSG being compiled under Windows Mobile before
so you may well be the first to tread this route. It may well be that
osgViewer::GraphicsWindowWin32 will need to be modified or perhaps
even replaced by another window integration solution that is
appropriate to
U
Sent via BlackBerry from T-Mobile
-Original Message-
From: Robert Osfield robert.osfi...@gmail.com
Date: Thu, 25 Jun 2009 17:21:36
To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Crash in Viewer Destructor
On Thu, Jun 25, 2009 at 5:17 PM, Vincent
Hi,
Sorry, this is what I meant, a link to the forum discussion about this bug.
http://forum.openscenegraph.org/viewtopic.php?t=2949highlight=polytope
Andrew
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=14772#14772
Uo
Sent via BlackBerry from T-Mobile
-Original Message-
From: Ralf Stokholm alfma...@arenalogic.com
Date: Thu, 25 Jun 2009 20:30:14
To: OpenSceneGraph Usersosg-users@lists.openscenegraph.org
Subject: Re: [osg-users] osgPresentation doesn't build on the SVN
Hi,
Is there any way I can set the uniforms by vertex? I know uniforms are in
stateset. There are some attribute for vertex I need to set in shaders for each
vertex. How can I do it?
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
Rabbi Robinson wrote on Wednesday, July 01, 2009 9:50 AM:
Hi,
Is there any way I can set the uniforms by vertex? I know uniforms are
in
stateset. There are some attribute for vertex I need to set in shaders
for
each vertex. How can I do it?
Uniforms are not set by vertex; you are wanting
Hi All,
One of the items I've been working towards over the last week has been
to add interactive volume region editing, my plan was to use the tab
box manipulator from osgManipulator to allow me to adjust the
osgVolume::VolumeTile's Locator matrix. Alas digging into
osgManipulator I found it
Hi Andrew,
Thanks for the link. The place to put the link and distilled
description of how to reproduce the is on the bug resolution page.
I'm afraid I have lots of work on my plate, so I can't go chasing up
and documenting all this so members of the community need to dive in
and record, and try
Hi,
I am building an application using osg and recently I have been experiencing
dramatic changes in frame rate across runs. One run will have 140 + fps while
the next run will have 15 fps. I was wondering if anyone else has
experienced this?
Thank you!
--
Read this topic
Hi all,
Still remain a problem :
I use osgDB::ifstream to load a file.
*osgDB::ifstream in( filename.c_str() );
if(osgDB::fileExists(filename))
cout Config File constructor : file exist ! std::endl;
if( in.bad() ) throw file_not_found( filename ); *
There is no error,
Hello to all osg users,
I would like to render about 8 to 10 thousands of spheres in order to
simulate the movement of a pile of rocks pushed by a bulldozer. Each
sphere will have a maximum of 20-40 vertices and will be drawn in
TRIANGLE_STRIP mode.
The results of the tests I did with spheres
You might want to explore using vertex shaders to achieve some kind of
fake geometry instancing. The SDK sample osgforest does something
similar to project a forest made of thousands of trees using GLSL (and
also ARB fragment program in the 2.9 branch).
More about OpenGL pseudo instancing is
Hi Michele,
This behavior is unusually, one might expect differences if cache
coherency or CPU affinity is not working well but no where near the
scale you are seeing. I would recommend looking at what other
processes are running on your machine. I'd also enable onscreen stats
to see what is
Hi Mikhail,
The vertex count won't be so high as to cause major problems, but the
the cull and draw dispatch overhead in dealling with so many separate
objects will be. So to improve performance look at batching the
rendering of the rocks, the most efficient way would be to use point
sprite and
Consider using draw instanced. See the osgdrawinstanced example.
--
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
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I'm not sure where these are supposed to go, but I'm pretty sure
that /usr/share is for architecture-independent files, which the
example binaries are not.
Perhaps $(CMAKE_INSTALL_PREFIX)/lib/osg?
Randolph
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Hi,
I'm trying to implement a 3D line which can follow the terrain's height
(terrain hugging) but the resultant line is not smooth (see attached), I'm
using Bresenham line algorithm to generate and intersector to clamp the line,
are there any ways to smooth the line and yet can follow the
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