Hi Brett,
problem seems to be that lighting was on in your RTT camera. See
attached. I added
geode->getOrCreateStateSet()->setMode( GL_LIGHTING,
osg::StateAttribute::OFF);
Also be aware of the way OSG blends your RTT texture with your final
geometry. OSG defaults to GL_MODULATE. Search
h
Hi Ufuk,
Ufuk wrote:
actually i just want to have a scale code of image..
half and quarter resolution would be enough for me..
i wanted to scale them when i create terrain.
if you are working with terrain I would suggest you also look at the
GDAL functions/lib. E.g. have a look at the gdala
Hi
Please note that you should ask a new question by starting a new email
thread. This makes it easier for people to follow threads and maybe answer
and even find answers them selves
When you would use a draw call back, or an update call back is totality
dependent on what you're doing, are you up
Thank you.I also have one more question,In some source example I find derived
class is derived from osg::Drawable::UpdateCallback instead of a NodeCallback
or DrawableCallback.Why is it used??
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Thrall, Bryan wrote:
> There's osg::Matrix::makeLookAt()
Wow. if only that were named something intuitive that I would have thought to
look for.
Or Look At, as the case may be. ;)
Does that answer your question, Kris?
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaP
Chris 'Xenon' Hanson wrote on Thursday, August 20, 2009 5:13 PM:
> Tony Horrobin wrote:
>> Hi Kris,
>> Is the target moving too?
>> Cheers,
>
> You know, my first contact with our own Paul Martz was way back in
the late
> 90s when he gave me some code for a glLookAt type implementation. I'll
se
Tony Horrobin wrote:
> Hi Kris,
> Is the target moving too?
> Cheers,
You know, my first contact with our own Paul Martz was way back in the late
90s when he
gave me some code for a glLookAt type implementation. I'll see if I still have
it around
-- it still is deeply buried in some old 3d cod
Hi,
i have included the code of the osg Manipulator Example from
openscenegraph.org. But if i try to compile my code i get some errors, that
- addTransformUpdating
- setHandleEvents
- setActivationModKeyMask
- setActivationKeyEvent
are no Elements of osgManipulator::Dragger!?
Does I need an in
Hi Kris,
Is the target moving too?
Cheers,
Tony
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Tim Allen wrote:
Hi Jason Thank you very much for the quick reply.
No problem. OSG makes use of several of those design patterns. If
you're interested in how things are working under the hood, you might
want to pick up the book by Gamma et al...
http://tinyurl.com/yxlas4
--"J"
__
Hi Jason Thank you very much for the quick reply.
Cheers,
Tim
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Tim Allen wrote:
Hi,
I dont understand why apply() method is used in osg??? That means a
function needs to be applied for all particular node types??
http://en.wikipedia.org/wiki/Visitor_pattern
( replace visit() with apply() )
--"J"
___
Hi,
I dont understand why apply() method is used in osg??? That means a
function needs to be applied for all particular node types??
Thank you!
Cheers,
Tim
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_
Hi,
This looks to be the answer to my problem
[url]
http://forum.openscenegraph.org/viewtopic.php?p=16504#16504[/url]
if the link doesn't work try searching for texture in shader
-Michele
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> 'd double-check that the model is
> actually using texture unit 1. I've seen some COLLADA models
> (particularly those exported from 3ds MAX) that try to use texture unit
> 1 instead.
That did it!!
Thank you!!
Michele
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Michele Olsen wrote:
Hello,
I have been having some trouble rendering textured models with shaders. I am a little confused about how to set the sampler uniform to the textures.
Also, from my understanding, if a vertex shader is not specified that
functionality is pushed to the fixed pipeline
On Thursday 20 August 2009 10:53:13 Appolloni, Thomas wrote:
> > Of course, I decided to take it a step further and perform texture
>
> conversions
>
> > as well. I wanted to convert the .dds texture files to .jpg. This
>
> code is
>
> > stubbed in; however, it does not work. I thought I could s
Hello,
I have been having some trouble rendering textured models with shaders. I am a
little confused about how to set the sampler uniform to the textures.
Also, from my understanding, if a vertex shader is not specified that
functionality is pushed to the fixed pipeline?
Here is what I have.
Justin wrote:
> Thanks to Robert and Paul, I created the attached application to do
the
> terrain database conversion. Perhaps it will be of some use to
someone else.
>
> Using this application, my paged database of 655936 kB was converted
to a
> non-paged database of 415288 kB.
>
> Of course
Hmm, well that was easy!
The flipping of rows worked fine, to set the image I used GL_BGR for pixel
format only, keeping GL_RGB as internal pixel format (else I got a gray
square).
Thank you for an extremely helpful response :)
Andrew
On Thu, Aug 20, 2009 at 6:15 PM, Farshid Lashkari wrote:
>
Hi,
I'm using Visual Studio 2008 with osg 2.8.1. I have vary strange problem with
with shadows on my scene. On vista all shadows are moved chaoticaly (see
attached pictures ). However on XP everything is OK and I can see my shadows
casted by camera lights.
I'm using the following code:
const
Hi Andrew,
It looks like the original bitmap is in BGR format, so you will probably
need to use the GL_BGR pixel format when calling setImage(). To unflip the
image it seems like you can iterate backwards over the source image inside
your copy loop:
ptrSourceRow = ptrSrcImage + ( (iHeight - 1 - i
Hello all!
I've searched through the forums and all over google and can't seem to find
anything on this subject. I'm sure this probably isn't TOO complicated but I'm
still new to this and my graphics / linear knowledge probably isn't what it
should be.
Here's my problem.. or what I'm attempt
Hi there,
I am trying to load an osg::Image using the setImage method - inparticular I am
copying a Managed bitmap (System.Drawing.Bitmap) to the osg::Image to use it as
a texture map.
As you can see I'm having a few problems. Here's the osg::Image texture mapped
onto a quad when I load it i
Hi Wojtek,
Arg... I'm working through my osg-submission backlog but didn't spot
the thread your submitted the changes on as being connected. I should
have read through all the submissions before posting...
I've tracked down the appropriate thread now - I've even commented on
the thread last week
Hi Ufuk,
To do OpenGL calls like the gluScale that osg::Image::scaleImage
invokes you must call it from a thread that has valid graphics context
current, otherwise you'll at best get a non, but most likely
corruption/crashes. This may or may not be the problem in your case.
Robert.
On Thu, Aug
Hi Wojtek,
I've done my best to enjoy my vacation(s!) and now will take joy in
pestering you about the changes we discussed, did you get around to
making them :-)
Cheers,
Robert.
On Mon, Jul 27, 2009 at 4:27 PM, Wojciech
Lewandowski wrote:
> Robert,
>
> I'll try to do it.
> Enjoy your vacations,
Hi Sukender,
On Thu, Aug 20, 2009 at 3:57 PM, Sukender wrote:
> Good news! I've sync'd the 3DS reader with lib3DS 2.0.0-rc1 (well, I need to
> modify the CMakeList now). I'm not 100% sure that the one I used (
> http://www.lib3ds.org/ ) is the same as the one used in OSG... Am I wrong ?
> If no
actually i just want to have a scale code of image..
half and quarter resolution would be enough for me..
i wanted to scale them when i create terrain.
i have a terrain editor and viewer which are 2 separate programs.
on editor, in saving process, i want to store lower resolution textures too
and
Hi Ufuk;
If you want to create mippaped images on your disk instead of
programmaticaly. I suggest you to use GIMP to mipmap(rescale each different
resolution image separately) and when you need you can call related
resolution image :)
Is this your expected or you want to create one image which ha
Hi Robert,
Good news! I've sync'd the 3DS reader with lib3DS 2.0.0-rc1 (well, I need to
modify the CMakeList now). I'm not 100% sure that the one I used (
http://www.lib3ds.org/ ) is the same as the one used in OSG... Am I wrong ? If
not, is it a problem ?
Should the lib3DS files be in osgPlug
Hi Ufuk,
yes, i need mipmapping but i want to store these mipmapped textures on
disk. i dont want so many calculations on rendering...
so i wanted to store these images on disk.
You could just use a tool that converts your images to .dds with
embedded mipmaps, I think in recent versions of O
Hi Ümit,yes, i need mipmapping but i want to store these mipmapped textures
on disk. i dont want so many calculations on rendering...
so i wanted to store these images on disk.
do you know a way to do this or i should write a code?
On Thu, Aug 20, 2009 at 5:43 PM, Ümit Uzun wrote:
> Hi Ufuk;
>
Hi Ufuk;
Compress word doesn't define your expected operation very well. This
operation's name is Mipmapping. You should generate automatic mipmapping for
your texture in runtime and the you can choose any resolution you have
created to use your program.
Regards.
Ümit Uzun
2009/8/20 Ufuk
> i
is there any function that compress image in osg?
for example i have an 256x256 image and i want to compress it to 128x128 or
64x64...
i checked for osg::Image::scaleImage() but it did not change the
resolution.. maybe i did something wrong?
Here is the code:
Peter Bear wrote:
> Hi,
>
> I got the error "libcurl.so.3()(64bit) is needed by package
> OpenSceneGraph-libs-2.8.2-1.x86_64 (/OpenSceneGraph-libs-2.8.2-1.x86_64)"
> while installing the libraries, and yes, I have checked and yum says curl is
> installed.
>
> Cheers,
> Peter
Can you show me t
You will need to write your own motion controller / Model / Manipulator
See OpenSceneGraph\include\osgGA and OpenSceneGraph\src\osgGA
There are several Manipulators there that will show you how you can
write your own to do exactly what you want and need
Gordon
Product Manager 3d
__
Hi,
I would like to design a navigation control similar to the one what google earth
is using for navigating my terrain DB. I have OSG 2.2 installed. Do I need
anything extra
to do that? osgWidget is not available in that. How to do that?
Thank you!
Cheers,
Akilan
--
Read this
Hi Robert,
Thanks for the reply, can i use the newer versions of osg with visual studio
2003?
I am trying to create a button class and thus i would like to embed the
behaviours and event handling into the class itself.
Is my approach wrong? Should i be creating a separate class for event handl
Hi James,
>From your email It isn't at all clear what you are doing, why you are
doing it, let alone what you are doing wrong.
It's very odd that you are trying to add a node as a event handler to
the viewer. The OSG has an event traversal that will ensure your node
gets events. Please have a l
Hi Jimmy,
If you are doing the frame loop you know when it's the first frame
before you just place any viewer setup prior to the frame loop. The
_firstFrame code block you see if just a fallback in case the viewer
hasn't already been setup.
Robert.
On Wed, Aug 19, 2009 at 10:49 PM, Jimmy Lin wr
Hi all,
For all of those interested in a 3DS *writer* plugin, I begin coding. However:
- I only need a very basic one (faces, texture coords, simple materials), so if
I'm alone this going to be an incomplete one
- I don't have much time (of course... else it wouldn't be fun...)
- I know very few
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