Hi,
I've been building a Delta3D application that uses OSG as the rendering module.
It's pretty simple, as all it is meant to do is display some 3D triangle
meshes and allow them to be moved around. Up until now, I've just been
importing 3ds files through the Delta3d api, which worked well
Hi,
I tried with the following code to get fading effect from the node to be
rendered . I don't get the effect. I wud like to know where I do mistake.
.
.
osg::stateSet* statSet=node-getOrCreateStateSet();
statSet-setMode(GL_LIGHTING, osg::stateAttribute::OFF);
Hi Guy,
I can confirm that this is not a correct solution - as copying a
different size portion of screen certainly isn't what the
Texture2D::copyTexImage2D() is asking to do.
If not texture object is allocated and NPOT is not supported then
probably the right thing to do is recreate a texture
Hi JS,
The ScreenCaptureHandler should just attach callbaks to the
salves+master cameras that rendering to a graphics context, and aren't
a RTT Camera. Camera's in the scene graph are nested within viewer
cameras so won't need callbacks as well.
Robert.
On Thu, Dec 3, 2009 at 9:15 PM,
Hi Anthony,
Looks like you have an issue with your install GLU library.
Robert.
On Mon, Nov 23, 2009 at 9:08 AM, Anthony Face litllechic...@hotmail.com wrote:
Hi,
I am triing to install osg on windows xp machine.
I have thoses problèmes of convertion:
Tessellator.cpp
Hi community,
I am experiencing crashes on half of the osgwidget examples in the code from
the trunk. Anyone with the same experience?
OS: Windows XP
NVIDIA GeForce GTX 260
Nick
http://www.linkedin.com/in/tnikolov
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Hi Ray,
My best guess is that you've got the indices of
DrawElementUInt(GL_TRIANGLES) wrong. Beyond this there really isn't
much I or other can recommend as we don't have the code in front of
us.
The OSG itself now has a ply plugin so why not just use this? It'll
be in OSG-2.8.2 and svn/trunk.
it happens when the app can not finds the font
Nick
http://www.linkedin.com/in/tnikolov
Sent from Devlet, Ankara, Turkey
On Fri, Dec 4, 2009 at 1:08 AM, Trajce Nikolov nikolov.tra...@gmail.comwrote:
Hi community,
I am experiencing crashes on half of the osgwidget examples in the code
from
Hi all,
i am looking for a GPU GLSL geometry shader (triangle,..) phong tesselation
implementation, did someone still the work? would be greate, i would like to
test a new algorithm for screen space ambient occlusion.
/regards
adrian
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Hi Art,
attached find my latest attempt. I'll continue with rect support in
other units/plugin/etc after you give go-ahead.
rgds
jp
J.P. Delport wrote:
Hi Art,
Art Tevs wrote:
Yes, it is the only one place, where the quad is created. The right
place would be to add the multiple texture
On 4/12/09 4:42 AM, Ray Stamper wrote:
through the Delta3d api, which worked well enough but was limited to 2^16
vertices. I
wrote a class to make a Geode from .ply files, but they end up looking a
little weird.
Geometrically, they are correct. The problem is that they end up looking like
Hi J.P.
I think this is the way how to do it. One can even go further and remove the
height and width vectors in the method since we setup them directly in this
method.
Hmm, I wonder if this will work correctly: the screen sized quad is created in
the very first call of the unit's init
Hi Art,
Art Tevs wrote:
Hi J.P.
I think this is the way how to do it. One can even go further and
remove the height and width vectors in the method since we setup them
directly in this method. Hmm, I wonder if this will work correctly:
the screen sized quad is created in the very first call of
2009/12/4 Ulrich Hertlein u.hertl...@sandbox.de
On 4/12/09 4:42 AM, Ray Stamper wrote:
through the Delta3d api, which worked well enough but was limited to 2^16
vertices. I
wrote a class to make a Geode from .ply files, but they end up looking a
little weird.
Geometrically, they are
2009/12/4 J.P. Delport jpdelp...@csir.co.za
Hi,
Paul Martz wrote:
Danny Lesnik wrote:
How can I create animations within OSG models (similar to cessnafire.osg
sample scene).?
for example, how this file was created?
Look at the OSG file in a text editor and see what nodes it uses.
Hi J.P.,
I've looked over your changes and they seems correct to me. I've also tested
the examples and everything works fine. So I think at least for non-rect
textures there is everything ok. If you tested it for rect textures and it
works, then perfect.
I've submitted your changes, so you can
On 4/12/09 3:14 AM, Danny Lesnik wrote:
And the second question: Can OSG view animated gifs as model textures?
I haven't personally used this but the code is there so it should work.
You probably have to start the animation manually. To do that you need to find
the
respective image,
Thanks for your reply.
I tried modifying LineSegmentIntersector.cpp in osgUtil but it didn't work.
I went all the way and changed everything to use doubles, eg.:
Code:
inline void operator () (const osg::Vec3 _v1,const osg::Vec3
_v2,const osg::Vec3 _v3, bool
Hi Art,
Art Tevs wrote:
Hi J.P.,
I've looked over your changes and they seems correct to me. I've also
tested the examples and everything works fine. So I think at least
for non-rect textures there is everything ok. If you tested it for
rect textures and it works, then perfect. I've submitted
Hi Manish,
I have integrated Chipset and no additional 3d graphics card installed .
Yes, I gathered as much from the error messages that you posted.
Is Software rendering is possible ?
For shadows, you really need Framebuffer Objects to get any acceptable
performance. I have seen some
Hi,
have you checked what the members of the TriangleIntersection struct
are? I think you must make them double too, this it where we had
problems in some of our code.
jp
Fred Smith wrote:
Thanks for your reply.
I tried modifying LineSegmentIntersector.cpp in osgUtil but it didn't work.
Hi Akilan,
statSet-setMode(GL_LIGHTING, osg::stateAttribute::OFF);
[...]
osg::ref_ptrosg::Material material=new osg::Material;
material-setAlpha(osg::Material::face::FRONT_AND_BACK,0.5);
statSet-setAttribute(material.get());
As Paul mentioned in a previous message in this thread, you need
2009/12/4 J.P. Delport jpdelp...@csir.co.za
Hi,
have you checked what the members of the TriangleIntersection struct are? I
think you must make them double too, this it where we had problems in some
of our code.
jp
Opps, yes they need changing as well.
--
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Hi Robert,
The ScreenCaptureHandler should just attach callbaks to the
salves+master cameras that rendering to a graphics context, and aren't
a RTT Camera. Camera's in the scene graph are nested within viewer
cameras so won't need callbacks as well.
I thought as much. OK, so I'll submit a
Hi Fred, Simon,
I turned all floats into doubles, 0.0f's into 0.0's, all osg::Vec3's into
osg::Vec3d's...
I still get the same behavior.
Simon, why don't you submit your code changes (perhaps with a CMake
switch to change the internal data type used between float and double at
compile
Hi J-S, Fred, Simon,
This topic has arisen previously on osg-submissions, and my
recommendation then was
that support for double maths through the intersection code shouldn't
be a compile option, but an runtime option, this way the ABI wouldn't
change and you could enable it when you needed it.
Hi Robert,
This topic has arisen previously on osg-submissions, and my
recommendation then was
that support for double maths through the intersection code shouldn't
be a compile option, but an runtime option, this way the ABI wouldn't
change and you could enable it when you needed it. I still
Unfortunately, my graphic crad does not support NPOT texture which is why I
can't use osg::TextureRectangle.
I also tried ensuring that my Texture2D is always a POT when I change the
windows size (see code below).
Code:
int32 nWitdh = viewport-width();
int32 nHeight =
Hi Guy,
The GL_TEXTURE_RECTANGLE extension is independent of the NPOT support
in standard GL_TEXTURE_2D that is found in OpenGL 2.0 onwards, so just
because your hardware lacks support for the later, it doesn't mean
that texture rectangle extension is not supported.
Robert.
On Fri, Dec 4, 2009
Ahhh.. I was not aware of that small detail. Thanks for the info - I will try
it immediately.
Guy
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J-S's response is correct. But honestly I think you should read through
the OpenGL red book. From your posts, it sounds like you would benefit
from the knowledge contained in that book. Knowing OpenGL will help
immensely with knowing OSG.
The OSG Quick Start Guide also contains a short list
Hi Shayne,
On Fri, Dec 4, 2009 at 3:57 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
Does osgDB::readNodeFile() provide any support for reading node files that
reside on remote machines by using an IP address or equivalent? Could the
Options object
All,
Does CompositeViewer support independent paging per camera into the same
database?
For example, let's suppose I have one view from an airplane and another view
from an observer on the ground where each viewer in looking into the same
database positioned at different locations. Each
Robert,
Thanks for the timely reply.
Yes, this is what I had in mind to do. I'm using OSG 2.4.0. Does the libcurl
plugin exist in this version of OSG?
Thanks,
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]
Hi all,
As told on osg-submissions, there is a new 3DS reader/writer plugin into the
trunk. You're all welcome to test it. What's new? Well:
- Writing support
- Uses latest lib3ds
- Reader now creates MatrixTransforms instead of groups (points are now as the
3DS file describes). Use
Hi Robert,
thanks for the reply.
I do not use makefiles on any of the supported platforms (actually, I do not
use any terminal dependent software if I can prevent it). Therefore, I need to
know which platform uses which macros or defines.
Furthermore, I really dislike to use libraries out of
2009/12/4 Fred Smith osgfo...@tevs.eu
Thanks for all your answers.
Hitting a little bit of a problem in my understanding of the source code.
If I change TriangleIntersection to use Vec3d and not Vec3:
Code:
TriangleIntersection(unsigned int index, const osg::Vec3d normal,
double
Hi Shayne,
osgViewer automatically shares a single DatabasePager between Views
when the Views share the same scene graph. This is required to avoid
inconsistencies in the scene graph causing errors. Sharing a single
DatabasePager doesn't prevent that pager from handling multiple
viewpoints at
On Fri, Dec 4, 2009 at 4:15 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
Yes, this is what I had in mind to do. I'm using OSG 2.4.0. Does the libcurl
plugin exist in this version of OSG?
I would recommend upgrading to 2.8.2 it's far more stable, as well
Hi,
a newbie question: what is the purpose of osgTerrain::ProxyLayer?
Thank you!
Cheers,
Hartwig
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Hi All,
It's been a long long time since the last dev release, virtue of me
being distracted by work like OpenGL ES, GL object pools etc. I'm now
almost back on top of submissions, so the time now looks good to make
the 2.9.6 developer release. Since it's been so long since the last
dev release
Nope, it still doesn't work.
Not my lucky day...
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.
If you have any idea or explanation to help me I would be very happy to
hear them.
Thanks.
Regards,
Vincent.
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http
Hello,
I have tested the trunk r10851 on Windows, MSVC 2008.
I have a problem at build time, osgAnimation wrappers has not linked because a
method (updateGraph) is not found. I just commented the method, and then
everything build correclty. The wrappers have not been updated maybe?
During the
Paul Martz wrote:
I hope you mean 2.9.7. :)
My mistake. There never was a 2.9.6 release, so you are right. 2.9.6
will be the next tag.
-Paul
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Dude you the greatest. Using osg::TextureRectangle worked!
Thanks for your great help.
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Debugging terrapage plugin results:
We've been seeing the same problem with a single camera moving around in the
database.
Here's what I've been seeing:
TXPNode::traverse - this handles the unloading and loading of LOD 0 tiles.
When loading a tile here's what I see:
When the tile has no other
Hi Robert,
I have been bit out of sync with froums recently. I am curious if the issue
with color/normal per primitve was resolved ? Its fairly basic functionality
so I thought I'll remind about this before new release.
Cheers,
Wojtek Lewandowski
Hi,
I have a scene with a hidden object for the person using the application to
discover and identify. What I want is a screen shot functionality which focuses
on this object but keeps the resolution of the original rendering, to be able
to analyze how many pixels the object covered when it
Hi,
I am looking for a recommendation how to implement best the following problem
using OSG:
assume that I have terrain data in a (paged) LOD using a specific coordinate
system.
Now, I want to visualize the same terrain data that is stored in coordinate
system A in coordinate system B or by
Hi Sukender,
Sukender wrote:
Those who have rights on the plugins page (
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Plugins )
may change it... and write pending... on FBX writing ;)
I made the changes to this page, but please ask wiki editing rights by sending
Ulrich Hertlein wrote:
On 4/12/09 3:14 AM, Danny Lesnik wrote:
And the second question: Can OSG view animated gifs as model textures?
I haven't personally used this but the code is there so it should work.
You probably have to start the animation manually. To do that you need to
On 4/12/09 10:46 PM, Danny Lesnik wrote:
And the second question: Can OSG view animated gifs as model textures?
I haven't personally used this but the code is there so it should work.
You probably have to start the animation manually. To do that you need to
find the
respective image,
Do you really need a screen shot, or do you just need a count of visible
pixels? If the latter, then occlusion query will do this for you. You'd
need to add a draw callback to the object that issues the query, draws
it, then waits for the pixel count query result.
Paul Martz
Skew Matrix
Hi Robert,
On 4/12/09 6:34 PM, Robert Osfield wrote:
If things work well for you then please email into this thread to
confirm that your plarform/build combination is working fine so I know
how well we are converging to a reasonably stable 2.9.6.
svn r10855 is compiling fine on OS X 10.5.8
Hi friends!
Does anyone remember how is a mirror/reflection matrix? just to simulate a very
clean floor (repeating models above).
I'd like to create a osg::MatrixTransform and using osg::Matrix, pass this
mirror matrix.
Thanks.
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Greetings,
Forgot to mention that I have three hacks that fix/minimize the issue:
Hack #1: Check for duplicates when adding PagedLod to the activeLODList in
FindPagedLODsVisitor. If a duplicate is found it is removed. This code
helped determine if there are duplicates.
Hack #2: In the Terrapage
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