Hi Martin, thank you for the advice.
But I have saved a simple gif file which has only two frames (dispaly a circle
of red and blue) with the same configuration and it rendered well.
I used photoshop cs2. What should I do to config the output as you discribed.
Thanks
--
Read
Hi all,
For screenshot and printing purpose, i am trying to change the background
color before the render pass and screenshot writing.
When i want to take a screenshot, i try to change the clear color with
camera-setClearColor(xxx) and set a flag at true to activate the screenshot
as camera
Hi,
I am having a scene, large terrain and moving models. What is the best
approach to have the scene shadowed? I tried couple of techniques, but the
results are not good. Any hints ?
Thanks!
Nick
http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey
Hi Nike,
There is many way to get shadows and the shadowing technique choice shall
depend of your scene data.
The two basic shadowing techniques are :
- shadow maps ( image based )
- shadow volumes ( geometry based )
Shadow maps are very cheap and easy to implement but will works good only
Hi Harold,
yes, my light source is the sun. No other lights in the scene yet. And the
results are not good. I will do research on the cascade shadowmaps and
will try to implement it. Thanks for the hint
Nick
http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey
On Wed, Dec
H Darick,
On Wed, Dec 9, 2009 at 5:23 AM, Darick Barnes dbtex352...@yahoo.com wrote:
I'm using the osgviewerqt example with Qt integration. Am I correct in my
assumption that physics, AI and all other game related updates need to be
implemented in the virtual void paintGL() function or is
Hi Harald,
I you want to change the background colour for a screenshot I'd be
inclined to use a pbuffer and totally separate Camera for the task and
just switch it on using a NodeMask, this way the main window won't be
affected by playing games withe background colour.
Robert.
On Wed, Dec 9,
Hi folks,
Unfortunately this is not an answer, but a similar question:
I'm also playing with Qt integrated OSG (as the osgViewQt suggested) and ask
me, how to modify the scene-graph in safe way? Cause there is no explicit
rendering loop (as mentioned in many examples):
Code:
while(
Hi Alexej,
Are you stuck using OSG-1.x?? You viewer example looks like it's from
the 1.x era.
Regardless though, when you have an event driver app the frame loop
just ends up being part of paint call normally so this is where you'd
do update.
Personally I would stay a long way away from event
Hi,
Cascaded Shadow Maps is the same as Parallel Split Shadow Map. PSSM is
implemented in osgShadow. Also LispSM could work for you scenario.
Cheers,
Wojtek Lewandowski
From: Trajce Nikolov
Sent: Wednesday, December 09, 2009 10:19 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users]
lexar wrote:
Hi folks,
Unfortunately this is not an answer, but a similar question:
I'm also playing with Qt integrated OSG (as the osgViewQt suggested) and ask
me, how to modify the scene-graph in safe way? Cause there is no explicit
rendering loop (as mentioned in many examples):
Hi Robert,
thanks for fast replay!
The qt-example comes with osg-2.8.2 for windows (and does not contain a real
rendering loop, just the frame() call).
It's not about a game project, it's about a GUI tool.
The ViewerBase::frame(..) function seems to contain the whole rendering
sequence
Hi,
In my application, I just add this code on the init part :
Code:
osg::ref_ptrosg::Texture2D texture = new osg::Texture2D;
texture-setTextureSize(width, height);
texture-setFilter(osg::Texture2D::MIN_FILTER, osg::Texture2D::LINEAR);
texture-setFilter(osg::Texture2D::MAG_FILTER,
Hi Sebastian,
try to change the line:
m_camera-setRenderTargetImplementation(osg::Camera::PIXEL_BUFFER_RTT);
into:
m_camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
I have never tried osgPPU together with pbuffers. Usualy it shouldn't be any
problem, because osgPPU just
I'm sorry, I haven't used photoshop for years. You have to disable optimization
or something.
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Hi Nick,
I don't know much about PSSM. I am na author of LispSM implementation.
However, many osgShadow techniques use shaders and they will not work out of
the box for all the applications that also use shaders. In this case one have
to 1) subsitute shadow shaders to add aplication shader
Hi all , hi nick
i wrote the PSSM shadow. There is some problem in the implementation, may
you can solve the problem in the OSG core, i didn't have enough time, nor
the idea how we can remove the problem.
but try with osgshadow --pssm --SingleThreaded --debug-color your_model.osg
, it works only
Hello Martin,
I tried what you explained and got it to work.
Excellent, good to know I was of some help.
J-S
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Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi all,
Is there any way of getting road insets (triangulated roads integrated in the
terrain mesh) in a database generated by VPB and osgGIS? I have tried the
Boston sample available for osgGIS, but the roads are simple lines and I don’t
know of any options to trigger the generation of
depends on the budget ;-)
Nick
http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey
On Wed, Dec 9, 2009 at 3:18 PM, Martin Aasen martin-ferstad.aa...@ffi.nowrote:
Hi all,
Is there any way of getting road insets (triangulated roads integrated in
the terrain mesh) in a
Hi,
I tried with FRAME_BUFFER_OBJECT but I have the same result (ie no results ^^)
But I think I have to explain my program context. In fact, I am developping a
plugin for a closed application (I do not have the source of this application);
within this plugin I have an access to the root scene
Hi Sebastian,
of course I can not know what the host application is doing. You can run the
application with OSG_NOTIFY_LEVEL=debug. The osgPPU units will then print
information about their execution on the console. So if you do not see there
anything, then it might be that they are disable for
Guess I should have added open source and free of charge:)
I take it such functionality is not part of VPB/osgGIS then. That's a shame
since the lack of proper roads makes otherwise good databases unusable in many
contexts. I think the added value to the projects would be tremendous if
someone
Glenn and Trajce,
I understand, thanks for you replies.
Do you have any thoughts on how this would best be implemented? As I understand
it, osgGIS does not change the terrain built by VPB which again does not know
about the vector data. Could and algorithm implemented in osgGIS modify the
I know how to do it. If you are after some sophisticated road generation
tool, then bear in mind that it is not an easy task, but doable. Companies
have done bunch of money from it. If you want to do it on your own have a
look at osgdelaunay example, it should get you started
Nick
Hi All,
I've now checked in a couple of bugs fixes and some further
submissions since my last call for testing, so could everyone do an
svn update, rebuild and then test the runtime. If things look good
tomorrow morning I'll tag the 2.9.6 release then.
Thanks,
Robert.
Hi Robert,
I would need to make a fix on osgAnimation to avoid clipping problem. I
disabled computation on bounding box in order user set the BoundingBox
by hand. But the problem is that as default it produce artifact.
Cheers,
Cedric
--
Provide services around OpenSceneGraph
+33 659 598 614
OK,
I don't know if I have the time to take on such a task, but hopefully I'll be
able to take a look.
Thanks again guys!
Martin
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___
. If you want to start digging into the the low
level side of this functionality then you'll need to accept you'll
need to learn about the ins and outs of how it all works.
Robert.
__ Information from ESET NOD32 Antivirus, version of virus signature
database 4672 (20091209
. If you want to start digging into the the low
level side of this functionality then you'll need to accept you'll
need to learn about the ins and outs of how it all works.
Robert.
__ Information from ESET NOD32 Antivirus, version of virus signature
database 4672 (20091209
Builds and tests well on a 64-bit system w/ 32-bit Windows Vista
installed, built with VS9 Express.
Checking on OS X (10.5.x) now, command line / gcc build. If you hear
nothing more from me, assume all went well.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_
Hi,
I have a scenegraph like this
ShadowMapScene with Light Space Perspective ShadowMap Technique and children
an overlay node. The overlayed subgraph is all around ... unexpected.
Possible bug. Any work around?
Nick
http://www.linkedin.com/in/tnikolov
Hi
there are some odd spacings int Arial.ttf with text3d. This thing used to
work well. Any recent changes in there ?
Nick
http://www.linkedin.com/in/tnikolov
Sent from Gümüşsuyu, İstanbul, Turkey
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osg-users mailing list
Martin Aasen wrote:
Hi all,
Is there any way of getting road insets (triangulated roads integrated in the
terrain mesh) in a database generated by VPB and osgGIS? I have tried the
Boston sample available for osgGIS, but the roads are simple lines and I
don’t know of any options to trigger
Hi Wang Rui,
Sorry for the delay in getting to review your prosed binary format
plugin - I've been trying to clear the rather length backlog of
submissions and bugs... I'm pretty near back ontop of things again and
so look at the next steps beyond the OSG-2.9.6 dev release - and
towards OSG-3.x.
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi,
On 2009-12-09 18:58, HyeongCheol Kim wrote:
Hi, everyone,
I have made some application by using osg library.
Nowadays, I have been tring to find any way of nagative parallax stereo
rendering in OSG but I could not have found.
I've been
Hi Thomas,
I commited a fix for the bounding box computation. It should fix your
problem. Could you update and have a try ?
Cheers,
Cedric
--
Provide services around OpenSceneGraph
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Mon, 2009-12-07 at
Hi.
As far as I know both OverlayNode and ViewDependentTechniques (LispSM ) use
shaders so you should make sure to not use conflicting texture stages and merge
the shaders at least if you plan to use both techniques together.
Wojtek
From: Trajce Nikolov
Sent: Wednesday, December 09, 2009
Hi,
The situation: I have a Qt main event thread that handles normal user events, a
thread that calls the OSG 'frame' function continuously for all my open Qt-OSG
windows and OSG configured to use CullDrawThreadPerContext.
Everything is working very well, but when I close a window sometimes I
Hi, Thanks for your reply!
What I mean is exactly negative disparity (object seems floating in front of
the screen)!
Thanks!
...
Thank you!
Cheers,
HyeongCheol
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All,
I updated to OSG 2.8.2 on my development machine which is using Visual
Studio 2008 (32 bit) and Windows Vista. After running CMake to build the
solution and projects, I attempted to do a release build of OSG.
When I get to building osgUtil, I get the following compile error when
Hi Cedric -- svn head was building fine up until several osgAnimation
changes in r10877. Here's the link error I'm currently encountering on OSX:
Linking CXX shared library ../../lib/libosgAnimation.dylib
Undefined symbols:
Seeing essentially the same link error on Vista w/ VS9 Express.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Paul Martz wrote:
Hi Cedric -- svn head was building fine up until several osgAnimation
changes in r10877. Here's the
jin cheker wrote:
Hi,
I want to convert some .stl files into .osg files, by programming in python. Is
there some function or package that I can use for doing that?
You could just do it on the command line:
osgconv file.stl file.osg
If you really need to do it programmatically, you'll
you should be able to run osgconv using the commands module
import commands
result = commands.getoutput(osgconv file.stl file.osg)
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of jin cheker
Sent: Wed 12/9/2009 3:16 PM
To:
Hi,
This is my first post to OSG. I'd like to thank all those that have
contributed - I'm liking what I'm seeing :-)
I'm doing some stenciling based on the examples (using svn trunk, with
ViewerCocoa (so, OSX)), but seeing strange results (what looks like a garbled
stencil buffer).
Upon
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On 2009-12-09 21:16, jin cheker wrote:
Hi,
I want to convert some .stl files into .osg files, by programming in python.
Is there some function or package that I can use for doing that?
Umm, wouldn't something like this work?
import os
Hi Paul,
I forget to commit a file. Should compile fine now.
Cheers,
Cedric
--
Provide services around OpenSceneGraph
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Wed, 2009-12-09 at 13:57 -0700, Paul Martz wrote:
Seeing essentially the same link
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On 2009-12-09 20:09, HyeongCheol Kim wrote:
Hi, Thanks for your reply!
What I mean is exactly negative disparity (object seems floating in front of
the screen)!
Well, just set them to have appropriative coordinates (y or z, depending
on your
So, we have been working on this open source, osg-based app framework
for linux, osx, and windows. It's a fun project but on windows (only!)
it is still acting up. We get this super-undescriptive non-fatal
pop-up:
windows has triggered a breakpoint
this may be due to corruption of the heap
See:
On 12/9/2009 5:09 PM, stefan) wrote:
So, we have been working on this open source, osg-based app framework
for linux, osx, and windows. It's a fun project but on windows (only!)
it is still acting up. We get this super-undescriptive non-fatal
pop-up:
windows has triggered a breakpoint
this
Thank you all you guys
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Hi,
you could try stopThreading() on the viewer. Also search the archives
for this call.
jp
Job Mulder wrote:
Hi,
The situation: I have a Qt main event thread that handles normal user events, a
thread that calls the OSG 'frame' function continuously for all my open Qt-OSG
windows and OSG
Hello!
Who can tell me how to compile the plugins of gecko!I download
xulrunner-1.9.en-US.win32.sdk.zip,but it can't compile right:
llembeddedbrowser.cpp
f:\web\llmozlib2\llembeddedbrowser.cpp(227) : error C2039: 'Create' : is not a
member of 'nsIAppShell'
Hi,
you get heap corruption on windows if (not only if, but if) you mix
different system libraries, static runtime and dynamic runtime, or debug
dlls and release dlls.
Make really sure that your release build uses release libraries only,
and vice versa.
Regards, Andreas
On 12/10/2009 12:00 AM, Andreas Goebel wrote:
Hi,
you get heap corruption on windows if (not only if, but if) you mix
different system libraries, static runtime and dynamic runtime, or debug
dlls and release dlls.
You can get it that way too.
Make really sure that your release build uses
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