Hi,
On Windows and Mac you can have video with alpha thanks to the Quicktime
plugin, try the PNG codec, it works great !
Cheers,
On Mon, Jan 11, 2010 at 8:09 AM, Trajce Nikolov nikolov.tra...@gmail.comwrote:
Make a shader Eduardo. DIscard the chroma key fragment and you will get
that result
Hi Vincent,
On Fri, Jan 8, 2010 at 2:30 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Is there a way to manage memory usage with the load of models ?
In my case I have a lot of PagedLod to load, and my question is : is there a
way to know is memory is sufficient for the next PageLod
Hi J-S,
I'm afraid I don't have any further ideas. I think we just have to
return to the time/space machine that eradicates all Windows installs
and replaces them with a less troublesome development platform ;-)
Disabling the warning would not be idea as it could hide some genuine
problems.
Hi Shayne,
I haven't personally tried doing exactly what you are doing, but try
changing the GraphicsWindowEmbedded context's size, and also try
enable it's clear as the graphics context by default leaves it's own
clear disabled leaving it to the clear done during the rendering of
the Camera's
Hi Dominc,
The best way to do a single GL test at startup is to attach a custom
osg::GraphicsOperation as a RealizeOperation to the viewer, and this
gets called once the viewer's graphics contexts get realized.
Have a look at the osgcatch, osgshaderterrrain and osgvolume examples
to see examples
Hi Garret,
On Sat, Jan 9, 2010 at 3:27 PM, Garrett Potts po...@cfl.rr.com wrote:
After researching and talking with some others there is a way to make ffmpeg
thread safe but you need to add a call back via the lock register api found
in libavcodec and compile ffmpeg with thread support
Hi Nick,
On Sat, Jan 9, 2010 at 7:20 PM, Trajce Nikolov nikolov.tra...@gmail.com wrote:
while ago you mentioned this is something upcoming. I am talking about
composition of shaders in the osg core - something like the osg candidate
virtual program. Any news about this?
I haven't dived back
hi all,
I want to capture the screen ,what I have done is to add a eventhandler in
which I add code like this
osg::ref_ptrosg::Image image = new osg::Image;
image-readPixels(0,0,m_iWidth,m_iHeight, GL_RGB,GL_UNSIGNED_BYTE);
osgDB::writeImageFile(*image,D:\\abc.bmp);
what I
2010/1/11 forest fores...@163.com:
hi all,
I want to capture the screen ,what I have done is to add a eventhandler in
which I add code like this
osg::ref_ptrosg::Image image = new osg::Image;
image-readPixels(0,0,m_iWidth,m_iHeight, GL_RGB,GL_UNSIGNED_BYTE);
Hi,
Did you get this with vlc?
Im streaming the video and im catching well with a vlc client. But osgmovie
give me:
Error: No ReaderWriter for file http://192.168.192.38:1234
Unable to read file http://192.168.192.38:1234
Any help?
Thanks
...
Thank you!
Cheers,
Eduardo
Hi J.P,
The issue you are hitting up against is a limitation of
osg::AutoTransform in that it only has a single set of state so when
you have two or more views that require different stats you'll get
issues with both views attempting to sets it's value. The only way to
solve this would be to
HI Eduaro,
The new ffmpeg supports video with alpha, I've successfully tested
this with flv videos with alpha.
Robert.
On Sun, Jan 10, 2010 at 9:52 PM, Eduardo Pinheiro
eduardo.pinheiro...@gmail.com wrote:
Hi,
Does anyone now how to had a video with alpha channel?
like in the picture in
Hi Forest,
You can only do OpenGL calls from a thread with a valid graphics
context current, event handlers will not have a graphics context
current unless you are running the OSG single threaded.
Use a Camera post or final draw callback to capture the screen image.
Robert.
On Mon, Jan 11,
Hi Eduardo,
Which video plugin are you attempting to use?
Robert.
On Mon, Jan 11, 2010 at 12:04 PM, Eduardo Pinheiro
eduardo.pinheiro...@gmail.com wrote:
Hi,
Did you get this with vlc?
Im streaming the video and im catching well with a vlc client. But osgmovie
give me:
Error: No
Hi,
Im using Linux. I dont know if it gets the xine or the ffmpeg plugin. But its
one of them.
...
Thank you!
Cheers,
Eduardo
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Hi Robert,
Robert Osfield wrote:
Hi J.P,
The issue you are hitting up against is a limitation of
osg::AutoTransform in that it only has a single set of state so when
you have two or more views that require different stats you'll get
issues with both views attempting to sets it's value. The
Hi,
Im trying now to export it has rtsp:
#osgmovie rtsp://192.168.192.38:1234/test.dsp
Warning: Could not find plugin to read objects from file
rtsp://192.168.192.38:1234/test.dsp.
Unable to read file rtsp://192.168.192.38:1234/test.dsp
But reading from VLC client its ok.
My plugins dir
Hi Eduardo,
You'll be using the xine plugin right now, this is now being
deprecated by the ffmpeg plugin that you'll find in 2.9.x and
svn/trunk. You'll need to install the various ffmpeg developer
headers and libs and then remove OpenSceneGraph/CMakeCache.txt and
then re-run cmake to pick up on
Hi,
Many thanks.
I will test and revert.
...
Thank you!
Cheers,
Eduardo
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Hi Trajce,
Its something like that :)
Thanks for your tip. I will try that but if you could give me an example how to
make that i will appreciate.
...
Thank you!
Cheers,
Eduardo
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give me a video with chroma key . send it to my email .. I will write
some sample and sent it to you
Nick
http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey
On Mon, Jan 11, 2010 at 3:21 PM, Eduardo Pinheiro eduardo.pinheiro.pt@
gmail.com wrote:
Hi Trajce,
Its something like
Hi community,
what is the simplest way to display the depth buffer?
Nick
http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey
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Hi,
I already had tried this version before and now i remember why i've passed
again to 2.8.2 . The camera its not stable. It appears then not, then appears
then not...
Anyway i've tested the command osgmovie -e ffmpeg simple.mpg with the 2.8.2 and
it worked.
But the streaming its still not
just out of curiosity. Do you have attached a real camera to the
application? I have done something in the past with real cameras and
wondering how you are connecting to the scene, if you can disclose
Thanks
Nick
http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey
On Mon, Jan 11, 2010
Hi all
Once again, here is a discussion about LineSegmentIntersector and precision
(float vs. double).
Attached is a small program showing my problem. The geometry is a
TRIANGLE_STRIP consisting of five vertices, all with the same rather high
Z-value. If the intersection calculation uses
Hi Robert
thanks a lot, at the moment it works fine the way I made it. But I will
try this solution as soon as possible.
Am 11.01.10 11:41, schrieb Robert Osfield:
The best way to do a single GL test at startup is to attach a custom
osg::GraphicsOperation as a RealizeOperation to the viewer,
Hi,
Yes i have a real camera. But im trying to test it with a movie (not with the
real camera).
I've sended to your email (i think) the explanation. The mail is what is in
your website (linkedin).
Did you received it?
...
Thank you!
Cheers,
Eduardo
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Read this topic
send it to this one nikolov.tra...@gmail.com
Nick
http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey
On Mon, Jan 11, 2010 at 4:26 PM, Eduardo Pinheiro eduardo.pinheiro.pt@
gmail.com wrote:
Hi,
Yes i have a real camera. But im trying to test it with a movie (not with
the real
Hi Robert,
Disabling the warning would not be idea as it could hide some genuine
problems. Perhaps just disable it for the files that are causing
problems?
So would you accept a change that pushes the warning disable state at
the start of include/osg/State, disables that warning for the
Hi there
I have the following RTT method:
ref_ptrImage image = new Image;
image-allocateImage(osgViewer-width(), osgViewer-height(), 1,
GL_RGBA, GL_UNSIGNED_BYTE);
// resets the size of the texture
texture-setTextureSize(osgViewer-width(), osgViewer-height());
// sets
Dear Peter,
I think that some (older) graphics cards support floating point 2D textures,
but not cube maps.
I'm also aware that even if you do support floating point cube maps, many
older cards can't do interpolation on them. Can you turn it to GL_NEAREST
and see if that makes a difference?
Hi JS,
On Mon, Jan 11, 2010 at 2:41 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
So would you accept a change that pushes the warning disable state at the
start of include/osg/State, disables that warning for the file, and pops the
warning disable state at the end of the
Hello All:
Just did a test on making the ffmpeg thread safe. You should not have
to modify the plugin but here is a cut and past:
extern C
{
int ffmpeg_lock_callback(void **mutex, enum AVLockOp op);
}
int ffmpeg_lock_callback(void **mutex, enum AVLockOp op)
{
static OpenThreads::Mutex
Hello ALl:
Forgot one thing. You must add --enable-pthreads (for unix type
builds and MACs) for your platform. I forget the windows one but do
the --help and look at the thread enabler for your platform.
Take care
Garrett
On Jan 11, 2010, at 12:44 PM, Garrett Potts wrote:
Hello
HI Garret,
Just did a test on making the ffmpeg thread safe. You should not have to
modify the plugin but here is a cut and past:
..
To me this needs to be done at the application level. doing this will
automatically allow for thread safe access to parts of libavcodec that need
it.
Hi,
...
Thanks I decided to add a virtual box with a 32 bit Ubuntu OS and install it
there
Thank you!
Cheers,
Andy
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Hello Robert:
You could wrap it up in there. Is there a singleton entry point to
OSG plugins? If there is a singleton access point that is similar to
something like a plugin init then you could actually put it in the
plugins initialization code.
Take care
Garrett
On Jan 11, 2010, at
2010/1/11 Dominic Stalder dominic.stal...@bluewin.ch
camera-attach(Camera::COLOR_BUFFER, image.get(), 0, 0); --
camera-attach(Camera::DEPTH_BUFFER, image.get(), 0, 0);
Well you are trying to attach a depth texture to the color buffer, that's
not going to work.
Try
Hi Dominic,
AFAIK, the png plugin does not support writing depth image. Try the tiff
plugin in svn/trunk ; a recent submission made it write depth images, and it
works for me.
Mourad
On Mon, Jan 11, 2010 at 4:17 PM, Dominic Stalder dominic.stal...@bluewin.ch
wrote:
Hi there
I have the
Hi,
I am trying to do the same. I noticed two methods of Texture2D.
texShadowMap-setShadowComparison(true);
texShadowMap-setShadowTextureMode(Texture2D::LUMINANCE);
what are these doing? Also, what is to be done to display the depth texture
on screen.
Thanks
Nick
Hi all,
unfortunately the OSG server seems to be down, so hopefully I'm posting this
on the right mailing list...
For my projects I'm using OpenSceneGraph with great pleasure. Recently I had
to switch from Visual Studio (VS) to MinGW because of some incompatible
libraries.
Compiling
Hi Simon
I'm attaching to the depth buffer (look on the right --
camera-attach(Camera::DEPTH_BUFFER, image.get(), 0, 0); ;-)
Thanks anyway.
Dominic
Am 11.01.10 22:15, schrieb Simon Hammett:
2010/1/11 Dominic Stalder dominic.stal...@bluewin.ch
mailto:dominic.stal...@bluewin.ch
Robert,
Thanks for the advice. As a follow up question that may be obvious (forgive
me), how do I enable the clear on the graphics context? I've poked around
and I can't find where this is done.
Per your suggestion, I tried my own brute force clear which appears to
solve the problem but I would
Hi Nick,
ShadowComparison = true
causes opengl to use result of TexFilter(depth_at_texel depth_map_coord_r)
ShadowComparison = false
causes opengl to use TexFilter( depth_at_texel ) value.
To display depth texture on some hud its neccessary to turn ShadowComparison
off. Its kinda tricky
Its still not working with tiff. But I also have problems when I put it
directly into the texture, it doesn't work too.
Any ideas?
Am 11.01.10 22:27, schrieb Mourad Boufarguine:
Hi Dominic,
AFAIK, the png plugin does not support writing depth image. Try the
tiff plugin in svn/trunk ; a
knarf wrote:
I've implemented a feature that is similar to shadow mapping in that I first
have to render the scene from another point of view, and this rendering is
depth-only. I'm not using it for shadows, but this first depth-only pass is
conceptually the same.
Hi Frank
I
Hi Laurence,
Thanks for your tutorial, it's always useful to document things so new
users can get up and running as fast as possible.
Thanks also for your explanations for changes to make. Perhaps some can
be made to the baseline so MinGW users won't have to manually patch
things...
About
Hi,
I've modified a dragger node so that instead of drawing using GL_POLYGON, it
uses GL_LINE_LOOP.
When using polygon mode, I can click and drag the handle - and all is well.
When using any kind of LINE (Strip/Loop etc) the clicks are ignored.
Any idea why this might be? I added debug
Hi,
I have a scene setup with a texture attached to a camera which is setup
for pre-rendering.
In my scene I set the viewport for the RTT camera to the dimensions of
the texture. Despite having done this, the viewport for the RTT camera
is being inherited from the main scenes camera, i.e. if the
Hi Robert,
On 5/01/10 9:26 PM, Robert Osfield wrote:
I've done a quick read of you proposal and it sounds good. For
convenience perhaps adding a getIntProperty(), getFloatProperty() etc.
methods might be appropriate, or perhaps one could use the bool
getProperty(const std::string, Property)
Thanks Wojciech,
what I am after is , I implemented a shader for light lobes and I want to
use shadow map technique to avoid lightening behind obstacles. I might have
more questions. If you have some hints, then please drop them
Nick
http://www.linkedin.com/in/tnick
Sent from Ünalan, İstanbul,
Hello
I'm trying to make a GPU texture loading strategy based on an osg::Image.
I maintain update bounds in a derived MyImage class in a setData method and
would like to use glTexSubImage in order to update local Image changes so I
implement a coupled Subloadcallback in order to do that.
But I
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