Hi,
Christiansen, Brad wrote:
Hi,
Just 'resubmitting' my issue with a more simple question to see if
anyone has any ideas.
What are the rules with viewport inheritance?
- My understanding is:
If a camera has a viewport set, this is used when rendering the cameras
sub-graph. If it is not
zonk wrote:
Hi,
Is it possible to flatten the geocentric database at specific coordiantes, or
cut out speciffic areas, so the gap can be refilled with a completely flat
area?
Maybe you could also directly alter your input data with the GDAL rasterizer
tool :
Hi,
I use the setProjectionMatrixAsPerspective that performs what I need but the
only problem is when I zoom out too much, my model streches until zoom in to
the previous fovy values. How could I fix this?
Thank you!
Cheers,
Gene
--
Read this topic online here:
Hi David, and thanks for the great explanation! It has been very helpful
I will try to modify or instruct the import plugins of the file
formats I need forcing the association between the maps and the
texture unit meaning then.
Thanks again,
Davide
-- Forwarded message --
Hi Serge,
Robert is right, SDL only provides a very low-level sound API. If you have
several sounds, you need to write your own software mixer.
SDL advantage is that it's very easy to use. Because it's so low level, it does
not have obscure side effects, which is what you want when you develop
Hi Darin,
You can easily create 360 degree image captures in your app by just
creating a series of slave cameras that each take around a 90 degree
portion of the view, the viewports for the cameras can be side by side
so you don't see the seem. Alternatively you can render the slave
cameras to a
Hi,
I found the problem it is not because of the code. I embed my viewer in a
windows form and the form has buttons so when I press arrow keys thse buttos
are being selected when I remove these buttons manipulator gets the keys but I
need these buttons in the form.
Thank you!
Cheers,
Tufan
Hi Robert, Wojciech
my initial guess was that the lengthy draw dispatch of the master view
and failing cull draw parallelism was the result of the same problem.
However, they actually seem to be different problems and I'll focus
first on the draw dispatch.
The master camera draws only a screen
Hi Tugkan,
Tugkan Calapoglu wrote:
Hi Robert, Wojciech
my initial guess was that the lengthy draw dispatch of the master view
and failing cull draw parallelism was the result of the same problem.
However, they actually seem to be different problems and I'll focus
first on the draw dispatch.
hi Jp,
unfortunately that method is easy but very slow. I think it also uses
glGetTexImage.
cheers,
tugkan
Hi Tugkan,
Tugkan Calapoglu wrote:
Hi Robert, Wojciech
my initial guess was that the lengthy draw dispatch of the master view
and failing cull draw parallelism was the result of
Hi Tugkan,
On Thu, Jan 14, 2010 at 12:00 PM, Tugkan Calapoglu tug...@vires.com wrote:
unfortunately that method is easy but very slow. I think it also uses
glGetTexImage.
An operation like glReadPixels and glGetTexImage involves the fifo
being flushed and the data copied back into main memory.
Hi,
Tugkan Calapoglu wrote:
hi Jp,
unfortunately that method is easy but very slow. I think it also uses
glGetTexImage.
You might be surprised. Have you read the threads I linked to? Attach
uses glReadPixels (while doing the FBO rendering, so you don't have to
bind anything yourself later)
Hi Robert,
I am working on an HDR implementation which should work on multiple
channels. The method I use requires average luminance of the scene. If I
use different average luminances for different channels the colors will
simply not match. E.g. in a tunnel front channel will see the tunnel
Hi Tugkan,
On Thu, Jan 14, 2010 at 12:31 PM, Tugkan Calapoglu tug...@vires.com wrote:
I know that getting data back from GPU is slow but 12ms for a 4x4
texture seems extreme.
It's the flushing of the fifo that is the problem, that's why it's so
slow, not the data transfer itself. Once you
Hi Jp,
my initial implementation used osg:Image attached to a camera and it was
just as slow.
I will see what I can do with PBO's.
regards,
tugkan
Hi,
Tugkan Calapoglu wrote:
hi Jp,
unfortunately that method is easy but very slow. I think it also uses
glGetTexImage.
You might be
Hi Robert,
yes one frame latency is OK. Is there an example about the PBO usage?
osgscreencapture seems to be about getting the data from frame buffer
not from an RTT texture.
tugkan
Hi Tugkan,
On Thu, Jan 14, 2010 at 12:31 PM, Tugkan Calapoglu tug...@vires.com wrote:
I know that getting
Hi,
Tugkan Calapoglu wrote:
Hi Jp,
my initial implementation used osg:Image attached to a camera and it was
just as slow.
OK.
I will see what I can do with PBO's.
There is some code in the threads I linked to earlier that shows how to
get data into a PBO using osg's
Hi Tugkan,
On Thu, Jan 14, 2010 at 12:51 PM, Tugkan Calapoglu tug...@vires.com wrote:
yes one frame latency is OK. Is there an example about the PBO usage?
osgscreencapture seems to be about getting the data from frame buffer
not from an RTT texture.
osgscreencapture uses a frame latency when
Interesting. I can't find it either if I search for that subject, but a
search for precompiled headers does turn up a thread with that
subject. I'm searching in the OSG-users Google Group.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859
Hi Adrian,
Just FYI
http://www.gamedev.net/community/forums/topic.asp?topic_id=558794
Yep, I saw the paper, here are a few more links:
The paper itself: http://hal.archives-ouvertes.fr/inria-00443630
The author's page: http://evasion.inrialpes.fr/~Eric.Bruneton/
Looks great, something like
.
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Hi,
So here is my predicament. I am not really a graphics guy at all. The most I
have done is taken a 1 week OpenGL class 10 yrs ago. Haven't looked at it
since. I have been reading and reading and am overloaded with information. On
top of that there is a lot that I just don't understand
This flickering black pixels seems to be related to back facing polygons and
the water shader. Seems to related to the lookup into the environment map
cube texture.
Why does the osgOcean_EnvironmentMap cube texture get used for back facing
polygons but not for the front facing? A comment in
I'm trying to dump the scene-graph.
osgDB::writeNodeFile() writes geometry/colors ok,
but (OSG 2.9.6) omits texture objects.
Eg, when running osgviewer on the dumped .osg file,
textures don't appear.
Is this behavior of writeNodeFile() intentional?
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HI Jim,
Are loading the scene, rendering and then writing out the scene graph?
If so then it's likely that your scene graph as the Texture
UnrefImageAfterApply enabled on them so that once the image data is
downloaded to OpenGL the images get discarded so there's no handle to
write them out to
Here is the original post you were referring to:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-August/015868.html
Erik den Dekker
On 14-01-2010, at 14:50, Paul Martz wrote:
Interesting. I can't find it either if I search for that subject, but a
search for
On 1/14/2010 1:43 AM, Luc Claustres wrote:
Is it possible to flatten the geocentric database at specific coordiantes,
or cut out speciffic areas, so the gap can be refilled with a completely
flat area?
Maybe you could also directly alter your input data with the GDAL rasterizer
tool :
Greetings,
Here's my steps:
I'm creating a compositeViewer with one or more views.
I'm loading a paged database.
While the database is paging, I delete the compositeViewer (thus taking
the context down with it as well as the database pager).
I then create a new compositeViewer and attempt to
Hi Colin,
You make no mention of which version of the OSG you are using. The
DatabasePager and manage of GL objects when destroying contexts has
improved significantly over the past year so the problems you are
seeing may well be already resolved.
Robert.
On Thu, Jan 14, 2010 at 5:00 PM, Colin
Hi,
is it possible to specifiy my polygon outline position and elevation, and GDAL
rasterize code will interpolate correctly that this area is really flattend? or
does it lift up/sink sown all coordinates inside the polygon to the specified
value?
How can I access the new API if now available
On 1/14/2010 10:16 AM, Torben Dannhauer wrote:
Hi,
is it possible to specifiy my polygon outline position and elevation, and
GDAL rasterize code will interpolate correctly that this area is really
flattend?
I'm not really sure what you're asking.
or does it lift up/sink sown all
Robert,
I'm using 2.8.2 and I verified the problem exists in the trunk.
-Colin
On 1/14/2010 12:13 PM, Robert Osfield wrote:
Hi Colin,
You make no mention of which version of the OSG you are using. The
DatabasePager and manage of GL objects when destroying contexts has
improved significantly
my own readFileCallback is not sufficient and
I'll need to modify PagedLod sources too ?
Thanks.
Regards,
Vincent.
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I am working on a VRJuggler project that uses OSG as its scenegraph. I need
to use a PagedLOD for the terrain because of its size. I used Virtual
Planet Builder to generate the PagedLOD and added that PagedLOD to the
scenegraph as a node. The application shows only the lowest resolution
model
Levi Swartzentruber wrote:
I am working on a VRJuggler project that uses OSG as its scenegraph.
I need to use a PagedLOD for the terrain because of its size. I used
Virtual Planet Builder to generate the PagedLOD and added that
PagedLOD to the scenegraph as a node. The application shows
This might sound like an odd question, but is there a way to disable rendering
(no culling and no draw) while still allowing intersections. The reason why I
am asking is because I have a distributed system - i.e. some applications only
performs intersections with the scene without rendering
Hi Jean-Sébastien Robert,
thanks for the feedback!
@Robert:
I've actually written a tutorial that describes how to setup a c/c++
development environment which I'm using to compile OpenSceneGraph. It also
includes the version numbers.
Hi everyone,
I'm new around here, but I'll try to think the questions through, at least for
the first couple of days :)
So, to the point:
I have a scene with a small HUD, and in that HUD a text that is changing based
on some keypresses. What I'm trying to do is, in the event handler, set an
Hi Laurence,
@Jean-S
(1) libjpeg
That's strange, I don't know if mingw32 on ubuntu is using the same
files as on windows. I'm currently not using the offical verison of
MinGW (latest verison 5.1.6,
http://sourceforge.net/projects/mingw/files/) because it is using a GCC
compiler version
Hi Guy,
This might sound like an odd question, but is there a way to disable rendering
(no culling and no draw) while still allowing intersections. The reason why I
am asking is because I have a distributed system - i.e. some applications only
performs intersections with the scene without
Guy Volckaert wrote:
This might sound like an odd question, but is there a way to disable rendering
(no culling and no draw) while still allowing intersections. The reason why I
am asking is because I have a distributed system - i.e. some applications only
performs intersections with the
Chris 'Xenon' Hanson wrote:
It doesn't do any blending into the surrounding areas. That's the higher-level
functionality that my library adds.
Something simple I tested and which helps producing a smooth blend is to
upsample the elevation, rasterize your polygon, then downsample back to
Hi community,
I have some shader that does some lighting in the scene. Now studying
osgShadow and the techniques. I want to a shadow map technique to disable
the lightening of the scene behind obstacles. I have some code done, but not
working. I need some help, someone experienced with GLSL to
Paul. Thanks for the advice.
What I ended-up doing is overriding the void ViewerBase::frame(double
simulationTime) function. Depending on the state of a rendering flag, I either
call or don't call the renderingTraversals() function.
Hopefully, that won't cause any other issues.
Cheers,
Guy
On 1/14/2010 12:52 PM, Luc Claustres wrote:
It doesn't do any blending into the surrounding areas. That's the
higher-level
functionality that my library adds.
Something simple I tested and which helps producing a smooth blend is to
upsample the elevation, rasterize your polygon, then
jterpstra wrote:
1) Is this type of integration even possible with QT?
Yes, you can embed a OSG view into a Qt frame, dock window etc.
There are two ways to do this shown in the osgViewerQt example.
Adapterwindow is easiest, the oosgwidget needs a little fix on windows to stop
a redrawing
Hi Nick,
This is not really an answer to your question, but for my application
I used an attenuation factor (proportional to the squared distance) to
avoid light behind obstacles (obstacles are generally far from my
lights in my application). Maybe you can use one too.
By the way, could
Hi Nick,
Post the troublesome code and elaborate a bit more about the problem. If its
really a minute or two I am sure someone will be able to help.
Wojtek Lewandowski
From: Trajce Nikolov
Sent: Thursday, January 14, 2010 8:58 PM
To: OpenSceneGraph Users
Subject: [osg-users] light lobes and
second post .
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I found some posts later this morning:
http://forum.openscenegraph.org/viewtopic.php?t=3004
http://lists.openscenegraph.org/htdig.cgi/osg-submissions-openscenegraph.org/2009-June/004578.html
(kinda dumb it won't let my post URLs until I have 2 posts arg)
It seams pretty informative and more
Just a follow up question on this, does QT allow a multi-threaded embedded
osgViewer or is it knocked down to single threaded like what happens to
osgViewer embedded in GLUT?
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Those comments were very helpful. I am able to get the VR Juggler
application to display the PagedLOD properly but I still have one problem.
I can only move a set distance around the terrain before the program seg
faults. The line that causes the problem is
Levi Swartzentruber wrote:
Those comments were very helpful. I am able to get the VR Juggler
application to display the PagedLOD properly but I still have one
problem. I can only move a set distance around the terrain before the
program seg faults. The line that causes the problem is
Hi Gene,
On 14/01/10 8:11 PM, Gene Permel wrote:
I use the setProjectionMatrixAsPerspective that performs what I need but the
only
problem is when I zoom out too much, my model streches until zoom in to the
previous
fovy values. How could I fix this?
That is a common effect when you open
Hi,
Thanks for your answer.
In relation to your comment:
I'm still not sure why you want to use a slave? I remember something
you
said about shadows, but don't understand why shadows should differ
between slave/not slave. Pre-render should work fine with just an RTT
camera placed
Hi there.
How do I compile an OSG app, so that it can be run, on another computer,
without the OSG installed (dlls and libs)?
I just want to be able to send my app, for instance, via email, so that someone
may run or test it on another pc, even without having OSG installed on it.
I remember
On 1/14/2010 6:03 PM, Agos Silva wrote:
How do I compile an OSG app, so that it can be run, on another computer,
without the OSG installed (dlls and libs)?
Static linking. It's an option in CMake now, if I recall. I think there are
some
instructions on the OSG web site too, because plugins
Hi,
I've a scene with only a handful of Geodes (under 200).
If I wanted to detect which objects were selected within a 2D rectangle on
screen (think clicking, holding, dragging out a rectangle over the view) -
would a PolytopeIntersector be a good choice?
Code:
osgUtil::PolytopeIntersector
Hi Laurence,
While creating this tutorial I found some minor issues (In the tutorial
I explain how to patch it):
I have just sent the fixes I could come up with to osg-submissions. You
can look at the message here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/6738
You
We have an existing visual simulation that is based on Performer. We know
have to add collision detection with landmasses and the sea bottom. I was
thinking of using OpenSceneGraph to place the vehicles in the world and use
Bullet to do the actual collision detections. At this stage I don't need
Hi,
For the record, I have found a workaround for the issue.
To fix the problem, I did the following the RTT Camera:
ss = rttCamera-getOrCreateStateSet();
osg::Viewport* vp = new osg::Viewport(0,0,textureSize,textureSize);
ss-setAttributeAndModes(vp, osg::StateAttribute::OVERRIDE
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