Hi Jason,
On Tue, Jan 19, 2010 at 8:43 PM, Jason Daly jd...@ist.ucf.edu wrote:
If I were to implement an OpenAL AudioSink, I'd imagine you'd want it to be
a plugin (so the OSG can still be compiled without OpenAL). How would you
envision this plugin being tied in to the core? I started on
Hi,
J.P. Delport, yes, on node 2 run osgviewer. I've run osgdem with strace on node
2 and segfault happens because some files don't exist ( these files are
build_master.source and tasks files) on node 2.
I test osgdem copying these files from node 1 to node 2 with scp, and it works,
but I
Hi Samuel,
On Wed, Jan 20, 2010 at 9:09 AM, Samuel Jarque osgfo...@tevs.eu wrote:
J.P. Delport, yes, on node 2 run osgviewer. I've run osgdem with strace on
node 2 and segfault happens because some files don't exist ( these files are
build_master.source and tasks files) on node 2.
Missing
Hi,
Samuel Jarque wrote:
Hi,
J.P. Delport, yes, on node 2 run osgviewer. I've run osgdem with strace on node
2 and segfault happens because some files don't exist ( these files are
build_master.source and tasks files) on node 2.
I test osgdem copying these files from node 1 to node 2 with
Hi,
Does anybody have any clue? how to solve this problem?
Thank you!
Cheers,
Danny
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I'm trying the FBX plugin but I'm experiencing a couple of problems:
1) the model is not correctly oriented (no matter if I export using Y-UP or
Z-UP options within 3dsmax)
2) aniamtions don't start (I also tried to export using the 'bake animation'
option)
Are these features currently
See osgscreencapture example or search for screencapturehandler.
jp
Danny Lesnik wrote:
Hi,
Does anybody have any clue? how to solve this problem?
Thank you!
Cheers,
Danny
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Another thing I also noted is related to transparency: I reduced the opacity
value inside 3dsmax material editor, but the model is always 100% opaque.
Is transparency currently supported?
Regards.
Alessandro
On Wed, Jan 20, 2010 at 10:36 AM, alessandro terenzi a.tere...@gmail.comwrote:
I'm
Hi,
Sorry, I wasn't understanding the example. Well, now I'm going to configure my
system with nfs. When I finish to configure it I will write again.
Thank you very much Robert and J.P. Delport
Cheers,
Samuel
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Hello,
yesterday i wrote a glsl displacement shader:
uniform sampler2D displMap;
void main()
{
gl_TexCoord[0] = gl_MultiTexCoord0;
vec4 tex = texture2D(displMap, gl_TexCoord[0].st);
float displ = 0.3 * tex.r + 0.59 * tex.g + 0.11 * tex.b;
vec4 vertex = vec4(gl_Normal * displ * 5.0 ,
Hi Martin,
You'll need to set the bounding volume of the osg::Geometry to
encompass the displacement by using the Geometry::setInitialBound(..)
method.
Robert.
2010/1/20 Martin Großer grosser.mar...@gmx.de:
Hello,
yesterday i wrote a glsl displacement shader:
uniform sampler2D displMap;
is this meaning the attribute can not be overwritten from the top of the
hierarchy?
is so, does not work for me
Nick
http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey
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Hi,
quite not sure what happens to gl objects when switching QT widget to
fullscreen, I found a solution.
A node visitor calling releaseGLObjects() on drawables does the trick.
Thank you!
Cheers,
Maurice
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Hi,
The problem have been solved. I only had to configure nfs. I must read more
carefully.
Thank you so much!
Cheers,
Samuel
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Hi,
Samuel Jarque wrote:
Hi,
The problem have been solved. I only had to configure nfs. I must read more
carefully.
great to know that it works. If you have some time, please add a page to
the vpb wiki detailing your setup. I'm sure someone will find it useful
later.
rgds
jp
Thank
Hi,
I'm actually in my second year for a diploma in IT. We curreently work on a
group project using OpenSceneGraph.
We're making a turn by turn tactical game. On our map, we want to load some
trees. We have a .obj model (soon .osg) and use osgDB::ReadNodeFile to load it,
and put it in a
Hi,
you dont need to clone the model for this purpose. Use the one loaded with
different MatrixTransforms on top
osg::ref_ptrosg::Node Arbre = osgDB::readNodeFile(modeles/arbre.obj);
for(int i = 0 ; i 5; i++)
{
osg::PositionAttitudeTransform* temp = new osg::PositionAttitudeTransform;
Hello,
I am trying to implement a particle system residing on the GPU using vertex
buffer objects and transform feedback. Currently, my plan for achieving this
looks like this:
1 - Define two VBOs
2 - Render vertex buffer 1 and let a geometry shader update vertex (particle)
positions, size,
Hi,
I use sshf for the shared working directory. It is'nt the fastet solution I
suppose, but its easy to setup.
Cheers,
Torben
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Trajce Nikolov wrote on 2010-01-20:
is this meaning the attribute can not be overwritten from the top of
the hierarchy?
is so, does not work for me
Yes, that is the meaning. However, the top of the hierarchy can use OVERRIDE to
override the PROTECTED state, IIRC.
Can you give an example
well, I fixed it with a shader. But, if this is meant to be protected, then
it shouldnt be overriden I think
Nick
http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey
On Wed, Jan 20, 2010 at 4:50 PM, Thrall, Bryan
bryan.thr...@flightsafety.com wrote:
Trajce Nikolov wrote on
Thrall, Bryan wrote:
Yes, that is the meaning. However, the top of the hierarchy can use OVERRIDE to
override the PROTECTED state, IIRC.
Actually, PROTECTED keeps the state from being overridden.
The default inheritance is INHERIT, which means that state inherits down
the scene graph unless
Hi All,
I have a scene whose nodes are set with a DYNAMIC dataVariance, because they
need to be dynamically modified.
When I first create the scene, it shows up OK in the viewer.
The problem occurs when I remove all drawables from a Geode and try to add
new drawables to the same Geode.
The viewer
Paul Martz wrote:
On a tangent... These really seem like misnomers. INHERIT really
_doesn't_ inherit when the child sets the same state, and OVERRIDE
actually forces inheritance to happen. So if I were going to rename
them, I'd have something like this:
old namenew name
INHERIT
here was my case. and also this might have something to do with lazy state
update
the top node has 3 textures assigned
the children only one with setting 0 and protected
I was expecting the child to have only one texture, but it inherits the
additional textures from the top node as well. So I
Trajce Nikolov wrote:
here was my case. and also this might have something to do with lazy
state update
the top node has 3 textures assigned
the children only one with setting 0 and protected
I was expecting the child to have only one texture, but it inherits
the additional textures from
Robert Osfield wrote:
I have been thinking about the potential of an osgAudio library that
abstracts away from the implementation details of OpenAL and keeps the
door open to multiple implementations, and then within this have some
form of registration of the audio implementation, then the audio
Hi Jason,
that is what I exactly did. I put the PROTECTED there becaouse the parent
has OVERRIDE set on it. Did not worked :-) ...
Nick
http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey
On Wed, Jan 20, 2010 at 6:23 PM, Jason Daly jd...@ist.ucf.edu wrote:
Trajce Nikolov wrote:
Hi,
Well this doesn't work ^^...
I tried, and only one tree appears, but if a do :
for(int i = 0 ; i 5; i++)
{
osg::PositionAttitudeTransform* temp = new osg::PositionAttitudeTransform;
temp-addChild(osgDB::readNodeFile(modeles/arbre.obj));
temp-setPosition(myPos);
well, I can not see why it shouldnt work. Are you setting different
positions in the loop ?
Nick
http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey
On Wed, Jan 20, 2010 at 7:02 PM, Guillaume Saby luckybo...@hotmail.frwrote:
Hi,
Well this doesn't work ^^...
I tried, and only
Robert,
Here is a sample program that crashes when loading earth.ive the second
time. I'm using OSG 2.8.2.
Thanks,
Brett
main()
{
std::string modelPath = earth.ive;
// create a scene graph (and keep it around).
osg::ref_ptrosg::Node modelNode =
Hi Brett,
You really should learn to use ref_ptr's, manually deleting ref
counting objects is dangerous and only possible Viewer as I haven't
put the destructor private to allow one to construct the Viewer on the
stack for convenience, not to allow delete...
That sermon aside, could you please
Does anyone have any suggestions for showing a live mouse selected region on
screen?
Currenlty for selecting areas near the ground I create a transparent plane just
below ground level, do a linesegment intersect and then draw a polygon on the
plane at the intersection points.
But I now need
I have done this before with selection buffer
Nick
http://www.linkedin.com/in/tnick
On Wed, Jan 20, 2010 at 10:47 PM, Martin Beckett m...@mgbeckett.com wrote:
Does anyone have any suggestions for showing a live mouse selected region
on screen?
Currenlty for selecting areas near the ground
Hi all -- I'm trying to find a way to set a Uniform to a different value
depending on the display. In a multi-display environment, this uniform
variable would have a different value depending on which display is
being rendered to. Ideally, this should support osgViewer as well as
other viewer
Hi,
- The boundingBox() method of the osg::DrawPixels is implemented, but a bit
wacky as it is based purely on pixel dimensions and will in general be
completely wrong. This throws off camera bounding box calculations badly. For
example a 200x200 pixel image is given a BB of 200x200x200 units
Hi,
I forgot to mention that I am also calling releaseGLObjects on the
viewer.
i.e. When I show the window, if I already have a GraphicsWindows I call:
if(m_gw.valid()) {
m_viewer-releaseGLObjects();
m_gw-close();
}
I then create a new graphics window and set it on the viewer:
When running on Windows 7/Vista using accelerated graphics, and when resizing a
window, an MFC OSG window flashes a lot and phantom bits of the window frame
are left behind while resizing. The same is seen when using an MFC CRectTracker
and TrackRubberBand on the OSG 3D window, the old Rect is
Hello Andrew,
When running on Windows 7/Vista using accelerated graphics, and when resizing a window,
an MFC OSG window flashes a lot and phantom bits of the window frame are
left behind while resizing. The same is seen when using an MFC CRectTracker and
TrackRubberBand on the OSG 3D
I think this answers my question , at least regarding trying to use
CRectTracker.
From http://www.opengl.org/pipeline/article/vol003_7/
GDI is no longer hardware-accelerated, but instead rendered to system memory
using the CPU. That rendering is later composed on a 3D surface in order to be
So this now begs the question.. how to draw a nice zoom box using 'pure'
OpenGL/OSG since I can't use CRectTracker/GDI
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Hi all,
Disney has released some of their tools as opensource. No idea if it's
relevant here but the slashdot article,
http://tinyurl.com/ydctxqd
seems to be fully buzzword compliant:
3D
texture mapping
BSD licence
open source 3D graphics
Now back to lurking.
Andrew
Trajce Nikolov wrote:
I have done this before with selection bufferNick
Erm - can you elaborate a little?
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Paul Martz wrote:
Alternatively, it seems like I could use a cull callback to set the
Uniform directly in osg::State. But there doesn't appear to be a public
method for this. Am I missing something? This would certainly be the
easiest and most efficient solution, and would work for any viewer
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