Hi,
have a look at the render to texture examples (grep for attach). You
create an RTT camera, attach your RGB texture as input, create an RGBA
output texture and attach this as the output, then in a shader do your sums.
jp
On 31/05/10 18:15, alessandro terenzi wrote:
I have an Image
Hi,
see below...
On 31/05/10 22:58, José Carlos Ruiz wrote:
Hi community!
I'm José Carlos. Since a few months I'm using OSG, but now I've a problem
trying to render a scene with a orthogonal view.
There are not problems with Perspective or Frustrum, but when I change to
ortogonal the scene
Hi,
On 01/06/10 07:48, Ulrich Hertlein wrote:
Hi Osman,
On 29/05/10 23:38 , Osman Hancer wrote:
then converted BGR to RGB color format by
cvCvtColor( cvImg, cvImg, CV_BGR2RGB );
then I used setImage to do the actual conversion.
osgImg-setImage(cvImg-width,cvImg-height, 3, GL_RGB, GL_RGB,
Hi,
I have some question about texture into OSG.
I would like to save the 3D model by serialization. All it works except the
texture. Indeed, I don't know how get and export texture and after import in
order to loading my model.
And if it's impossible, I just want the name and the path of
Thanks,
anyway I need to add the alpha channel only during a preprocess stage while
the shader approach will do it every time I draw a frame, I guess.
I found a post that suggested to 'change/set' the internal format to
something like RGBA if the image is not already in that format, but then I
Hi,
On 01/06/10 09:19, alessandro terenzi wrote:
Thanks,
anyway I need to add the alpha channel only during a preprocess stage
while the shader approach will do it every time I draw a frame, I guess.
You can e.g. put the RTT camera under a switch and switch it off after
the first frame. The
Hi Loic,
to work with the textures of your model, 'osgconv' is probably the good
tool:
osgconv -O OutputTextureFiles file.ive file.osg
To know more about one format you can use this command:
'osgconv --format FILE_EXTENSION'
and
'osgconv --formats'
to see the full list of avalaible
Hi,
On 01/06/10 10:01, alessandro terenzi wrote:
You can have a different image format (CPU) than texture format
(GPU) and OpenGL will do some conversion (sometimes slow) when
copying. E.g. an RGB texture can be read into a LUMINANCE image and
OpenGL will then unhelpfully by
Hi,
I use VirtualPlanetBuilder for my internship project. I have to describe in my
internship report the opportunities offered by VPB but I can't find
documentation.Could you tell me if you found documentation or explained me the
features of VPB, the data formats it supports, etc.?
Thank
Hum,
actually the path into the osg model is absolute and therefore bad. The osg
model comes from 3ds model, and maybe when it's converted, I must force to
create relative path rather than absolute.
Otherwise, it seems that is working with osgconv.
I will try it :)
Cheers,
Loic
Hi Jimmy,
The OSG doesn't support general multi-threaded update, you have to
serialize all the updates and make sure they happen during the update
phase of the frame.
Support for general mult-threaded update would complicate the scene
graph design, implementation, usage and have a big hit on
Hi Lucie,
The documentation for VPB is still rather sparse, but you can find it from :
http://www.openscenegraph.org/projects/VirtualPlanetBuilder
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/UsageExamples
Do you want to create an application that takes the model and output a new
model? Or do you want to create something that changes the model at input
time in an application?
Well, I need to change the model just once before using it (I mean I could
either show it in a viewer or save it to
Hi,
Indeed, I had seen this documentation but it does not explain in detail what
can do VPB. I thought rather a documentation a bit like osgEarth. Otherwise, I
was referring to input source files that may support VPB. I would have liked if
for example we can show the latitude and longitude of
On 31 May 2010 11:26, Alessandro Terenzi a.tere...@gmail.com wrote:
I'm am adding support for opacity, reflection and lighting maps to the FBX
plugin...so far I've got good results and I'm going to post the new code as
soon as I've reviewed and 'cleaned' it ;) by the way how and where should I
Hi,
On 01/06/10 10:45, alessandro terenzi wrote:
Do you want to create an application that takes the model and output
a new model? Or do you want to create something that changes the
model at input time in an application?
Well, I need to change the model just once before using it
Thanks, I'll try your suggestion.
Alessandro
On Tue, Jun 1, 2010 at 11:01 AM, J.P. Delport jpdelp...@csir.co.za wrote:
Hi,
On 01/06/10 10:45, alessandro terenzi wrote:
Do you want to create an application that takes the model and output
a new model? Or do you want to create
Just reporting a compile problem in OSG trunk in osgQt. See compiler
output bellow.
The problem was noticed on Qt 4.4.0. While it is not present on some
more recent Qt versions.
Probably broken compatibility with older Qt.
John
Scanning dependencies of target osgQt
[ 98%] Building CXX object
Hi,
does the picker find geometry on the whole screen or just a small area?
What happens with the standard osg models (cow.osg and cessna.osg)?
Did you change group-addChild(scene.get()); ?
See what happens if you add:
Hi John,
I believe that osgQt has probably failed to build now rather before as
previously osgQt required QWebKit to be installed, but this
requirement has now been relaxed by moving the QWebKit integration to
entirely within the include/osgQT/QWebViewImage.
Alas, in my refactor I clearly didn't
Hi,
I'm having troubles implementing hardware animations...
I load the skeleton and animation from bvh file. I get the matrixs as follows:
Code:
osg::Node* boneNode =
checkName(skelroot.get()-asGroup(),animList[0]-getChannels()[i]-getTargetName());
boneMatrices[i] =
Hi Robert,
now fixed. Works excellently. Thanks. There are just few warnings (see
bellow).
Anyway, works now. Thanks,
John
[ 97%] Building CXX object
src/osgQt/CMakeFiles/osgQt.dir/QFontImplementation.o
Linking CXX shared module ../../../lib/osgPlugins-2.9.8/osgdb_bvhd.so
[ 97%] Building
Hi,
OSG Inventor plugin is excellent. However, while reading an inventor file, the
sub-nodes lost their names which exist in *.iv file. This can be solved in this
way:
In /src/osgPlugins/Inventor/ConvertFromInventor.cpp
void
ConvertFromInventor::ivPushState(const SoCallbackAction *action,
Hi Tan,
If you want you changes merged you'll need to post the full modified
file to osg-submissions.
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol
Cheers,
Robert.
On Mon, May 31, 2010 at 8:35 AM, Tan Dunming tan_dunm...@foxmail.com wrote:
Hi,
OSG
Hi Tan,
Note, if you do not want to change the internal scene structure in the file, do not use
osgconv which may optimese and change it. Try to use osgDB::writeNodeFile
instead.
You can set OSG_OPTIMIZER=OFF before running osgconv if you don't want
any optimization. The default setting is
Thanks Alessandro, I've repeated the crash bug and sent a fix for it to
osg-submissions
On 1 June 2010 11:13, alessandro terenzi a.tere...@gmail.com wrote:
I apologize for the model I tried to upload (it was too big...sorry). I'm
sending a zip now...
Alessandro
On Tue, Jun 1, 2010 at 12:03
Anyone want to hire me? :)
-Nick
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
would you have a look at them before submission?
Sure, I'll have a look.
One last note: I'm still experiencing problems regarding Y-up and Z-up
options...it looks like that models are always oriented in the wrong way if
viewed with osgviewer...any idea?
Which way 'up' goes is a contentious
Hi,
At this time I just found that malfunctioning. The first thing I noticed is the
use of LayeredTexture but obviously this is not the problem from what you say.
The problem is in the export C4D tool, but it is unclear where he is. Apart
from the use of LayeredTexture, the two files seem
Thanks, I think you has not read the last post edit
Edits only affect the forum, not the mailing list (that's how many of the
old-timers read these messages) so you're correct, he probably wasn't able
to see that part
For that reason it would make sense to disable forum edits IMHO...
Hi David,
I am already on Linked In. And thanks
-Nick
On Tue, Jun 1, 2010 at 9:36 PM, David Glenn david.e.glenn@navy.milwrote:
Hi,
My best advice is to register on linked-in! I know some head hunters, and
staffers that look for graphic programmers there!
This was pointed out to me
Hi all,
Thank you for your answers.
My image is 3 BytesPerPixel (24 BitsPerPixel) I am sure of that.
I chganged r to 1 or data type to IPL_DEPTH_16U and IPL_DEPTH_32U nothing
changed.
Do you have any other ideas?
Thanks jp for the tip I will use it.
Osman
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