Hello,
I set a texture on a big plane with the following lines :
Code:
Image* image = osgDB::readImageFile(resources/textures/sable-jaune.bmp);
Texture2D* texture = new osg::Texture2D;
TexMat* tmat = new TexMat;
tmat-setMatrix(Matrix::scale(100,100,1));
if (image)
{
Hi,
there is a plugin to export from lightwave format *. IVE?
someone what to do?
...
Thank you!
Cheers,
pierre |-)
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you can convert .. osgconv model.lwo model.ive
-Nick
On Wed, Oct 6, 2010 at 2:29 AM, Pierre Bixquert pie...@japp3d.com wrote:
Hi,
there is a plugin to export from lightwave format *. IVE?
someone what to do?
...
Thank you!
Cheers,
pierre |-)
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Hi Adrien,
On 6/10/10 18:07 , BARRAL Adrien wrote:
TexMat* tmat = new TexMat;
tmat-setMatrix(Matrix::scale(100,100,1));
...
Now, I enable my shaders programs, and my texture is scaled to the plane's
size (not repeated).
Here is my vertex shader :
Code:
...
gl_TexCoord[0] =
Thank you very much !!
That works fine, I just had to replace
Code:
gl_TexCoord[0] = gl_MultiTexCoord0;
by
Code:
gl_TexCoord[0] = gl_TextureMatrix[0] * gl_MultiTexCoord0*;
Cheers,
Adrien
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Hi,
I implemented a ping pong rendering in order to reuse a texture processed by
the gpu as input.
But it looks very slow. I have the feeling that setTexture does something like
a copy of the texture and not just a change of the texture index like in
gameoflife.
An idea or a better way to set
Michail Lanam writes:
Hello.
How do i split animations in Blender so they can be exported as separate by
osgExport? Also how do i join multiple object animations in one?
Like, nathan.osg has different animations, not just one continuous animation,
nor he has separate animations for each
Hi Scott,
On Tue, Oct 5, 2010 at 8:41 PM, Scott Shaw scott.s...@survice.com wrote:
Does anyone have a faster method of creating a box selection tool than using
the PolytopeIntersector?
PolytopeIntersector will be pretty efficient. Could you explain what
you mean by faster? Faster to
Hi,
Here the blender file related to nathan
http://hg.plopbyte.net/osgexport/raw-file/b76cc7564847/data/nathan/character.blend
Maybe it will helps
Cheers,
Cedric
On Wed, 2010-10-06 at 10:52 +0200, Alberto Luaces wrote:
Michail Lanam writes:
Hello.
How do i split animations in Blender
Oups...
That seems to work, but that doesn't work... In my previous post I made a
syntax error in my vertex shader, so the shader was disable, that's why my
texture was correctly displayed...
If I well understand, gl_MultiTexCoord0 contain the per vertex texture
coordinate 0 (I found that in
It's ok I finnaly find something that work, using the following lines :
Code:
gl_TexCoord[0].s = dot(gl_Vertex, gl_ObjectPlaneS[0]);
gl_TexCoord[0].t = dot(gl_Vertex, gl_ObjectPlaneT[0]);
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Hi all,
Lets see for example Texture2D. When I use SubloadCallback then
TextureObject would be generated with empty profile:
code
void Texture2D::apply(State state) const
{
[...]
if (textureObject)
{
[...]
}
else if (_subloadCallback.valid())
{
I only found example of render to texture of the camera ...
How I had to do to have multiple render targets? like:
Code:
fragment shader
void main(void)
{
gl_FragData[0] = vec4(1.0, 0.0, 0.0, 1.0);
gl_FragData[1] = vec4(0.4, 0.4, 0.0, 1.0);
}
Thank you!
Cheers,
Aitor
Hi,
I'm trying to set a 3D side by side scene, in which I want to see video and an
object (cessna.osg) for example.
I've manged to create each scene in different files. I've got my 3D side by
side video (by modifying osgstereoimage.cpp example) and i've also got the
cessna.osg object in side
This is starting to sink in. Cameras declared in the scene graph are mostly
fine for me now.
I still have an issue with the Slave camera approach. I'm doing Render to
texture right now. I would like to give it a go with a Slave camera.
I don't have to define a graphics context for cameras
I have fallen to the problems of compile context and sharing lists
(wglShareLists, glXCreateContext(x,x,true,x)).
They share display lists, VBO/IBO, shaders, textures, FBO, PBO.
But how is it with rendering capabilities, e.g. is OSG compile context
and shared OpenGL context guaranteed to have
Hi Fred,
For a slave render to texture Camera you simply assign the same
GraphicsWindow/GraphicsContext from the main window. The osgdistortion
example illustrates this in action.
Robert.
On Wed, Oct 6, 2010 at 12:58 PM, Fred Smith osgfo...@tevs.eu wrote:
This is starting to sink in. Cameras
Hi John,
I would have though WGL/GLX/OpenGL driver would produce an error if
you tried to share contexts that didn't provide the same capabilities.
What problems are you seeing?
As a general note, compile contexts haven't proven to be particularly
portable and wouldn't recommend general
Hi Robert,
I see, sharing context is not so portable...
Anyway, I see them used at least for compile contexts. Does it mean that
compile contexts and background compiling is not recommended to be used
in general? Or at least on Linux and Windows? I had impression they are
used for
Hi John,
On Wed, Oct 6, 2010 at 1:45 PM, PCJohn pec...@fit.vutbr.cz wrote:
I see, sharing context is not so portable...
I implemented them under Linux with NVidia drivers and they worked as
expected, but with other drivers and other OS's reports back from the
community haven't been so positive,
Hi Fabien,
Such high costs when doing boundary equalization are not good news.
Disabling this should be an option, placing this control into
osgTerrain::Terrain would be the appropriate thing to do rather than
just commenting a code path out in GeometryTechnique.cpp.
It would also be good to get
Hi Robert,
We are testing in release build. And we have the same result on windows and
linux.
The high cost is a little bit surprising but i didn't have time to investigate
further.
So, the idea is add a flag on osgTerrain (hum set/getProcessNeigbours maybe?)
Fabien
-Original
Actually I figured out why the PolytopeIntersector was taking forever.
Apparently the intersections it returns with getIntersections() includes
redundant nodes, so I was trying to select the nodes hundreds of times. I just
appended them to a list and checked if that list contained the node
Thanks. Very answered my question.
John
Robert Osfield wrote:
Hi John,
On Wed, Oct 6, 2010 at 1:45 PM, PCJohn pec...@fit.vutbr.cz wrote:
I see, sharing context is not so portable...
I implemented them under Linux with NVidia drivers and they worked as
expected, but with other
Hi Fabien,
On Wed, Oct 6, 2010 at 2:13 PM, Fabien Lavignotte
fabien.lavigno...@vegatechnologies.fr wrote:
We are testing in release build. And we have the same result on windows and
linux.
The high cost is a little bit surprising but i didn't have time to
investigate further.
So, the idea
Hi Scott,
On Wed, Oct 6, 2010 at 2:23 PM, Scott Shaw scott.s...@survice.com wrote:
Actually I figured out why the PolytopeIntersector was taking forever.
Apparently the intersections it returns with getIntersections() includes
redundant nodes, so I was trying to select the nodes hundreds of
Hi Geoff,
Could you provide an example FLT file where the problem is shown? It
would greatly improve our ability to help you.
Regards,
Andreas
On 2010-10-05 21:57, Geoff Rhodes wrote:
Hi,
In looking into this a little bit more, it appears that it is not picking up a
lot of the
Alberto Luaces wrote:
Hi Michail,
In blender, you have to create several different animations in the
Action editor. As for joining/splitting existing animations, I'm not
sure how to do that. Maybe you can copy several channels to other
animation...
--
Alberto
The export works only
Hi Alberto,
Yes Ipo as Action does not works, but you should be able to export ipo
assigned to object. I have added some python script in pokme to merge
ipo with bones animation but after the exporter step.
In blender 2.5 animation system has been refactored so I guess It will
be easier to
I do not get it to work I follow these steps:
Code:
// load texture as an image
imgTexture = osgDB::readImageFile(model/BAKE_OVERRIDE.jpg);
// if the image is successfully loaded
if (imgTexture)
{
imgTexture-allocateImage(3500, 3500, 1, GL_RGBA, GL_UNSIGNED_BYTE);
// create a
Cedric Pinson wrote:
Yes Ipo as Action does not works, but you should be able to export ipo
assigned to object. I have added some python script in pokme to merge
ipo with bones animation but after the exporter step.
And again, suddenly, it comes to the beginning of the thread as i don't see
// load texture as an image
imgTexture = osgDB::readImageFile(model/BAKE_OVERRIDE.jpg);
// if the image is successfully loaded
if (imgTexture)
{
imgTexture-allocateImage(3500, 3500, 1, GL_RGBA,
GL_UNSIGNED_BYTE);
Why are you reallocating space for an image loaded from file ?
Hi,
Back to the first question the anwser is that you can't carry multiple
ipo to an object.
I added extra code in pokme to manage this cases but it's specific to my
pipeline.
I dont remember all the details so best is to look inside pokme project.
Cedric
On Wed, 2010-10-06 at 18:10 +0200,
Hi,
I have wrote a framework that handle hierachic occlusion culling. It work well
but because of lack of performance of waiting asynchronous occlusion query I
wrote a OpenThread::Thread that handle all occlusion query
Code:
class ThreadOccQueries :
public OpenThreads::Thread , public
Hi All,
Yesterday I did a review of Mesa's/sgi GLU implementation to look at
the practicality of merging several GLU implementation directly into
the core OSG. The motivations behind are to make it possible to build
the OSG with the GLU features across all GL targets - including GLES,
and GL 3/4
Hi,
to debug my application I need to stop threading in update/cull traversals,
better threading in osg at all. Is the following code enough, or do I need
more?
viewer.setThreadingModel(osgViewer::ViewerBase::SingleThreaded);
while( !viewer.done() )
{
...
viewer.frame();
...
}
Best
Hi Oliver,
viewer.stopThreading() stops threading and viewer.startTheading() restarts it.
Robert.
On Wed, Oct 6, 2010 at 6:19 PM, Oliver Burtchen o.burtc...@gmx.de wrote:
Hi,
to debug my application I need to stop threading in update/cull traversals,
better threading in osg at all. Is the
Hi,
How I transform angles (pitch,head) in coodinates (x,y) ???
I want draw a sphere and that she follow the movement of my eyes.
I have the angles for simulate the value of movement of my eyes but i don´t
know how transform these in x and y.
Thank you!
Manuel
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Hi Robert, All
Bit more info on this bug, well not so much a bug more be bending the OSG in
funny ways :)
So in the function Texture2D::apply right near the top we have
// get the texture object for the current contextID.
TextureObject* textureObject = getTextureObject(contextID);
Hi,
I'm working on a project that views osg models in a Qt window. I've stripped
down the osgviewerQtWidget example built with 2.9.9 to a single, lightweight
class. I have an odd problem with debug/release though.
In the below code, the windowName assignment causes a crash in release, but not
06.10.2010 21:36, Thomas Hogarth wrote:
What's happening is that I create a texture that is a power of two size up
but modify with a smaller image. So then the above line detects
the modify and says that our textureObject does not match the dimensions of
the image and releases the texture
Hi Christian,
Has anyone ever seen this before? Did I set up my debug/release project
settings incorrectly, or is this something on the osg end?
Sounds like the release build of your app is using a debug compiled OSG.
J-S
--
__
Hi Cedric,
Thanks much, that was very helpful for debugging. Everything is working now.
The problem ended up being that actions added using AddActionAt(...) to add
actions at the zero frame. They seemed to be skipped so that the action is
never activated. If I added a slight amount to the
Hi Robert,
thanks for the answer. Does this mean I have to do
viewer.stopThreading();
viewer.setThreadingModel(osgViewer::ViewerBase::Desired Threading Model);
viewer.startTheading()
to change the model, or does setThreadingModel() imply stop() and start()?
Best regards,
Oli
Am Mittwoch, 6.
You were totally correct. Thank you for your help...
Cheers,
Christian
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Ulrich,
Thanks! That was the solution. I added a setInternalTextureFormat( 0)
before my allocateImage(), and that did the trick.
Phil
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Hi Christian,
You were totally correct. Thank you for your help...
It's a classic mistake that we're starting to be really good at spotting :-)
Glad you got it fixed.
J-S
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Hello All,
I'm using vpb to generate a terrain for a project I'm working on.
And it is fantastic.
I do have one question though, I have a need to 'cut' holes in the
terrain so models can be placed on/into hillsides, or in a hole in
the ground. e.g. a dam in the side of a hill.
I've looked
VPB currently does not support this functionality. There have been other
developers that have proposed or even implemented solutions to provide
something like this in the future. Perhaps they can chime in...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Hi Robert,
on OS X I get a lot of compile errors in mipmap.cpp:
/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:3532:0
/Users/hudson/.hudson/jobs/osg.current/workspace/osg/src/osg/glu/libutil/mipmap.cpp:3532:
error: invalid conversion from 'void*' to
Hi Jamie,
In fact the plan was to switch the frame from int to float, and to be
able to configure the frame resolution. I am a bit busy to take care
about that right now, so any helps is welcome.
Have a try and let me know
Cheers,
Cedric
On Wed, 2010-10-06 at 20:11 +0200, Garrett Cope wrote:
That also has another implication. If you're making a camera manipulator
that needs to modify the projection matrix, then you need to put in some
other mechanism in your own code to get the projection matrix that the
manipulator would calculate to the camera. Because the only thing that will
On Wed, Oct 6, 2010 at 5:04 PM, Eduardo Poyart poy...@gmail.com wrote:
That also has another implication. If you're making a camera manipulator
that needs to modify the projection matrix, then you need to put in some
other mechanism in your own code to get the projection matrix that the
Hi Eduardo,
Ops, it's actually called CameraManipulator... but I've been thinking of
it as a matrix manipulator. Anyway the suggestion is still valid.
It was called MatrixManipulator until recently. That may be why you were
thinking of that.
But the point is that the thing that makes it
J-S,
I tend to agree with you - it feels like a CameraManipulator should be able to
change (manipulate!) the Camera in any way. Also, thanks for catching the
getMatrix vs getInverseMatrix... you're definitely correct, although I'd hope
that anyone writing a CameraManipulator would implement
Hi Tom,
although I'd hope that anyone writing a CameraManipulator would implement both
appropriately, otherwise an interface method is messed up! :)
Well yes obviously. But generally getMatrix() can just be written as
return osg::Matrix::inverse(getInverseMatrix()); and you're done. Since
Hi,
Just thought I should report that I have also come across this issue and have
seen similar issues. I have also commented out the equalization code : )
I will try and make some time to code up a fix in the next few days.
Cheers,
Brad
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