Hello forum,
I am trying to render the whole scene in a texture and then i shall send the
texture through a fragment program for post processing and then render this
texture
in a screen aligned quad. In some previous posts Robert suggested to look
into the osgdistortion program, and now i am tryi
Murray,
Excellent! I'm glad you got things working...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Murray G.
Gamble
Sent: Thursday, November 25, 2010 10:58 AM
To: OpenSceneGraph Users
Subject:
Hi, thanks you rock ;)
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Hi Robert,
I actually found an example in this mailing list (don't exactly know
where, the link is in my code which i cannot reach now ;)) today which
helped me quite a lot, as it pointed out that I actually had to modify
the viewer camera itself, which was not clear to me before. In fact I
w
HI Alji,
Have a look at the osgparticle and osgparticleeffects examples. Also
have a look at the cessnafire.osg.
Robert.
On Fri, Nov 26, 2010 at 1:18 PM, Alji Simo wrote:
> Hello,
>
> I need to make fire and add to 3dModels.ive .
>
> Please how I am supposed to do that ? where to start ? how ?
Hi Martin,
2010/11/26 "Martin Großer" :
> that is correct with the frame rate. 380 fps is ok, but it is a very simple
> scene. But what happens if I have 150.000 polygons? My apprehension is that
> the frame rate will break down. You wrote there are an approach to render to
> texture only on th
[quote="Frederic Bouvier"]Hi Igor,
did you search in the example folder ? I am sure that more than one use a
pbuffer. More use framebuffer objects.
You can have a look to osgscreencapture
[quote]
Thanks, Fred,
unfortunately osgscreencapture has the same bug. When i call
osgscreencapture.exe axe
Would you believe as I clicked "submit", I thought, "gee, maybe I should have
checked for typos..."?
Actually, I had changed the enumerator in a futile effort to make it work, then
changed it back and must have mistyped.
Anyway, as I suspected, correcting the error made no difference in the e
Hi Igor,
did you search in the example folder ? I am sure that more than one use a
pbuffer. More use framebuffer objects.
You can have a look to osgscreencapture
Regards,
-Fred
- "Igor Galochkin" a écrit :
> I am still stuck. Guys, any suggestions?
>
> My colleague tried to solve the pro
well a very good advice and answer ;)
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Hello,
I need to make fire and add to 3dModels.ive .
Please how I am supposed to do that ? where to start ? how ?
please notice that I am very new to OSG environnement, so any help is welcome :)
Thank you
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Hi,
Even setting the OSG_NOTIFY_LEVEL to DEBUG, everything appears to be OK...
Thank you!
Cheers,
Samuel
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osg-us
Hello Robert,
that is correct with the frame rate. 380 fps is ok, but it is a very simple
scene. But what happens if I have 150.000 polygons? My apprehension is that the
frame rate will break down. You wrote there are an approach to render to
texture only on the gpu. How can I do that? With a G
I am still stuck. Guys, any suggestions?
My colleague tried to solve the problem and came to a conclusion that Viewer
can't render to any offscreen buffer. He tries to render the OSG scene without
using the Viewer, by direct calls to OpenGL.
The following code just creates an Images filled with
Hi Mikhail,
Here is my current texture initialization code:
osg::ref_ptr < osg::Image > physTextureImage = new osg::Image ();
physTextureImage->allocateImage ( 2048, 2048, 0,
GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, GL_UNSIGNED_BYTE );
osg::ref_ptr < osg::Texture2D > physTexture = new osg::Texture2D (
Hi Joel,
> layout (traingle_strip, max_vertices = 3) out;
I doubt this valid GLSL. Try
layout (triangle_strip, max_vertices = 3) out;
instead ;-)
Regards,
-Fred
- "Joel Graff" a écrit :
> Hi,
>
> I've been developing an app in OpenSceneGraph to help me learn
> shaders. One component o
Hi,
26.11.2010 17:11, Luciano da Silva wrote:
I have tried the following code:
osg::State * state = _viewer->getCamera ()->getGraphicsContext ()->getState ();
_physicalTexture->apply ( *state ); // This is the texture to be updated.
osg::Texture::Extensions * ext = osg::Texture::getExtensions
Hi Mikhail,
Thank you very much for your reply.
I had previously tried that method, but with no success.
I am sure i am doing something wrong somewhere.
I have tried the following code:
osg::State * state = _viewer->getCamera ()->getGraphicsContext ()->getState ();
_physicalTexture->apply ( *
Hi Martin,
There isn't a technical problem, just a need of greater understanding
of what's happening in OpenGL and the CPU and GPU. OpenGL has a deep
FIFO buffer than your application put all the required OpenGL tokens
and data into, the OpenGL driver packages this up and send it the GPU.
This p
Hello,
I've implemented a RTT example with osg and I my scene object is the
cessna.osg. Without the RTT-Implementation I have around 4500 fps. But with the
RTT I have only 380 fps. My Texture is 512 x 512. What is the Problem?
I have got a GeForce 470 and a intel processor i7 820. I guess the h
Sometimes when also using TwinView it happened the same for me. As a
temporal hack, I used a WindowSizeHandler, and pressed `f' two times at
the start of the program. I should dive in the code to do it
programmatically.
Take a look at osgViewer::WindowSizeHandler::handle, maybe that
toggleFullscre
Hi,
25.11.2010 22:28, Luciano da Silva wrote:
I believe it to be something on the lines of glCompressedTexSubImage2D,
although i don't seem to find an equivalent method in OSG's Image or Texture
classes.
I have tried about "everything" i could remember, but nothing worked.
You can take a look
Can nobody help me?
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hi guys,
i hope you can help me with my current problem.
what i'm trying to achieve is picking an object from a render to texture scene.
The current structure of my scenegraph is containing:
- a main camera
- a RenderToTextre-camera
- a plane (rendered by the mainCam), which gets it's texture f
What might would work in this case is to create several smaller "sub
volumes" (cubes for example), and tell osg to sort these front to back
for rendering. Then you would still see some overdraw within
individual sub volumes, but not so much among different sub volumes.
_
Hi Robert,
ah, that might be the point: I have to ensure it is not rendered while updating
it. I forgot it's multithreaded at that point :)
Due to the type of error, and when it happens, I think it is a multithreading
issue.
Thank you!
Cheers,
Torben
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Hi Torben,
I can't really know what the problem might be, this type of
multi-threading issue really is something you'll need to debug and
think about at your end. The specific warning you are getting
suggests that ref counting has gone amiss, perhaps a dangling pointer
somewhere.
As a general no
Hi Louise,
Create a simulator requires lots of different skills and tools, so I
don't think you'll be able to find a single tutorial that specifically
addresses just what are trying to do. Instead I think you'll need to
think about breaking the project up into parts and come up with
subgoals in y
Hi Thorsten,
>From your email I can't get me head around what exactly you mean.
There are a series of render to texture examples that are good places
to start when experimenting, osgprerender, osgprerendercube and
osgdistortion all illustrate various ways of settings things up.
Personally I would
Hi,
I eventually abandoned my tries to use GL3. As I stated before, at the time I
tried to use it (under Windows) my conclusion was that the file osg/GL needs
some fixing to work under Windows. I don't know what the state is now (I was
using 2.9.9).
Cheers,
Florian
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