Hi,
Nevermind. I've found my mistake. I was just wondering why it didn't work and
the texture can't be loaded from the shader. It's all because my own stupidity
of using sample2DRect instead of sample2D. And I've just found out that the
base texture from an ive is actually pre-determined as
Hi Jens,
On 04/02/11 18:05, Jens Orthmann wrote:
Hi serkan, hi J.P.,
Here is a link to a simple example solving your problem:
http://www.cg.informatik.uni-siegen.de/data/Downloads/svt/osgComputeDemoApp.zip
We render a rotating cow into a texture then run a cuda-kernel and display the
result
Hi,
thanx i have included the /usr/local/lib/ in PATH env variable and its working
now:)
Thank you!
Cheers,
jamil
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Hi,
i use animation path for moving a geode from one point to another ,(from its
position to a target position acquired by picking)
It works but , once the animation has finished (target position is reached), il
seems that callback is still running ... and the result is i can move anymore
Hi,
Thank you very much! This solved my problem.
Cheers,
Serkan
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Hi Felix,
Something odd must be going on with the scene graph should be
independent from any state, there should be no reason that state
should be applied before geometry calls. If there is a problem then
changing the order is probably just masking the issue.
Could you explain the role of
Hi Cedric
Thanks for checking out my model, sounds like good news to me. I was worried
there was something inherently wrong with the model (like too many bones
etc). I plan to split the animation into individual animations to make
them easier to play and perhaps do some work on blending etc. So
Hi Heiko,
I'm afraid I can't work out what is going on from your description so
the best I can do is provide some general suggestions.
First up only polygonal meshes can be interested by
LineSegmentIntersector, so point clouds and lines will not return
intersections.
Secondly the intersections
Hi Vincent,
I'm afraid the osg::AnimationPathCallback doesn't have a callback to
inform you when the animation is finished, so you'll have to subclass
from AnmationPathCallback or write your own callback to implement
this.
Robert.
On Mon, Feb 7, 2011 at 12:43 AM, vincent sauvage
Hello,
I'm using osgWidgets and I have a hierarchy that starts with a
osgWidget::Frame, and it has other widgets inside. This is the hierarchy:
Frame
| Box
| | Frame
| | | Box
| | | | Canvas
| | | | | Frame
| | | | | | Box
| | | | | Frame
| | | | | | Box
| | |
Hi all,
I think SoftShadowMap doesn't unload the shader when unloaded.
The root node of my scene is a ShadowedScene.
I guess without assigning a ShadowTechnique the default GL rendering
pipeline is used.
When creating and setting SoftShadowMap as technique shadowing takes
place and the
Sorry, partially sent by accident ...
Hi all,
I think SoftShadowMap doesn't unload the shader when unloaded.
The root node of my scene is a ShadowedScene.
I guess without assigning a ShadowTechnique the default GL rendering
pipeline is used.
When creating and setting SoftShadowMap as
Hi,
I am really newbie in OSG. Here is one simple question I want to ask:
How can I create a camera and set its position to (0,0,0) in the world and set
it as the viewer default camera to render?
Any example of using camera?
...
Thank you!
Cheers,
Nan
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Hi all,
I am currently working on getting multi-touch working on Linux with MPX
(XInput2), and I would like to use this new system for my events. But with
XInput (or also with Windows 7), I am receiving all the events separately,
so what's the best approach to feed the
Hi,
Wow, I can't thank you enough for the great response!! You answered my
question perfectly and pretty much nailed the situation. I in fact have a
pre-osg 1.x app and I upgraded it to 1.0.0 about 2 and 1/2 years ago when I
first became familiar with it. I agree with you. From what little
Hi,
I'm looking for a way to visualize an image (dimensions somewhere between
640x480 and 1280x960) from a calibrated camera + a dense depth map (estimated
from a stereo pair). With this information, i can compute the 3D coordinates of
the regions that produced each pixel, and I'd like to
Hello dear OSG-community,
We are in need of assistance from an experienced OSG software engineer to help
us port the visual and rendering subsystem of a driving simulation application
from OSG 1.0.0 to OSG 2.8.3. The current code base makes use of SceneView and
Producer. We would be looking
Did you have a look through the numerous examples both with the source and on
the OSG Web site or search the mail list as this is a common question and
should be the first thing you really do
Also there are 2 very good books out available that will take you through the
basics of OSG
Newest
Hi,
I could not fine source code on this topic.
I tried these code, but nothing rendered, what is the problem?
Code:
osg::Node* tankNode = NULL;
osg::Group* root = NULL;
osgViewer::Viewer viewer;
osg::Vec3 tankPosit;
osg::PositionAttitudeTransform* tankXform;
Hi,
even if I do a simple osgdem -- TERRAIN convertion to osg, i got some stranges
lines under the created shape
how can I avoid thoses artifacts ?
Thank you!
Cheers,
Julien
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Ok,thanks alot Robert.
But could you tell me how to set current viewer's camera's position?
Thanks again。
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Hi Nan,
On Mon, Feb 7, 2011 at 2:03 PM, Nan WANG nan.c...@gmail.com wrote:
Ok,thanks alot Robert.
But could you tell me how to set current viewer's camera's position?
If you use a CameraManipulator then you'll set the position via it,
the default home position of which can be set via:
Hi,robert
I will look into these libraries.
Thank you!
Cheers,
Nan
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The PATH env variable should really only contain the paths to shared objects
and executables (i.e. /usr/local/bin). LD_LIBRARY_PATH should be set to
/usr/local/lib instead...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
On 2/7/2011 5:00 AM, Stefan Walk wrote:
I'm looking for a way to visualize an image (dimensions somewhere between
640x480 and 1280x960) from a calibrated camera + a dense depth map
(estimated from a stereo pair). With this information, i can compute the 3D
coordinates of the regions that
On 7 Feb 2011, at 17:06, Chris 'Xenon' Hanson wrote:
On 2/7/2011 5:00 AM, Stefan Walk wrote:
I'm looking for a way to visualize an image (dimensions somewhere between
640x480 and 1280x960) from a calibrated camera + a dense depth map
(estimated from a stereo pair). With this information,
On 2/7/2011 4:06 AM, Serge Lages wrote:
Hi all,
I am currently working on getting multi-touch working on Linux with MPX
(XInput2), and I would like to use this new system for my events. But with
XInput (or also with Windows 7), I am receiving all the events separately, so
what's the best
Greetings Paul!
Well, if you only have to deal with three mouse points with Kinect that should
be much easier than Smart board. Last year at NAB, I talked to the designer and
he told me that you have to look over eight mouse points at any given time -
that I can remember!
...
D Glenn
Hi Glenn,
Am 07.02.11 12:06, schrieb Serge Lages:
I am currently working on getting multi-touch working on Linux with MPX
(XInput2), and I would like to use this new system for my events. But with
XInput (or also with Windows 7), I am receiving all the events separately,
so what's the best
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi Kumar,
On 02/02/2011 10:33 PM, Kumar Saurabh Arora wrote:
Hi Robert,
I am using 0.18.6 OpenVrml and OSG 2.9.10.
b-create_vrml_from_stream is returning empty nodes for everymodel.(
parse_vrml returns vector of empty nodes)
Does OSG
I'm revisiting my old message here. I have in place a version that uses the
view offset parameter of addSlave in viewer, but I'm getting some strange
results (it appears like a three-point perspective, one per camera ). It's
worked enough to get the system running, but the results are somewhat
Hi Mark,
The osgViewer::View::setUpViewFor3DSphericalDisplay(..) provides a
slave setup of 6 slave cameras that render to texture cube map and a
final slave camera that renders this cubmap to distortion correction
mesh. The cubemap rendering is for full 360 degree view, The source
code can be
Hi,
The problem is I get back a null pointer for options after using this:
osgDB::ReaderWriter::Options* options
=osgDB::Registry::instance()-getOptions();
I am guessing the options string I want is specific to the obj plugin, so do I
need to tell the registry I am using that plugin? To load
I'm looking to implement geometric morphing between two non-identical objects
(with different ploy and vertex counts). I stumbled upon
osgAnimation::MorphGeometry and have been playing with it a bit but have come
to the conclusion that it cannot do something this general; that it implements
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