Hi Neil,
The OSG places the plugins in an osgPlugins-version directory, while
the libraries will be placed in the lib (for .lib) and bin(for dll's)
directories respectively. This should be the same for your build from
source as for the pre-built binaries, the link to the pic you attached
doesn't
Hi,
Thanks. But can you please tell me how to check using osgpick.
Thank you!
Cheers,
Vijeesh
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http://forum.openscenegraph.org/viewtopic.php?t=4673
That's working!!! Finally! :D
I installed the ffmpeg plugin and loaded the movie with .mov.ffmpeg
extension. As you said before, the code is correct... only a plugin
problem.
Only the audio is not playing... but that's no much
Hello,
that is bad. :-(
So, I want to blend (for example add) textures iterative.
Here in pseudo code:
while(1)
{
Tex0 = Tex0 + Tex1; // Tex0 + Tex1 is calculate in a glsl shader
}
Thanks for your tips.
Cheers
Martin
Original-Nachricht
Datum: Tue, 22 Feb 2011 08:58:05
Hello,
Additionally, I do this with rtt into a image, but it is to slow. And now I
want to do this into a texture and that is my motivation.
Cheers
Martin
Original-Nachricht
Datum: Tue, 22 Feb 2011 11:06:03 +0100
Von: Martin Großer grosser.mar...@gmx.de
An:
Hi all,
I'm using osgOcean and placing a model in the middle of the ocean, this
model has some material properties (its basically a .ive file), when i load
the model with osgViewer, its fine, i see all the colors etc. but when i
render it placing it inside the ocean, i loose the features of the
Jean, The Optimizer trick worked pretty well! Memory consumption is to a
minimum now.
Thanks for your help mate!
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Hello,
I think the GameOfLife example probably can work. Yesterday I implement this,
but it doesn't work. Maybe I have a bug in my implementation because now, I
changed the output line of the gameoflife fragment shader code.
Fromt: gl_FragColor = outval;
To: gl_FragColor =
Hi Martin,
Depending on what you need to do, additive blend (as it has already been
suggested) may work fine. Using ping-pong is not an option if you need
to accmulate the output in a triangle basis because it requires a buffer
swap per triangle to guarantee correct results.
Can you be a bit
Hi,
generate your terrain and then run:
osgpick myterrain.ive
then click on the terrain. The values you get would should you the
coordinates of the geometry.
jp
On 22/02/11 11:55, Vijeesh Theningaledathil wrote:
Hi,
Thanks. But can you please tell me how to check using osgpick.
Thank
Hello Juan,
I don't understand the fact that I need a swap per triangle. In the
osggameoflife there is one swap per render pass. So my object is for example a
wall (plane) and I want to add a texture (brush) to this wall like a airbrush.
That is a simple test scenario.
Ok first of all I
Hi Robert,
Here is what is in my C:\OpenSceneGraph\bin
I did add the jpeg62.dll
The include, lib and plugins look OK.
jpeg62.dll
osg71-osg.dll
osg71-osgAnimation.dll
osg71-osgDB.dll
osg71-osgFX.dll
osg71-osgGA.dll
osg71-osgManipulator.dll
osg71-osgParticle.dll
osg71-osgPresentation.dll
Hi,
Thanks. But how can I make out whether it's UTM or FLAT earth or ECEF?
Thank you!
Cheers,
Vijeesh
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Hi, everyone,
i tried to add osg libraries to my iphone project. I compiled the libraries
from git's iphone example. But, after i added them to my project
(libOpenThreads.a, libosg.a, libosgDB.a, blah blah...), i can not compile my
project sucessfully.
i just made a declaration in the header,
Hi,
I've got a server installation that has no GUI environment and I'd like to
compile just osgconv so that no X11 or other GUI-related libraries are
required. Is this possible?
Thank you!
Cheers,
Brian
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Hi Martin,
I don't understand the fact that I need a swap per triangle. In the
osggameoflife there is one swap per render pass.
It depends on what you want to do.
If you are rendering a fullscreen quad and performing some pixel level
operations, then ping-pong textures are OK. This is the case
Hi,
Does the SimpleExample compile+run?
check your build-settings, it looks like that the standard-libs and
-headers are not included. Compare them with the settings of the target
SimpleExample.
cheers,
Stephan
Am 22.02.11 10:48, schrieb Tang Yu:
Hi, everyone,
i tried to add osg libraries
Hi Mahendra,
osgOcean uses shaders for most of it's rendering techniques. By default
osgocean will apply a default shader to all children that are added to ocean
scene. Certain effects like the glare and depth of field shaders and fogging
rely on a shader implementation to ensure that the
Hello Juan,
I think in my case the ping-pong is OK, because I want to render a fullscreen
quad. I developed a texture painting tool which is hardware accelerated. I can
do it very easy with a glsl shader. Only the RTT into the image is the bottle
neck.
I will try the three versions.
1. OSG:
Hi Mahendra,
You need to provide your own resize handler but within it you can call
setScreenDims to resize the framebuffers.
See:
http://code.google.com/p/osgocean/source/browse/trunk/include/osgOcean/OceanScene#255
K.
On 21 February 2011 14:55, Mahendra G.R mahen...@mahendragr.com wrote:
Hi,
I seem to stumbled a lot on osgOcean's shaders. I've got lots of graphics
artefacts because of them. Can you point me to the ones that are actually
working on them? I may need to disturb them a bit with my questions. Thanks. Oh
yea BTW I've successfully made my own bloom shader. Here's the
Hi Bawenang,
To my knowledge all the shaders work correctly.
Can you be more specific?
Regards,
Kim.
On 22 February 2011 13:04, Bawenang Rukmoko ben...@cs.its.ac.id wrote:
Hi,
I seem to stumbled a lot on osgOcean's shaders. I've got lots of graphics
artefacts because of them. Can you
Hello Kim,
Thanks for the reply, i dont think its the problem with the shaders, but
somehow the stateset of my model is being changed (i guess), Is there way to
overcome this problem without disabling the shaders and loosing all those
nice effects, basically my material ONLY has some color
Hi Kim,
Yes, i solved it, my mistake, didnt look at the screenDims function.
Thanks,
Regards
On Tue, Feb 22, 2011 at 2:02 PM, Kim Bale kcb...@googlemail.com wrote:
Hi Mahendra,
You need to provide your own resize handler but within it you can call
setScreenDims to resize the framebuffers.
Hi Bawenang,
Did you manage to load a model by anychance, and get the material properites
(for example color) without changing the shaders?, it would really help me.
Thanks,
Regards
On Tue, Feb 22, 2011 at 2:07 PM, Kim Bale kcb...@googlemail.com wrote:
Hi Bawenang,
To my knowledge all the
Vijeesh,
JP is correct; it will be ECEF on a WGS84 ellipsoid.
Glenn Waldron : Pelican Mapping : osgEarth
On Tue, Feb 22, 2011 at 7:07 AM, Vijeesh Theningaledathil
vije...@nal.res.in wrote:
Hi,
Thanks. But how can I make out whether it's UTM or FLAT earth or ECEF?
Thank you!
Cheers,
For ECEF the vector length should be close to the earth radius. For flat
you'll get heights that make sense ito altitude and probably x/y in
degrees. Not sure about difference with UTM.
Experiment a bit.
jp
On 22/02/11 14:07, Vijeesh Theningaledathil wrote:
Hi,
Thanks. But how can I make
Hi Kim,
I disabled the default scene shader and now the model looks very specular,
though i see some color, does light source has any effect here?,
Thanks,
Regards
On Tue, Feb 22, 2011 at 2:09 PM, Mahendra G.R mahen...@mahendragr.comwrote:
Hello Kim,
Thanks for the reply, i dont think its
No you can't use the glare and dof effects without using a shader, you will
have to write your own shader to account for your material properties. You
can use the default shader as the base and then include your own shading
into that.
btw, im using the osgOcean example file to load my model (does
If you are disabling the default shader then the lighting effects you see
will be the result of the fixed function shading. You should look at the
specular properties of the light and the material and check that they are
not too high.
K.
On 22 February 2011 13:29, Mahendra G.R
Hi there,
I hope someone of you can help me on this issue.
I have a very complicated scene graph, that takes a very long time to be
completely redrawn (200 ms).
But the most frequent use case I have is to redraw only a very small
part of the model at a time
(suppose for example that I would need
Yes, i will do that, thanks for your support
Regards,
On Tue, Feb 22, 2011 at 2:35 PM, Kim Bale kcb...@googlemail.com wrote:
If you are disabling the default shader then the lighting effects you see
will be the result of the fixed function shading. You should look at the
specular properties
Hi Ramy,
Hi Jean, I am looking now at the osgUtil::optimizer and trying to figure out
what options to use, but I do call optimizer with default options after I load
my scene. I don't mind keeping the geometry data but textures take a huge
space in memory while loading them and they need to
Hi all,
Actually, for this kind of problem, it seems more likely that jpeg and png dlls
are not in your path. You may look into that direction.
There not part of the 3rdParty OSG package, as far as I know, only headers and
lib are present.
Cheers,
Manuel
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Hi All,
I found a strange behaviour in a QT application using OSG. On a PC with a
NVIDIA Quadro FX 550 gfx card the CPU usage was 50% just running my qt app with
an osg Viewer.
After several investigation we updated the gfx card drivers to 6.14.12.6705 and
the cpu usage magically fell down.
Hi,
i want to display my Graphics card OpenGL and GLSL supported version as a
string.
I tried to do this by retrieving the contextID from my view window and the use
the GL2Extensions class.
But whatever i try, the contextID is always 0.
I run a single-threaded app and everything is inside my
FYI, I just pushed a fix to make osgEarth work correctly with
--run-on-demand.
Glenn Waldron : Pelican Mapping
On Sun, Feb 20, 2011 at 11:34 AM, Neil Neilson n...@nlneilson.com wrote:
Hi Jean
I tried the --run-on-demand in a .bat file
osgviewer --run-on-demand
Hi, Stephan Irgenfried
You can get it in anything that runs in cull\draw traversals (cull \ draw
callbacks, camera draw callbacks etc), and may be inside viewer realize method
if you subclass viewer.
Cheers, Sergey.
22.02.2011, 18:17, Stephan Irgenfried stephan.irgenfr...@kit.edu:
Hi,
i
Hi Gianluca,
If you new exactly what objects needed updating then you could compute
combined bounding volume of the modified objects in the current and
the previous frame and then project these combined bounding volume
into screen space to find out the region of the screen that will need
to be
Hi Stephan,
If you only have one graphics context the ContextID for this graphics
context will be 0. The OSG uses the C convention of starting at 0 for
almost all arrays.
Robert.
On Tue, Feb 22, 2011 at 3:17 PM, Stephan Irgenfried
stephan.irgenfr...@kit.edu wrote:
Hi,
i want to display my
Thanks Sergey,
actually my case is exactly the exception you mentioned.
I mean, I know exactly the object to redraw (so, its main node in the
scene-graph),
it is opaque and doesn't change size and position (mine is a static scene).
When the mouse is moved over that object, I just need to
Hi Kim,
still no result :( , i wrote two shaders and attached it to my model, and
disabled useDefaultShader flag, but still i see specular hightlight on the
model, exactly like in the water, still some shader working somewhere??
Regards,
On Tue, Feb 22, 2011 at 2:57 PM, Mahendra G.R
Hi Jan,
I think Kumar was talking about a sample project available with OpenVRML.
There is a sdl viewer app provided with OpenVRML (at least in the visual studio
solution file).
Cheers,
Manuel
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Dear all,
I have a geode that is a simple line which I obtain using the function
SetupLine described below. I then modify the position of the end points of
the line durng an update loop.
It all works fine and works as expected so long as the startPos and endPos used
when first setting up the
On Tue, 2011-02-22 at 16:19 +0100, Gianni Ambrosio wrote:
Dear Jeremy Moles,
is there a reason for not updating the size of the Label if smaller than
previous one?
In my own testing back when I wrote it I never had any problems, but
then again osgText has changed a lot since then. If you can
Hi Mahendra,
Regardless of whether there are any other shaders at work, if you attached a
shader to your model it should override any other shaders bound before it.
I don't really know what else to suggest, there are too many unknown
variables for me to diagnose the problem. I don't know what
Hello Antoine,
geometry-dirtyDisplayList();
Try calling
geometry-dirtyBound();
as well. If you don't, the bounds of the geometry are never updated. A
line with both endpoints at the same place will most certainly be culled
by small feature culling, and since you never
Hi Antoine,
Am 22.02.11 17:19, schrieb Antoine Rennuit:
Any idea of what happens? Could that be a bug?
you are missing a geo-dirtyBound().
As osg computes the near- and far-plane from all the boundingboxes,
every frame, your line gets clipped if you don't update the boundingbox
of your
Hi Kim,
i wrote a really simple shader, which does nothing but assign red color to
the model, but i see water like reflections on the model, thats why i'm
confused :( , however, if i run the program with --disableShaders argument,
then i loose all the nice effects and also the specular highlights
Hello guys!
And thanks a lot for such a quick reply! This was exactely it! I cannot
understand that after a month reading and working on OSG I still missed that
point but there you go...
Thanks!!
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Hi Robert,
thanks for the quick reply. I got it sorted out now. I had more than more issue
in my code and things got mixed up. It looks like it takes a few calls to
frame() at start before i can retrieve a valid graphicsContext.
Code:
osg::GraphicsContext* gc =
Hi Sergey,
My overlay node isn't under a camera node, but is it possible that the
overlay projection mecanism is using a camera with subgraph attached to it
and so the update traversal doesn't reach the subgraph ??
Best regards,
2011/2/21 Sergey Polischuk pol...@yandex.ru
Hi, Alexandre.
If
Hello,
My blending version doesn't work.
Parts of the code:
// 1. create RTT-Texture (Rendertarget)
ref_ptrTexture2D baseTex = createRenderTexture(width,height);
// 2. Blend Texture
ref_ptrTexture2D blendTex = new Texture2D;
blendTex-setImage(osgDB::readImageFile(argv[2]));
// 3. Quads
ref_ptr
Hi Stephan,
On Tue, Feb 22, 2011 at 4:45 PM, Stephan Irgenfried osgfo...@tevs.eu wrote:
Hi Robert,
thanks for the quick reply. I got it sorted out now. I had more than more
issue in my code and things got mixed up. It looks like it takes a few calls
to frame() at start before i can
Hi,
Sorry, may I ask where is marchingGPU.h header file?
Thank you!
Cheers,
Nan
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Hi,
That file only contains function prototypes (of functions which exist in cpp
files).
Cheers,
Dženan
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Hi,
I noticed that at least with the Collada and OBJ writer plugins for osgconv,
the original material names do not seem to be used in the output. Instead,
generic names are used. If I use osgconv to output to .osg or .json (plugin
from the osgjs website), the original material names are in
Hi forum,
I am trying to do quite a simple thing. I declared a box geode and as follows:
Code:
boxGeode-addDrawable(new osg::ShapeDrawable(new
osg::Box(osg::Vec3(2.0f,0.0f,0.0f),2*radius),hints.get()));
And then send this geode to a function to do the bump mapping. Inside the
function ,
Sajjadul,
It won't work. You are trying to cast a ShapeDrawable to a Geometry, but
ShapeDrawable does not inherit from Geometry. So the dynamic_cast correctly
returns NULL.
You might want to consider creating your box by hand as a true Geometry
instead of using a ShapeDrawable. See the
Hi,
I would like to use a multi nVidia Tesla GPU server for rendering large OSG
scenes.
Is there a way to do that with OSG ?
...
Thank you!
Cheers,
Alex
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