Hi Sumit,
mayb you have to update the light direction vector instead of the light
position? I think the LISP shadow ignores light position and only uses light
direction.
Cheers,
Martin
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Hi Chris,
On Sun, May 15, 2011 at 9:45 AM, SkullCheck csklu...@gmail.com wrote:
I've dug into the OSG source code a bit and found the following:
- special osg_* uniforms are maintained in the State class, the ones
of interest are osg_ModelViewProjectionMatrix, osg_Vertex, etc
This are drop
Thank you very much Sergey, hybr and JP for the answers.
Gianni
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Hi scat,
if you need to use OSG with Qt I suggest to try a more recent OSG version. If
you download OSG 2.9.14 you can find the osgQt lib and a osgviewerQtContext
example.
To build OSG on windows I did as follows. Considering you have an osg dir and
you have unpacked the
Hi Summit,
Your problems suggest that the light casting shaodws is not found during
cull traversal.
See debug method:
const osg::Light* StandardShadowMap::ViewData::selectLight ( osg::Vec4
lightPos, osg::Vec3 lightDir )
This it the place in he code where light passed to technique is
Hi Ulrich,
thank you very much for your reply.
I've never encountered that error message before, could you paste your cmake
configuration
command line?
CMake Configurations are setting as your suggestions.
Additional I set the correct path for OpenGLES and CURL-Library.
I also set the
Hi,
I'd like to share a few comments about the OSGExp for Max (I've recently sent
them directly to Farshid, and also on the Delta3D forum, but it's probably
better to share them here).
I see a few limitations right now and the main ones are the following:
- you can only export diffuse and light
Hi,
i would like to get the matrix of my PAT node in a local function?
What is the way of getting PAT matrix?
should i generate a new Matrix using position and attitude of my PAT node?
i tried to cast to MatrixTransform using
myPat-asMatrixTransform();
but it returns NULL so i could not use
Hi Paul,
What I know for certain is this: all shadow techniques stemming from
ViewDependentShadowTechnique (StandardShadowMap, MinimalShadowMap, LispSM)
are not compatible with nested cameras. And its a design flaw. Basically all
these techniques allocate resources per View and views are
Hi,
Am 16.05.11 13:17, schrieb Büsra Gülten:
I have both Xcode 4.0.2 and 3.2.6. But I am trying to build OSG in Xcode
3.2.5 with iPhoneSimulator4.3.sdk. Because Xcode 4.0.2 shows me other errors
like curl.h: No such file or directory, although the libraries are setting
right.
Please
Hi,
I have been investigating the problem a bit and i thought i'd clarify it a
little bit just in case someone with a little more knowledge might get
interested :)
I have been using Blender to create 3ds files and then importing them to osg
using the importer. I have been creating the
Hello
I am wondering how to get position of sub drawable object from
PositionAttitudeTransform.
Two objects are created with osg::Cylinder and osg::Sphere, the I created two
osg::ShaperDrawable...then declare an instance of geode class and attached tow
Drawables to it, finally, added
Hi Wojtek,
Thanks a lot for your pointer. I will see to it.
Cheers
Sumit
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wojciech
Lewandowski
Sent: Monday, May 16, 2011 3:44 PM
To:
Hello,
I am trying to develop an export plugin to osg and ive formats in an external
editor. The editor is using MFC for UI and has a standard (common controls)
dialog at Export As... function. It is compiled with Visual Studio 2005 SP1
(both 32 and 64bit).
When trying to export with OSG
Looking at the source code for computeLocalToWorldMatrix and
computeWorldToLocalMatrix, the node visitor argument is ignored, so it would
seem safe to use these functions and pass NULL as the second argument. I
haven't tried it though.
Cheers,
Tom
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On 5/16/2011 7:39 AM, GuiYe wrote:
The result was as shown in the picture annexed.
Can you tell me how to make terrain smooth?
It is not clear from your request what you want. If you wanted it all
'smooth', don't
load the dem.tif. But I suspect that's not what you really want.
Thank you!
OK - no problem - here is the current version with animations not working. I'm
still looking at the animations - I'll post an update here when thats done.
Cheers,
Damyon
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Attachments:
It looks like a problem with OSG to me. OSG should be using
glVertexAttribIPointer instead of glVertexAttribPointer when dealing with
integer attributes.
See:
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=296704#Post296704
Not sure this is the actual problem but it
Hi,
Here is a simplified version of the code with all of the motion tracking and
camera movement taken out. As the code is right now, my program crashes when
calling viewer done() the first time. If I comment out viewer-realize(), the
program crashes on the first call to viewer-frame(). If I
Hi,
I have checked out the latest OSG revision of the SVN trunk (revision 12417),
compiled to Windows 32 bit with VS2010, and have Qt 4.7.1 installed, and built
the Qt examples as well.
Compiling works. Then I set the osgviewerQt project as startup-project in the
VS Solution Explorer and try
thanks !!!
testing ...
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Hi Claus,
Bitjuggler wrote:
QWidget: Must construct a QApplication before a QPaintDevice
AFAIK this error appears when mixing debug and release libs. For instance OSG
in debug and Qt in release. Give a look at that.
Regards
Gianni
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Looking at the posts It seems somebody uses OSG viewers embedded in Qt widgets.
Could you please give me a feedback regarding my problem?
Thanks
Gianni
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Thanks Laurens!
On Mon, May 16, 2011 at 1:42 AM, Laurens Voerman l.voer...@rug.nl wrote:
Hi Farshid / J-S,
Attached are two modifications to the cmake files:
addition of new source / headers to the cmakelists:
Conversions and Dialogs added in svn rev 180.
FindOSGHelper.cmake:
while
Hi Fred,
I didn't even realize there was a glVertexAttribIPointer... so yes
this does sound like it will be the issue. Either
osg::Geometry::drawImplementation or osg::State will need to be
adapted to detect the use of the interger array and use the
glVertexAttribIPointer. Feel free to dive
Hi Luca,
On Mon, May 16, 2011 at 4:44 AM, Luca Vezzadini luca.vezzad...@gmail.comwrote:
I'd like to share a few comments about the OSGExp for Max (I've recently
sent them directly to Farshid, and also on the Delta3D forum, but it's
probably better to share them here).
I responded to your
Hello Robert,
Here is a simplified version of the code with all of the motion tracking and camera movement
taken out. As the code is right now, my program crashes when calling viewerdone() the
first time. If I comment out viewer-realize(), the program crashes on the first call to
On 5/16/2011 6:07 AM, Wojciech Lewandowski wrote:
Hi Paul,
What I know for certain is this: all shadow techniques stemming from
ViewDependentShadowTechnique (StandardShadowMap, MinimalShadowMap, LispSM) are
not compatible with nested cameras. And its a design flaw. Basically all these
Thank you! That's it :D
It seems to be an error in the CMake files, because I didn't change the
dependencies and use the CMake generated projects, and the project links
against the release AND the debug versions of these Qt libraries (entries in
Visual Studio Project Properties
On 5/16/2011 12:55 PM, Paul Martz wrote:
Understood. This is ViewerBase::RenderingTraversals, where it calls
renderer-cull(). That's implemented internally with SceneView::cull().
I meant the View, not the CullVisitor. Sorry for the mistake.
-Paul
Hi Farshid,
Thanks for the reply; about the new version that can export all maps, that is
surely great news, I'll have a look as soon as possible and get back with
feedback.
Farshid Lashkari wrote:
I have two ideas to help with this issue:
1) Add an option that will use fixed texture
Hi Wang,
Thanks for replying.
Ok. As you know it works but it makes hard to debug the code. If I find a
solution I will post it and I will be looking for any other post.
Thanks again.
Cheers,
Roni
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Hi Luca,
On Mon, May 16, 2011 at 1:57 PM, Luca Vezzadini luca.vezzad...@gmail.comwrote:
I'd say that both options are interesting; the first one is probably more
straightforward, but it's true that the second one opens more possibilities.
What about a radio button in the exporter options to
Robert,
thanks for looking into the txf font issue. Your patch fixed the issue
for me - thanks resolving this so quickly!
I got one report though, saying the txf font is still slightly larger
than it used to be - so some of our text labels don't fit any longer. I
haven't been able to
Farshid Lashkari wrote:
I'd like to avoid the first method, since it introduces a couple issues. As I
mentioned in my last email, how would composite materials be handled? Should
the assigned texture unit for each map type be customizable, and if so, how
would the interface for assigning
Farshid Lashkari wrote:
Should the assigned texture unit for each map type be customizable, and if
so, how would the interface for assigning the texture units work?
About the texture unit - map type mapping, is that something that you
really need on a per-material basis or is it more of a
Hi Farshid,
The second method doesn't necessarily need to be an option. I don't see
any harm in always adding a description string to the stateset. My main
concern is coming up with a format that can be easy to parse.
I totally agree.
I'd like to avoid the first method, since it introduces
Hi Luca,
On Mon, May 16, 2011 at 3:39 PM, Luca Vezzadini luca.vezzad...@gmail.comwrote:
About the texture unit - map type mapping, is that something that you
really need on a per-material basis or is it more of a global definition for
you whole file? I would say it's more a global thing. If
Hi Jean-Sébastien,
On Mon, May 16, 2011 at 3:58 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
In the case of our use of the exporter, we'd want to implement the second
case anyways, as our engine uses specific shaders and a pipeline that the
exporter doesn't (and shouldn't)
We could probably start off with the hardcoded version first, then later on add
the customizable version. Baby steps... :)
About the description syntax, I think the main decision is: is this a
Max-specific feature or do we want it to be generic? Generic would be better of
course but then we
Hi Farshid,
Same here, our application already determines texture units at runtime,
so I personally have no need for hard-coded units. Do you have any
suggestions for how the material description strings should be formatted?
Both your and Luca's suggestions are good, but I think I like Luca's
On 5/16/2011 5:39 PM, GuiYe wrote:
Yes,I want to use vpbmaster to make earth with some dem and Satellite
-Images. How should
I do?
Could you give some suggestion?
You're not asking questions we can answer.
You already have a suggestion that you told us you tried, but I don't
understand
Hi Roni,
FYI, PC John has already provided a solution for osgviewerQt in
CullDrawThreadPerContext mode. You may check out the latest trunk and
see if it could work for you.
Cheers,
Wang Rui
2011/5/17 Roni Zanolli r...@compro.net:
Hi Wang,
Thanks for replying.
Ok. As you know it works but
Hi Jean-Sébastien,
On Mon, May 16, 2011 at 4:56 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Both your and Luca's suggestions are good, but I think I like Luca's
better, as it doesn't assume any ID number (yours has Type_0, Type_1, ...
which seems to suggest a certain
Hi Farshid,
I personally don't need them, but if a hard-coded texture unit option
were to be added to the exporter in the future, then we might as well
add this information to the description string now. If we are 100% sure
that this option will never be added, then I'm fine with leaving this
Hi,
I want to select an object after a picking.
I found how to do picking but i don't know how to get the group that
corresponds to the picked zone.
My scene is composed of simple shapes (shapedrawable, geodes and group).
I want to get the first group in the hierarchy.
Code:
#ifndef
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