Hi,
On 13/07/11 17:04, Bolstad, Mark wrote:
For an application that we are developing, I need to be able to render
three different objects into the three color channels separately, then
render to the display. I'm currently using a setup similar to
osgdistortion. The question is how to render
Hi,
I wonder if playing a video texture (from a .MOV file) with OSG for iOS works
the same way as OSG for Mac OS X...I mean, is it enough to build the osgdb_qt
library and statically link to it? Would this work for iOS too?
What about any audio eventually embedded in the .MOV?
Thanks.
Hi,
Am 14.07.11 09:14, schrieb Alessandro Terenzi:
I wonder if playing a video texture (from a .MOV file) with OSG for iOS works
the same way as OSG for Mac OS X...I mean, is it enough to build the osgdb_qt
library and statically link to it? Would this work for iOS too?
Unfortunatley you
Hi,
I am trying to learn OSG for iPhone.
For this I am using the simpleExample on https://github.com/stmh/osg.
Instead of the blue background color I want to load an Image.
I already look at the osgHud.cpp example and I try to use some code lines.
Now, I can see the child-node with geode
I'm glad there's a topic on this! I encountered the same osgText problem
yesterday. I have some osgText::Text labels with their character size mode set
to screen coordinates and their axis alignment set to screen that weren't
showing up when we moved from osg 2.8.2 to osg 3.0.0. As a
Hi,
Thanks for the hint, but it didn't work. I compiled DCMTK with /MD. I know
tried it with OpenScenegraph 3.0, same behavior., Has anyone successfully
compiled OSG with the Dicom plugin?
Cheers,
Bob
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Hi,
I am having some trouble compiling osg for Android...
These are the options I pick with cmake:
Code:
OSG_GL1_AVAILABLEOFF
OSG_GL2_AVAILABLEOFF
OSG_GL3_AVAILABLEOFF
OSG_GLES1_AVAILABLE OFF
OSG_GLES2_AVAILABLE ON
OPENGL_INCLUDE
Dear Zach,
The older post are right. For bump-mapping, you'll need two things: a bump
mapping shader and a normal map texture for each of the objects you'd like to
bump map (assigned to a different texture unit than your diffuse texture, e.g.
unit 1).
The good thing of the scene graph
Hi Jean-Sébastien,
OS : Win64 4go of ram gtx460 1go ddr 5 (latests drivers) compiler vs2010
express
and yes it produce this problem with cow.osg and all official OSG models too
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Hi Mark, JP,
I think easiest would
be to render to 3 luminance textures and then combine in another step
into rgb.
Why not render 3 passes into the same RGB texture but just write to one
channel per pass using color masking? You'd save the combine pass.
J-S
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Hi Issam,
Thanks for the info, things seem in order in general...
and yes it produce this problem with cow.osg and all official OSG models too
Have you tried to make a non-static build of OSG, and test the normal
osgviewer? It may be a problem with osgstaticviewer.
J-S
--
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It looks like the bounding box is not being calculate correctly, but if the
bounding box can be drawn when using SCREEN_COORDS correctly, why can't the
bounding box be returned correctly?
Kurt
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Hi,
On 14/07/2011 14:58, Jean-Sébastien Guay wrote:
Hi Mark, JP,
I think easiest would
be to render to 3 luminance textures and then combine in another step
into rgb.
Why not render 3 passes into the same RGB texture but just write to one
channel per pass using color masking? You'd save the
I like the idea of combining the passes into one, but if I had a blue object
and had to mask it into the red channel, wouldn't it just be black?
I had talked to a professor who had suggested a one-line fragment shader to do
RGB- Luminance and use Color Masking to write into the appropriate
On 07/14/2011 10:08 AM, Bolstad, Mark wrote:
I like the idea of combining the passes into one, but if I had a blue
object and had to mask it into the red channel, wouldn't it just be black?
Yes, it would be black on the red and green passes, but it would show up
on the blue pass. When you
Hi,
On 14/07/2011 16:08, Bolstad, Mark wrote:
I like the idea of combining the passes into one, but if I had a blue
object and had to mask it into the red channel, wouldn't it just be black?
I had talked to a professor who had suggested a one-line fragment shader
to do RGB- Luminance and use
Hi,
On 14/07/2011 16:37, Jason Daly wrote:
On 07/14/2011 10:08 AM, Bolstad, Mark wrote:
I like the idea of combining the passes into one, but if I had a blue
object and had to mask it into the red channel, wouldn't it just be
black?
Yes, it would be black on the red and green passes, but it
Hi Kurt,
osgText bounds seem to be an ongoing issue. There have been some
changes made since OSG 2.8, so you should probably try using the trunk
and see if it behaves differently. Here's some possibly (but probably
not) related reading:
http://www.openscenegraph.org/projects/osg/changeset/12467
Thanks Stephan,
I'll study the possibilities more in depth.
Cheers.
Alessandro
On Thu, Jul 14, 2011 at 10:07 AM, Stephan Huber ratzf...@digitalmind.de wrote:
Hi,
Am 14.07.11 09:14, schrieb Alessandro Terenzi:
I wonder if playing a video texture (from a .MOV file) with OSG for iOS
works the
Thanks Terry, I found that if I use an auto transform with scale and rotate to
screen, user defined axis alignment, and object character size mode, it
displays correctly and picking works.
Kurt
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Hi,
Am 14.07.11 12:04, schrieb Büsra Gülten:
Have you any idea, what the reason could be? Any advice is really
appreciated.
All I can see is that you are creating a finalDrawCallback to save the
current frame buffer into an jpeg file, there's AFAIK no code for
loading an image and adding a
Hi,
I have both OSG 3.0.0 and Qt 4.7 installed, with OSG compiled by mingw.
I so do have read the osgQtWidgets example, but I think that's a complex
example, with too many features.
I'm new in the OSG world, and like very much if can start the Qt and OSG
integration with a very simple
First, there is a good page in the wiki page with Cmake chain and
requirements... and other stuff wich I recomend as a reading before doing
anything.
Second:
NO! caca - OPENGL_INCLUDE
/home/rubn/data/android/gl/khronos_headers/GLES2
NO! caca - OPENGL_LIBRARY
Hi Vitor,
You may have a look at the osgviewerQt example.
Wang Rui
2011/7/15 Vitor Silva vmon...@gmail.com:
Hi,
I have both OSG 3.0.0 and Qt 4.7 installed, with OSG compiled by mingw.
I so do have read the osgQtWidgets example, but I think that's a complex
example, with too many
Hi,
Thanks for the response. Just closing this question off as the issue has
auto-magically been fixed by doing absolutely nothing. I have no idea why it
was so easily reporducable after several machine restarts etc but has now
vanished but I am very happy about it.
Cheers,
Brad
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