Hello Guys,
I am a little bit dissatisfied. I want to render into an Image. I need the
pixel data on the cpu memory. That is the reason why I don't use a texture as
target. Anyway I need a higher precision than 8 bit. So I tried to render into
an 16 Bit luminance image. Then I got an OpenGL
[code]
#include osgWidget/Util
#include osgWidget/WindowManager
#include osgWidget/Canvas
const unsigned int MASK_2D = 0xF000;
int main(int argc, char** argv) {
osgViewer::Viewer viewer;
osgWidget::WindowManager* wm = new osgWidget::WindowManager(
viewer,
1280.0f,
Hi,
Thanks for taking time when you shouldn't to see my problem ! ^^
The osg::Light is used is the default one :
Code:
_light = new osg::Light();
osg::ref_ptrosg::LightSource lightSource = new osg::LightSource();
lightSource-setLight(_light);
_sceneRoot-addChild(lightSource);
I only changed
Hi Cyril,
Rather than spend lots of time investigating this issue with the
present osgShadow implementation I would recommend waiting till I have
the new codes checked in. I haven't competed the work yet but have
early results that show that the light space/shadow volume computation
is far more
Hi,
search for hdr in osgprerender and osgmultiplerendertargets examples.
jp
On 12/08/2011 09:54, Martin Großer wrote:
Hello Guys,
I am a little bit dissatisfied. I want to render into an Image. I need the
pixel data on the cpu memory. That is the reason why I don't use a texture as
Hi Robert
I'll wait for next release so, and I'll test this new code and post the result.
Feel free to send me some code if you want it to be beta tested :) (or can it
be tested from the developper svn?)
The situation that makes the bug very visible for me is when moving in a
tunnel, all the
Hi and thank you.
I first tried with the Cmake GUI, but I got some errors. After that, I have
read your answer pointing to command line. I have used the cmake command
line (not without some problems J ):
cmake - OK
make - Error:
make[3]: ***
Hi Hector,
maybe you can try to use the ndk-build command instead of make, and see if
it runs smooth.
If so, probably there's something wrong with the makefile generated by
CMake...
Regarding the osg Android example, the folder structure is the same as the
one of the NDK examples.
Build
HI Mark,
What do you mean by a child being active? The OSG's concept of a
child being active related to which of the children of switch or LOD
is selected for each frame.
FYI, the update traversal has a lazy traversal scheme that only
traverses a subgraph if it contains update callbacks or the
HI Paul,
On Wed, Aug 10, 2011 at 2:38 PM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Hi Paul,
This is expected behaviour as far as I know.
The viewer camera won't return you a viewport if more than one device
context is used (i.e. more than monitor)
Sebastien is correct,
Hi Manu,
As JP suggests, the way to manage this situation is to use an Camera
LOD scale that compenstates from your extreme FOV usage.
If you have control of the paged database generation you could use
screeen space based LOD ranges rather than distances, but most tools
like VPB and osgEarth
Understood, Thanks for the help
Regards,
Paul
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Hi Cyril,
On Fri, Aug 12, 2011 at 12:42 PM, Cyril Bondue c.bon...@cbbknet.com wrote:
I'll wait for next release so, and I'll test this new code and post the
result. Feel free to send me some code if you want it to be beta tested :)
(or can it be tested from the developper svn?)
I'll be
On Fri, 2011-08-12 at 11:09 +0200, Yue Zijian wrote:
[code]
#include osgWidget/Util
#include osgWidget/WindowManager
#include osgWidget/Canvas
const unsigned int MASK_2D = 0xF000;
int main(int argc, char** argv) {
osgViewer::Viewer viewer;
osgWidget::WindowManager* wm =
Thanks a lot for the response.
I looked into osgDistortion where they applied the RTT. What I don't
understand is where/how they are applying the texture in
createDistortionSubgraph. What part of the code is causing the image to
stretch at the edges? I don't see it grabbing a particular
Hello all,
I would like to thank everyone who was able to come to the
OpenSceneGraph BOF this year. I think we had a good turnout, with people
piling up at the door to get a look at some point, and people seemed to
be interested in what we had to present.
I think the addition of a getting
You're correct, J-S -- 3.0.0 also had this issue, my mistake. Thanks for
pointing me to the revision that introduced it, and the CMake variable as well.
-Paul
On 8/11/2011 11:43 PM, Jean-Sébastien Guay wrote:
Hi Paul,
Hi all -- I recently discovered that OSG v3.0.1 appends an 'rd' suffix
Hi Paul,
You're correct, J-S -- 3.0.0 also had this issue, my mistake. Thanks for
pointing me to the revision that introduced it, and the CMake variable
as well.
No problem, I have a good memory for little insignificant details like
this (surprisingly, as my memory for other important things
Hi Alji,
I did end up using MatrixTransforms and the one place where I found them easier
to use (i.e. more logical to achieve the functionality) was where I had to
apply simultaneous rotations around X, Y and Z axes.
Thanks again.
Sincerely,
Sanat
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Hi Paul,
Sorry for my late reply to your post. That is a very good point you bring up
about the units of different objects in a scene. When one uses data from USGS
in VPB to create a terrain, the rest of the objects have to be scaled up or
down to represent their real world size prior to be
On 8/12/2011 11:11 AM, Sanat Talmaki wrote:
Hi Paul,
Sorry for my late reply to your post. That is a very good point you bring up
about the units of different objects in a scene. When one uses data from USGS
in VPB to create a terrain, the rest of the objects have to be scaled up or
down to
I've had this problem before with models that are unit-less. I just
manually scaled the models (as Paul suggests) until they looked right
based on landmarks in the database where the sizes were known. It's an
empirical approach but it's the best you can really do if you don't know
the units of the
Coincidentally that was the approach I was going to take:
Place some object of known size on my terrain and scale the unknown units
object accordingly, sort of digitally 'eyeballing' it. This empirical approach
seems to be the most appropriate way when dealing with objects of unknown units
that
It has worked for us just fine in the absence of data.
Good luck with your effort...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sanat
Talmaki
Sent: Friday, August 12, 2011 2:59 PM
To:
Jeremy Moles wrote:
This is probably the bug where the bounding box of the Text isn't
proper; what version of OSG are you using?
Hi Jeremy Moles, OSG 3.0.1, thank you! :)
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