Hi Bo,
ShaderComposer isn't complete, and should be viewed as experimental,
but it's able to do a few composition tasks. The osgshadercomposition
example is a test bed for this feature, unfortunately I've been
swamped with other work so haven't been able to complete the work on
ShaderComposition
Hi Yefei,
The OSG supports multiple render to texture Cameras seamlessly, it
should simply be a case of creating the Camera's and adding the
textures and appropriate subgraphs to them and then using these
textures. The only twist would be that if you are using Viewer slave
Camera then you'll
2011/9/14 蔡少波 beijihu...@126.com:
Hello,I have a question .And I think only you can solve it:
The example picking object have noticed the kdtree and the points in
triangle special. I wan't to know how to uses the triangle
Thank you very much!
Could you please start a new thread to
Hello there,
This is my first post. I'm a college student recently working on a project
dealing with volume rendering. I use osgVolume to render two series of dicom
files. But only one of them with MR modality can be rendered correctly, the
other with CT modality cannot. My questions are:
1. how
Hi Allen,
On Wed, Sep 14, 2011 at 10:12 AM, Allen Wing wanglinse...@gmail.com wrote:
Hello there,
This is my first post. I'm a college student recently working on a project
dealing with volume rendering. I use osgVolume to render two series of dicom
files. But only one of them with MR
Hi,
now vrml plugin works! I can see almost snoman.wrl, but without animation and
withot arms. Probably there is something wrong in the plugin or in the
interface with openvrml libs.
The error are Impossible to find the specified module and no
osg:Animation::AnimationManagerBase found in the
I'm trying different shadows techniques with some simple models and I'm facing
some issues when I try to add shadows to a scene where an object has both a
diffuse and reflection map. By providing some arguments to osgshadow (in order
to change shadow texture unit for example) in some cases I
After wrapping up a project in which I used osgCompute together with
OpenSceneGraph I have some mixed feelings about this library. I shall write
them down below in the hope that they can be of help to the developers and
anybody else that may also bumped to the specific issue. Perhaps/probably
How much faster is using an attribute property versus a uniform when
passing data to a fragment shader?
Paul P.
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Chris 'Xenon' Hanson wrote:
On 9/13/2011 12:44 PM, Ethan Fahy wrote:
Now I just need to find a forum post I saw that shows how to place an
object on the terrain based on an lat/lot...
http://forum.openscenegraph.org/viewtopic.php?t=6734
After reading those postings it looks
Hi Paul,
On Wed, Sep 14, 2011 at 1:14 PM, Paul Palumbo paul1...@yahoo.com wrote:
How much faster is using an attribute property versus a uniform when
passing data to a fragment shader?
That exact difference would depend upon your driver, hardware and
shaders, but in general passing attributes
Hello,
I have a quiet weird problem with Intel Core i5 integrated graphics under
Ubuntu:
When I have an element buffer object, that consists of an byte index array,
followed by an ushort index array, wrong triangles will be rendered. (See
wrong_rendering.png, compared to right_rendering.png).
Hi Alex,
Which version of the OSG are you using? Just prior to the OSG-3.0
release I checked in code that aligned arrays within a buffer object
to 4 byte boundaries, this was done to address problems in Intel
drivers.
Robert.
On Wed, Sep 14, 2011 at 1:35 PM, Alexander Irion
Hi Conan,
Another tool you could use is Remo 3D (www.remograph.com). It's
commercial, but the free demo version works as a viewer and supports
plenty of file formats and an intuitive tree view.
Regards,
Andreas
On 2011-09-13 07:27, Sergey Kurdakov wrote:
Hi Conan,
maybe following would
Can the osgViewer::ScreenCaptureHandler be configured to (render to and)
capture an Intensity-Alpha 32-bit floating point image?
Also, what output file formats in OSG support support 32-bit floating point
output values?
Paul P.
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vec4 worldSpaceCameraPosition = osg_ViewMatrixInverse * vec4(0,0,0,1);//you can
use just translation column(or row?) of matrix instead
vec4 worldSpaceVertexPosition = osg_ViewMatrixInverse * gl_ModelViewMatrix *
gl_Vertex;
vec4 worldSpaceVectorFromCameraToVertex = osg_ViewMatrixInverse *
To answer my own question, yes, the code snippet that I posted does work and
allows me to attach an object to the terrain using lat lon elevation. The next
step is to be able to place an object on the terrain by only giving it a lat
lot and having it figure out the elevation automatically...
Helllo Robert,
we use OSG-3.0 and this time its not the alignment problem, that we had on the
Intel EMGD before.
The offset of the ushort array is 300 - so it is already dividable by 4, I also
already tested with some other alignment values.
With my tests, I verified that the content of the
Looks about right to me. Try it and see if it works for you.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
Contracting.
There is no Truth. There is only Perception. To
On 9/14/2011 7:55 AM, Ethan Fahy wrote:
To answer my own question, yes, the code snippet that I posted does work and
allows me to attach an object to the terrain using lat lon elevation. The
next step is to be able to place an object on the terrain by only giving it a
lat lot and having it
Hi guys,
I am having some trouble inheriting from osgParticle::Interpolator. I don't
inherit from abstract classes often, so forgive me if i've missed something.
My class:
http://pastebin.com/4vy4Vqin
As far as I can tell, the only pure virtual function in Interpolator is the
interpolator()
I'm trying to use a float32 image for a texture in a plugin I have written. All
goes well with the setup (the plugin exits without error) but upon rendering I
get a seg fault. I initially wrote my code to load a BMP file for the texture
to verify that there were no issues unrelated to the
I used NO_DELETE since memory management of the array was handled outside of
the image. When I copy the data to a new array and use USE_NEW_DELETE the seg
fault goes away ... Is there a bug in the NO_DELETE option or am I missing
something?
Thanks,
Paul
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Hi,
I have a .obj file which describes a car. I load this .obj with
osgDB::readNodeFile(myFile.obj), do some operations and finally write the
root node with osgDB::writeNodeFile(output.flt).
Now I noticed that the .obj Y and Z coordinates are swapped in the .flt file.
Is there a way to
On 9/14/2011 10:11 AM, Martin Haffner wrote:
Hi,
I have a .obj file which describes a car. I load this .obj with
osgDB::readNodeFile(myFile.obj), do some operations and finally write the root node
with osgDB::writeNodeFile(output.flt).
Now I noticed that the .obj Y and Z coordinates are
Hi Simon,
As far as I can tell, the definition of class Interpolator is missing a call of
the META_Object macro. The Object class declares additional abstract methods
that you need to override too.
This is against osg-3.0.1 vc9.
Could you try the following:
#include
Hi,
This is a question about legal statement, not technical.
I'm working on a commercial project based on OSG.
I made a dynamic library 3dstuff.dll with all my 3D stuff, this DLL uses OSG.
Can I use static linking of OSG with my 3dstuff.dll to distribute only this
DLL with my executable file
Hi Paul,
On Wed, Sep 14, 2011 at 2:26 PM, Paul Palumbo paul1...@yahoo.com wrote:
Can the osgViewer::ScreenCaptureHandler be configured to (render to and)
capture an Intensity-Alpha 32-bit floating point image?
Also, what output file formats in OSG support support 32-bit floating point
Hi Alex,
Oh well... sounds very much like a driver bug then.
Perhaps the best thing you could do is pre-process your scene graphs
so that they only contain a single DrawElementsUShort() rather than
multiple separate primitive sets.
Robert.
On Wed, Sep 14, 2011 at 2:59 PM, Alexander Irion
Hi Albert,
You can statically link the OSG libraries as they are all OSGPL based,
a license which exists solely to enalbe you to embed or staically like
OSG. Some of the plugins aren't OSGPL based so you'll need to take
care with those, most are OSGPL though.
Robert.
On Wed, Sep 14, 2011 at
On 09/14/2011 01:36 PM, Aurelien Albert wrote:
Hi,
This is a question about legal statement, not technical.
I'm working on a commercial project based on OSG.
I made a dynamic library 3dstuff.dll with all my 3D stuff, this DLL uses OSG.
Can I use static linking of OSG with my 3dstuff.dll to
Well thanks. I thought that I need a debug build of VPB because I just hat OSGB
Debug binaries in use. But than i realized, that i just need vpb to create the
files and don't want to debug anything there, so i made a release build, where
i had at first the same linker error as you, but thanks
Hi, Robert,
Thanks for the reaffirmation. I finally figured out what happened with my
application. It loads an OpenFlight model as the main scene, in which two faces
will use textures rendered by cameras. The two faces originally use an
identical dummy texture as place holder. It turned
Hi,
i'm writing a Qt Application, that should display a OSG Scene inside a widget.
I found some sample code and tried to use it as an Widget:
http://pastebin.com/VJ45jUUN
I have a ui-File to define the rest of the gui. Now i try to add my OsgWidget:
Code:
QtGui::QtGui(QWidget *parent,
Hi,
I have a decent solution to this problem that doesn't require modifications to
the shader and can work with any number of ships in the scene. The stencil
buffer can be set up to mark the fragments on the inside of the boat as
ineligible for rendering upon by the ocean. Then when the
On 9/14/2011 12:08 PM, Jason Daly wrote:
This is provided that you don't copy any code into OpenSceneGraph or your own
code that is
licensed as LGPL or GPL-only (as stated in exception #3).
This raises an old, but still relevant side issue.
I imagine most people copy bits of working code
I've encountered a problem with the osg/Math header, which a few previous
emails on this list have alluded to (based on searching the recent archives),
but which has an interesting explanation.
osg/Math defines the 'f' versions of cos/sin/floor/etc in terms of the double
versions, on various
In OSG version 3.0.1, if I don't explicitly attach a shader to my scene graph
does it fall back on the fixed function pipeline or is a fixed function
pipeline equivalent shader generated for it?
Thanks.
Alex
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Hi,
If you don't attach shaders then the fixed function pipeline is used, unless
you are not using GLES2, in which case I think shaders are generated for you. I
have never used this path so I am not sure though.
Cheers,
Brad
From: osg-users-boun...@lists.openscenegraph.org
Hi Robert,
In my case, osgVolume cannot render CT dicom files correctly(they can be
rendered by other software).
Does that mean the dicom plugin cannot parse my dicom files?
Or it is because the dicom plugin uses ITK but not DCMTK? How can I know
whether the plugin use ITK or DCMTK, How can I
Hi,Rafa
I rebuild OSG for android using GLES2 and the problem still exist
Thank you!
Cheers,
Jayce
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Hi, everyone
Problem has been solved.
Turns out that the files under \obj\local are exactly what I need for building
an android application. It's the lib folder I need to link to when compiling
native code under \jni folder in my own android application. The osg lib path
is configured by
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