Hi, Christian
You can do this, although can say anything about hardware accelerated
decoding... that depends on backend of plugin that you use for movie loading to
osg (there are xine ffmpeg directshow and quicktime plugins in osg for video
decoding, i dont know for sure if any of these use
Hi,
In my application, I need to render 2 buffers :
- color buffer
- object-code buffer
I obtain the color-buffer by normal rendering to an FBO.
For some algorithms purpose (object tracking, objects statisitics, etc...) I
need also an object-code buffer with, for each pixel, an int value
Hi Aurelien,
You have to explicitly enable multisampling for FBO's when settting up
the RTT Camera, so should it be off by default.
Robert.
On 21 February 2012 08:44, Aurelien Albert aurelien.alb...@alyotech.fr wrote:
Hi,
In my application, I need to render 2 buffers :
- color buffer
-
Hi
All antialiasing is disabled in opengl by default.
If you mean you should be able to read values as you write them in shader - you
should choose appropriate render target texture attachment type. I'm not sure
if it is possible to render to unnormalized integer type color textures in osg,
Hi Stephan,
On 27 January 2012 13:09, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
attached you'll find a compile fix for the new introduced rowlength-feature.
I've just spotted an error with the changes you made to avoid building
the RowLength feature under GLES - you changes
Hi All,
I have now mostly cleared the osg-submissions backlog, the only items
left are ones that will require more discussions/work on before they
are ready to merge. If something you've submitted has been merged and
I haven't got back to you please notify me of the submissions.
With most the
Thanks for reply, Jorge. I really appreciate your help!
I'll try today to load a simpler model. May i use .osg model or .osgt?
It's possible to try to load directly a .dae model?
Yesterday, i've downloaded OpenSceneGraph-Data-3.0.0, unzipped and put in my
HTC sdcard.
I tried all .osg and osgt
Hi Paul,
oh ok, my fault. I should have thought of that.
Thank you very much for your reply, now it's clear. :)
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Be N00b my friend! :P
Let my guess for you
This is GLES2 so you need Shaders, if you don't add a Shader then you will
see nothing. Usually in OSG the scene graph adds a Shader for you but that
standard shaders don't work well with GLES2, it's easier to use your own
shaders
To Load textures you
Hi Robert,
I am sorry about the introduced bug, your fixes compile and work fine on
my end.
Looks like I should spend some time learning compiler macros again :)
Stephan
Am 21.02.12 11:38, schrieb Robert Osfield:
Hi Stephan,
On 27 January 2012 13:09, Stephan Maximilian Huber
Jean-Sebastien and Sergey,
Thanks very much to you both. Sergey, you were spot-on about the unsigned int
vs int thing causing my OpenGL error and Jean-Sebastien you were correct about
the texture clamping default.
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By the way I had originally put the TEXTURE_UNIT as a const unsigned int
because of the 10th post in this thread:
http://forum.openscenegraph.org/viewtopic.php?t=8273
as it was suggested by Jean-Sebastien. Not sure if there is some disconnect
that I am still not getting but changing it to a
Never mind; I was able to figure out a solution by studying the
osgpackeddepthstencil example and some OpenGL stencil buffer tutorials I found
online.
What I did was add a node to the root where I created a geometry the same size
as my video projection, and added a Stencil. I also turned off
From opengl docs:
glUniform1i and glUniform1iv are the only two functions
that may be used to load uniform variables defined as sampler
types. Loading samplers with any other function will result in a
GL_INVALID_OPERATION error.
And osg uses this calls only for int uniforms or sampler uniforms,
Hi,
I've got a strange problem.
By running osgviewer.exe dumptruck.osgt. The 3D model is not displayed
properly. The problem exists with the following models: cow, dumptruck,
cessnafire... I haven't tested more. There are no problems with displaying
cessna.osg or robot.osg.
I cannot post a
Hi,
I use osgEarth::ImageOverlay::setAlpha(float alpha) to change the transparency
of images, which was draped on terrain, just like what google earth does, but
this method seems has no effect at all! It also doesn't work in the sample
osgearth_imageoverlay. Is it a bug?
I use openscenegraph
Thanks Sergey, that clears it up for me.
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Hi, all
I am a newer for osg and graphic programming. And, now I am try to port osg
with opengles2.0 onto QNX system.
Currently, the osg can be compiled ok. and I use the simple osg Tutorial_02
(GeometryTest.cpp) for testing. The test program can be compiled and linked ok.
When I running the
Hi,
I'm using CxxTest 3.10.1 to unit-test my code. I wrote an extension to
correctly handle osg::Vec3 data, which works fine on MSVC, but won't compile
using GCC 4.3.3.
The extension consists of two parts - a ValueTraits-implementation to print
osg::Vec3 data in readable form, and a
Dear OSG-community,
PDF3D® toolkit includes advanced multi-platform OpenSceneGraph integration for
technical publishing. The PDF3D® software development toolkit from Visual
Technology Services includes multi-platform integration for OpenSceneGraph
3.0.1 applications. Systems using
Hi,All
I want to simulate the process of a dam break. i have change data about dam
breach in different time . please give me some suggestion about how can i do it
!
Thank you!
Cheers,
tiger
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Hello.
I try to connect OSG (3.0.1) and Qt Creator (2.4.1) on MacOs (10.6). I faced
with some problems:
1) When i compile Qt Viewer, program can't find plugins for loading models (but
all dylib's in usr/local/lib and .so files in usr/local/lib/osgPlugins-3.0.1)
2) When i try to compile
Thanks for the ticket.
I'm a open scene graph user.
When I'm using the AnimationPathManipulator and AnimationPath. I'm not able to
set needed camera direction.
The method is AnimationPath.insert(time,controlPoint).
But I'm not sure of wath the original direction of the camera is. Is it the z
Hi,
I would like to ask if there is an easy way of setting position and orientation
of view matrix.
Currently I've got simple project in VS2010, using 'osgViewerQt.cpp' file, I
disabled the camera manipulator and I am trying to control the camera using
setViewMatrixAsLookAt() function, the
Hi,
I am reading the source code of the VBP, but I could not get the idea how the
earth be chunked ,It's difficult to understand
the principle just by the source code , Such as this function
DataSet::computeOptimumTileSystemDimensions(int C1, int R1)
Does the VPB running according to some
Hi Chris,
Which version of the OSG are you using?
Robert.
On 28 January 2012 19:29, Chris Blizniak bliznia...@hotmail.com wrote:
Hi,
I've got a strange problem.
By running osgviewer.exe dumptruck.osgt. The 3D model is not displayed
properly. The problem exists with the following models:
Hi Wei,
I haven't used an particular paper/online resource as a guide to how
the quad tree is set up, I simple computed the values from first
principles. The basic idea is that the one is aiming to create as
even tile dimensions as is possible on the Level 1 - this will be 2:1
for a whole earth
Congrats on the new release Ian
For those looking for a PDF SDK that’s integrated with OSG you cannot go better
than this, the software is great and easy to use and we have been using it for
2+ years now and the team behind it are highly respsonsive to help and possible
feature enhancements
On Mon, Feb 13, 2012 at 6:12 AM, Tiger Woods 95713...@qq.com wrote:
Hi,All
I want to simulate the process of a dam break. i have change data about
dam breach in different time . please give me some suggestion about how
can i do it !
Thank you!
This is really beyond the scope of basic
I use osgEarth::ImageOverlay::setAlpha(float alpha) to change the
transparency of images, which was draped on terrain, just like what google
earth does, but this method seems has no effect at all! It also doesn't
work in the sample osgearth_imageoverlay. Is it a bug?
I use openscenegraph
Mon, Feb 20, 2012 at 3:09 PM, Christian Buchner
christian.buch...@gmail.com wrote:
Hi,
do you think doing an animated skybox is feasible using OSG? We would
like to do this on Windows using hardware-accelerated decoding of an
MP4 or H.264 or WMV file into a texture, so it does not suck up
On 02/21/2012 03:08 AM, Sergey Polischuk wrote:
Hi, Christian
You can do this, although can say anything about hardware accelerated
decoding... that depends on backend of plugin that you use for movie loading to
osg (there are xine ffmpeg directshow and quicktime plugins in osg for video
Yes, appears to be malfunctioning. I will open an issue for it...thanks.
http://github.com/gwaldron/osgearth/issues/66https://github.com/gwaldron/osgearth/issues/66
Glenn Waldron / @glennwaldron
On Wed, Feb 8, 2012 at 11:38 AM, Ou Yang vrcraze2...@gmail.com wrote:
Hi,
I use
OK I found a solution to what I was trying to achieve.
I stopped using a 2nd HUD camera, because I couldn't figure out the proper
projection with the resizable QT dialog.
Instead I added a Geode to my projector node (I forgot to mention in my
previous post that the image is actually a projection
I had a user contact me for some assistance on this issue. I'm not an
OSX/imageio guy, so I don't know the ramifications of this, and I thought
I'd throw it out for the wider community to comment on before proposing a
patch.
From the user:
We have found some image color ordering issue on MacOS
Paper by Jim Chen while at The Institute for Simulation and Training/Univ.
Central Florida.
Real-Time Fluid Simulation in a Dynamic Virtual Environment
www.cs.ucf.edu/~vision/papers/rtFluid.pdfhttp://www.cs.ucf.edu/~vision/papers/rtFluid.pdf
Not quite the implementation info, but is the
Hi Ethan,
Thanks Sergey, that clears it up for me.
Yes, Sergey has it right, that post was written from memory and
obviously I got it backwards. I always cast the variable to int, or
explicitly create a uniform of type SAMPLER_2D which avoids this issue
altogether but is more lines of
Gotcha, thanks. No need for apologies, I never would have got as far as I did
to begin with if it weren't for that post. Thanks again everyone for the
assistance on this one, I have the LUT method working perfectly now with
floating point values.
Jean-Sébastien Guay wrote:
Hi Ethan,
Apparently I spoke too soon; the method I described in my last post doesn’t
work when I rotate the viewer. If I had an object outside the texture
projection area and rotated it so it should obscure the image, I could see the
image through the object. Likewise, if I had an object inside the
Thanks for replying, Robert. I've talked with others about this same problem,
and I know it can be done. I just don't have the programming skills to make it
happen. But you have been helpful; I didn't really know if this was something I
could do on my own or not.
Thanks again!
Roy
Hello Mike,
I didn't dive into the last part, but it seems you want to have your
projection only on certain parts.
In order to sort out the rest of the scene you can either use stencil
tests or depth tests. Think about it like some kind of inverse shadow
mapping. You want only those parts
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