Hi All,
I'm facing some trouble with camera-setViewport breaking stereo in RTT.
I am using OSG 2.8 and have a camera that renders a scene into a texture.
The resulting image is a side by side rendering of the left and right camera
views.
When the texture is bigger than the camera's viewport,
Since there has has been no answer, I'll assume this is the only way to do the
loading progress...
Cheers,
Adrián
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Hi JP,
On 20 March 2013 15:05, JP Jamieson jp.jamie...@verizon.net wrote:
I noticed the constructor for LightPointNode places the node in
DepthSortedBin number 20. I can understand the general case for this,
however when placing it after the default transparency bin (DepthSortedBin
number
Hi Arthur,
I haven't worked with your specific data but in general vpbmaster should
consume massive amounts of memory. Could it be that the osgdem tasks that
it spawns are the problem? Are you running on a cluster of machines or on
a single machine multi-threaded?
Robert.
Hi Xermi,
This is a basic C++ question that is best answered by a C++ book or C++
online resources. As a hint osg::Node is a C++ reference, while
osg::Node* is a standard C pointer, to convert a reference to a pointer you
simply prepend a i.e.
osg::Node node_ref = *another_node_ptr;
Hi Xin Shou,
If you application ends up on a deadlock then the thing to do is use a
debugger and break the application when it locks to find out what loop it's
stuck in. There isn't any way third parties can guess how you've created
this deadlock as it really requires a debugger to find out.
Hi Abhinav,
From what you've written I can't gleen enough knowledge of your hardware or
software setup to provide any specific guidelines. In general I'd say keep
your 3D graphics separate from your 2D and sync them via some thread safe
scheme you come up that manages any common data
Hi Grace,
xstring isn't an OSG specific object, so the error is elsewhere in the 3rd
party dependency chain. As I know nothing about your OS and software setup
I can't speculate what this might be.
In general though this type of error could well be a linking issue - for
instance Visual Studio
Hi Maik,
On 21 April 2013 18:09, maik klein maikkl...@googlemail.com wrote:
Are scenegraphs in general suited for games? Yesterday my professor said
that scenegraphs are too expensive for games. (because of many state
changes)
Your professor is rather out of touch. One of the key points
Hi Arun,
You don't normally need to play games with dynamically changing the
viewport when doing RTT. You normally set up your RTT osg::Camera with a
viewport appropriate for the size of Texture you use and then just add it
to your scene graph or to your viewer as a slave. Stereo doesn't affect
Hi
if you dont need camera view matrix in shaders (i believe you need only
projection matrix for your task):
you can place this geode under matrix transform with reference frame set to
ABSOLUTE_RF, and position it somewhere in front of camera with identity view
matrix, this should solve
Paul Martz wrote:
One solution would be to disable culling on the Geode (as you did above) and
place it under its own dedicated Camera. Kind of heavyweight, though.
Since I need the projection from the original camera (view direction field of
view) I'd have to copy this to the shader.
hybr wrote:
Hi
if you dont need camera view matrix in shaders (i believe you need only
projection matrix for your task):
you can place this geode under matrix transform with reference frame set to
ABSOLUTE_RF, and position it somewhere in front of camera with identity view
matrix, this
2 weeks to accept this post. U can close it, i don't need it anymore.
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Hi Oscar,
On 23 April 2013 14:42, Oscar Hoya osgfo...@tevs.eu wrote:
2 weeks to accept this post. U can close it, i don't need it anymore.
The forum admin is currently understaffed, which might explain the delay -
the cross post didn't arrive on the mailing list till today. I maintain
the
Hi,
using your suggestion :
texture2D(previousTexture, gl_FragCoord.xy/ vec2(1024.0,512.0))
i think to solve my doubts.
Pratically, what i would like to do is to use the color information coming from
the first pass, to color the twisted mesh of the second pass (using two
different and
Hi Robert,
Thanks so much for your quick reply.
I actually do want L + R camera views on the same texture.
yes, this does happen automatically with the default behavior (camera viewport
matches texture size. no need to call setviewport)
If we do call setviewport even in this default situation
Hi Andrea,
The piece of code was just some hack to demonstrate that the pipeline
itself is working.
What I don't understand is why you do not simply do it in one pass
Anyways, to get the correct texture coordinates you'll need to distort
them them same way you did for the vertices.
You
Hi Arun,
osgprerender cow.osg --stereo HORIZONTAL_SPLIT
Works fine on my Kubuntu 12.10 + Geforce 560i + OSG svn/trunk.
Perhaps you could try out the svn/trunk version of the OSG or 3.0.x
Robert.
On 23 April 2013 16:10, Arun Yoganandan rehmanr...@gmail.com wrote:
Hi Robert,
Thanks so much
Hi Robert,
Thanks so much for checking the application on your machine.
If it is not too much trouble, would it be possible to post a screengrab of
what you are seeing :)
It is starting to sound like the bug might be in my build and a comparison with
your screengrab might be the only way to
Hi,
I recently checked out the newest development release of OSG (version 3.1.5).
After playing around with the osgatomiccounter and osgcomputeshader examples I
tried to implement order independent transparency with per pixel linked lists
as mentioned in this presentation: click!
If it helps, I got the raw OpenGL version of this code:
http://blog.icare3d.org/2010/07/opengl-40-abuffer-v20-linked-lists-of.html
to work on NVidia cards.
I have not tried converting it to OSG, but I have the source and binary.
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Hi,
Thank you for your response. To be honest your raw OpenGL example was the first
I have found, when I was searching for an implementation of this technique. It
gave me the idea to implement it with OpenSceneGraph right now ;)
As far as I can see you are using nVidia specific extensions in
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