Hi, guys
i would like to learn differences between osgParticle (particle system) and
osgParticle::PrecipitationEffect.
i tried to implement snow/rain effect with them but the result is totally
different so why is that?
especially, osgParticle (particle system)'s performance is very low even
Hi Kim,
PrecipitationEffect uses shaders is relatively modern but problem specific,
while osgParticle::Particle/ParticleSystem uses CPU is relatively old but
general purpose.
Robert.
On 22 August 2013 06:20, Kim JongBum osgfo...@tevs.eu wrote:
Hi, guys
i would like to learn differences
Hi,
I've got an OSG application with a single viewer and camera. The camera is set
to render to FBO -
Code:
camera-attach(osg::Camera::COLOR_BUFFER0, m_texture2D);
camera-setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
Rendering consists of the following main steps:
1)
Hi,
concerning the same problem I posted in
http://forum.openscenegraph.org/viewtopic.php?p=53481 and which is referred in
http://forum.openscenegraph.org/viewtopic.php?t=4584.
In short (please refer to the above threads for details):
When you use a vertex shader to move geometry around at
Hi,
just posted a potential fix for this in
http://forum.openscenegraph.org/viewtopic.php?p=55941
Cheers,
Anton
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Hi,
I returned to this problem last week and just posted a potential fix for this
in http://forum.openscenegraph.org/viewtopic.php?p=55941
Cheers,
Anton
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Hi Shahar,
I guess your scene is being rendered to an FBO already.
So simply create a camera taking the resulting FBO as input, a new
texture as output an attach a simple glsl program to copy.
Also I guess osgPPU has some copy processor, but I'm not sure.
cheers
Sebastian
Hi,
I've got an
HI Anton,
There a several approaches you can take, none of which will require
modifications to the core OSG classes, so you modifications to CullVisitor
will not be required.
One approach would be to use Geometry::setInitialBound(BoundingBox) to
expand the bounding box to encompass the range of
Robert,
thanks for the quick reply!
Summary:
if I use Geometry::setCullingActive(false), the geometry still gets culled if
behind the camera.
Detailed reply:
One approach would be to use Geometry::setInitialBound(BoundingBox)...
This would not really help with the skybox: I move the
Hi Anton,
How can the skybox ever get behind the camera?
Usually a skybox is rendered relative to the camera, so it stays around
the camera.
Also, why can't you simply render the skybox first, not writing the
depth buffer.
This will put everything to the background as you intend.
Maybe I
Hi Tony,
On 22 August 2013 08:45, Anton Fuhrmann fuhrm...@vrvis.at wrote:
Summary:
if I use Geometry::setCullingActive(false), the geometry still gets culled
if behind the camera.
It sounds like you are confusing OSG culling and OpenGL clipping. It will
be OpenGL near plane clipping that
Sebastian:
rendering a skybox in a shader is easy elegant:
I can do all the necessary calculations in the shaders in literally 3 lines of
code on the GPU.
Completely independent of field of view, aspect ratio and position of the
camera in the scene my shader renders a simple quad filling the
Hi Robert,
if I understand you correctly, you proposed the idea to not expand bounding
box, but to lengthen the line segment. I feel it as more complicated as I am
not convinced that it will not tend to more numerical problems. On small
slopes close to the edge, you may easily hit different
Hi Anton,
Then your problem seems to be clipping not culling.
Anyways, you will still have to send the original vertices to the GPU,
so it is simply a matter of putting them at an absolute position to the
camera, so you won't get culling.
Also there will be CPU-side calls anyways to render the
Hi John,
I wasn't thinking of expanding the line segment, rather expanding the
bounding box just with a epsilon scaled by the line segment length.
However, you confusion about what I was thinking has given me an idea -
perhaps the best thing to do is do the intersection against the original
robertosfield wrote:
Hi Tony,
It sounds like you are confusing OSG culling and OpenGL clipping. It will be
OpenGL near plane clipping that is prevent you from seeing your geometry.
Robert.
I do not think so.
Firstly, the real vertex positions (the ones sent to the pipeline) are
robertosfield wrote:
Hi Massimo,
I can't think of any changes between 3.1.7 and 3.2.0 that are likely to cause
a problem. Could you post the a.tif file so I can test against it.
Thanks,
Robert.
I have upload the file a.tif (73M) at the following link:
Hi Robert,
after this new idea, I am starting to ask myself, what are the cases for which
we need epsilon?
- when the line segment accidentally misses bbox while triangle intersection
routines would indicate intersection (can this happen?)
- when clipping puts the start or end point inside the
Have you tried attaching a custom cullCallback to your geometry that always
returns false? This is how I usually force hiding or showing of certain
geometries.
Christian
2013/8/22 Anton Fuhrmann fuhrm...@vrvis.at
robertosfield wrote:
Hi Tony,
It sounds like you are confusing OSG culling
Hi,
Thanks for replies, this works with traversal mask and drawcullback override
also.
Thank you!
Cheers,
Dario
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Overriding an object's color (or material) with a fully transparent one
might also work, given that it doesn't come with its own color array
already.
2013/8/22 Dario Minieri para...@cheapnet.it
Hi,
Thanks for replies, this works with traversal mask and drawcullback
override also.
Thank
cbuchner1 wrote:
Have you tried attaching a custom cullCallback to your geometry that always
returns false? This is how I usually force hiding or showing of certain
geometries.
Christian
Christian, thanks for the suggestion, I tried this, too.
Didn't help.
The CullVisitor shortcuts
On 22 August 2013 16:38, Anton Fuhrmann fuhrm...@vrvis.at wrote:
Christian, thanks for the suggestion, I tried this, too.
Didn't help.
The CullVisitor shortcuts all this as soon as it sees that the node is
behind the camera.
If culling is disabled by the node the CullVisitor should not
Robert,
robertosfield wrote:
If culling is disabled by the node the CullVisitor should not being doing
any culling work, if it is then there is bug. However, I haven't seen
anything yet that suggests that code is on the OSG side rather than your own
code.
Please find attached my
Hi Tony,
I just had a quick and agree that this particular usage of continue; should
include an isCullingActive() to work around this problem.
However, this the actual code is valid, it's the bounding box that is
invalid and being treated as valid. Adding the isCullingActive() will hide
this
Have a nice trip!
Looking forward to a cleaner solution than my hack,
Tony
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Hello John,
thank you for providing Visual Studio 2012 binaries, this saves me alot of time.
I have noticed that the link for the 3.2.0 includes is broken. I made an
educated guess and tried
http://www.helleboreconsulting.com/downloads/OpenSceneGraph_v3_2_0_Includes.zip
and it worked. So
Hello All,
Is it possible to have multiple slave cameras draw on different parts of a
single texture? (To do some post-process on it for instance.)
Thanks
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Marcel,
Thanks for the bug report. The problem has been resolved. (I hope.) I think
the binaries for both 3.0.1 and 3.2.0 will be updated in the next few weeks to
reflect the new set of 3rd party libraries that has been put together.
Best regards,
John
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