Hi Jamie,
On 2 April 2014 17:01, Jaime xatp...@hotmail.com wrote:
I want to use matrix uniforms with GLSL shaders.
I want to use MVM (modelview matrix) , MVP (modelviewprojection matrix) and
NormalMatrix.
How can I update it?
To update a uniform you simply do:
myuniform-set(value);
On 30 March 2014 08:19, Sonya sonyablade2...@hotmail.com wrote:
I've got couple of questions in my mind I would be very glad if anyone can
answer them.
*How to achieve the effect of showing the edges of shapes along with rendered
surface. So the edges becomes more emphasized and visible.
On 28 March 2014 19:58, Anton 86o...@gmail.com wrote:
What you think?
Overload... that's one lot of code you are expecting us to review and
debug. I suspect this is the main reason why you haven't had a reply,
too much to consider into one post.
Try breaking things down.
Robert.
Hi Paul,
The way to bind a texture to the output of shader is to use an FBO.
Robert,
On 19 March 2014 11:44, paul cooper paul.ta...@internode.on.net wrote:
Hi all,
I would like to use shaders - especially a sampleBuffer to write to a
floating point texture containing data. Do I have to
Hi Josh,
What you are trying to achieve is a step beyond entry level graphics
so you'll need to be patient with learning all the bits required.
The easiest way to do effects like this would be use multi-pass
technique where the main scene without effects is rendered to the
whole GraphicsWindow,
Hi Becky,
If you viewer has a CameraManipulator attached to it he manipulator
will keep overriding the matrix you set on each frame, simply don't
assigned a CameraManipulator and you should be fine.
Robert.
On 1 April 2014 10:37, ying song ying.s...@epfl.ch wrote:
Hi,
I draw a box using
HI John,
As the Camera has Initial/Pre/Post and FinalDrawCallbacks having
add/remove/getNum/get methods rather than just set/get will mean a lot
of extra new methods expanding an already large API.
To avoid a big expansion in the API it would probably be best to push
the list of callbacks onto
Had it worked out - Thanks for your reply though :)
On 17/04/14 18:14, Robert Osfield wrote:
Hi Paul,
The way to bind a texture to the output of shader is to use an FBO.
Robert,
On 19 March 2014 11:44, paul cooper paul.ta...@internode.on.net wrote:
Hi all,
I would like to use shaders -
On 10 April 2014 10:33, Junjie Xue bit...@gmail.com wrote:
I still can not work around this issue. Is there anyone who can help?
3.2.x introduced a new way of managing events to better handle complex
viewer setups such as ones with distortion correction, it could be the
osgWidget does play well
Hi Nick,
There isn't any way of me judging changes I haven't seen. In general
if there is part of the OSG that isn't able to do what a users need it
to do but a small change that is consistent with the overall design
can achieve this then I'll be open to considering it to be merged.
However, I
HI Karl,
I'm trying to guess what is going on front the details you've
provided. Are you saying that the osgUtil::FlattenStaticTransforms is
not handling LOD's correctly? Have you looked at the source code to
see what it's doing/not doing?
Robert.
On 14 April 2014 20:03, Cary, Karl A.
Hi Alexis,
There are a number of issues at play here.
First up the OSGPL license doesn't just allow you to grab OSG source
code and embed it in your application - unless you are planning to
publish your application OSGPL, otherwise it's copyright infringement.
Secondly if your compiler is
Hi Alexey,
to build osgQt library with osg using full OpenGL,
you need to use the full OpenGL version of Qt as well.
Qt built with ANGLE expects OpenGL-ES compliant code.
If you want to use ANGLE version, I guess you should be fine if you compile
osg with ES flag as well - I never tried this
Hi Thierry,
I recently checked in a fix to OpenThreads's pthread affinity, from svn log:
r14135 | robert | 2014-04-07 15:11:14 +0100 (Mon, 07 Apr 2014) | 15 lines
From Marcel Pursche, The problem is that when OpenThreads
Hi Tianlan,
Could you provide a small example that illustrates the problem?
I did a quick test of:
osg::Matrixd matrix = osg::Matrixd::scale(3.0,4.0,1.0);
OSG_NOTICEMatrixd.getScale() = matrix.getScale()std::endl;
And this works. I will need to have a think about a more
Hi Robert,
let me do the changes then and I will send them to You so You decide. And
thanks!
Nick
On Thu, Apr 17, 2014 at 10:44 AM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi Nick,
There isn't any way of me judging changes I haven't seen. In general
if there is part of the OSG that
Hi,
Thanks for your answer. I wasn't planning to add this file permanently, it was
just a way to debug my software until I found why my compiler couldn't find the
binaries (turned out I just forgot to add ogsUtil in my cmake file). Now that I
have added that and removed the file it seems to
Looking at the code for FlattenStaticTransformsDuplicatingSharedSubgraphs, as
that is what appears to be running, the apply(LOD) function adjusts the center
with a setCenter call, but there is no adjustment done to the radius. Since the
setCenter call will enable the USER_DEFINED_CENTER mode,
HI Karl,
If the standard cloning options don't do exactly what you want then
simply write your own method for cloning. A custom NodeVisitor should
be easy to write, where you do a shallow copy on all the nodes you
don't want to share and just directly assign the nodes/objects from
the subgraph
Hi FL,
I'd use a slave Camera attached to the Viewer that shares the same
graphics context as the main viewer windows, have this Camera use an
FBO, and just set up the viewport and buffers to the size you need.
You can toggle on/off the slave Camera by setting it's NodeMask to 0x0
for off,
Thanks for your answer. I wasn't planning to add this file permanently, it
was just a way to debug my software until I found why my compiler couldn't
find the binaries (turned out I just forgot to add ogsUtil in my cmake file).
Now that I have added that and removed the file it seems to
Hi Arden,
The NodeTrackerManipulator tracks nodes in the scene and creates a
view matrix for the Camera to track it. It doesn't do exactly what
you won't but the implementation might provide inspiration. The key
bit is computing the transform of the aircraft and then camera
relative to this,
Hi Jan,
Working around driver bugs can be difficult, especially so when you
don't have access to the problem hardware/drivers. You don't mention
anything about the nature of the scene graph being used or the
hardware/drivers that the problems are occurring on so there really
isn't anything
Hi Ewe,
There are tweaks to VBP that have now been checked in, so an svn
update may well help.
Robert.
On 5 February 2014 09:41, Uwe Woessner woess...@hlrs.de wrote:
Hi,
My reply comes a little late but I ran into the exact same problem and others
might too thus I am posting my work around
Hi Petr,
You can force objects to always appear by setting the
StateSet::RenderBintDetails to a high bin number to make it draw after
other objects, and then disable the depth test for that subgraph so it
always gets drawn.
Robert.
On 4 February 2014 09:52, Petr Svoboda upd...@seznam.cz wrote:
Hi Paul,
I don't think the OSG build settings are likely to be the issue, same
applies ShaderComposer that will only be used if your explicitly
invoke it. I suspect the drivers are at fault, have a look at updating
them on the problem machine.
Also look at the OSG examples, are these working?
Dear Robert,
thank you for your reply, below is the code to reproduce the bug:
//
osg::Matrixd S = osg::Matrixd::scale(3.0, 4.0, 5.0);
osg::Matrixd R = osg::Matrixd::rotate(osg::Quat(0.1, 0.5, 0.6, 0.7));
osg::Matrixd T =
Hi Tianlan,
I have done the following test where I provide a non unifom scale
matrix then rotate it by 90 degrees, and then output the result of
getScale() and the result of you suggested above:
osg::Matrixd scale_then_rotated =
Hi Maxim,
On 25 February 2014 05:29, Maxim Gammer maxgam...@gmail.com wrote:
I used the osgUtil :: IntersectionVisitor, but it did not fix the problem.
Object based on the osgAnimation :: BasicAnimationManager not visible to
IntersectionVisitor (
Perhaps the osgAnimation author, Cedric
Hi Lawrence,
The osgTerrain::Terrain node that decorates an VPB generated database
keeps track of all the tiles via their TileID index, you can then get
the tile based on this TileID and getting the neighbours is simply a
case of adding to the TileID x and y values.
Robert.
On 21 February 2014
Hi Lawrence,
Your custom NodeVisitor will be using the default traversal selection
for PagedLOD rather than one based on camera distance for the PagedLOD
child as is done in the cull traversal.You'll need to set up your
custom NodeVisitor with the Camera position, the following NodeVisitor
Hi Peter,
I'm not clear on what the problem is. The characters you pass to the
osgText::Text can be a std::string which is nice and convenient for
ASCII characters, but for extended characters sets you'll want to use
the wider character support. The wide character support is provided
by
Hi Srikanth,
Your shader just needs to handle the base texture as well as the
colour you generate for the height. I can't really teach you all you
need to know from a simple post, I have to recommend that you learn a
bit more about OpenGL shaders directly from OpenGL books/resources on
the
Hi Baptiste,
The osgdistortion example is probably the best place to learn how to
do the type of RTT that you want. The key part is that your RTT
Camera will be a slave Camera attached to the viewer, with the slave
Camera using the default RELEATIE_RF RefnerceFrame to it inherts the
view and
Hi Baptiste,
I would recommend trying to keep a minimal set of osg::Program that
are provided high up in the scene graph and apply to whole chunks. To
do the multi-pass you'll then duplicate the high level nodes but share
the subgraphs so the bulk of the scene graph remains the same.
Robert.
Hi Quentin,
You haven't provide enough information about what you are doing to
know what is going wrong. My best guess is that you've got
DisplayLists enabled on the osg::Geometry (this is the default) but
haven't called dirtyDisplayList() and dirtyBound();
Robert.
On 27 August 2013 11:18,
Hi Balajee.R.C,
I would suspect a driver issue with it getting overwhelmed by the
amount of data and stops sync the CPU and GPUs efficiently.
Try other hardware and other drivers to see if you can see a pattern.
Robert.
On 16 September 2013 10:12, Balajee.R.C balaje...@gmail.com wrote:
Hi,
Hi Ding,
Rather than using thousands of PrimitiveSet's try building your
geometry with a smaller set of PrimitiveSet, this will result in a
much lower CPU overhead when you are rendering without display lists.
Robert.
On 25 September 2013 11:03, ding zheng dingzheng...@hotmail.com wrote:
Hello
Hi Jose,
The OSG's is written to handling multi-theading of shared contexts as
handling this special case would require us to add lots of mutex locks
to all OpenGL code that is setting or using OpenGL objects.
It's better to avoid shared contexts.
Robert.
On 24 September 2013 06:34, Jose
Hi Yong,
You'll need to load the file then use a custom NodeVisitor to traverse
through the scene graph to locate all the osg::Geode leaves, then look
at all the osg::Geometry within the Geode's and get the colours from
the ColorArray attached to the osg::Geometry. Have a look at the
NodeVisitor
Hi Arjun,
There is way too little information about what you are specifically
doing to know what you are doing wrong. In principle you can update
osg::Image or assign new osg::Image to osg::Textutre and they should
update, but as you don't provide an indication let alone code of how
you actually
Hi Andreas,
Implementing picking using OpenGL is typically very inefficient as it
forces a round trip to the GPU and stalls the CPU and GPU while they
wait for each other. Is there a reason why you can't do the picking
using a CPU operation?
As for doing custom Camera traversals, there is no
Hi Sylvain,
It sounds like the OpenGL object caches aren't being cleared when the
graphics context deletes (the OSG has to use these caches as you can't
delete OpenGL from any thread that can delete a scene graph object.)
There is lots of support within the OSG to try and catch this
properly, but
Hi Hailong,
The OSG itself places no restriction on the number of texture units,
but some OpenGL drivers can do, particularly for the fixed function
pipeline, perhaps you are hitting up against this. I know that NVIdia
have recently reduced the number of texture units they support using
the
Hi Lukas,
There is no way for a 3rd Party to know what is amiss with your code
with such scant details. What I can say is that with a compiler error
like this it's entirely down to your own C++ code and really nothing
to with the OSG. This is an OSG forum/mailing list, we can help you
with OSG
Hi Lukas,
You can't do a addChild() on a object that is a subclass from
osg::Geode because Geode has no addChild() method. Please look at the
headers.
Robert.
On 5 January 2014 12:40, Lukas Koebler lukasnachhi...@gmail.com wrote:
Hi,
I´m new in OSG and I hope you can help me.
I´ve done a
Hi yangzhongqi,
You don't say how you've created the graphics context, what OpenGL
version the context reports, what version of OpenGL your hardware and
drivers supports so... there really is far too many unknowns for us to
be able to do anything other than guess. My guess is however you've
HI Filip,
I don't know whether it'll help with your case, but it's worth trying,
there are fixes in svn/trunk and OSG-3.2 for handling osg::Program
combinations in GLObjectVisitor/IncrementalCompileOperation so I'd
recommend you try one of these versions of the OSG to see if that
helps.
Robert.
Hi JacaYang,
You don't say what the problem you are seeing is. In general you are
going the direction that should work, but there is too little
information about how you assinging your callback or what the problems
you are seeing are.
In general I'd say that integrating OpenGL code can be a bit
Hi Marc,
MinGW isn't a commonly used platform for OSG users so I'm afraid it's
a case of those who want to use MinGW need help fix the problems as
they occur. If you have a fix then subscribe to and a send en email
with the whole modified file to osg-submissions mailing list so it can
be
17 апр. 2014 г., в 20:19, Robert Osfield robert.osfi...@gmail.com написал(а):
Hi Marc,
MinGW isn't a commonly used platform for OSG users so I'm afraid it's
a case of those who want to use MinGW need help fix the problems as
they occur. If you have a fix then subscribe to and a send en
Hi Robert,
thanks very much for your answer.
I have updated OpenThreads lib (3.2.0-3.3.0) but it does not help much.
In fact I think that OSG works well but not like I espect it to work...
Let me explain:
I run my application twice (once in each X server) in parallel.
So there is just one
Hi Robert,
We use the last stable release 3.2.
Thank you!
Cheers,
Sylvain
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59037#59037
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osg-users mailing list
I have tried adding the InteractiveImageHandler to the view that I want to
handle them, but they still do not get any events.
Any other suggestions?
Cheers,
Nick
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=59038#59038
I found that I was using the wrong constructor for the Interactive Image
Handler, I think; It seems that the IIH expects the image to either be part of
the scene OR be a full screen HUD, not the sort of half-and-half that I have.
Using the other constructor for the IIH, one of my widgetImages
Hi,
I tried to add a texture overlay that gets rendered through an orthographic
projection at the top of the scene graph. When I do so all objects in the
background of the scene that have transparency are no longer visible.
What am I doing wrong?
The texture is a png with transparency applied
On 04/17/2014 01:06 PM, Steven Powers wrote:
Hi,
I tried to add a texture overlay that gets rendered through an
orthographic projection at the top of the scene graph. When I do so
all objects in the background of the scene that have transparency are
no longer visible.
What am I doing
That was it! I thought I had already tried that but I think I might have put it
on the wrong node.
Thank you!
Cheers,
Steven
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___
Dear Robert,
thank you very much for your time.
I still have doubt about the interpretion of the experiment: ...so we'd
expect the scale of the x and y axis to be swapped.. I think that means,
after rotation, the scale is still represented in the original frame,
instead of the rotated one
Dear Robert,
I'd like to add that, when the x, y, and z scale factors are identical, the
current getScale() gives the same result as the newly proposed one. I guess
that's the reason why this issue was not reported before.
Thank you very much.
Best regards,
Tianlan Shao
On Fri, Apr 18, 2014 at
Greetings All!
I just went through the same thing! It would be good to make note of it some
ware in a readme about it! I had to search though the forum to figure it out
and I'm not sure I like the fix, but I can't find any better idea to work
around it, but it works.
The only other advice I
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