Hi Glen,
It totally depends on the model. Maybe it has nothing to do with the
model's size. Can you check memory growth while loading it? Maybe you
can compress the model with a 7z and maximum compression so we can check
it out.
Cheers
Sebastian
Hello Robert,
A strange issue
Hi Daniel,
You code is far from compiling and the only thing which is an obvious
error is the fact you are not setting up normals for you geometry.
Hence there are no normals to be used in the shader and you probably see
the texture coordinates.
Cheers
Sebastian
Hi,
I tried to fix it with
Hi Sonya,
On 25 August 2014 20:24, Sonya Blade sonyablade2...@hotmail.com wrote:
Hi Jorge,
It can be a quite dumb suggestion, since other experts comment on the
issue ,
but did you call the dirtyDisplayList after you performed all the
transformations?
Drawable::dirtyDisplayList() only
Hi Glen,
A 100Mb file is relatively small and shouldn't normally be expected to
cause problems. However, unless you can provide stack trace or a post a
link to the model so that others can test there really won't be much we can
do to help.
You don't mention what hardware you are using, this may
On Tue, Aug 26, 2014 at 4:43 AM, Simon Wood si...@mungewell.org wrote:
I believe (from a presentation by Oculus) that they are sequencing the LEDs
in order to aid identification of which is which, but don't have access to
DK2 to prove/experiment.
Yeah, that I think so too, but that doesn't
HI Glen,
Thanks for posting the model. The mailing list rejects messages that are
larger than 300k so it won't have made it through to the list. I get all
bounced messages as I'm the mailing list admin. I had a quite look at the
model - it loads fine with my osgviewer but I get the message:
Jan Ciger wrote:
Yeah, I hope so too. At the moment I am not really motivated to doanything
with it, because they could just pull the rug from under meagain by license
changes or simply not supporting (properly) my platform.
The lack of official support from the Oculus team on the their
On Tue, Aug 26, 2014 at 11:29 AM, Björn Blissing bjorn.bliss...@vti.se wrote:
The lack of official support from the Oculus team on the their support forum
is actually quite surprising. The feeling I get from the forums are that they
are totally focused towards game developers using Unity3D
The color of the walls could be texture coordinates as you says, it sounds
convincing. But, anyway, I tried adding some normals for testing with following
code but it is still not working:
Code:
osg::Vec3Array *normalArray = new osg::Vec3Array();
normalArray-push_back(osg::Vec3(0.0f,0.0f,
Hi,
is it possible for OSG to render a geometry with shaders (e.g.: cow) and
another geometry without any shader (e.g.:walls) in the same scene
yes. You set your osg::Program with the shaders only for that part of the
scene you want to have it in effect, via StateSet, like
Thanks Nick for the clarification.
In my code I am doing
Code:
osg::StateSet* shaderState = cowG-getOrCreateStateSet();
...
shaderState-setAttributeAndModes(program, osg::StateAttribute::ON);
that seems similar to your suggestion.
The weird thing here is that geometries with no shaders
Hi,
Thanks Nick for the clarification.
In my code I am doing
Code:
osg::StateSet* shaderState = cowG-getOrCreateStateSet();
...
shaderState-setAttributeAndModes(program, osg::StateAttribute::ON);
that seems similar to your suggestion.
The weird thing here is that geometries with no
Why is the attribute aliasing enabled in the first place?
If I am not wrong I have to enable attribute aliasing to use osg_Normals from
shaders.
Have you tried loading a osg model and display it with your shader?
The cow in ScreenShot168.png is rendered with my shader (It is a simple
Am 26.08.2014 13:37, schrieb Daniel Lobo:
Why is the attribute aliasing enabled in the first place?
If I am not wrong I have to enable attribute aliasing to use osg_Normals from
shaders.
You can use gl_Normals if you use a compatibility profile and no vertex
attribute aliasing. You need this
Looks okay. Still the osg_Normal might default to attribute slot 0, so it
I still don't get what you are trying to achieve.
I want to draw some walls with textures and a model with shaders.
Should I render walls with a shader too?
What do you mean with
Hi,
I used osgFX easily but it seems the solution of osgscribe looks nicer (i.e.
the wireframe color is the same of the surface but a little darker)
Code:
osg::StateSet* stateset = new osg::StateSet;
osg::PolygonMode* polymode = new osg::PolygonMode;
Hi,
when attaching a textures to a camera one can define separate values for the
parameters multisampleSamples and
multisampleColorSamples for each attachment.
In my specific use case i want to enable multisampling for COLOR_BUFFER0 and
disable it for all other color buffers (e.g objectid
Hi,
unfortunately now I found an unexpected behavior with the non-osgFX solution.
Pushing wireframe button on and off quite fast from my application I get
sometimes a crash, sometimes the surface disappears and I can see just the
wireframe (there's no way to get the surface visible again). OSG
HI Gianni,
My guess would be that you've introduced a threading bug by
creating/destroying state objects in the scene graph whilst it's being
rendered.
If you want to toggle on/off behavior like this considering using a
NodeMask on the wireframe portion of the subgraph and just toggle the
Thanks Robert for the reply.
I suspected a thread issus but since osgFX::Scribe code does not do anything
special regarding thread safety I expected my code should work fine as well.
Can you see the point in my code? Or maybe a threading issue in OSG code? The
difference wrt the osgFX::Scribe
Hello everybody!
*osgAnimation/Animation.cpp**bool Animation::update (double time, int
priority)*
*OpenSceneGraph 3.2.1*:
case ONCE:
if (t _originalDuration)
return false;
*Should be:*
case ONCE:
if (t _originalDuration)
{
*for
Hi Gianni,
If you want to remove and add back StateAttribute to a StateSet you have to
mark the StateSet's DataVariance as DYNAMIC, otherwise the draw thread will
overlap the update traversal and contend on the data structure and crash.
Setting DataVariance to DYNAMIC isn't ideal though as it
Hi,
According to
http://www.opengl.org/registry/specs/EXT/framebuffer_multisample.txt all your
attachments need to have the same amount of samples.
Cheers,
Pjotr
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You are right... i have now implemented fxaa to achieve the desired behaviour.
Thank you!
Claus
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OK Robert, thank you for the explanation.
Gianni
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Hi Robert,
Thank you very much for helping me trace the problem. I will later
check the material parameters according to what you indicate. Now I concern
about another issue. Suppose that I got an quite large model file and need
to load it into OSG. Usually the model file is so big that
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