Hi,
Here is a screenshot which shows the bump map capability we're interested in,
but really what it does it let you set up a bunch of parameters and textures
which can be sent to your shaders. This way you can do modern rendering effects
from your FLTs:
[Image:
HI Artem,
Just write a NodeVisitor that has it's traversal mode set to
TRAVERSE_ALL_CHILDREN i.e.
class FindAllNodes : public osg::NodeVisitor
{
public:
FindAllNodes():
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHIILDREN) {}
void apply(osg::Node& node)
{
HI Garth,
I'd use a RealizerOperation. Have a look at the osgvolume example to an
example of using a RealizerOperation to get information from the graphics
context.
Robert.
On 30 September 2015 at 03:49, Garth D
wrote:
> Hi all,
>
> I was wondering if anyone
Hi Chris,
Hi,
I've started writing an update to the OpenFlight plugin to support the "extended
material" options in Creator, mainly so we can use the auto-generated bump-map
textures in our shaders.
I'm not familiar with this feature set of OpenFlight, maybe you can give
a more detailed view
Hello list,
we are experiencing a situation on OSG 3.2.x on Linux where we are
unable to
create new instances of osgViewer because pthread_create()
suddenly fails with ENOMEM.
Our investigation showed that this was due to calling
osgViewer::setThreadingModel(osgViewer::Viewer::SingleThreaded)
Hi all,
> - An osg::Camera::DrawHandler...
> - An osg::Node::NodeHandler...
I just noticed some mistakes in my original post: DrawHandler should be
DrawCallback, and NodeHandler should be NodeCallback. Sorry about that.
I'm writing the emails on one machine and reading from another, and
Hi Robert,
On 30/09/15 19:50, Robert Osfield wrote:> HI Garth,
> Sorry for the typo, the setRealizeOperation is what I was referring to.
Not a problem, thanks for the clarification.
> If you want to check periodically then just use a Camera::DrawCallback
> attached to the main camera attached
Hi Robert,
Thanks for having a look at things and for the suggestion.
On 30/09/15 17:35, Robert Osfield wrote:> HI Garth,
> I'd use a RealizerOperation. Have a look at the osgvolume example to an
> example of using a RealizerOperation to get information from the graphics
> context.
I was
Hi
Just an update.
I managed to make osgAndroidExampleGLES1 work based on the Android.mk
settings for osgSimple and am able to load cessna.osg or any other osg
models. However, i am still not able to make osgSimple work based on the
predefined setting.
If anyone is interested then I can provide
HI Garth,
Sorry for the typo, the setRealizeOperation is what I was referring to.
If you want to check periodically then just use a Camera::DrawCallback
attached to the main camera attached to the GraphicsContext/Window of
interest. This will be called every frame, but within this callback you
Hi,
I have a switch node with two geodes containing one geometry each,
shallow-copied from the same geometry but with different state sets having
different textures. The textures are large (8192x8192) and this causes a
massive frame drop when switching between the two geodes at runtime. I know
Hi all,
On 01/10/15 10:12, Garth D wrote:
If I had to guess, I am doing something in my project at some point
after the setRealizeOperation operation is called that causes it to fail
by the time it gets around to the first call to the callback set by
setInitialDrawCallback() in the Camera.
Hi Robert,
On 30/09/15 19:50, Robert Osfield wrote:> If you want to check
periodically then just use a Camera::DrawCallback
> attached to the main camera attached to the GraphicsContext/Window of
> interest. This will be called every frame, but within this callback you
> could have your own
Hello,
I've tried to use the EventQueue::userEvent method which takes a "time"
argument but no matter what value I put in for time the event always
fires immediately. Is there any documentation on this?
Thanks,
Aaron
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Hi Fabrizio,
For changes to the core OSG just send them along to the osg-submissions
mailing list. The best way to post them are as whole modified files.
I don't know what the current development status of osgOcean is so can't
comment on the best way to progress with this. One route might be
Hi Andreas,
I suspect just letting the OSG do it's thing with be just fine, and it's
simply the amount of memory on the GPU that these textures take is
fundamental problem you need to address.
Try texture compression on the textures, or try a small pixel format.
The other approach would be to
See the FAQ:
http://www.openscenegraph.com/index.php/support/faq#HowdoIcaptureascreengrab
If you want to record a video, just record the individual frames into
files and then use ffmpeg utilities to combine these into a video.
If you don't want to do that, use Google - there are plenty of
I just actually finished a work with ffmpeg and streaming videos from OSG
rendering. You just capture the single images as Jan suggested - based on
the osgscreencapture example, and then pass the captured osg::Image to
ffmpeg - you dont have to do it frame by frame into file and use he offline
Hi,
I have build osg 3.5 with ffmpeg support on ubuntu.I want to record the screen
.i have gone through osgmovie and osgscreencapture examples.Please help me how
it can be done.
Thank you!
Cheers,
y
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Hi,
we are an Italian software company working with OSG and osgOcean in simulation
scenarios.
We currently have some minor/major changes to c++ code and shaders to take into
account several aspects in osgOcean we had troubles with.
We would like to give back to the community by submitting our
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