Hi,
I encounter a problem that the osgDB::readImageFile can not read the image
files.
I know that the osgDB need related plugins to read files, and I uploaded the
osgPlugins folder with other osg libs. It seems conan didn't let osg find the
plugins, did anyone encounter similar problem? How to d
Hi,
Great to see integrate osg to conan.
Users could use osg from conan without having to rebuild it.
...
Thank you!
Cheers,
Ben
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Hi,
Why not use getHomePosition(), which is a member of CameraManipulator
...
Thank you!
Cheers,
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e
what culling on a different thread(s) would do here.
So my question changes to: for test 4, is it possible to still use separate
cull threads while we only use 1 draw thread.
And if not, could you give us pointers on what should be taken into
consideration if we want to implement this.
Thanks
heers,
Ben
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afety shouldn't
be an issue right?
Cheers,
Ben
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problems.
Is there a way in which I can use 1 draw thread per opengl context ?
And, if not, is this something that I can easily change by modifying the code ?
Thank you!
Cheers,
Ben
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robertosfield wrote:
> Hi Ben,
>
> On 27 April 2016 at 10:22, Ben Woods < ()> wrote:
>
> > I have created a pull request to commit this ffmpeg3 patch against the
> > master OpenSceneGraph repository on GitHub:
> > https://github.com/openscenegrap
I have created a pull request to commit this ffmpeg3 patch against the master
OpenSceneGraph repository on GitHub:
https://github.com/openscenegraph/OpenSceneGraph/pull/70
Regards,
Ben
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Hi,
Please see attached a patch which allows openscenegraph to build successfully
against ffmpeg 3.0.x.
This was obtained from ArchLinux.
Cheers,
Ben
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Attachments:
http
or code 1
Any ideas how to fix this? It appears to be because the gstreamer libraries are
not linked into this build with -L/usr/local/lib, however I can confirm they
are installed in that directory under the gstreamer-1.0 sub-directory.
Thank you in advance,
Ben
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> fatal error: 'osg/Image' file not found
> #include <osg/Image>
> ^
> 1 error generated.
> *** Error code 1
Any ideas what the problem could be?
Thanks in advance,
Ben
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r than 1,900.
Thank you!
Cheers,
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s of running my app.
I threw in a mutex that would scope lock within the function which fixed this
but not the flicker.
Question
Has anyone else encountered this issue? Maybe I'm setting up my ocean wrong.
I'm using a modified version of the Scene in the oceanExample projec
: Re: [osg-users] Slaves, RTT, and HUD
Hi Ben,
Try placing the Text HUD Camera in the scene graph underneath the main scene
Camera and leave all the frame buffer/texture attachment settings blank, this
way it'll inherit the current frame buffer configuration from it's parent.
Robert.
O
other models, it should just stop rendering though
still remain responsive.
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Ben Strukus
Sent: Monday, January 19, 2015 4:08 PM
To: OpenSceneGraph Users
Subject: [osg-users] Aborting frames that take too long
Hi,
I'
quot; function still takes control.
I've read that the setAbortRenderingPtr function is old, but is there any
knowledge about how it's supposed to be used?
Also, if that doesn't seem like the solution for my scenario, does anyone have
any suggestions?
Thanks!
- Ben
__
it as a child
of the screen-space mesh camera, however it won't appear distorted.
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Robert Osfield
Sent: Tuesday, November 04, 2014 12:14 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Slaves, RTT, and HUD
Hi
Hello,
I'm looking to get the following scenario working:
A scene with a HUD rendering on a distortion mesh using slave
cameras.
What I've tried so far is...
1. A normal Viewer class with two Cameras in the scene graph, one on a
pre-render pass that renders the main scene
r all points of the bounding box, and take the
max/min x and y coordinates, then I get a screen space box that is too
big.
Is there a good way to get a precise screen space representation of a
flat label in screen space?
Thanks for your help! :-)
Ben
__
everything is good.
Do you understand why this is a problem though?
Thanks,
–Ben
On Tue, Sep 2, 2014 at 12:01 PM, Ben Morgan wrote:
> Hi Robert,
>
> thanks for your reply. I'm kinda new in the OSG/OpenGL field, so I'm
> thankful for all the help and advice I can get.
>
>
ed) the source code listing to include the
pointer drawing code—perhaps the problem lies there? (I also changed
the street network to contain a bunch of drawables inside a single
Geode. Is it better that way? Or am I going a completely wrong
direction with that?)
Thanks again for your help!
–Ben
PS:
or(TangoColor::White).get());
viewer.run();
}
Thanks for the help! :-)

–Ben Morgan
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It's puzzling why the initial page-in of the highest LOD is so slow. My
apologies for long post (trying to be complete in description).
As a test, I removed all the directory children nodes except for 1 cell. The
original directory structure consisted of 2 levels (1st containing 26 children
s
the raw TerraPage format. I'm wondering if
the paging might be more efficient with an OSG native optimized format.
Thanks,
Ben
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.3's QOSGWidget for Cocoa, has
anyone ever made it work? Or will i need to bite the bullet and move over
to OSG 2.9.12, which apparently has entirely different Qt / Cocoa
integration.
Thanks,
Ben
> -Original Message-
> From: Chuck Shaw
> Sent: Sunday, October 17, 2010 1:37
If you just want to use SDL to read joystick inputs, you don't have to
use SDL windows. You can use SDL for joystick inputs, and render OGS
to windows managed by Qt, CEGUI, or whatever meets your needs.
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I've used SDL (Simple Direcmedia Layer) alongside OSG with success
(for the Joystick you mentioned as well as gamepads, etc.). SDL is
lightweight and simple to use.
http://www.libsdl.org/
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htt
LinkedIn
OpenSceneGraph,
I'd like to add you to my professional network on LinkedIn.
- Shoham
Shoham Ben-Har
Software Eng. at Classified
Israel
Confirm that you know Shoham Ben-Har
https://www.linkedin.com/e/-qywqtf-gd923034-5v/isd/1596264912/hRMVNAaT/
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(c)
Mail got formated oddly ... trying again.
// Normalize normals to correct lighting from the scaling operation.
object->getOrCreateStateSet()->setMode(GL_NORMALIZE,osg::StateAttribute::ON);
On 6/11/10, Ben Cain wrote:
> // Normalize normals to correct lighting from the scaling
// Normalize normals to correct lighting from the scaling operation.
object->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
On Fri, Jun 11, 2010 at 4:27 PM, Thomas Canipel
wrote:
> Hi,
>
> I would like to know how I can re-scale the normal of an object loaded after
> scal
Here's a utility I wrote ... hope it helps
#include
#include
// ...
bool intersect(osg::Node * node, osg::Vec3 pos1, osg::Vec3 pos2,
osg::Vec3 & impactPos)
{
bool impact(false);
impactPos = osg::Vec3(std::numeric_limits::signaling_NaN(),
std::numeric_limits::signa
I have found it much safer/easier (in the long run) to not collapse
the namespaces. It's a lot of trouble to go back and correct the
problem when you start integrating other toolkits.
Just my 2 cents worth.
> On 13 April 2010 17:12, mas oug wrote:
>
>> Hi,
>> Just curious, I noticed that in a l
On 4/9/10, Jean-Sébastien Guay wrote:
> Hi Ben,
>
>> I wish there was a osgQt library of sorts ... rather than having to
>> tweak example code to get the OSG/Qt support.
>
> Funny you should mention it, there is now :-)
>
KUDOS!!! :) Whoo hoo!
Btw, I have a great d
ck to OSG. Here's hoping.
Cheers,
Ben
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Guys, much thanks for the inputs! I am getting very confused with
shared context using Qt and OSG. I've done this many times over the
years with straight OpenGL ... just too stupid tonight to figure out
what I'm messing up.
BTW, I've been using the OSGAdapterWidget ... trying to specify
sharedCo
ncing just one scene.
Each view should be able to have it's own camera manipulator, event
handlers, etc.
Any help much appreciated!
Cheers,
Ben
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mgb_osg wrote:
> Not sure if it's what you mean but you can easily create multiple OSGWidget
> windows with the same osg scene data in each of them and have different views
> into the same model in different windows.
>
There are issues thut must be addressed: multi-threading, thread-safety, Qt
SG scene-graph in multiple Qt windows (i.e. sharing the
same graphics context)?
If so, do you have a "Hello, World" example of this with the dtQt elements you
referenced?
Cheers,
Ben
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mple TerraPage database (simple or not).
Can you provide URL? Any compressed format is good (e.g. RAR, ZIP, TAR, ...).
Thanks,
Ben
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Yep, now I can use the full camera resolution of 1024x768.
I knew OpenGL 2.x could handle non-power of two textures ... didn't
realize it was possible to circumvent the resize.
Thanks much Jason. Kudos!
On 3/3/10, Jason Daly wrote:
>
> Both Texture2D and TextureRectangle can work with non-powe
Oh my goodness ... did something really stupid. I was taking the
camera image which is a non-power-of-2 (1024x768). It had to be
scaled down to 1024x512.
Doh!
It's working quite well now.
On 3/2/10, J.P. Delport wrote:
> Hi Ben,
>
> I rechecked our code and we are using se
ust trying to
get a view that shows it without dropping so many frames.
Thanks again,
Ben
On Fri, Feb 26, 2010 at 12:23 AM, J.P. Delport wrote:
> Hi Ben,
>
> we also pump data from cameras into the GPU. To enable PBOs is simple:
>
> // make image
> osg::ref_ptr myim = new
Thanks Jason.
I've used FBOs before for render-to-texture. I'll take a look at PBOs.
On Thu, Feb 25, 2010 at 3:05 PM, Jason Daly wrote:
>
> You might try using PBOs (pixel buffer objects). I think the
> osgscreencapture example shows them in action.
>
__
in, the image data is already in memory.
Thanks,
Ben
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Hi,
Right on the button,
Thank you very much
amit
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Hi,
beginner question :
i just used the PositionAndAttitudeTransform with
setScale(0.1, 0.1, 0.1)
to scale down an object in my scene graph.
the object indeed scaled down but the light behaviour changed totaly from blue
to white, like in specular highlights.
for a different object it just co
t have the opportunity to rebuild osg
for a while.
Thanks,
-Ben
From: osg-users-boun...@lists.openscenegraph.org
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
[robert.osfi...@gmail.com]
Sent: Wednesday, November 25, 2009
then everything is in in the file. I get the same results if i use
osgconv to convert my .osg file into a .obj.
Note: i am viewing the exported files with osgviewer. And i am using OSG
version 2.6.
Any clue on why this is or how to get around it?
Thanks,
finding -
basically point to point from one room/location to another.
Is there already something available or do i need to resource up for custom
development?
Thank you!
Cheers,
Ben
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TH_TEST attribute is on as well as GL_BLEND. I am using OSG 2.6.0
with an NVidia series 7 graphics card.
Is there some way to improve the transparency visualization?
Thanks,
-Ben
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osg-use
t would when we are in the sharp edge
case, and we give it a proper normal, and point the proper face index at the
new vertex.
Thanks,
-Ben
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan Ciger
Sent:
shape?
If not, the only way I can imagine having a shape with some smooth and some
sharp edges is if there is one normal per vertex per face. Just like the
diagram in the VRML spec shows, if a vertex has 2 faces connected to it, it
needs 2 normals for a sharp edge, and either 1 or 2
if that is how it's done. But like I said, it is pseudo code.
What do you think?
-Ben
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan Ciger
Sent: Wednesday, March 25, 2009 4:43 PM
To: OpenSceneGra
if that is how it's done. But like I said, it is pseudo code.
What do you think?
-Ben
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan Ciger
Sent: Wednesday, March 25, 2009 4:43 PM
To: OpenSceneGra
Just to clarify, the way the normals *should* work is sketched in the attached
image. Please verify.
When the angle between 2 faces is sharper than the crease angle, there is one
normal per face, and when the angle is smoother than the crease angle, the
normal is averaged.
Thanks,
-Ben
points, but the shading I see in badbox.wrl does not look like one normal per
face, it looks like one normal per vertex. The shading of goodbox.wrl looks
like one normal per face to me. Am I mistaken on how these should look?
Thanks,
-Ben
-Original Message-
From: osg-users-boun
Oh cool, how do you do that?
Thanks,
-Ben
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tomlinson,
Gordon
Sent: Monday, March 23, 2009 3:39 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users
Thanks,
Do you think that changing the shadow texture size will have any affect here?
I have noticed a somewhat similar failure of ShadowMap when I have a very large
mesh file, and decreasing the shadow texture size seems to fix that.
-Ben
From: osg-users
I should probably specify the graphics cards in question.
The working card is a NVidia 7300 LE. The card that passes the test, but still
does not work is a NVidia NV37GL [Quadro FX 330/Quadro NVS280] (rev a2)
-Ben
From: osg-users-boun
triangles share their
points the problem disappears.
Are there some VRML flags to prevent this behavior? Is this a bug in the VRML
parser? If so, is this part of OSG or openVRML?
Thanks,
-Ben
goodbox.wrl
Description: goodbox.wrl
badbox.wrl
Description:
GL_NV_vertex_array_range2
GL_NV_vertex_program
GL_NV_vertex_program1_1
GL_NV_vertex_program2
GL_NV_vertex_program2_option
GL_SUN_slice_accum
Thanks,
-Ben
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benbao wrote:
> I try to use nodemask but doesn't work.
> Id do this :
> Code:
>
> osgViewer::CompositeViewer viewer;
> osgViewer::GraphicsWindowEmbedded* gw = new osgViewer::GraphicsWindowEmbedded;
>
> osgViewer::View* vue2D = new osgViewer::View;
> osgViewer::View* vue3D = new osgViewer::View
I try to use nodemask but doesn't work.
Id do this :
Code:
osgViewer::CompositeViewer viewer;
osgViewer::GraphicsWindowEmbedded* gw = new osgViewer::GraphicsWindowEmbedded;
osgViewer::View* vue2D = new osgViewer::View;
osgViewer::View* vue3D = new osgViewer::View;
viewer.addView(vue2D);
viewer.a
Hi,
if I have understood , I must design my application with a CompositeViewer in
order to use two scene, each in it's own view.
I have a 3D classic view and a "map vue".
How can I display only one at once using compositeviewer? (I don't see how to
use nodemask)
thank's
ps: sorry to post begi
I just get them right out of OpenGL. But you have to have the current OpenGL
context.
const char* extensions = (const char*)glGetString(GL_EXTENSIONS);
-Ben
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org
Hi,
In the osgViewerQt example ther are 2 approaches, one with adapterwidget and
one without adapterwidget .what is the differences between this 2 approaches
using osg and Qt? What is the best way to use OSG in a widget in a Qt
mainwindows application
Thanks.
Ben
--
Read
thank's, but I don't see how to use osg::CameraViews, does somebody have a
little example??
I will try to specify more what I want to do.
I have one scene to render with 2 differents views, one as a FPS 3D vue, and
one as "2D vue" (the camera is on top with an orthografic vue).
Each camera has
, something that would
take as input 2 ints for the position of the mouse, and maybe the camera or
projection and view matrices, then output a vector?
Thanks,
-Ben
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Thanks guys, I found the problem. I was not dirtying the bound for all of my
ShapeDrawables. I was only calling dirtyBound() on the parent geode. I guess
this is not sufficient.
-Ben
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun
Well, i tried it in osgviewer and there was no clipping. any ideas as to what
might cause this in my app?
Thanks,
-Ben
From: osg-users-boun...@lists.openscenegraph.org
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
nt ... and enabling them to be indexed by
azimuth/elevation angle (or range)?
I could start from scratch, but I was hoping to leverage osgSim::SphereSegment
in some way.
Any suggestions will be greatly appreciated!
Thanks,
Ben
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:ON);
Does osgCal has its own shader? If so, it will override the one that I'm
applying at the scene root. What are my options?
Thanks,
Ben
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if (light != NULL)
{
light->setAmbient(osg::Vec4(0,0,0,1));
light->setDiffuse(osg::Vec4(0,0,0,1));
light->setSpecular(osg::Vec4(0,0,0,1));
}
-Ben
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] O
erridden. How can I change the light parameters of the SKY_LIGHT or
HEADLIGHT?
I am using osg version 2.6.
Thanks,
-Ben
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n I change it to be brighter or darker?
Thanks,
-Ben
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) and have found Qt much superior (for C++ anyways). Admittedly, I've
not done much with wxWidgets other than a survey and simple examples.
Again, just my 2 cents ;)
Cheers,
Ben
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.ope
ably.. an odd choice.
-Ben
> -Original Message-
> From: Robert Osfield
> Sent: Saturday, September 13, 2008 2:29 AM
>
> Hi Pascal,
>
> I wonder if you could add something to the VTP build system to detect
> problems with Matrixd being used for Matrix. The other
I concur; email notification is commonly done.
Really, really wish would migrate to forum. Just my 2 cents ;)
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Peter Wraae
Marino
Sent: Tuesday, November 04, 2008 8:24 AM
To: OpenSceneGraph Users
Subj
vtc
GL_NV_texture_env_combine4
GL_NV_texture_expand_normal
GL_NV_texture_rectangle
GL_NV_texture_shader
GL_NV_texture_shader2
GL_NV_texture_shader3
GL_NV_vertex_program2_option
GL_NV_vertex_program3
GL_SGIS_generate_mipmap
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_slice_accum
one iteration, then
go back to being null. Every time I click off and on again of my OSG
application, the info appears. Why is this?
FYI: OSG 2.6.0 on Debian Etch with an NVidia 7300 card.
Thanks,
-Ben
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of
since the VRML file must be parsed before it can be
determined if it is VRML 1.0 or VRML 2.0. And OpenVRML segfaults when trying
to load a VRML 1.0 file.
Does anyone have any experience supporting both VRML 1.0 and VRML 2.0 file
types?
Thanks,
-Ben
-Original Message-
From: [EMAIL
, how do I know which extensions I need for the different shadow techniques?
Thanks,
-Ben
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what do these parameters control exactly?
Thanks,
-Ben
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::readNodeFile(filename). It would be great
if OSG could detect the error, and return properly with an invalid node. But I
understand if the fault is inside of OpenVRML.
Thanks,
-Ben
vrmltest.tar.bz2
Description: vrmltest.tar.bz2
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osg
s not look
like I need it).
Thanks,
-Ben
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien
Guay
Sent: Wednesday, September 17, 2008 4:34 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] vrml plugin problems
Hi Ben,
> I am trying t
or library during the install. But I forgot what that library does,
why it's needed, and even where to get it. Do I need it here too?
Thanks,
-Ben
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m just not finding it, is it in OSG somewhere? I did search the
list archive, and found no relevant mention of 'convergence'.
Thanks,
Ben
-Original Message-
From: Michal Husak [mailto:[EMAIL PROTECTED]
Sent: Thursday, March 27, 2008 2:57 AM
To: Ben Discoe
Hi Ben
> As far
Rick,
Is the problem specific to your exact platform? glutSimple runs fine
elsewhere, including the Windows and Ubuntu boxes here.
The most likely explanation is that you have two copies of OSG on your system,
compiling against the headers of one, linking against the other.
-Ben
to be set.
Yes, and that logic is preserved by the fix i proposed.
I'm know you're very busy, but really this is a simple 1-line fix, applying the
fix would keep users with non-default traversalMask from having to fork the OSG
code in order to draw shadows.
-Ben
__
)
1a2. A vehicle (casting a shadow on the terrain)
1b. the rest of the scene
I hope a separate light is not needed, because that could be really complex. I
have attached my changed file, with the workaround which is at least some
improvement.
-Ben
> -Original Message-
&
> -
> From: Robert Osfield
> Sent: Wednesday, May 21, 2008 10:20 PM
>
> On Thu, May 22, 2008 at 8:22 AM, Ben Discoe <[EMAIL PROTECTED]> wrote:
> > I'm sorry, but a node mask of 0 matches no nodes, and that's definitely
> not correct; this Visitor is su
same pattern as
getCastsShadowTraversalMask. As you can see in the example case i presented,
this is not the case. Nor should it be the case, because if they have bits in
common, then there is a conflict.
-Ben
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> -
> From: Alejandro Segovia
> Sent: Wednesday, May 21, 2008 5:50 AM
>
> Hey Ben,
>
> On Tue, May 20, 2008 at 6:20 AM, Ben Discoe <[EMAIL PROTECTED]> wrote:
>> I noticed that using osgShadow::ShadowMap in my scene makes everything
>> very dark, ev
> -
> From: Robert Osfield
> Sent: Tuesday, May 20, 2008 10:47 PM
>
> Hi Ben,
>
> I've just done a quick review and the code looks correct to me.
>
> > Now ShadowMap comes along, and the above code computes (0x4 & 0x2) == 0.
> A visitor mask of 0
ore powerful
visitor capability in OSG that would save the day here?
-Ben
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ShadowMap can use that light with black ambient, and leave the real light
alone. But, this is messy; we don't actually want 2 lights turned on in the
OpenGL pipeline, and we'd have to constantly copy values (like direction) from
the real light to the dummy light.
-Ben
_
> -
> From: Wojciech Lewandowski [EMAIL PROTECTED]
> Sent: Wednesday, May 14, 2008 10:29 PM
>
> Hi Ben,
>
> > CastsShadow bit _does_ need to be set for every parent along
> > the nodepath.
> > If it's true, then that's a very big consideration
ing a shadow, because the algorithm can't do both.
Try replacing your ShadowTexture with a ShadowMap and see if the behavior
changes; ShadowMap does support self-shadowing.
-Ben
> -
> From: Alejandro Segovia [EMAIL PROTECTED]
> Sent: Thursday, May 15, 2008 8:20 AM
>
> I&
how scene graphs must be
constructed to use osgShadow, and i can document it.
-Ben
> -Original Message-
> From: Gordon Tomlinson
> Sent: Wednesday, May 14, 2008 4:56 PM
>
> I can answer the Node Mask
> See http://www.vis-sim.com/imgdp/vp_rendermasks_01.jpg
> http://www.vis-s
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