Ok, I think I solved it.
There is quite a catch to the following OSG FX method:
Code:
void Technique::addPass(osg::StateSet* ss)
{
if (ss) {
_passes.push_back(ss);
ss-setRenderBinDetails(static_castint(_passes.size()), RenderBin);
}
}
Then again, this is was
Hi,
so far, /FORCE:multiple has worked for me.
Thank you!
Cheers,
Florian
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Hi David and all,
thank you for taking your time to answer this. To make things clear, I am
using self-written subclasses of the Effect class (from the osgFX namespace).
Simply adding the second pass to the transparent bin did not help.
Though I have to admit I do not have the expertise (yet)
Hi,
I am now running against the same issue.
I checked to see that everything is compiled with /MD.
I'm trying to build osg 3.2.0 x64 with VS2012
- 3rd-Party Binaries from:
www.helleboreconsulting.com/index.php/open-source/openscenegraph
- OSG built by myself
- my project runs into:
Code:
4*
Hi,
1. for transparent walls we use our own node (derived from Effect) - see code
below
2. for tinting objects, we also use an effect node derived from Effect -
see code below
Used by themselves, everything works fine. But if we have a tinted object
behind a transparent object, the tinting
Ok, so I found this:
http://www.openscenegraph.org/projects/osg/wiki/Support/OpenGL2OSGLookup
So I am now doing this:
Code:
osg::ref_ptrosg::LightModel lightModel = new osg::LightModel;
// http://www.glprogramming.com/red/chapter05.html
// OpenGL reverses the surface normals for back-facing
@cbuchner1
Hmm, well I bet a lot of software relies on that feature...
By the way I am using NVIDIA GeForce GTX 550 Ti and it works here.
When I tried two sided lighting yesterday, I found that the back faces were
lit, but not in the same way as the front faces.
Well what I did was to make
Hi,
sorry if this may be too obvious. I was wondering if there is some kind of
backface mode where backfaces are rendered like the front face?
We have a model here that looks normal in Rhino and SimLab Composer because
they seem to be able to render that way (backface like front face) - see
Hi,
I eventually abandoned my tries to use GL3. As I stated before, at the time I
tried to use it (under Windows) my conclusion was that the file osg/GL needs
some fixing to work under Windows. I don't know what the state is now (I was
using 2.9.9).
Cheers,
Florian
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Hi,
I am getting compile errors with VS 2008, e.g. a define min conflicts with
the line:
Code:
if (fabs(length2) = std::numeric_limitsdouble::min())
in Matrix_implemenation.cpp.
The define comes from Windows SDK 7.1 WinDef.h that looks like this:
Code:
#ifndef NOMINMAX
#ifndef max
Hi,
I just figured there's more problems because of gl3.h including windows.h, well
at least the one I am trying to use, which is
http://www.opengl.org/registry/api/gl3.h
It includes windows.h if APIENTRY is not defined.
The relevant portion of (my) gl3.h reads:
Code:
#if defined(_WIN32)
Hi,
I got a (sporadic) MS VC Runtime Error (MS VS 2008, Config RelWithDebInfo) in
OSG 2.9.9 as follows. The file was created with:
Code:
osgconv abc.dae abc.ive -O compressed
Callstack of the runtime error:
Code:
Hi,
the current Code 2.9.9 uses daeReader::findInvertTransparency to determine
transparency inversion. I am currently facing issues with missing transparancy
on some of the objects I am exporting from SketchUp. Though I dought this is
the issue, I was wondering if
Hi Robert,
thanks for the quick reply.
For now, I am suspecting memory exhaustion since I just got the following crash
as well (call stack does not seem to be very complete any more...).
What speaks for this, it doesn't happen alle of the time...
The scene graph has 7e6 vertices, Physical
Hi,
OK, this works for me, I could do a submission at some point.
My knowledge is:
1. invert for Google SketchUp = 7.0
2. don't invert for Google SketchUp = 7.1
3. findInvertTransparency does not always yield correct results
Something along the lines (code for determining version not included):
Hi,
I got a (sporadic) MS VC Runtime Error (MS VS 2008, Config RelWithDebugInfo)
in OSG 2.9.9 as follows. The file was created with:
Code:
osgconv abc.dae abc.ive -O compressed
Code:
Hi,
sorry, my reply was probably OT and should be separate topic.
Cheers,
Florian
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Salut Jean-Sébastien,
thank you for your advice. I already had the line
Code:
osg::DisplaySettings::instance()-setMinimumNumStencilBits(1);
set as in osgoutline. Just to make sure, I disabled it to see that the line
does not make any difference...
Then I noticed how osgViewer::View feeds
Hi,
I am still facing an issue with this effect. I tried my model (a chair) with
osgoutline (2.9.8) and it looked just fine. I integrated the code of
osgoutline.cpp into my application and I integrated Outline* into my build
(still using 2.8.3).
Note the attached image. The first chair has no
Hi,
seems to be down again...
Thank you!
Cheers,
Florian
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Hi Robert,
thanks for your detailed replies.
I am running an up-to-date Xcode 3.2.3 and iOS SDK 4.0.1 on an up-to-date snow
leopard.
As for the FreeType stuff, I think the case-sensitivty was a wrong
interpretration of the compiler error on my hand. It seems there was a
discrepancy between
Hi,
which may relate, I am also getting sporadic errors such as
Code:
Windows Error #2000: [Screen #0]
GraphicsWindowWin32::makeCurrentImplementation() - Unable to set current OpenGL
rendering context. Reason: Das Pixelformat ist ungültig.
Warning: detected OpenGL error 'Der Vorgang ist
Hi,
also, .ive.gz apparently cannot be read from the file system?
have:
a.ive
gzip a.ive
Now have:
a.ive.gz
Trying osgDB::readNodeFile(a.ive.gz) yields an error:
DataInputStream::readUInt(): Failed to read unsigned int value.
(which is part of the IVE plugin).
This is using
Hi,
I am very delighted to see that the porting is making progress, and I would
like to contribute. Here are my experiences so far:
I did the following to get the code:
Code:
git clone http://github.com/stmh/osg.git
cd osg
git branch -a
git checkout remotes/origin/iphone
Now my remarks /
Hi,
thought I'd share this snippet (derived TrackballManipulator) with you.
I tried and it seems to help, though I thought I should rather move the eye
than the center?
I am using this method to zoom in on a selected node.
Code:
void TrackballManipulator::computePosition(const osg::Vec3
Hi,
just to let you know...
I hacked the code reverting to ::ChoosePixelFormat explicetly.
(The code already has a fallback mechanism).
Apparently, this was the only blocker to get the app running with Purify.
Now I can't seem to get anti-aliasing. traits.samples does not go into the
call
Hi,
I am running OpenSceneGraph-2.8.3 on Windows XP and my app runs fine.
Running it with Purify though, I get an Access Violation in
wglChoosePixelFormat.
I'm pretty sure it's the call from the osgViewer (GraphicsWindowWin32.cpp).
[E] EXU: Unhandled exception in wglChoosePixelFormat {1
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