Hi,
Thank you, Glenn! This is what I need!
Cheers,
Han
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Hi,
Thank you, Glenn.
Another less related question. My model is pagedlod in osgb format, which does
not contain normal vectors. How can add callback functions, to dynamically
calculate the normal vectors and attach it to the normal buffer, when loading?
Cheers,
Han
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Hi,
Thanks!
I can use osgUtil to compute the normal vectors on the fly. My question is how
to render the per-vertex or per-triangles to the image, e.g. the color is the
(x,y,z) of the normal vector, rather than the color of texture.
Cheers,
Han
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Hi,
I would like to do offscreen rendering of a mesh.
Currently, I have suceeded to do this for both the color (RGB) and depth data
using the built-in functions as below.
Code:
osg::ref_ptr rttImage = new osg::Image;
osg::ref_ptr depthImage = new osg::Image;
Hi,
I would like to do offscreen rendering of a mesh.
Currently, I have suceeded to do this for both the color (RGB) and depth data
using the built-in functions as below.
Code:
osg::ref_ptr rttImage = new osg::Image;
osg::ref_ptr depthImage = new osg::Image;
Hi,
I am now doing point clouds rendering (probably city-scale) using osg.
The point clouds are indexed using entwine (https://entwine.io/) to the ept
format.
Basically, we know the bounding box of the entire scene, and the point clouds
are saved to disk with the name D-x-y-z.laz, where D is
Thanks anyway, this is in fact what I felt after looking into the code in the
OutputStream code, because it seems that it changes some way to write data and
add some new fields without version guard.
I think the only way is to write my own write callback and set to the options
parameter.
Han
Hi Robert,
My problem is that my osg version is osg 3.5.5, which I convert an obj file to
osgb just by readRefNodeFile and writeNodeFile. But I am targeting to other
software, which may use some lower version of osg.
I have tried osgconv in OSG 3.4.0 and the other software accept. So there
Hi,
I am using a newer osg version to develop my software and I need to export the
model in osgb file for other software, in an acient osg version.
I have googled that it is possible to control the compatibility through the
SchemaFile. However, I have found little information on how to use it.
the SO version which to limit the
> export to. You'll need to use this class directly rather than rely
> upon the osg plugin to create and use this for you.
>
> Robert.
>
> On 6 June 2017 at 13:01, Han Hu <> wrote:
>
> > Hi,
> >
> > I have
Hi,
I have developed an triangle mesh editing software, the data edited are a
pagedlod data in osgb format. And I have used the latest development release to
save the output in osgb. The accompanying osgViewer is capable to open my
exported data.
However, my target software to use my data is
Hi Robert,
Thanks for your suggestion, I understand the bettter way is to use osg in all
the pipeline. But the ugly fact is that I have to use existing pipeline and
inject the view.frame() inside a fbo binding, and hope osg will draw the things
onto the fbo texture and depth. Because I can't
Hi,
I know OSG viewer can render into other window as shown in the glutviewer and
sdl viewer example. But I do not know how to use fbo for this kind of work. The
following code describes my purpose.
Code:
osg::ref_ptr viewer;
/* The vierwer is properly set up for other window*/
I have figured out a solution. The steps are as the following, the core file
for the solution lies in OutputStream::writeImage function.
1. To write a image (e.g., *.jpg) inside a file, we need the WRITE_INLINE_FILE
mode, which is set by
Code:
osgDB::Options options;
Hi,
I am currently doing some preprocessing with textured meshes and save the
output node to another file.
The input node is osgb and has texture information embedded. However after
SmoothVisitor and using the writeNodeFile to another osgb file, the texture
file is missing.
The same problem
Hi,
Here is my problem.
I am developing a plugin for a software, which the rendering is based on
OpenGL. Because it does not have any API for custom rendering support, I hooked
the SwapBuffer API of windows to my function (say h_SwapBuffer), that I know is
called in every frame. And in
Hi Sebastian ,
Sketchup doesn't have any API to allow render into its openGL context.
And thanks for your snippet on handling the HWND. But I think the real problem
lies in that I do not have access to the render loop. So there is nowhere for
me to place the viewer->frame() to render the
Hi,
Here is my problem.
I am writing a plugin for a 3D modeling software , sketchup, and going to draw
some 3D things into the OpenGL context. But it does not have any Api for
customizing the rendering. So I have to hook my rendering stuffs into its
render loop, which I do not have access.
I
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