Hi Dave,
take a look at these downloads
http://www.osgvisual.org/projects/osgvisual/wiki/Downloads
Regards
Sergey
On Sun, Apr 12, 2015 at 8:00 PM, Dave Sargrad davidsarg...@hotmail.com
wrote:
Hmm...
So I've downloaded the 3rd party dependencies and have placed them in to
my OSG root
Hi Philippe,
the error was recently discussed in osg-submissions mailing list
http://forum.openscenegraph.org/viewtopic.php?t=14750postdays=0postorder=ascstart=15
see posts by Wojtek
and as far as I remember there was a fix,
so check code
if not - try to apply fixes and also submit them again.
this possibility it in my previous
porting attempts).
Now I will make another round to convert osg with new approach and see if
it actually works for osg.
Thus disregard my first request.
Thanks for your time.
Regards
Sergey
On Fri, Apr 10, 2015 at 6:25 PM, Sergey Kurdakov sergey.fo...@gmail.com
wrote:
Hi
On Tue, Apr 7, 2015 at 2:50 PM, Sergey Kurdakov sergey.fo...@gmail.com
wrote:
Hi Robert,
with osg it works ok, but I try to find a source of the bug then will
report ( or will write and example where it can be tracked in stock osg )
Regards
Sergey
On Tue, Apr 7, 2015 at 12:37 PM, Robert
Hi Robert,
with osg it works ok, but I try to find a source of the bug then will
report ( or will write and example where it can be tracked in stock osg )
Regards
Sergey
On Tue, Apr 7, 2015 at 12:37 PM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Sergey,
It sounds like a bug to me. I
(); }
somehow worked.
I will notify when I will find an initial reason for the bug.
Regards
Sergey
On Mon, Apr 6, 2015 at 12:11 AM, Sergey Kurdakov sergey.fo...@gmail.com
wrote:
Hi Robert,
I got dev version and found following
When I create GraphicsWindowWin32
then osg calls
bool
Hi Robert,
I got dev version and found following
When I create GraphicsWindowWin32
then osg calls
bool GraphicsWindowWin32::realizeImplementation()
where it calls
bool GraphicsContext::makeCurrent()
then
getState()-initializeExtensionProcs();
but when
GraphicsWindowEmbedded
is created
Hi Shayne,
it looks like your can render to osg fbo (with clear color set to have
alpha ), then you might apply texture from osg fbo to quad in fltk.
at least it is how I did the same thing in Blender long time ago.
Regards
Sergey
On Wed, Mar 25, 2015 at 11:12 PM, Shayne Tueller
Hi
To link against shared libgcc, add -shared-libgcc
to link against shared libstdc++ add -lstdc++_s
Regards
Sergey
On Sun, Mar 1, 2015 at 1:58 PM, Ulrich Hertlein u.hertl...@sandbox.de
wrote:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA256
Hi Nick,
On 28/02/2015 14:46, Trajce
, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Thanks Ulrich. That is what is going on
Sergey, where this flags go in the .pro file, in* QMAKE_CXXFLAGS* or
*LIBS* ?
Thanks a bunch
Nick
On Sun, Mar 1, 2015 at 12:49 PM, Sergey Kurdakov sergey.fo...@gmail.com
wrote:
Hi
To link
Hi Jordi
thanks for
JFYI Hi have seen today an offer of packtpub to get the OSG beginners
guide ebook for free:
https://www.packtpub.com/packt/offers/free-learning
to others - hurry up as time is ticking to claim the book.
Regards
Sergey
___
Hi Anders,
FreeCAD uses Open Inventor (it's fork) - and while it is not osg ( I had
idea some time ago to port FreeCAD to osg - but unfortunately I'm
constantly time constrained ) you might take a look there for inspirations.
otherwise there are several osg based modelling tools ( which are
Hi Tony,
I'm not aware of this functionality in stock osg, so looks like
you should search for virtual texture of sparse texture OpenGL extension or
similar terms ( MegaTexture etc ) on the net.
few links with code examples you might find useful
http://sourceforge.net/projects/libvt/ it is
to the end of replaying some animations.
I may actually look intp WebP and animated PNG, thanks,
Christian
2015-01-09 21:01 GMT+01:00 Sergey Kurdakov sergey.fo...@gmail.com:
Hi Christian,
just wonder, not knowing your needs, but anyway
why wouldn't you use ffmpeg plugin?
it supports
Hi Christian,
just wonder, not knowing your needs, but anyway
why wouldn't you use ffmpeg plugin?
it supports animated WebP/jpeg video ( though webm vp8/vp9 video might also
suite your needs)
http://www.phoronix.com/scan.php?page=news_itempx=MTg1NDQ
which is better than gif according to
Hi Mark,
getNodePath in visitor should return path being taken.
Regards
Sergey
On Wed, Dec 31, 2014 at 12:47 AM, Mark Schlosser markschlos...@gmail.com
wrote:
I am writing a custom osg::Drawable class which needs to calculate its
current distance from the camera's eye when its
31, 2014 at 4:01 AM, Sergey Kurdakov sergey.fo...@gmail.com
wrote:
Hi Mark,
getNodePath in visitor should return path being taken.
Regards
Sergey
On Wed, Dec 31, 2014 at 12:47 AM, Mark Schlosser markschlos...@gmail.com
wrote:
I am writing a custom osg::Drawable class which needs
Hi
the usual practice is to place opengl calls after all attribs are saved,
after OpenGL code is finished - they all are restored
glPushAttrib( GL_ALL_ATTRIB_BITS );
glPushClientAttrib(GL_CLIENT_ALL_ATTRIB_BITS);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
Hi Roy,
I think the next step is just to run osg with simple dx app.
I think that osg can be combined with dx via *GraphicsWindowEmbedded* and
https://sites.google.com/site/snippetsanddriblits/OpenglDxInterop
so - that osg renders inside pair
dxRenderer-BeginGlDraw();
dxRenderer-EndGlDraw();
at 8:07 PM, Sergey Kurdakov sergey.fo...@gmail.com
wrote:
Hi Roy,
I think the next step is just to run osg with simple dx app.
I think that osg can be combined with dx via *GraphicsWindowEmbedded* and
https://sites.google.com/site/snippetsanddriblits/OpenglDxInterop
so - that osg renders
Hi Roy,
I also found, that not only hooks might work
see
http://graphics.stanford.edu/~mdfisher/D3D9Interceptor.html
and
http://www.codeguru.com/cpp/g-m/directx/directx8/article.php/c11453/Intercept-Calls-to-DirectX-with-a-Proxy-DLL.htm
for old dx9 games (possibly there are similar dx10/11
Hi Roy,
if you game runs full screen and cannot do anything else even with 'full
screen emulation' ( such that you render game full screen but in windowed
mode )
the answer might be - an old trick to use hooks to write overlays for
games
( search on the web - the trick is used in number of
Hi Guy,
google
osg Using multiple cameras ( for two areas in a window )
osg HUD quad or just osg HUD ( for a quad with a texture ,looks like you
want it to always face user in orthographic projection )
Regards
Sergey
On Sun, Nov 23, 2014 at 2:31 PM, Guy Rosenthal guyro...@gmail.com wrote:
Hi Drake,
so few links with solutions to similar problems for you as seems you did
not make progress
http://forum.openscenegraph.org/viewtopic.php?t=7720view=next
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-February/023872.html
( has some russian comments but you
Hi Chris
I think you need this thread
http://forum.openscenegraph.org/viewtopic.php?t=8161view=next ( xml file
which is not allowed to be downloaded is duplicated in Sat Apr 02, 2011
1:12 pm message )
Regards
Sergey
On Fri, Nov 14, 2014 at 11:48 AM, Chris Hidden ch...@erghis.com wrote:
Hey
Hi Zaur,
you can change texture even if you have exported object from 3DS max, but
uv texture coordinated will be preserved in a model and it's convenient as
you might try that another texture in max too.
search the forum (ex via google ) for how to change texture ( it is done in
callback ).
Hi,
did you try instanced geometry?
( google: openscenegraph geometry instancing )
regards
Sergey
On Fri, Nov 14, 2014 at 11:07 PM, Vinicius Schmidt osgfo...@tevs.eu wrote:
Hi,
I have an array of lines to mark where an object passed, but for reasons
of visual pollution I need to turn
Hi Vinicius
I think that http://3dcgtutorials.blogspot.com/search/label/Instancing (
read from bottom to top ) explain it quite well.
you might pack positions either to Uniform Buffer Objects
layout(std140) uniform instanceData
{
mat4 instanceModelMatrix[MAX_INSTANCES];
};
or to texture, and
models.
Is there anyway I can do this?
Thanks!
Sergey Kurdakov wrote:
Hi Liu,
as you already indicated in other posts - you have read my advice to
other people in this situation
And here I repeat it use Cedrik Pinson osgjs format ( exporter for osg
converter is here
https
Hi Liu,
as you already indicated in other posts - you have read my advice to other
people in this situation
And here I repeat it use Cedrik Pinson osgjs format ( exporter for osg
converter is here
https://github.com/cedricpinson/osg/tree/master/src/osgPlugins/osgjs ) it
looks very suitable for
Hi Markus,
it's difficult to figure out while you want exactly compute shaders,
but with OpenCL you might have several OpenCL threads - one which will
communicate with OpenGl and another one which will perform independent
computations
Hi Markus,
thanks for more details.
Unfortunately I cannot provide answers, but hope additional information
would lead to answer by someone else who is more knowledgeable in this
area.
Regards
Sergey
___
osg-users mailing list
Hi Liu,
use setUseVertexAttributeAliasing as Robert recently explained for similar
question
===
The aliasing of gl_* uniforms to osg_* equivialants is not done by
default. You can switch it one yourself if required though via osg::State,
from the osgsimplegl3 example:
// for non GL3/GL4
of shader:
http://forum.openscenegraph.org/viewtopic.php?t=6482
But still I have problem on drawing the texture.
Sergey Kurdakov wrote:
Hi Liu,
use setUseVertexAttributeAliasing as Robert recently explained for
similar question
===
The aliasing of gl_* uniforms to osg_
Hi Anton,
nothing prevents you to use the same code with osg
just get
osg::Matrixd viewMatrix=osgcamera-getViewMatrix();
osg::Matrixd projMatrix=osgcamera-getProjectionMatrix();
GLint viewport[4];
viewport[0]=osgcamera-getViewport()-x();
viewport[1]=osgcamera-getViewport()-y();
Hi Chris,
concerning
have you considered compiling osg and osgEarth 9and their dependencies)
via Emscripten into Javascript/WebGL?
I still plan to put an update to my port of osg to emscripten, so it is
more useful, than in current state, possibly will port osgEarth ( as it is
one of my
Hi Chris,
one of the problem could be delays from sensors.
to make things better I would suggest to have a three (maybe two will be
enough, but generally an algo is such that it switches lists when either
'sensor' frame is finished and osg frame is finished - thus sensor frame
and osg frame are
Hi Cledja
I did not try kinect myself, but there are few osg-kinect projects which
are supposed to work
https://github.com/mrogowski/KinectDemo
https://code.google.com/p/livescene/source/checkout
http://code.sat.qc.ca/redmine/projects/spinframework
try to look there.
Regards
Sergey
On Tue,
Hi yangzhongqiyzq
first if you want to be addressed by human name, please provide this in
your signature under post (anyway - as you might notice everyone here has
quite a distinct human name, so having a well recognizable, human name
which other can address is a right way to start talk in the
Hi Xia,
for loading cow.osg there was answer - there is need to write your own
loader, which will pass textures to respective shaders
to save osg models in OpenGL ES 2.0 friendly format there is a write plugin
https://github.com/cedricpinson/osg/tree/master/src/osgPlugins/osgjs
but you would
Hi
FBX has only one animation and this is well-known feature.
no, it is well known that Max supports one animation in FBX, but FBX itself
can support multiple animations and Motion Builder is a tool to work with
them.
Regards
Sergey
On Tue, Sep 23, 2014 at 1:50 PM, Maxim Kuzmin
Hi Maxim,
But in my OSG program I still have only one animation in list. Why so?
cannot say, maybe some else will help you with this.
but possibly collada to fbx converter ( such as
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112id=20481519 )
will make a trick?
Regards
Sergey
On
Hi Maxim,
I do not work with animations much for quite a while, so take this with
grain of salt,
Either fbx or collada files could have multiple animations.
As they are text files ( as well as osgt itself ) - it is possible just do
some cut an paste work with text editor.
when being converted
Hi Maxim,
it's in osgWrappers, otherwise,
if to search where LinearChannel occures in code - then you might, I think,
find corresponding places outside of osgWrappers and place respective code
there.
So, you are right - it is not in main code, but code itself is there and
can be reused.
Hi Maxim,
while I do not work much with animations, it looks like there is
Double/Float CubicBezierChannel in osg .
they are read in to graph from file in
\serializers\osgAnimation\Animation.cpp
so you might debug what goes wrong there as you have complete source code
for osg.
Regards
Sergey
Hi Joey
I achieved a result by using SDL 2 with EGL enabled,
see a sample app for a derived from osg project ( it is almost osg just
compiled to be used under emscripten ), hope the code helps
Hi Robert,
while it would be better to send a fix, but I would rather report it here,
because unsure what is best solution ( the code in discussion is both
relevant to dev version and latest stable version )
in osg/State header file there is a function
inline bool applyModeOnTexUnit(unsigned
());
return true;
#else
return false;
#endif
}
Regards
Sergey
On Tue, Sep 9, 2014 at 3:27 PM, Sergey Kurdakov sergey.fo...@gmail.com
wrote:
Hi Alistair,
in that case was to just use setTextureAttribute
a correct solution,
So possibly a fix for those
Hi All,
there is a nice answer on how to use textures in shader
here http://forum.openscenegraph.org/viewtopic.php?t=8273 ( see answer
by Skylark
(Jean-Sébastien Guay) )
now in OpenGL ES 2.0 there is no such feature as possibility to address
gl_TexCoord[0].st
there is a need to pass it in a
in the same way as
gl_ModelViewMatrix is mapped to osg_ModelViewMatrix etc. You just need to
enable it via osg::State::setUseVertexAttributeAliasing(true); i.e.
graphicscontext-getState()-osg::State::setUseVertexAttributeAliasing(true);
Robert.
On 8 September 2014 14:49, Sergey Kurdakov
Hi Chris,
I suppose I could use something other than an OSG::Image to bind to the
BYTE property of my struct.
whatever you bind, the way you copy rendered results to layered window (
see your
memcpy which is exactly copying via system memory ) will move video
memory to system memory and this
Hi Chris,
I think that
the use of FBO in place of pbuffer,
and use of async read pixels see my message
https://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg50831.html
could improve speed a bit in your case.
Regards
Sergey
On Fri, Aug 22, 2014 at 11:55 AM, Chris Hidden
Hi Chris,
for read pixels there are examples
http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/trunk/examples/osgscreencapture/osgscreencapture.cpp
https://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/ScreenCapture.cpp
Regards
Sergey
On Thu, Aug 21, 2014
Hi Chris,
I did not followed your code, sorry, but reading the question I realized
that what you need is a silent renderer
see discussion here http://forum.openscenegraph.org/viewtopic.php?t=7202
just read all the discussion on three forum pages.
then taking rendered images - you can put them
Hi Sonya,
I think you could solve your problem if you understand theory what goes
during the whole process and test if anything works from simplest examples,
then after tests you'll uncover a problem
for theory I think following to links are useful, but see not only first
link, but also second
Hi Sonya
but what happens if mouse is close enough and supposed
to be snapped to vertex but mouse is not on object.?
I can think of two things - set bounding sphere to be larger so that you
intersect object when you click near object ( see
Hi Mikhail,
while it might be overkill ( depends on details I cannot figure from your
description )
you might want to try Point Cloud Library, see also
http://nccastaff.bournemouth.ac.uk/jmacey/MastersProjects/MSc13/14/Thesis/SurfaceReconstructionThesis.pdf
Regards
Sergey
On Thu, Jul 24, 2014
Hi Taras,
just have several uniform sampler2D or sampler2DRect in shader and bind
textures to them
see example here
http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/trunk/examples/osgmultiplerendertargets/osgmultiplerendertargets.cpp
take notice how
uniform sampler2DRect
Hi Michael.
But I may return to the issue later in 1 or 2 years when I expect to have
a good understanding of both.
maybe someone will find this thread and will pick the task.
but overall what I've seen does not look too difficult ( I'd like to start
to experiment with it as native integration
Hi Michael,
though I did not dig into code ( just spotted that there is native render
for ogre ), but seems an approach like
http://static.cegui.org.uk/docs/0.8.3/classCEGUI_1_1OgreRenderer.html can
be of some use.
That is - instead to render by CEGUI - render all things by osg itself (
see in
.
2014-07-04 21:16 GMT+07:00 Sergey Kurdakov sergey.fo...@gmail.com:
Hi Michael,
though I did not dig into code ( just spotted that there is native render
for ogre ), but seems an approach like
http://static.cegui.org.uk/docs/0.8.3/classCEGUI_1_1OgreRenderer.html
can be of some use
Hi Sonya,
if I'm not mistaken Enviro in vtp ( osg based app ) has rubber band
implemented
https://code.google.com/p/vtp/
Regards
Sergey
On Wed, Jul 2, 2014 at 10:19 AM, Sonya Blade sonyablade2...@hotmail.com
wrote:
Dear All,
Mainly I have 2 questions, both are to achieve the
Hi Sonya,
it is in Enviro.cpp there, see function -
void Enviro::SetWindowBox(const IPoint2 p1, const IPoint2 p2)
and also look at track of mouse movements see for MM_SELECTBOX in that file.
basically the approach is to render quad ( with border or without ), keep
track of mouse and resize
Hi LearningOSG,
GLSL shaders could be converted to HLSL 'on the fly' via ANGLE project,
cannot say if you'd take this task, but should be, in principle, very
similar to what was already done:
just a modified ANGLE source should be used to be combined with what was
already done. Fortunately
Hi LearningOSG,
This is a very very minor works
yes, but you won't stop moving further? it would be sad if all endeavors
just stopped at the first step.
as for
and many of them have no time to learn osg,they needed the final
results,the finished simulator that they can used directly.
and for
the thing which army needed,and many years pasted,now you can see
the results.
OSG to D3D9's convert is very simple,and i also conside this is
nothing,so never mind.
cheers
Learned osg five months
2014-06-28 9:07 GMT+08:00 Sergey Kurdakov sergey.fo...@gmail.com:
Hi LearningOSG
.
cheers
Learned osg five months
2014-06-28 9:07 GMT+08:00 Sergey Kurdakov sergey.fo...@gmail.com:
Hi LearningOSG,
This is a very very minor works
yes, but you won't stop moving further? it would be sad if all endeavors
just stopped at the first step.
as for
and many of them
get all of the offers and tell them please give me a team
and many many years?just like delta3d???
Say sorry first for the disturbs,and i wantn't to discuss no more not
related with technology.
cheers
Learned osg five months
2014-06-28 10:28 GMT+08:00 Sergey Kurdakov sergey.fo
GMT+08:00 Sergey Kurdakov sergey.fo...@gmail.com:
Hi LearningOSG,
OSG to D3D9's convert is very simple,and i also conside this is
nothing,so never mind.
ok, but you tried to sell it as a major feature and almost succeed,
until others got a look. To novice that might seem like a good
Hi Mike,
yes, the question confuses when one starts to work with pure shader
environments.
the approach is to have a custom format and custom materials which are not
so far implemented in core of osg.
I found one osg compatible approach for materials see
https://code.google.com/p/hogbox/
while
Hi Mike.
a little update to previous reply
somehow I overlooked that hogbox has in fact plugin, which can serve as
inspiration for you own
https://code.google.com/p/hogbox/source/browse/trunk/src/#src%2FhogboxXmlPlugins%2FhogboxPlugin
Regards
Sergey
On Thu, Jun 26, 2014 at 1:53 AM, Sergey
Hi Chris,
you might add notice in old repository
https://github.com/GLSL-Debugger/GLSL-Debugger that it moved to a new place.
Regards
Sergey
___
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osg-users@lists.openscenegraph.org
Hi,
(btw what is your real name? Just check, we address everyone by real
names, it is a policy of this mailing list )
you might take a look for a code in osgWorks
https://code.google.com/p/osgworks/
namely
https://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/Shapes.cpp
Regards
Hi Marcin,
took a look at youtube video ( don't have android phone to try )
but I have one idea for you.
as the game uses only OpenGL ES features, it could be run under browser.
I started to port osg to emscripten ( the port is not complete though I
hope to update soon, but preliminary port is
Hi Julio,
no, osg is not dead.
the main activity was and is on the mailing list.
the problem with forum exists, and was discussed few times, but currently
not enougth energy from people wanting to support forum materialized.
this will be resolved someday, but currently just stick to mailing
Hi Idar,
it is not that easy, but here you may find some code at
http://www.osgvisual.org/projects/osgvisual/wiki/OsgTerrainData
Regards
Sergey
___
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osg-users@lists.openscenegraph.org
Hi All,
just to share,
searching for shader composing stumbled across
https://github.com/tlorach/nvFX
https://developer.nvidia.com/sites/default/files/akamai/gamedev/docs/nvFX%20A%20New%20Shader-Effect%20Framework.pdf
it is open sourced so maybe it might be of some interest to look at.
Best
Hi Chen.
just for your information:
Ubuntu and osg work ok in VMWare player on windows ( which is free for non
commercial/educational ussage )
Regards
Sergey
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Hi Robert,
working with OpenGL ES 2.0 with Angle ( I also checked ATI OpenGL ES SDK )
with osg 3.2
I have a warning Detected OpenGL error invalid enumerant on this line in
State.cpp
glGetIntegerv(GL_MAX_TEXTURE_COORDS,_glMaxTextureCoords);
( in following part of code in function void
Hi Robert,
Once you have the code working cleanly could
you post the modified file to osg-submissions.
ok,
checking now.
Regards
Sergey
On Wed, Jul 31, 2013 at 9:29 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Sergey,
You suggested change looks reasonable. Curious that others
Hi,
I try to make some experiments with OpenGL ES 2.0 on both windows and linux,
and while I myself is searching for answers ( I think will resolve in
coming days ), I will share few observations for anyone concerned.
I have following problem with latest development code.
On windows
using
question - is such
output is expected on linux or is it osg bug?
Regards
Sergey
On Tue, Jul 23, 2013 at 8:19 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote:
Hi,
I try to make some experiments with OpenGL ES 2.0 on both windows and linux,
and while I myself is searching for answers ( I
Hi Robert,
OpenGL ES 2.0 does not support TexGen or Material, and in fact has fixed
function pipeline at all.
yes, just forgot it and seen few shaders in replacement of fixed pipeline.
When using OpenGL ES 2.0 you need to use shaders exclusively, there is the
osgUtil::ShaderGenVisitor that
Hi,
just for ref
https://hogbox.googlecode.com
has following code which might be of some use:
https://code.google.com/p/hogbox/source/browse/trunk/include/hogbox/HogBoxMaterial.h
https://code.google.com/p/hogbox/source/browse/trunk/src/hogbox/HogBoxMaterial.cpp
Hi David,
a practical solution is to write frames using
https://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/ScreenCapture.cpp
then to convert resulting frames to video using ffmpeg or one of free
video editors.
you might also use ffmpeg for real time encoding frames using
Hi Lokesh
in http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book on
support tab for the page of the book you may download sample code,
in \2824_12_Code\2824_12_Code folder from download zip there is
sharing_textures.cpp which has a class
class ReadAndShareImageCallback : public
Hi Asher
In some of my application, I would like to detect when a clic + mouse move
event happen. My goal is to display on screen during the clic + mouse move
only objects bounding boxes.
see osgkeyboardmouse example,
have an additional flag for clicked stateL
pseudocode:
Hi Bram,
one suggestion for 'hackish' way to implement,
for windows in
osgViewer/GraphicsWindowWin32.cpp
in handleNativeWindowingEvent(
to add handling of boolean for focused state tracing events WM_SETFOCUS
WM_KILLFOCUS WM_ACTIVATE like described in
Hi Kim,
while you probably won't copy code from FlighGear http://www.flightgear.org/
(it is GPLed ) you might get inspirations from this OSG based game code
Regards
Sergey
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Hi Chris,
won't AMD Eyefinity 6 monitors on one card ( and I think 12 monitors on two
cards - because they could work together, though I did not try, but if I
understand correctly this will work
http://hardforum.com/showthread.php?t=1645343
http://hardforum.com/showthread.php?t=1645343see also
Hi Chris,
It is my understanding that AMD cards won't frame-lock without the S400
card
you might be correct, but
you mentioned, that rendering in not very demanding, thus setting VSync
might be enough to soft-frame-lock on powerful card ( which should be oders
of magnitude more powerful than
Hi Mike,
in respect to vao you might look at this thread
http://forum.openscenegraph.org/viewtopic.php?t=10001 with initial attempt
to add it.
with this you get a core profile,
Are scenegraphs in general suited for games?
yes, not all games use scenegraphs but most I know - do.
scenegraphs
Hi Chris,
I just wanted to followup here and mention that this project is now on
GitHub and I'm looking for people who can assist with it.
https://github.com/XenonofArcticus/GLSL-Debugger/https://github.com/XenonofArcticus/GLSL-Debugger/
I did not notice announcement neither at your twitter,
Hi
Would using OSGPango for text help with this,
Yes, I would recommend to use http://code.google.com/p/osgpango/ ( based on
http://code.google.com/p/osgcairo/ )
by Jeremy Moles, at least it gives best results I seen and it is not
difficult to use ( there examples there ).
Regards
Sergey
Hi Randall,
so, I can only guess, what goes wrong (I'm sorry).
but , in case there are several windowing libraries, they could run in
separate threads
http://msdn.microsoft.com/en-us/library/ms810439.aspx - so that their even
loops are not intersected, the communication
should be async this
Hi Randall,
but as soon as I use the other library to create a window ... the
application crashes
maybe others will give you better response, but I would suggest to set osg
into single threaded mode
Regards
Sergey
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Hi Jason,
have downloaded everything and tried to build it and i am getting errors
with AVFormatParameters not being declared.
it looks like your problem depends on version of ffmpeg, current stable
version uses relatively old version of ffmpeg ( pre 0.7 ),
current development (svn ) version
Hi Mohammed,
yes - it is possible - to move vertices changing their coordinates in
callback or in shader (say you have 'flat cube' assuming initially you have
all neccesary cube vertices in place, then you have what you want, if you
have just one square - then tesselate accordingly, then move
Hi Joe,
just a suggestion taken from ideas how the dynamic sculpting is done in
Blender
( for reference see
http://code.blender.org/index.php/2011/10/dynamic-topology-sculpting/
http://hal.inria.fr/docs/00/60/65/16/PDF/Freestyle.pdf
and
Hi Joe,
on a second thought -
another approach would be to use marching cubes see
http://ivl.calit2.net/wiki/index.php/Real-Time_Meshing_of_Dynamic_Point_Clouds
http://www.youtube.com/watch?v=1DAvgLCj_RQ
Regards
Sergey
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