oli tour wrote on 2013-01-27:
I am just wondering how can I set the precision of the UserCenter
member
in a PagedLod. My problem is that I have coordinates higher than 1
million, and that the writer only keeps 5 decimals. I thus loses10 m
precision, and this prevent the more detailled
bilal zeidan wrote on 2013-01-07:
Hi, I tried to create a dynamic heightField by attaching a heightField
Shape drawable into a Geode node, and then I called the
dirtyDisplayList
on each frame. I noticed that the frame rate drop a lot when the HF is
quite big ( 200 x 200 ). I did the same test
Looks very nice, Daniel! I especially like the lunar eclipse effect.
Limberger, Daniel wrote on 2013-01-18:
I would like to present you my open source library osgHimmel that
allows
simple noninvasive rendering of background imagery (i.e., skies)
within OSG.
It currently is an OSG extending
Frank Kane wrote on 2012-12-06:
Let's say I have two cameras with identical view frusta, say a main
camera
and a camera for reflections that contain the same objects, only
flipped.
Except for in very specific situations, the objects in the reflection
camera's frustum aren't going to be the
Peterakos wrote on 2012-11-07:
Hello.
I use the following to render a cessna.
Viewer viewer; viewer.setSceneData(group); Camera* camera =
viewer.getCamera(); camera-setProjectionMatrixAsPerspective(45, 1, 1,
30); viewer.setUpViewInWindow(40,40,width,height); return
viewer.run();
Sukender wrote on 2012-10-31:
Hi all,
Here is a problem to solve : how can you highlight surfaces where
textures
didn't load properly (missing file, read error...)?
My first answer was to create a ReadFileCallback, and make readImage()
encapsulate default call. If call fails, then I return
Cary, Karl A. wrote on 2012-10-15:
I am tracking down some memory leaks in our program and have come
across
a couple situations where I am currently not sure if it is/can cause a
memory leak. There are many instances in our code where we do
something
similar:
osg::ref_ptrosg::Geometry
Preet wrote on 2012-10-04:
Sorry if it wasn't clear; the items aren't being displayed because the
near and far planes that osg sets creates a frustum that doesn't
include
them. I need to manually set the near and far planes to see
everything.
The near and far planes that osg sets without
Joe Doob wrote on 2012-10-01:
This snippet produces a valid drawable, however the drawable returns a
NULL stateset and so I can't obtain the texture object.
How can I obtain the osg::Image to get RGB in this case? Or, is there
a
better method?
The texture for the Drawable must be set in a
Stéphane Bonardi wrote on 2012-09-19:
Since my overall setup is a bit complicated, I'm going to use here a
simplified version to explain what I'm trying to achieve. Imagine that I
try to create and animate a robotic arm with three degrees of freedom
(articulations): I create a scene graph
Christian Buchner wrote on 2012-09-13:
How would I use the object's own geometry of the object as the
clickable
hot spot?
I've been trying to implement a geode called DraggableCylinder which
inherits from the dragger. And I want this geode to also implement the
constrain() and receive()
Zach Basanese wrote on 2012-08-09:
Hi,
I can't seem to find this anywhere: What are the osgDB::ReadWriter
general
Options strings? I think I could potentially use them, but the only
one I know
of is keepExternalReferences.
To set these options strings, the
YoungStone, Jeong wrote on 2012-06-27:
Hi,
I'm studying OSG with Beginner's Guide Book.
But I did not learn about OpenGL.
snip
In the code, GL_LIGHT0 and GL_LIGHT1 is being used.
I know there are from GL_LIGHT0 to GL_LIGHT7.
In my opinion GL_LIGHT0 features seems to be different
I'd like to help migrate the OpenSceneGraph.org website over to the new
OpenSceneGraph.com, but I'm having a bit of trouble:
I have a login at OpenSceneGraph.com but I think I don't have author
permissions because I don't see a button or link anywhere allowing me to submit
new pages or edit
Robert Osfield wrote on 2012-06-27:
I have just updated your permissions to publisher, editor and author
so you'll be able to write a page and then publish it directly without
requiring publishes to review your work.
Thanks!
On 27 June 2012 18:01, Thrall, Bryan bryan.thr...@flightsafety.com
Wang Rui wrote on 2012-06-21:
2. A rendering framework uses one or more techniques, passes, and
connect
their inputs/outputs for complex render work. It can also be recorded
by the
resource system and is implemented as a group node in the scene graph,
which performs actual forward/deferred
PCJohn wrote on 2012-05-09:
Hi,
I want to load my scene from multiple files. There should be one
main.osgt file that should include or reference other files. I was
expecting that osg::ProxyNode should serve for this purpose. Or is
there
another friendly approach?
ProxyNode difficultly:
Paul Martz wrote on 2012-04-11:
Has anyone successfully registered an account yet? I went through the
registration process and was informed I would be sent an email with an
activation link. That was about 1/2 hour ago; still no email...
I just successfully created an account, activated it,
Chris Hanson wrote on 2012-02-03:
Ran into a problem where models made on a Windows box didn't work on a
Linux box because the modeler had stored texture filenames in the file
in
one case foo.jpg and the actual image file was a different case
foo.JPG.
...
Is there a better way to do this or
Shaheed Khan wrote on 2012-01-19:
Hi,
I am new to OSG ...
Hi Shaheed, and welcome!
The best place to send your questions is the osg-users list instead of
the osg-submissions list (which is for code change submissions). I've
forwarded your email to osg-users and copied you on it in case you
Nicolas Baudrey wrote on 2012-01-12:
Hi,
I have a scene file in OSG format. I would like to convert it in a
more
convenient format in order to modify it in an modeling tools like
3DSMax,
Maya, ...
Is there a converter from OSG to 3DS or something like that ?
The OSG tool osgconv can be
Jason Daly wrote on 2011-11-08:
On 11/08/2011 04:51 PM, Buckley, Bob CTR MDA/DES wrote:
I got the per state solution. But, I'm looking for fixing the
transparency bin.
Should be on that bin rather than wasting resources on
identifying and setting on all the applicable states -
Sebastian Messerschmidt wrote on 2011-09-21:
Thank you Paul,
It seems a little bit more obvious now. Basically I need to write some
additional value to one of the COLOR attachments alpha channel, which is
derived from the first pass. So my second approach (which seems to be
failing) is
Robert Osfield wrote on 2011-09-05:
There isn't a scheme for missing nodes during serialization.
On Sat, Sep 3, 2011 at 12:01 PM, Joel Graff pair_o_gra...@comcast.net
wrote:
Hi,
I have a graph that I serialize with a simple call to
osgDB::writeNodeFile(), but it contains a node that is
Eduardo Poyart wrote on 2011-03-28:
But I can't add an osg::Object to an osg::Group... I want my data to be
saved with the scene, so I made it derive from osg::Node and added it
to my root group. Unless there is another way?
You can add it as user data (see osg::Object::setUserData()) if it
PCJohn wrote on 2010-03-19:
2. LightSource question: I was always wondering why there are two light
classes - osg::Light and osg::LightSource - and not just one. Is the
only purpose for having both osg::Light and osg::LightSource the ability
of LightSource to specify ReferenceFrame?
PCJohn wrote on 2010-03-19:
Hi Bryan,
osg::Light is a StateAttribute and osg::LightSource is a Group, so
Light represents the OpenGL state (like the light ID) for a light in
the scene, and LightSource represents the location of that light (note
that LightSource has a Light).
And why there
Drolet, Frederic wrote on 2010-03-12:
osg::ref_ptrosg::StateSet lStateSet = mGeometrie-
getOrCreateStateSet();
lStateSet-setMode(GL_LIGHTING, osg::StateAttribute::OFF);
OpenGL performance is very sensitive to state changes, so it is a good idea to
minimize them as much as possible. OSG
not affect performance as much as
the OpenGL state changes that come from many StateSets.
-Original Message- From:
osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
boun...@lists.openscenegraph.org] On Behalf Of Thrall, Bryan Sent:
Friday, March 12, 2010 10:39 AM
Mourad Boufarguine wrote on 2010-02-22:
Just a small typo correction for the last link in
http://www.openscenegraph.org/projects/osg/wiki/Community/Maintainers, I
think you meant http://cdash.openscenegraph.org
http://cash.openscenegraph.org/ and not
http://cash.openscenegraph.org
Roman Grigoriev wrote on 2010-02-01:
Transmittance_t-setImage(image_Transmittance);
delete[] data;
setImage() uses the data buffer you pass to it, so if you delete it right after
calling setImage(), the Image will use a deallocated buffer!
Does it work if you specify USE_NEW_DELETE
Trajce Nikolov wrote on 2010-01-20:
is this meaning the attribute can not be overwritten from the top of
the hierarchy?
is so, does not work for me
Yes, that is the meaning. However, the top of the hierarchy can use OVERRIDE to
override the PROTECTED state, IIRC.
Can you give an example
Ulrich Hertlein wrote on 2009-12-31:
I have coded up a proposal for a general-purpose property system for
osg::Object and would
like to present it for comments and discussion.
Looks very cool!
For data that is not derived from osg::Referenced (like floats, int,
strings) instead of
using a
The last two paths in OSG_SEARCH_PATHS in osgPPU's FindOSG.cmake don't properly
escape backslashes, causing CMake (I'm using version 2.6) to error when trying
to configure on Windows and osgPPU is not right next to OSG:
C:\Program Files\OpenSceneGraph
C:\Program Files (x86)\OpenSceneGraph
...)
Apparently, CMake allows escaping inside strings using backslash (see
http://www.cmake.org/cmake/help/syntax.html), hence the need to escape the
backslashes.
Thrall, Bryan wrote:
The last two paths in OSG_SEARCH_PATHS in osgPPU's FindOSG.cmake
don't properly escape backslashes, causing CMake
Pecoraro, Alexander N wrote on 2009-12-17:
Is there a way to set the threading mode so that the draw thread does
not run until after the update traversal is done?
You can set the threading mode using an environment variable:
$ osgviewer --help-env
Usage: E:\OpenSceneGraph\bin\osgviewer.exe
Paul Martz wrote on 2009-12-14:
Thrall, Bryan wrote:
When you add an alias, though, aren't you saying to the plugin,
Trust me, even though you don't recognize the file extension, handle
it?
Hi Bryan -- That might be what you're saying, but that's not how
osgDB::Registry is interpreting
Robert Osfield wrote on 2009-12-15:
FYI, if you really want to try forcing a plugin to handle extensions
it was never designed to handle you could try loading the plugin and
then calling supportsExtension on it.
Just to be pedantic, supportsExtension() is protected, so you'd need to:
1)
it, you need to call supportsExtension().
Thrall, Bryan wrote:
Robert Osfield wrote on 2009-12-15:
FYI, if you really want to try forcing a plugin to handle extensions
it was never designed to handle you could try loading the plugin and
then calling supportsExtension on it.
Just to be pedantic
Paul Martz wrote on 2009-12-14:
Jan Pečiva wrote:
OSG plugin takes one look at the foo extension and returns an error.
(This is correct behavior; the .osg plugin doesn't support the
foo
extension.)
This is exactly the point I am trying to point out! The plugin reports
that it does not
Trajce Nikolov wrote on Thursday, December 03, 2009 9:25 AM:
looks like nowhere. Here is the code in updatevisitor:
inline void handle_callbacks_and_traverse(osg::Node node)
{
handle_callbacks(node.getStateSet());
osg::NodeCallback* callback =
Robert Osfield wrote on Wednesday, December 02, 2009 4:11 AM:
I've done something similar to this in the OSG in the
osg::ArgumnetParser::Parameter class - this one uses a union
internally like the Variant class above, with the twist that it's for
passing in data to be set so it uses a pointer
Chris 'Xenon' Hanson wrote on Tuesday, December 01, 2009 11:06 AM:
I'm sort of thinking out loud, on (e-)paper here, so feel free to
shoot
holes in this design:
We design a class called something like CompositeUserData (I dislike
this
name, and prefer something like
Andrew Cunningham wrote on Wednesday, November 18, 2009 4:51 PM:
OK, I think I have resolved the mystery. The VBO was being stalled by
a
setNormalBinding(osg::Geometry::BIND_PER_PRIMITIVE);
If I remove that, and compare FPS, then the VBO performance is
slightly
better than the displaylist
Xiao Han wrote on Tuesday, November 17, 2009 10:13 AM:
How can I get group's geodes? Thanks.
The best way is to create a subclass of osg::NodeVisitor and override the
visit(osg::Geode) function. There are lots of examples that do this, such as
the osgcallback example.
Wang Rui wrote:
Hi
Thorsten Werner wrote on Friday, November 13, 2009 1:02 PM:
Really tried everything and changed some lines. But this error once i
try to
Code:
osg::ref_ptrTGBaseWidget WidgNode01 = new TGBaseWidget(2,1);
instead of
Code:
osg::ref_ptrTGBaseWidget WidgNode01 = new TGBaseWidget(1,1);
Thorsten Werner wrote on Wednesday, November 11, 2009 9:56 AM:
int posX = 585;
int posY = 370;
std::vectorTGWidgetElement ElementLower;
for(int i=count_width; i0; i--)
{
ElementLower.push_back(TGWidgetElement(posX, posY,
Thrall, Bryan wrote on Wednesday, November 11, 2009 10:00 AM:
Group and other OSG Nodes declare operator= to be non-public so they
cannot be instantiated on the stack (which would easily lead to
problems
with OSG's smart pointers); you have to dynamically allocate them.
I should've checked
Thorsten Werner wrote on Wednesday, November 11, 2009 10:31 AM:
Ahhh. Ok that worked. But now i uncommented
Code:
this-addChild(ElementLower[count_width]);
It compiles but gives a Segmentation Fault at startup.
Not a lot of information to go on, but here's a WAG:
count_width is counting
Thorsten Werner wrote on Wednesday, November 11, 2009 11:47 AM:
Hi,
It only gives a segfault if count_width is higher than 1. I've no idea
what
could be wrong...
Try looking at it in a debugger and compare count_width with the current
size of the vector.
For example, if count_width is 5,
Jean-Sébastien Guay wrote on Tuesday, November 10, 2009 10:55 AM:
Are there advantages to modifying CullVisitor rather than overriding
traverse(), other than one dynamic_cast per frame per node? I think if
that's the only advantage, I'd personally prefer keeping all the code
related to the
Frank Sullivan wrote on Tuesday, November 10, 2009 3:26 PM:
Slow App
-
Lights: 0
Bins: 30
Depth: 0
Matrices: 15,789
Imposters: 0
Drawables: 15,789
Vertices: 1,361,039
Quick App (without Object Cache)
-
Lights: 0
Bins: 9
Depth: 0
Matrices: 1,379
Imposters: 0
Drawables:
Frank Sullivan wrote on Tuesday, November 10, 2009 3:51 PM:
Thanks, Bryan, I'll try and see if there's anything causing multiple
re-draws
of the geometry or something.
Do you happen to know what the stats under the 'View' column refer to,
in
this case? E.g., StateSet, Group, Transform,
Felipe Lemus wrote on Tuesday, October 27, 2009 1:57 PM:
tankDataType::tankDataType(osg::Node* n)
{
rotation= 0;
tank = dynamic_cast osgSim::DOFTransform* (n);
}
void tankDataType::updateTurretRotation()
{
rotation -= 0.01;
tank-setCurrentHPR( osg::Vec3(rotation,0,0) );
p...@graphics.cs.uni-sb.de wrote on Wednesday, October 21, 2009 8:05 AM:
Cedric Pinson wrote:
Hi pp,
Did you try to modify an osgAnimation example and add a
osgDB::writeNodeFile of the root node to see if it writes the
animation
correctly in a osg file ?
Cheers,
Cedric
Hi
p...@graphics.cs.uni-sb.de wrote on Monday, October 19, 2009 3:14 AM:
The reason you get no update callback in the .osg file is that
osganimationnode uses a custom callback, AnimtkUpdateCallback, that
the
.osg writer doesn't know about.
From the OpenSceneGraph-Data .osg files that have
p...@graphics.cs.uni-sb.de wrote on Friday, October 16, 2009 4:32 AM:
Problem reconstruction :
osgAnimation Example osganimationnode, exchange the main proc. Instead
of creating a viewer write out a file, as this.
int main( int , char** )
{
osg::ref_ptr osg::Group root = new
Giering Joseph wrote on Saturday, October 03, 2009 9:26 AM:
I have a problem to load a model by using this code:
// load model
osg::Node* pLoadedModel = osgDB::readNodeFile(
C:\Programme\ADTF\2.1.1\lib\OpenSceneGraph-2.6.1\bin\tour.obj );
if(!pLoadedModel) {
std::cout
Maurizio Lodo wrote on Friday, October 02, 2009 2:45 AM:
Thanks for your replies!! I have been reading through this forum and
googled
a lot and it seems the best solution for my problem would be to create
a
simplified cylinder geometry (which I have done), divide all the
cylinders
into bins
Bilal Zeidan wrote on Friday, October 02, 2009 3:10 PM:
I am asking if some can help me to set a non shaded color to a node.
In
another words, I don't want the color of the node to be affected by
the
light source of the scene. In my case, I don't have a direct access to
the node's drawables
Frederic Marmond wrote on Wednesday, September 23, 2009 10:03 AM:
I'm making a study on how integrate OSG inside an external openGL
engine.
I know it's not the best use of osg, ok... :)
So I used osgViewer::Viewer::setUpViewerAsEmbeddedInWindow() as a
start.
It's ok, as long as I don't
Travis Friedrich wrote on Thursday, September 10, 2009 11:31 AM:
Where can I find a list of all the current supported writable formats?
Use 'osgconv --formats' and look for writeNode or writeObject in the
features list.
--
Bryan Thrall
FlightSafety International
bryan.thr...@flightsafety.com
Brett Thomas Lee wrote on Tuesday, September 08, 2009 6:49 PM:
Thank you! very much.I also have an another question.What is attach in
mPreRenderCamera-attach(osg::Camera::COLOR_BUFFER,img.get()); code.If
I
attach an image to color buffer whenever I update the camera scene
does the
image gets
Brett Thomas Lee wrote on Tuesday, September 08, 2009 4:51 PM:
Hi,
Similar to Mr Paul I tried to modify my scene by calling update like
this
viewer.realize();
while(!viewer.done())
{
viewer.advance();
viewer.eventTraversal();
//viewer.updateTraversal();
Martin Beckett wrote on Friday, September 04, 2009 5:20 PM:
Hi,
I have a class derived from PositionAttitudeTransform. It's simply an
Adapter
it contains no new variables but fixes up some methods for osg::PAT to
be
used in an existing design for some navigation routines.
The existing
Wyatt B. S. Earp wrote on Thursday, September 03, 2009 2:38 PM:
I posted this via the mailing list, but it seems to never have gone
through.
I want to use a struct in my glsl shader.
osg::StateSet::getOrCreateUniform allows for the specification of
Uniform::Type, but I don't see an
Ben Axelrod wrote on Thursday, September 03, 2009 4:25 PM:
I am trying to view transparent objects inside of other transparent
objects.
My objects are simple ShapeDrawables with some color and alpha
transparency.
I am seeing strange behavior where the inner object is sometimes
completely
Björn Blissing wrote on Thursday, August 27, 2009 2:32 AM:
Hi Brian,
Yes, my tiles are a lot larger than 2000 meter. The radius of the first tile
is 9008.5 m, and the road segment contained in that segment is 18017 m. But
should really the range value be connected to the tile size?? I my
Helbig, Yuen wrote on Monday, August 24, 2009 5:37 PM:
Does anyone know how to check if the StateAttribute::OVERRIDE flag is
set on
a StateSet?
Yuen Helbig
Perhaps something like the following:
osg::StateAttribute::Type ssType = osg::StateAttribute::TEXTURE; // or
the type of whatever
Kris Dale wrote on Friday, August 21, 2009 3:51 PM:
Bahahahaha. Brilliant! The makeRotate(from, to) works like a champ!
From
here I think it's just a matter of figuring out how to animate the
effect
(slow turning toward the target location...) This is great though!
I'm
definitely going to
Chris 'Xenon' Hanson wrote on Thursday, August 20, 2009 5:13 PM:
Tony Horrobin wrote:
Hi Kris,
Is the target moving too?
Cheers,
You know, my first contact with our own Paul Martz was way back in
the late
90s when he gave me some code for a glLookAt type implementation. I'll
see if
I
Rick Pingry wrote on Friday, August 07, 2009 4:52 PM:
Is there a way already to force the viewer to load
a specific library based on some environment variable or better yet a
command
line parameter? would that be sufficient?
Yes, osgviewer supports '-l libname' (that's a lower-case L) to load
Pau Moreno wrote on Wednesday, August 05, 2009 12:22 PM:
Since I know, OSG doesn't have support for geometry shaders, does it?
I'll
check it again.
It has had support since January, 2008, according to the SVN log; see
osg::Shader.
--
Bryan Thrall
FlightSafety International
Brian R Hill wrote on Wednesday, August 05, 2009 3:05 PM:
I think this is the common case and I always understood postdraw to
mean that the camera is done with rendering/drawing.
I've always thought of it as the last chance to draw something,
essentially a hook into the drawing phase to
Thrall, Bryan wrote on Wednesday, August 05, 2009 3:22 PM:
Brian R Hill wrote on Wednesday, August 05, 2009 3:05 PM:
I think this is the common case and I always understood postdraw to
mean that the camera is done with rendering/drawing.
I've always thought of it as the last chance to draw
Hadrien Thomas wrote on Tuesday, August 04, 2009 10:57 AM:
Ok.
It's going to be a lot of work for me I guess :P
Thank you for your help!
Perhaps osgUtil::ShaderGenVisitor and the osgshadergen example can help
you out? They were designed to reproduce the fixed functionality
pipeline in
Pau Moreno wrote on Tuesday, August 04, 2009 3:18 PM:
I'm trying to use multitexture in a class that inherit from Drawable.
I use
glMultiTexCoord4f inside of the drawImplementation, because I need
this
function to work with this parameters I have in a geomtryShader, but
by some
reason a get a
Maxime BOUCHER wrote on Friday, July 31, 2009 7:58 AM:
bthrall wrote:
The shader has a sampler2D uniform that needs to be set to the
texture
unit you want to use; as long as you attach a different Texture2D to
each geode/drawable on that texture unit, the shader will see that
Maxime BOUCHER wrote on Thursday, July 30, 2009 8:24 AM:
Hi,
I'm looking for reloading the texture I send to a shader I put on the
top of
the scene graph. As every geode/drawable (it depends on the model) as
a
different texture, I'd like to reload the good one for each.
I tried to do
Tanguy Fautre wrote on Wednesday, July 29, 2009 12:37 PM:
The DllMain problem is quite well documented (cf. the MSDN links from my
previous post). The thing is that an illegal use of DllMain is quite similar
to a race condition. Most of the time, everything just seems to work. Our
application
Andrew V. Moore wrote on Monday, July 27, 2009 2:05 PM:
I was wondering if anyone could point me in the right direction for
examples of using a reader/writer with text files. Any help would be
appreciated. Thank you.
I think you're asking for an example of using a osgDB::ReaderWriter to
Andrew Burnett-Thompson wrote on Friday, July 17, 2009 10:42 AM:
However so far I can see the only way to add specular is via a
StateSet. I
previously had one stateset per object, but this consumed too much
memory, so
now have a shared stateset
I assume you're referring to your statement
Jason Daly wrote on Friday, July 10, 2009 1:25 PM:
Jean-Sébastien Guay wrote:
OSG sorts by state to minimize state changes, but I'm not sure how it
does the sort.
I believe the state sort is done using the compare() method of
StateAttribute. In the case of Uniforms, the comparison is
Bob Youmans wrote on Wednesday, July 08, 2009 3:51 PM:
Hi all, I'm trying to figure out the best method to pass per vertex
attributes to shaders using osg and I can't seem to find many
examples of
attribute use. My guess is there's a reason for that and I should
probably
code up a uniform
Jonathan Richard wrote on Tuesday, July 07, 2009 7:28 AM:
Glad you got it working!
Is there a reason you didn't just attach an osg::Texture to
your camera
and set the number of samples greater than 1 in the attach
call?
Well I did attach a texture to my camera and set
Jonathan Richard wrote on Monday, July 06, 2009 4:04 PM:
Ok I was able to get it working by getting the resolved fbo using the
RenderStage::getMultisampleResolveFramebufferObject method. Here a
subset of
my code in the draw callback:
osgViewer::Renderer * renderer =
Rabbi Robinson wrote on Wednesday, July 01, 2009 9:50 AM:
Hi,
Is there any way I can set the uniforms by vertex? I know uniforms are
in
stateset. There are some attribute for vertex I need to set in shaders
for
each vertex. How can I do it?
Uniforms are not set by vertex; you are wanting
Jonathan Richard wrote on Tuesday, June 30, 2009 10:36 AM:
you have to use glBlitFramebuffer to
copy the multisample FBO to a FBO without multisampling to resolve
the
samples to a texture; this is what osgUtil::RenderStage does when you
attach an osg::Texture and set the samples to 1.
I'm
Jonathan Richard wrote on Tuesday, June 30, 2009 3:09 PM:
The result is an FBO without multisampling whose buffers are filled
by
combining the multiple samples from the multisample FBO together.
Ok so the FBO multisampling is supported but not directly as it said
on
Adam Wise wrote on Monday, June 29, 2009 12:14 PM:
I tried your suggestion, osgconv -o GoogleMode [model 1.flt] [model 2
.dae].
Didn't work. All osg did was post up the list of all the available
options
OSG_DATABASE_PAGER_PRIORITY mode etc etc etc. Is it safe to assume
that
GoogleMode is not
James Buckthorpe wrote on Monday, June 29, 2009 1:25 PM:
Yes I am already using the osgUtil::PolytopeIntersector to work out
whether
the object is inside the FOV. However I am finding that the list of
intersections includes my node of interest regardless of whether it
has been
culled or not
Jonathan Richard wrote on Monday, June 29, 2009 2:19 PM:
How did you test that setting both to 4 didn't work?
This is how I tested it:
...
// code in MyCameraDrawCallback
glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
float* tempbuf32Bits = NULL;
tempbuf32Bits = new float[500*500];
Rabbi Robinson wrote on Friday, June 26, 2009 12:34 PM:
I should probably have used .ive file. I didn't consider such
possibility ver
carefully when I started. There is an other fellow doing exactly that
for
OpenSG, except for OpenSG use XML file format which I think is really
cumbersome.
Jonathan Richard wrote on Friday, June 26, 2009 3:30 PM:
Hi, I set the color by using a fragment shader and the 32 bits
floating point
blending seems to be working now.
I would like to use multisampling in my FBO. How can I configure that?
Is it
only by setting the method:
Christopher Wang wrote on Wednesday, June 10, 2009 8:27 AM:
Hi,
That didn't either. Maybe I missing some step in the setup.
What I did was:
Ran Cygwin's setup.exe to install OpenGl, Cygwin, GCC, and several of
the
pre-reqs I unzipped the latest source (2.8.1) into
I have a multiple display system with an NVIDIA 8800 GT (driver version
181.20) that has performance problems when I use FBOs (see attached test
case, modified from osgviewer.cpp). My draw times jump from about 7
milliseconds to 14, and my GPU times jump from less than 1ms to 7ms.
The problem
directly).
I didn't think to check before, but SingleThreaded does seem to help
some (my test case's draw time goes from 14 to 9 milliseconds).
I'll give the 185.85 driver a shot.
Thanks for the help!
- Original Message -
From: Thrall, Bryan bryan.thr...@flightsafety.com
Max Bandazian wrote on Monday, June 08, 2009 12:09 PM:
Hi,
I have some paged data with DDS textures, which require the
ReaderWriter's
dds_flip option to be off, and some other data also with DDS textures
that
require dds_flip to be on. Here's the problem: The data can be loaded
in any
Butler, Lee Mr CIV USA USAMC wrote on Monday, June 01, 2009 1:55 PM:
I'm looking for ways to efficiently store/display geometry with flat
facets. That is to say, I want all creases (no interpolated
normals).
I'm reading some hefty geometry (10-20M polys) for display (Currently
in
OBJ
Paul Melis wrote on Friday, May 29, 2009 9:55 AM:
Thrall, Bryan wrote:
Paul Martz wrote on Thursday, May 28, 2009 4:50 PM:
You use a NodeVisitor to walk your scene graph and look for Geodes,
then iterate over the Drawables that are attached to the Geodes,
using
dynamic_cast to access
1 - 100 of 194 matches
Mail list logo