You can render GL objects creating an osgNode and overwriting the drawing
call.There is an example how to do it in the OSG CookBook of Packt Publishing.I
dont remember if there is a demo in the exmaples though.
On Friday, March 4, 2016 11:23 AM, Clement Begotto
I also just got my Unit.The say that the HDK 1.3 hav superior lenses compared
to the DK2.OSG support should be possible taking the osvrtrackviewer code as a
starting point . They use side-side split screen stereo.
Dimi
On Tuesday, December 8, 2015 8:50 PM, David Glenn
thanks Torben
On Saturday, November 23, 2013 1:00 AM, Torben Dannhauer
tor...@dannhauer.info wrote:
Hello dear OSG-community,
Sorry again for my long absence:
PhD finished: check
Married: check
- now it's time to dive into OSG again :)
As Visual Studio 2012 's C++ compiler is even after
Hi,
I wanted to say this for some time now. I am glad that we moved forward to new
versions.
What worries me is that there are a lot of changes going on but once again
there is no documentation! So where does someone lookup what the new classes
do? We should insist to the person who implemented
contributions.
Robert.
On 9 October 2013 08:34, dimi christop dimi_chris...@yahoo.com wrote:
Hi,
I wanted to say this for some time now. I am glad that we moved forward to new
versions.
What worries me is that there are a lot of changes going on but once again
there is no documentation! So where
I have written a simple glsl morph example. Other than that you have to code it
yourself by loading multiple models and interpolating the vertex arrays.
http://trac.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/osgGPUMorph.3.zip
From:
Hallo Martin,
After I saw your mail I put up a little example program which does what you
want (i think).
Basically it prints the screen space coordinates of the center of the 3d
sphere, which is in world space (0,0,0).
Use the normal osgViewer mouse controls to move the sphere model around.
Hi Robert,
could you correct in the Authors list
Dimi Christop - Dimi Christopoulos
Thanks
- Original Message
From: Robert Osfield robert.osfi...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Wed, June 22, 2011 7:59:39 PM
Subject: [osg-users
as Collada files and then you can either
read
them with the DAE plugin or convert them using osgConv.
Kim.
On 1 June 2011 11:19, dimi christop dimi_chris...@yahoo.com wrote:
Hi thanks for the tip,
how do you convert the sketchup files into osg?
Dimi
- Original Message
From: J.P
Hi thanks for the tip,
how do you convert the sketchup files into osg?
Dimi
- Original Message
From: J.P. Delport jpdelp...@csir.co.za
To: osg-users@lists.openscenegraph.org
Sent: Wed, June 1, 2011 12:52:17 PM
Subject: Re: [osg-users] 3d Models for free?
Hi,
I normally start here:
Linux RHEL4
I get this error message
/home/local/VariousProjects/osg-2.915/src/osgPlugins/tiff/ReaderWriterTIFF.cpp:188:
error: `streampos' is not a member of `std::ostream'
std::ostream::streampos checkEmpty = fout-tellp();
I fixed it just by removing the ostream
std::streampos checkEmpty =
Excellent news
I will the svn right away.
On a side note, what is the best way in your opinion to update changing vbo
geometry
say for a morpher. In my code I do a array swap, but is there a faster way?
Thank you for spending time hunting down this bug
Dimi
- Original Message
25, 2011 at 9:23 PM, dimi christop dimi_chris...@yahoo.com wrote:
Hi Robert
thanks for looking into it. I also have spend the last days a few hours
looking at the src and comparing 2.8 and 2.912, there seem to be a lot of
changes in the
BufferObjects and VertexBufferObjects. Especially the way
recreate the problem as well.
As for the cause of the problem I can't yet say. Unfortunately I've
run out of working day so will need to come back to this tomorow.
Robert.
On Thu, May 19, 2011 at 2:21 PM, dimi christop dimi_chris...@yahoo.com wrote:
Hi Robert,
this is exactly what I did, I
Hi,
I recently upgraded my code base to 2.912 (Linux, GTX 280) , unfortunately my
GPU morphing code stopped working.
I use VBO, GLSL and vertex attributes to copy the changing morph shapes and do
the interpolation on the GPU.
After searching for the problem I found that when I declared a
:37 PM, dimi christop dimi_chris...@yahoo.com wrote:
Hi,
I recently upgraded my code base to 2.912 (Linux, GTX 280) , unfortunately my
GPU morphing code stopped working.
I use VBO, GLSL and vertex attributes to copy the changing morph shapes and do
the interpolation on the GPU.
After
be able to look at the issue this week,
but if I don't follow up next week please send me a reminder.
Robert.
On Thu, May 19, 2011 at 2:21 PM, dimi christop dimi_chris...@yahoo.com wrote:
Hi Robert,
this is exactly what I did, I called dirty on the vertexArray which is passed
each frame
Macedonia is in Greece,
you probably mean Former Yugoslav Republic of Macedonia..
From: Trajce Nikolov Nick trajce.nikolov...@gmail.com
To: osg-users@lists.openscenegraph.org
Sent: Mon, April 18, 2011 5:58:56 PM
Subject: [osg-users] I am back
hello
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Wed, April 20, 2011 5:33:16 PM
Subject: Re: [osg-users] I am back
Hi dimi christop,
I mean Macedonia ... for sure for sure
http://maps.yahoo.com/#mvt=mlat=41.906056lon=21.817207zoom=8q1=macedonia
nick
On Wed, Apr 20, 2011 at 9:50 AM, dimi
As far I understand, what you are saying is that as soon as you enable
multisampling
on the FBOs you can not use the multiple render targets. All targets show the
same thing as the first one.
But this is not the case when you dont use a multisampled FBO.
I had the exact same problem and dropped
Yes that sounds reasonable..
After the initial report of Torben I began to wonder how M$ became suddenly so
generous and Open Source
Thank you Christian for the news and for reminding us that there is no such
thing as a free meal..
Dimi
- Original Message
From: Christian
Hi,
I often see people asking about how to use VBOs, pass Vertex Attributes to GLSL
or update VBO at realtime. Since I recently had to cope with these problems,
I provided in the Tutorials section (at the External Examples) a small example
of a morphing cube which shows how to do these
This is a copy of the legendary Sullivans osgTutorial, they probably missed a
few files...
Go to the original tutorials which are much more readable further down on the
same page search for External links
* osgTutorials Joseph Sullivan (integrated into this Wiki) Dimi
Hi try lesson18 from,
the tutorial examples form Leandro Motta Baros. The whole tutorial series is on
the site on the Tutorials section.
http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/LMBs_OSG_Examples.zip
In short he uses the TriangleFunctor class to let osg give
Use
CalLoader::setLoadingMode (LOADER_INVERT_V_COORD);
From: Trajce Nikolov nikolov.tra...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tue, December 15, 2009 7:48:19 PM
Subject: [osg-users] osgCal2 flipped textures
Hi,
I am
osg::PointSprite to create screen align quads? This would avoid the
for local transforms completely.
Robert.
On Tue, May 19, 2009 at 1:03 PM, dimi christop dimi_chris...@yahoo.com wrote:
Hi,
I am trying to port my old OGL Performer, Particle system code.
How do I extract the modelview matrix
Hi,
Fire up cmake . and specify in the compile and linking options the -m32 flag.
-m32 specifies that the exe and libs should be 32 bit.
Dimi
- Original Message
From: Internode paul.ta...@internode.on.net
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Wednesday,
Hi,
I am trying to port my old OGL Performer, Particle system code.
How do I extract the modelview matrix in the main loop for a specific node?
Essentially i am interrested in aquiring the modelview matrix at a specific
node in the scene graph in order
to transform the particle quads to be
Or you could just use a billboard glow texture, disable depth sorting and
testing and render the glowing billboard last on top of everything else.
This is the way we used to do it when we had no shaders and post processing
Dimi
- Original Message
From: Art Tevs
Hi,
i am having issues to compile osgOcesn on my linux box.
In ccmake . it asks to set osg-DIR to the directory contianing osgConfig.cmake
There is no such file in my osg directory.
Thanks
Dimi
___
osg-users mailing list
Hi,
thanks for the reply.
This is what I did but it specificaly asks for this osgConfig.cmake file.
On a note I use cmake 2.4 patch 6 with which i compiled osg-2.8.
Is it possible that only cmake 2.6 and up is working on osgOcean builds?
Dimi
- Original Message
From: Jean-Sébastien
Hi,
no need to go into this hassle here is a snippet how to use the scroll info
from the mouse.
A modified example from Leandro Motta Barros.
Good luck
Dimi
#include iostream
#include string
#include sstream
#include osg/Geometry
#include osgGA/GUIEventHandler
#include osgViewer/Viewer
Hi,
you can issue a virtual 'ESC' keypress using the following code.
This emulates that a keypress has been done even you never touched the keyboard.
Maybe if you issue this to your window in code when box3 is clicked the window
will be closed.
osgViewer::Viewer::Windows windows;
A while ago I asked the list why the StateVisitor::Optimizer was not working
and why I had very poor optimizing results.
I was prompted by more experienced user to investigate the source myself
This is what I did and I found a few tricks which will make the optimizer work
very well.
This
Hi,
I am trying to find ways to optimize my scene by removing duplicate StateSets
using the Optimizer.
Unfortunately even though I could see inside the osg files (using an editor)
duplicate StateSets nothing was shared.
As an example the osg file below although consisting of 2 identical
Hi,
I dont see that you are doing anything wrong... It was not working for me
either though but I think you messed somehow the logic up.
Here is an example based on what you sent which makes the model (I used
cow.osg) fade in/out.
Hope this helps
- Original Message
From: Dieter
Hi Vincent,
I see you still havent found a solution. So here I send you a complete example
of transpareny.
Its a modification of the Viewer example from the Qucik start guide.
It loads up a cow and overrides the alpha to 0.1.
Hope you can start from there.
Dimi
// Viewer Example, A minimal OSG
::TRANSPARENT_BIN);
state-setMode(GL_LIGHTING, osg::StateAttribute::OFF);
g-setStateSet(state);
return g;
}
Thanks for your help.
Regards,
Vincent.
2008/7/15 dimi christop [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]:
Hi Vincent,
I see you still havent found a solution
);
there is no difference at all...
thanks for help.
Vincent.
2008/7/15 dimi christop [EMAIL PROTECTED]:
This is because when you set alpha to the vertices and attach also an material
and a blending function you have to setColorMode (AMBIENT_DIFFUSE) on the
material.
Dimi
- Original Message
8, 2008 at 3:33 PM, dimi christop [EMAIL PROTECTED] wrote:
Hi I was following some tutorials from the Quick Start Guide when I found
some pretty strange behavior (I assume its a BUG) when saving .osg files.
Below is a code snipped which
1) Creates a Group, puts a osg::Material on it and sets
Hi I was following some tutorials from the Quick Start Guide when I found some
pretty strange behavior (I assume its a BUG) when saving .osg files.
Below is a code snipped which
1) Creates a Group, puts a osg::Material on it and sets its flag to OVERRIDE. I
set the material diffuse to red.
2)
No Need to become complex here,
I suggest the following:
1) Create one sphere which is outside of the switch node and at the same
position as the sphere inside the switch node (the one you want to turn on/off)
2) Apply a completely transparent material (alpha value) to the sphere outside
the
Hi,
in the QuickStart Guide at page 9 (1.3.4 Statistics Display)
it is stated that the 's' key cycles between 4 display modes.
1. Frame Rate, showing only the FPS
2. Traversal time, showing the traversal times including a graphical display
3. Geometry information, dsipalys the number of Drawable
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