Hi Nicolas,
Its really hard to know whats going on at your end w.r.t application
setup and flow control so advicing on it is easy. In general I can
say that sharing a scene between View's is OK within on
CompositeViewer as they will Views on the same scene will share the
same FrameStamp i.e. ther
I've fixed this behaviour too, by simply taking:
gl_TexCoord[1].t = 1.0- clamp(dot( vec4(vVertPos,1.0), gl_EyePlaneT[1]
),0.0,1.0);
instead of
gl_TexCoord[1].t = clamp(dot( vec4(vVertPos,1.0), gl_EyePlaneT[1]
),0.0,1.0);
in the vertex shader
(yeah, I know the clamp is useless here, but since
Adrian Egli OpenSceneGraph (3D) schrieb:
> Perfect, it's working.
>
ok, I'll submit them to osg-submissions.
> did you still a review of my AGL Thread Safe submission ? because i can not
> run the safari plugin with mutli threaded, only single thread. otherwise
> i crashs when i press 's' (stats
Hi all,
I have notice that when I generate an earth with osgdem there is some
problems with the normals.
I have used this command line :
osgdem --bluemarble-west -t ../land_shallow_topo_west.tif
--bluemarble-east -t ../land_shallow_topo_east.tif
--geocentric
-l
We had the same problem and had to fix normals by hand .
BTW, please note that the normals are correct when using a DEM file
Rémy
christophe loustaunau a écrit :
> Hi all,
>
> I have notice that when I generate an earth with osgdem there is some
> problems with the normals.
> I have used this co
Hi David
It seems to me that you will need to have a scene loop somewhere and
that this somewhere cannot be the OnPaint() event hanler.
IMO, you will probably have to run the viewer loop in a separate thread .
Rémy
David Oyarzun a écrit :
> Hi all,
>
> I'm developing an ActiveX for a web
Hi Christophe,
Is the normal discontinuity only apparent along one longitudinal
split? What happens when you zoom in?
I presume the normal discontinuity is along the boundary where the
longitude goes from -180 to 180. The is code to equalize normals
across boundaries between tiles, but don't re
> Is the normal discontinuity only apparent along one longitudinal
> split?
yes, in fact the normal discontinuity only appears at the join of the tile.
See the
screenshot I have attached you will understand.
What happens when you zoom in?
>
> I presume the normal discontinuity is along the bound
Hi,
It's been a couple of weeks since I first asked about stereoscopy in
OSG. I've had an answer from Rémy (which I forgot to thank for, sorry), but
I still have some questions on the subject.
I've managed to use the stereoscopy option, which provided me with a
split image of my scene. W
thank, may i create or produce the crash when i am not manipulating in the
thread who created the context. i have to work it out.
2008/2/22, Stephan Maximilian Huber <[EMAIL PROTECTED]>:
>
> Adrian Egli OpenSceneGraph (3D) schrieb:
>
> > Perfect, it's working.
> >
> ok, I'll submit them to osg-sub
Hi,
In my application, I need to represent simple shapes' projections. For
instance, project a line on a plane. I was thinking about using textures,
but my problem is that my projection will have to be to be rotated and
translated all the time, which, according to what I've noticed in some
exa
Hi Renan,
osgviewer should by default open up across all screens, and if run it
with the stereo options it'll do horizontal split across the two
screens you have i.e.
osgviewer cow.osg --stereo HORIZONTAL_SPLIT
This is what I generally use at my end to do passive stereo on system
with two outp
Hi Renan,
Maybe you should have a look at the dual moitor management of your
graphic card .
If you are running on Windows for instance, you need to extend the
desktop instead of using the dual mode screen
Rémy ( not fully convinced that this will help anyway )
Renan Mendes a écrit :
> Hi,
I forgot to say that I was two instances of osgviewer::viewer.
Thanks again,
Nicolas.
2008/2/22, nicolas peña <[EMAIL PROTECTED]>:
>
> Hi Robert,
>
> I have done several tests and have reached to the conclusion that it is
> not possible
> to use two viewers at the same time from one
Hi Robert,
I have done several tests and have reached to the conclusion that it is not
possible
to use two viewers at the same time from one process.
This happens even when they do not share anything and even if I set-up
the viewers from different threads.
I have done the most simplistic code
Hello,
Try these steps:
1. Render the scene to an FBO
2. Render the captured buffer with an RGB to YUV shader.
-B
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jon
Sent: Wednesday, February 20, 2008 3:25 AM
To: osg-users@lists.openscenegraph.org
Subj
I would like to provide a user of osgWidget with the ability to get the
color value of any textured Widget, particularly whatever 2D coord the
mouse is currently over. I've played with a number of implementations
for doing this, but I wanted to get some opinions on what the BEST way
to do it is. (A
You probably tried
osgViewer::View::setUpViewAcrossAllScreens ()
if you have one desktop on two screens, or
osgViewer::View::setUpViewOnSingleScreen (unsigned int screenNum=0)
, one for each viewer, if you have two desktops.
If so, what happened?
Renan Mendes wrote:
Hi,
It's been a c
Hello OSGers !
I am trying to render to a large float image of dimension 4368 X 2912.
I allocate an osg::Image of that size, GL_RGB, GL_FLOAT, and GL_RGB32F_ARB.
I attach that image to my camera COLOR_BUFFER.
Interestingly when I read back the image pixels > 4096 in x wrap around.
Everything <
On 2/22/08, Jeremy Moles <[EMAIL PROTECTED]> wrote:
> Is there an arbitrary way to translate mouse coordinates (given the data
> I have access to) into texture coordinates? I don't need the code to do
> this, just some ideas to push me in the right direction...
Have a look at the osgmovie example
On Fri, 2008-02-22 at 21:46 +, Robert Osfield wrote:
> On 2/22/08, Jeremy Moles <[EMAIL PROTECTED]> wrote:
> > Is there an arbitrary way to translate mouse coordinates (given the data
> > I have access to) into texture coordinates? I don't need the code to do
> > this, just some ideas to push
* Melchior FRANZ -- Friday 22 February 2008:
> Here's a new version with the following changes made:
>
> - be a bit more pedantic about modifier settings for
> artificially pressed/released keys
> - fix a compiler warning
> - simplification & minor improvements
That wasn't meant to go to osg-us
Hi,
I'm a new OpenSceneGraph user and am looking for some advice to get me
started on an analysis I'm doing. The problem is to try and find
"safe" paths through an urban environment - a path is considered more
"safe" if the points along the path are not visible from windows on
the buildings in the
Renan Mendes wrote:
>"2 overloads have no legal conversion for 'this' pointer"
> ...
> (drawable->getBound()).set(-COMPRIMENTO - 0.1, -LARGURA - 0.1,
> -ESPESSURA - 0.1,
> COMPRIMENTO + 0.1, LARGURA +
> 0.1, ESPESSURA + 0.1); // constants in capita
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