Hi All,
What are the different scenarios in which OpenGL RenderBuffer can be
used ? Do we use them in OSG ?
Regards
RJ
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
HI Marco,
I have tried combining multi-sampling and float point FBOs so haven't
come across this bug before. I do wonder if the _internalFormat
itself could be automatically set, or perhaps if it's 0 then
RenderStage.cpp code to look for an alternative as a fallback - first
it could check for a
Hi Brian,
I believe this is fix in osg-submssions that awaits me review. I'll
be doing a submission purge later today so will pick it up then, but
in the meantime just go check the osg-submissions archives for the
last week for the fix.
Robert.
On Fri, Nov 14, 2008 at 3:29 AM, Brian Keener
Hi RJ,
The RenderBuffer is just a component of a FrameBufferObject, and yes
it is supported by the OSG. And FBO's are used for off screen
rendering and render to texture effects.
Robert.
On Fri, Nov 14, 2008 at 8:01 AM, Rahul Jain [EMAIL PROTECTED] wrote:
Hi All,
What are the different
Hi Robert,
[...], or perhaps if it's 0 then
RenderStage.cpp code to look for an alternative as a fallback - first
it could check for a texture, then finally drop back to RGBA.
Yes, that's basically what my fix does.
Send me the changed file and I can pontificate on this. Could you
also
Hi Robert,
I know that it is part of the FBO. What i am asking is the application
cases in which this can be used ? For example we can use FBO + Texture
for reflectoins, environment mapping etc. But for RenderBuffer i am not
able to think these application areas.
cheers
RJ
Robert Osfield wrote:
I'll have a look this weekend. ty.
2008/11/14 Wang Rui [EMAIL PROTECTED]:
Hi Simon,
As Alberto Luaces said, there is an external library for OSG to support
various polygon technologies, osgModeling
(http://code.google.com/p/osgmodeling/) is completely new work and not
familiar to others.
Hi Marco,
On Fri, Nov 14, 2008 at 9:41 AM, Marco Jez [EMAIL PROTECTED] wrote:
Sure, I'll send you the files later in the evening.
BTW, is there any problem with the mailing list? I didn't get my own message
back.
This is more likely to be just the gmail client not listing threads
you've
Hi RJ,
You need to go read the OpenGL specs on FBO, this will be the best
explanation of the role of renderbuffers.
Robert.
On Fri, Nov 14, 2008 at 9:48 AM, Rahul Jain [EMAIL PROTECTED] wrote:
Hi Robert,
I know that it is part of the FBO. What i am asking is the application
cases in which
Hi,
I am using VPB to generate a terrain. I use DTED for elevation and I now want
to put textures to the terrain.
I have textures in png format, and I want to generate geotiff files from them
so that I can use them with VPB.
All the png images are 1 degree x 1 degree in latitude/longitude, so I
El Viernes 14 Noviembre 2008ES 04:29:48 Brian Keener escribió:
Just updated from SVN and tried to compile in Cygwin for a periodic
compile test and received the following errors. I cleaned out the
build directory and reconfigured and still got the same error.
Am I missing some library or ???
Here
http://virtualrome.googlecode.com/svn/trunk/py_code/py25_apps/PyPackages/osg.zip
you can find an osgSwig (from some month ago, with some patches) I has
been built with Visual Stusio 7.1 against OSG 2.5 (included with the zip)
It has been tested with python 2.5 win32 binary, you can test by
Dear All,
I'm a bit new to stereo modes (so take pity on me), but are any of the OSG
supported stereo modes (QUAD_BUFFER, *_INTERLACE, *_SPLIT, *_EYE,
ANAGLYPHIC) the same thing as field sequential? I guess I know that the
interlace/split/anaglyphic ones are out, but I was not sure what
Hi,
yes my fault, i'm tring osgGIS (not osgdem)
looking at my framework installation i can see that it is an old
version :-/
now i'm tring to build osg from source ...
i'm using xcode 3.1
i setted it to :
General:
Project Format : Xcode 3.0-compatible
Base SDK for All Configuration :
Hi,
see the following page where I did something similar for the Blue Marble
NG tiff files.
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/ExampleClusterJPD
You can use gdal_translate.
e.g.
gdal_translate -of GTiff -a_srs +proj=latlong +datum=WGS84 -a_ullr
-180 90 -90
Hi,
using trunk version works fine. I suspect my graphics card doesn't
support unpacked depth and stencil buffers (NVIDIA Geforce 8600 GT).
Only one comment about its implementation inside OSG:
In RenderStage.runCameraSetup when the fbo is being initialized, if the
camera has two
It appears that support for a single unsigned int uniform is missing. In
include
/projects/osg/browser/OpenSceneGraph/branches/OpenSceneGraph-2.6/include/osg
/projects/osg/browser/OpenSceneGraph/branches/OpenSceneGraph-2.6/include/osg/Uniform
Hi Juan,
I don't know if I can georeference the png images, converting them to
geotiff, using gdal_translate?
Yes you can.
If so, how can I do that? what parameters do I need to pass to
gdal_translate?
Take a look here : http://www.gdal.org/gdal_translate.html
All the parameters are
Hi David,
Dear All,
I'm a bit new to stereo modes (so take pity on me), but are any of the OSG
supported stereo modes (QUAD_BUFFER, *_INTERLACE, *_SPLIT, *_EYE,
ANAGLYPHIC) the same thing as field sequential? I guess I know that the
interlace/split/anaglyphic ones are out, but I was not
Jan,
Thanks for the very informative reply.
Unfortunately, what they do not tell you in their sales pitch is that you
need at least one of the high-end Quadros (about 800 USD+ investment for
the
cheapest one) to have this to work - the lower end stuff doesn't support
stereo ...
We have it
hi,
I am using an osg code which plots a few points in 3D space. This
works fine and I am able to move around the scene with the mouse. But
when I add the line viewer.addEventHandler(new
KeyboardEventHandler()); to the code and run it, I cant move the
scene/objects (generally we can move the
Le vendredi 14 novembre 2008 à 13:20 +, David Spilling a écrit :
Jan,
Thanks for the very informative reply.
Unfortunately, what they do not tell you in their sales pitch
is that you
need at least one of the high-end Quadros (about 800 USD+
Jan,
Thanks for the very informative reply.
Welcome.
Unfortunately, what they do not tell you in their sales pitch is that you
need at least one of the high-end Quadros (about 800 USD+ investment for
the
cheapest one) to have this to work - the lower end stuff doesn't support
HI Henanth,
You code is missing a return from your event handler method when the
method type required a bool. If you don't handle the event you should
pass back false, in your case you aren't so the results are undefined
and most likely are being interpreted as a true with will event
handlers
Thanks for the help. That all worked, more or less out-of-the-box, using
QUAD_BUFFER. As suggested, we had to enable stereo in the OpenGL driver.
I was slightly misinformed about the actual hardware, what we are actually
using is this : http://www.vuzix.com/iwear/products_vr920.html, which also
Luigi,
As far as the wrapping of osg::MixinVectors goes to support osg 2.6 and on
with osgswig, I did get a response from the swig maintainer William Fulton
on how to go about on this:
... The easiest is probably to run SWIG -E on std_vector.i and copy paste
and change std to osg and vector to
Thank You. That worked.
On Fri, Nov 14, 2008 at 7:12 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
HI Henanth,
You code is missing a return from your event handler method when the
method type required a bool. If you don't handle the event you should
pass back false, in your case you aren't so
Hi, I have OSG 2.4 installed via apt-get on my ubuntu 8.04 system. I fetched
osgswig from svn and did as per the README:
mkdir build
cd build
cmake .. -DCMAKE_BUILD_TYPE=Release
.. and get:
-- Warning osg not found, OSG_LIBRARY tring to use: OSG_LIBRARY_DEBUG
-- Warning osgUtil not found,
Hi Patrick,
Those variables have to be defined by the user so osgswig knows where your
OSG is installed.
If you run ccmake like so:
mkdir build
cd build
ccmake ../
you can set these variables to point to the correct location in the
interface.
I'm sure there is a way to define them via
Thanks Gerrick. Actually after posting I thought about it some more
and got a bit farther. What I needed to do was install some more
packages (libopenthreads-dev and libopenscenegraph-dev). Now cmake
completes successfully and my problem is with make:
/usr/bin/cmake
Well, it appears this is (still) wrong in SVN. I'll get to that. For now,
please change row ~503 in src/osg.i to:
#if (OPENSCENEGRAPH_SO_VERSION 41)
%include osg/MixinVector
#endif
Gerwin
ps. could you submit osgswig bugs in the osgswig google code site as well so
we can track changes and all?
On Thu, Nov 13, 2008 at 1:26 PM, Jan Ciger [EMAIL PROTECTED] wrote:
Oh good... a brother in misery hardware is a big factor in our work
as well.
Ed
Mike Weiblen wrote:
Just as another general datapoint, and not OSG-specific, we also have
requirements for rendering framerates in
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote on Friday, November
14, 2008 10:49 AM:
Mike,
Thanks for the reply. There was an exchange on this subject back on
August
28 in the archives. I tried all the suggested solutions to the problem
to no
avail. I have tried binding to an empty
hmm, I was unaware of crash bugs in Program switching. If you could
create a simple repro, I'd be interested.
-- mew
On Fri, Nov 14, 2008 at 9:48 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
Mike,
Thanks for the reply. There was an exchange on this subject
Mike,
Thanks for the reply. There was an exchange on this subject back on August
28 in the archives. I tried all the suggested solutions to the problem to no
avail. I have tried binding to an empty program as you suggest by using
the call ss-SetAttributesAndModes(new osg::Program()) which does
Those enum were copied as a block from glext.h; GL_UNSIGNED_INT is in
gl.h. Probably just an oversight. Feel free to add and send to
osg-submissions.
-- mew
On Fri, Nov 14, 2008 at 5:18 AM, Ferdi Smit [EMAIL PROTECTED] wrote:
It appears that support for a single unsigned int uniform is
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Thrall,
Bryan
Sent: Friday, November 14, 2008 10:10 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] shaders in OSG...
Do these crashes go away if you run OSG single-threaded? It sounds like
you might
On Thu, Nov 13, 2008 at 1:26 PM, Jan Ciger [EMAIL PROTECTED] wrote:
Well, we have different projects at opposite ends of the
performance/hardware continuum. But for the hyper-framerates we use
lots of low-power-dissipating GPUs. Some (but not all) projects are
described on
Hi Brian,
I have just reviewed Alberto's fix and I'm not happy with it as it
stands, I don't cygwin to test against so I can't test this myself,
but I do wonder if defining wstring ourselves for Cygwin would be a
workable solution i.e. add the following to ConvertUTF:
#ifdef __CYGWIN__
namespace
Hi Gerwin, I subscribed to SWIG list and read that response too, I' ll
try to do some test on that because I really want to be able to run my
python app code on more recent OSG
I' ll let you know if any success, I' m also applying some mod to make
the latest svn compile under msvc 7.1.
If you
Hmm, I think I need a newer version of OSG. I guess I was hopeful I
already had it based on what I read at
http://openscenegraph.dachary.org/:
If you're running Debian GNU/Linux or Ubuntu, openscenegraph 2.4 is
already there.
... which may be true on Intrepid but I'm on Hardy and hope to not
Hi. Does anyone know if the osgGA::TrackballManipulator re-orient the
xyz axes to be y Up, and z positive into the screen? Through the use of
some sort of hidden projection? I can't find any documentation on this
at all but when I get the manipulator's view matrix, pull out the
translation
Convert to VRML 97. Then load the VRML 97. Check the Web3D consortium
website for converters.
John F. Richardson
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ami guru
Sent: Monday, November 10, 2008 7:56 AM
To: OpenSceneGraph Users
Subject: [osg-users] X3D
Hi all -- When someone posts with a high framerate requirement, all too
often we reply as if the poster is some newbie who just read his first Quake
II perf spec. While it's possible that the poster only has one monitor and
one window, and is just a little simple-minded, it's more likely that the
See the setCoordinateFrameCallback() and possible the setHomePosition()
methods. The TrackballManipulator defaults to z up, but you can set it to be
whatever you wish.
-Paul
Hi. Does anyone know if the osgGA::TrackballManipulator
re-orient the xyz axes to be y Up, and z positive into
Here's my code snippet...
// shader code done at setup time
tgpProgram = new osg::Program();
tgpState = tgp.view-getCamera()-getOrCreateStateSet();
tgpVertexObject = new osg::Shader(osg::Shader::VERTEX);
tgpFLIRFragmentObject = new osg::Shader(osg::Shader::FRAGMENT);
Hi Shayne,
// shader code done at setup time
tgpProgram = new osg::Program();
...
emptyProgram = new osg::Program();
First, I don't know if you meant not to put the type here, but I hope
you're storing these in ref_ptrosg::Program. Otherwise, you create the
program (refCount = 0), then
J-S,
At this point, anything will help. I believe I'm using a ref pointer but I
will double check. I tried following the paradigm outlined in the osgshaders
example which seems to be newing the same way I'm doing below (i.e. new
osg::Program).
The reason for the postdraw callback is that I'm
Hi guys, I hope anyone could help me, I'm new to osg an Im making an
application in wich I have to point at some models with an arrow model to
specify wich of this models the user has selected, so my problem is how can
I set the position of the arrow if I dont know where the oder models are set
in
Hi Shayne,
At this point, anything will help. I believe I'm using a ref pointer but I
will double check. I tried following the paradigm outlined in the osgshaders
example which seems to be newing the same way I'm doing below (i.e. new
osg::Program).
As long as you're using ref_ptr, that's
I think I figured it out. It looks like even with culling turned off,
nodes that are behind the eye point are culled. See
osgUtil/CullVisitor.cpp line 645.
I now calculate the view matrix as follows.
osg::Matrixd matrix = osg::Matrixd::translate( -center );
matrix.postMultRotate( osg::Quat(
Hi Frank,
If culling is switched off then culling is off, the eye point will
make no difference.
What difference you moving the eye point will be in the clipping due
to the position of near/far plane.
Robert.
On Fri, Nov 14, 2008 at 8:09 PM, [EMAIL PROTECTED] wrote:
I think I figured it out.
osgUtil/CullVisitor.cpp line 644-645:
// whole object behind the eye point so discard
return false;
Perhaps its not called culling in this case but my code hits this return
statement and as a result, the drawable is not added to the StateGraphList in
RenderBin. OpenGL is never given a chance
Hi Luigi,
thanks for your osg.zip! However, whenever I run pickosg.py :
[EMAIL PROTECTED] ~...examples/python]$ ./pickosg.py
Warning: Could not find plugin to read objects from file cow.osg.
It seems that this line:
loadedModel = osgDB.readNodeFile(cow.osg)
always return None. I then
Hi Gerwin,
I finally got the osgswig svn compiled with osg 2.4 using MinGW but I can't
seem to import the resulting DLLs (eg _osg.pyd) with python 2.5 win32 binary:
import sys;
sys.path.append('c:\\cygwin-1.7\\usr\\local\\src\\buildosgswig\\lib\\python')
import osg
Traceback (most recent
J-S,
It turned out that I was NOT using ref_ptr. I made the correction and it no
longer crashes...:).
I also moved my shader switch to the UpdateCallback and things work just
great once I synchronized the OGL rendering.
Problems solved. THANK YOU!
-Shayne
-Original Message-
From:
Robert Osfield wrote:
I have just reviewed Alberto's fix and I'm not happy with it as it
stands, I don't cygwin to test against so I can't test this myself,
but I do wonder if defining wstring ourselves for Cygwin would be a
workable solution i.e. add the following to ConvertUTF:
#ifdef
Curiosity got the better of me and I went ahead and upgraded to
Intrepid, which allowed me to get OSG 2.4.0 out of the standard
repositories. I was then able to build osgswig successfully, but I
can't get any of the examples to work, they all segfault:
[EMAIL
Hi Shayne,
It turned out that I was NOT using ref_ptr. I made the correction and it no
longer crashes...:).
Yeah, always store pointers to reference counted objects in ref_ptrs if
you intend to keep a pointer to it around. The OSG examples create nodes
and other objects as raw pointers, but
59 matches
Mail list logo