Hi,
Pau Moreno schrieb:
brickVertexObject-readShaderFile ( osg::Shader::VERTEX ,
/home/Pau/OSG/Test1/Debug/Shaders/TestG80_VS.glsl );
brickFragmentObject-readShaderFile( osg::Shader::FRAGMENT ,
/home/Pau/OSG/Test1/Debug/Shaders/TestG80_GS2.glsl );
Hi,
thanks for all your replies;
use overlaynode,but the projected texture is not right,
any ideas?thanks!!
attached :
yellow lines-profile of geometry
Code:
geometry-addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,v-size())) ;
geode-addChild(geometry);
Hi Robert Jan,
Ok. I'm pretty sure I won't be able to update the 3DS loader unless I really
really need it to be updated. That's too bad because it could be nice.
Moreover, I bet we could have a very nice reader that also reads animations
keyframes and use osgAnimation for that. (sigh)
I think I see your problem Peter, you have to run CMake from the root
directory not the src directory the text box is a little misleading.
So the osgOcean directory tree looks a bit like this
..\osgOcean\ - direct cmake to here
..\osgOcean\src\
..\osgOcean\include\
..\osgOcean\resources\
So
Hi,
I have a model in ive format and osgviewer displays it fine. However if i
convert it to osg, i get black and white shaded files as textures, which are of
no use. I am using osgconv.exe with the following command line
osgconv.exe -e osg -O OutputTextureFiles -O precision:0.001 model.ive
Thank you for the book reference. I will think about purchasing it. I can
afford it but it's a big expense for me :-*
For now, I'm still blocked with OSG.
I want to map the same texture to the 6 faces of a cube.
I made a Geometry called cube and 6 DrawElementsUInt called face1/2/.../6.
I
I agree with Paul, the Orange book is a *must have* title if you're
learning shaders.
http://books.google.co.uk/books?id=kDXOXv_GeswCdq=opengl+shader+languageprintsec=frontcoversource=bnhl=enei=E5Z6Svb-K5Cy-AbQ87lSsa=Xoi=book_resultct=resultresnum=5#v=onepageq=opengl%20shader%20languagef=false
Hi Yvon,
The present osgVolume shaders that I've written compute the ray start
position from the initial fragment generated by rendered the backface
of the cube, then shoots the ray forward towards the eye point and
then clamps this to the dimensions of the cube. It then computes the
texcoords
Hi Ryan,
On Wed, Aug 5, 2009 at 10:36 PM, Kawicki, Ryan
Hryan.h.kawi...@boeing.com wrote:
I was just curious to see if anything was committed to the 2.9.x / 2.10
baselines for this. I know that you stated that you already had code in
place to fix this issue. Thanks.
I thought I had code
Hi,
carnibirdy wrote:
For now, I'm still blocked with OSG.
I want to map the same texture to the 6 faces of a cube.
I made a Geometry called cube and 6 DrawElementsUInt called face1/2/.../6.
I don't know how to setTexCoords to each QUADS.
I thought about making 6 Geometry so I can use
Hi Robert,
You do have to understand that what is currently happening is an
implicit init/destroyOsg through DllMain. The problem is that DllMain is
full of limitations. Only a handful of kernel functions can be safely
called in DllMain. Worse, Microsoft in all their wisdom does not provide
the
Hi Tanguy,
static Mutex s_mutex;
const char * getSingletonGlExtensionDisable()
{
ScopedLock lock(s_mutex);
static const char * env = getenv(OSG_GL_EXTENSION_DISABLE);
return env;
}
This doesn't make sense, because 'getenv' is called only once, during
the initialization
Hi Daniel,
Your proposed solution looks like a variant of the Double Checked Locking.
Unfortunately, this design pattern is very subtly broken and not thread safe.
See http://www.aristeia.com/Papers/DDJ_Jul_Aug_2004_revised.pdf for more
information.
I've however shown this example just to
Hi Tanguy,
I was wondering about the possibility of wrapping up the access to the
sensitive C functions using a Mutex. We couldn't do it in local code,
but would need to do it via a single custom getenv() etc. function
implementation, otherwise we'd still end up with multiple functions
Hi Robert,
Unfortunately serializing the access to getenv() is not likely to solve
the issue. The problem is not that OSG calls several getenv() in
parallel, the problem is that getenv() should not be called *at all* in
DllMain().
Serializing getenv() in OSG does not guarantee that another C
On Thu, 06 Aug 2009 10:31:57 +0200, Mach Bhai sar...@dsi.co.ae wrote:
Hi,
I have a model in ive format and osgviewer displays it fine. However if
i convert it to osg, i get black and white shaded files as textures,
which are of no use. I am using osgconv.exe with the following command
Hi Tanguy,
Your proposed solution looks like a variant of the Double Checked
Locking. Unfortunately, this design pattern is very subtly broken and
not thread safe. See
http://www.aristeia.com/Papers/DDJ_Jul_Aug_2004_revised.pdf for more
information.
It depends what you want to make thread
Thanks but it didnt work. I am still not getting correct textures.
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Hi Tanguy,
On Thu, Aug 6, 2009 at 12:53 PM, Tanguy
Fautretang...@aristechnologies.com wrote:
Unfortunately serializing the access to getenv() is not likely to solve
the issue. The problem is not that OSG calls several getenv() in
parallel, the problem is that getenv() should not be called *at
On Thu, 06 Aug 2009 14:00:15 +0200, Joakim Simonsson joa...@autosim.no
wrote:
On Thu, 06 Aug 2009 10:31:57 +0200, Mach Bhai sar...@dsi.co.ae wrote:
Hi,
I have a model in ive format and osgviewer displays it fine. However if
i convert it to osg, i get black and white shaded files as
Yes i am also getting rgb files. It might be that something is wrong with that
plugin but i cannot verify. Can we specify the format of the texture ?
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No, it is not possible.
The current osg implementation looks for the filename extension for the
texture inside the .ive file.
If the texture originally was an .rgb texture, it will try to write it to
that format as well.
On Thu, 06 Aug 2009 14:17:43 +0200, Mach Bhai sar...@dsi.co.ae wrote:
Hi Robert,
As you said, doing (2)
const char * getSingletonGlExtensionDisable()
{
ScopedLock lock(s_mutex);
static const char * env = getenv(OSG_GL_EXTENSION_DISABLE);
return env;
}
instead of (1)
static const char * env = getenv(OSG_GL_EXTENSION_DISABLE);
Ensures that the
Hi Tanguy,
As a first step I've just moved the GLExtension.cpp code that does the
static getenv() into the osg::getGLExtensionDisableString() method so
it now reads:
std::string osg::getGLExtensionDisableString()
{
static const char* envVar = getenv(OSG_GL_EXTENSION_DISABLE);
static
So how can this issue be resolved ?
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You are using compressed textures in the ive file, right?
I figured out that the rgb plugin can't write compressed textures.
The only pixel formats that are supported are:
GLenum pixelFormat = img.getPixelFormat();
raw.sizeZ =
pixelFormat ==
OSG BOF was a success. Attendance was light, 65 people, but overall
conference attendance was down this year. Traveling today, more later
including photos.
Paul Martz
Skew Matrix Software
http://www.skew-matrix.com
+1 303 859 9466
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I will want to go with the first approach and add support for writing
compressed textures.
So how can I go about uncompressing this data ? Any clues ?
and thanks for your help.
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Hi Robert,
We've got a custom build of OSG where we've commented out all the unsafe
getenv (we do not use env variables in our application anyway).
I'm gonna give your patch a few runs. In theory, it should not deadlock
(considering all the other unsafe getenv are already commented out).
On Thu, 06 Aug 2009 14:55:12 +0200, Mach Bhai sar...@dsi.co.ae wrote:
I will want to go with the first approach and add support for writing
compressed textures.
So how can I go about uncompressing this data ? Any clues ?
You have to write an S3TC uncompressor.
I have done this in a school
If you can do that, it would be very kind of you.
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Gotta go now. See what I can do tomorrow.
On Thu, 06 Aug 2009 15:24:40 +0200, Mach Bhai sar...@dsi.co.ae wrote:
If you can do that, it would be very kind of you.
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thanks i am looking forward to your help
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Hi Mach,
The .dds plugin supports writing compressed textures, so changing the
extension of the images from .rgb to .dds would probably do the trick.
Robert.
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Thanks, i only have the ive files, i dont have the original texture files.
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Hi,
After tinkering with the code, i changed the filename to dds in the code and
then in the resulting osg file also, i changed all references to .dds
Worked like a charm :)
Thanks to all of you.
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Hi Mach,
The .dds plugin supports writing compressed textures, so changing the
extension of the images from .rgb to .dds would probably do the trick.
Robert.
I had a similar problem with .ive files containing compressed textures,
but named with .rgb extensions. I had to do basically what
Hi,
I know Z-buffer isn't very in fond of transparency, and actually, when I
capture it on a model having transparent faces it stores strange things (a kind
of luminance image of some textures on parts corresponding to these
transparents faces).
Thus, I tried to deactivate it, but I didn't
Hey folks,
i have a problem with using the osgShadow nodekit together with nested
RTT-Cams. A scenegraph as illustrated in the following image works fine:
[Image: http://img7.imageshack.us/img7/5274/sgwithoutrttcam.png ]
But problems arise, when i use an RTT-Cam to render this scenegraph to an
Joakim Simonsson wrote:
Gotta go now. See what I can do tomorrow.
On Thu, 06 Aug 2009 15:24:40 +0200, Mach Bhai sar...@dsi.co.ae wrote:
If you can do that, it would be very kind of you.
LibSquish:
http://code.google.com/p/libsquish/
Supports the DXT1, DXT3 and DXT5 formats for both
Pan Li wrote:
I want to draw a curved surface dynamic, like the function Mesure area in
skyline.
now i have the profile line of the curved surface,but just lines,not a
polygon or a surface.
Well, the example you showed is using texturing. I suspect if that's the
effect you
want, you'll
Hey everyone,
I have a problem with the Displaysetting CHECKERBOARD. I have a dpl-tv with
stereo glasses and need to use the checkerboard-option for this. I am using
one window with two channels, one for each eye. The StereoMode is for both
channels checkerboard, stencil is 8 and the
Hi,
I saw this mistake before and I correct it but I'm still having the same error.
With all the shaders :S Any idea?
Thank you!
Cheers,
Pau
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Ok, I finally can solve it with this function:
loadShaderSourceFromFile(...)
No I'm not having errors of compiling shaders, and executing it. Returning to
the topic of this post: If I comment the MultitexCoord line, nothing is showing
in the viewer, but that's logic. The problem if is it
MD5 checksums for VC8:
AA3E9C1E092C49F0D1967CD189E22598
libopenscenegraph-2.8.2-win32-x86-vc80sp1-Debug.zip
AFD1D03805A9C8A77D176C1E21100951
libopenscenegraph-2.8.2-win32-x86-vc80sp1-Release.zip
F2A9756CC140883639CEF1FF92765BB5
libopenscenegraph-dev-2.8.2-win32-x86-vc80sp1-Debug.zip
Hi list!
I have run the commands listed in the readme for osg and this is what I
am getting. We have the version 7.4.4 version of the Mesa libraries
installed (libGL.so libGLU.so). Can someone please help me out with
fixing this problem? I would expect that anyone running on Solaris
would
Hi,
I've create an int matrix[16][256] and I need to pass it to the GPU. So what
I've done is create a osg::Image, but when I have to pass the data to setImage,
I have to do a cast to my data, because it needs an unsigned char *.
My matrix contains signed ints so I cannot cast it to a unsigned
Tomlinson, Gordon wrote:
Hi Chris
We for one use vec arrays out side these, it would be nice to have OSG
support all the typically POD types :).
It would makes a few thing more straight forward for us
I started looking at this issue. I can certainly create VecnBlah types out the
ying-yang,
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