Alright, thanks. At least I know what it's about now, it was driving me crazy
because I had no idea whether it was because of me or osgPPU or OSG itself. I
guess I'll have to try and hack together something that sort of circumvents the
more elegant structures of OSG to handle this for the time
Hi Andrew,
Andrew Cunningham schrieb:
Hi Peter,
Did you ever work up a fix for this?
...
I had a partial fix which helped as long as there is
no projection involved. Unfortunately that is probably
the main use-case... I think the proper way to do this
involves storing the inverse matrices
Hi,
Miika Aittala wrote:
Ok, here's a little example (code is attached). Sorry if it's a bit contrived,
I couldn't think of anything simple but illustrative. Basically it renders a
cylinder with the following stages:
1) Render the cylinder to a texture from slaveCamera
2) Process the texture
Hi All,
I'm having problem computing the global bounding sphere of my model.
I debugged OSG (2.8.0) and discovered that the bounding sphere of a geode
(BoundingSphere Geode::computeBound()) is
computed as the bounding sphere of the bounding box that includes all its
drawables !?!
Why that?
Hi Miika,
miika wrote:
Alright, thanks. At least I know what it's about now, it was driving me crazy
because I had no idea whether it was because of me or osgPPU or OSG itself. I
guess I'll have to try and hack together something that sort of circumvents
the more elegant structures of OSG
Hi there,
Sorry to interrupt, I have a similar issue with a flat scene graph and it's
on my Todo list to remove position attitude transforms and flatten them
onto the Geodes.
My application is a CAD style application, with a scene graph that consists
of 300,000 objects, each object is 1x PAT, 1x
Hi Art,
Art Tevs wrote:
I am decided to work out some patch for osg to support this. OSG is
capable of pushing and popping of texture attributes while traversing
the graph. The same thing must also happen for the FBOs. Of course,
some elegant solution which covers almost anything is better,
Calculating the perfect bounding sphere is an expensive operation.
You need to calc the convex hull which is O(n log n).
osg uses a fast approximation which is generally good enough.
2009/8/11 Gianluca Natale gianluca.nat...@adstorino.it:
Hi All,
I’m having problem computing the global bounding
J.P. Delport wrote:
sorry, I have not had time to run your test app, just thinking out loud...
what happens if stage 3 is again a pre-render RTT camera with the
processor as a child and you then use the viewer camera only to display
the final output quad? Have you tried commenting out
I cannot completely agree.
I mean that I know that the real perfect bounding sphere is computationally
expensive,
but in many cases (solid objects) it should be computed just once (since
BoundingSphere node::getBound() checks
if the bounding sphere has been already computed), when the object is
Like ALL scene graphs out there the OSG uses an approximation ( for
Scenegraph performance reasons) to produce a bounding sphere that is
ensured to encompass all its children but not necessarily tightly, and
this is fine for 99% of bounding sphere usage in a scene graph
If you want a tight and
This is how it is in OSG and all other Scene graphs I have ever worked with
and I have work with most
Without meaning to sound rude, I would say
Get used to it in OSG as it not likely to change in how's its done
Gordon
Product Manager 3d
Hi,
I'm trying to put a text on the top of a node, a sort of caption. This caption
can be added for mutliple objects without being stacked with other captions. My
idea is to add those caption to the global scene by getting the coordinates of
the top of the followed node and project the text on
Hi,
I am having issues with adding the DAE (Collada) plugin to my project. I have
been following the step-by-step instructions located here:
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada
I'm using VC++ 2008 Express Edition
I have downloaded and built the Collada
dfu23 wrote:
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada
Maybe there's fault in that documentation or the way the CMake file
configuration works. There have been some changes to the CMake files after this
wiki page was written.
dfu23 wrote:
I'm
Hi,
I have an application where I setup a normal osgViewer view with
setUpViewOnSingleScreen(). This works fine.
I also create an FBO camera to which I add my scene. When I want to take a
screenshot of the application I call osgviewer-setSceneData(myFBOCamera) and
render via
Hi,
have a look at the osgautocapture example. Set the main camera to render
offscreen, pbuffer.
jp
jake chambers wrote:
Hi,
I have an application where I setup a normal osgViewer view with
setUpViewOnSingleScreen(). This works fine.
I also create an FBO camera to which I add my scene.
Hi,
sorry I might have answered too fast. What do you want the main camera
to render when you are taking screenshots? What is it rendering when
when you only attach the FBO camera?
AFAIK you still need to call viewer frame() to trigger the FBO, but you
can make the main camera just render
Try setting the main camera node mask to 0 when you don't want it to render
and 0x when you do.
Brian
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Hi,
I have a code that creates a temporary viewer and uses it to render one frame
and copy from the color buffer to an image. When I call viewer.frame() the
rendered image is only half done. Is there anyone to tell the viewer to
complete a frame, save it and close itself?
Thank you!
Cheers,
Hi,
How can I set a viewer invisible for RTT?
Thank you!
Cheers,
Rabbi
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Currently I have this structure:
Code:
Z:\OpenSceneGraph-2.8.1\
- 3rdParty\
- applications\
- bin\
- CMakeFiles\
- CMakeModules\
- collada-dom-2.2\
- collada-dom\
- dom\
- fx\
- ...
- doc\
- examples\
- include\
- lib\
- OpenScenGraph\
- packaging\
Hi Rabbi,
How can I set a viewer invisible for RTT?
This is an FAQ. Create a pbuffer graphics context.
Please search the archives for more details.
J-S
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__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
I have tinkered a little bit further and set a bunch of the COLLADA_*_LIBRARY
values manually and appear to have gotten further. The only thing that it is
saying now is:
Could NOT find LibXml2 (missing: LIBXML2_LIBRARIES LIBXML2_INCLUDE_DIR)
Should I add these entries?
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Hi wally,
Which of the COLLADA_* values are filled in by CMake initially?
And after you specify the proper COLLADA_DOM_ROOT manually?
In your case COLLADA_DOM_ROOT should point to
Z:/OpenSceneGraph-2.8.1/ collada-dom-2.2/dom
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Hi,
I'm trying to come up with a design using OSG to build what i'm calling an
X-ray viewer. Basically i have relatively simple geometry, a shell or
skin of a vehicle and then the interior. I want to view the interior as
penetrated by the X-rays, which is based on a thickness calculation and
wrote:
Hi,
I have a code that creates a temporary viewer and uses it to render one frame
and copy from the color buffer to an image. When I call viewer.frame() the
rendered image is only half done. Is there anyone to tell the viewer to
complete a frame, save it and close itself?
Hi,
I save it in a file. The problem is with frame(). If I call viewer.run() and
hit Esc to quit the viewer the image is complete.
Thank you!
Cheers,
Rabbi
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Anybody know of a osg compatible material editor/designer?
Repeating the edit/compile/link/curse cycle is starting to get a little tedious.
I'm sure I saw a post about one not so long ago, but I'm damned if I
can find it now.
tia.
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Hi Wojciech,
I was browsing/searching the mailing list and found this topic. A
question is interspersed below.
Am 07.08.09 18:52, schrieb Wojciech Lewandowski:
Hi Robert and J-S and all interested,
I have prepared the code for the proposal. There was a bunch of changes
to
Hi Miika, J.P.,
ok, after hours of thinking and studying of OSG's source code, I have to admit,
that this would not be an easy task to solve that issue.
The problem is that, even if I am able to restore any FBO attribute, FBOs used
by cameras will break the whole thing down :(
Imagine this
Hi Adrien,
I'm afraid I don't have an answer for you, but I am about to attempt to do the
same thing, so would be interested to hear the answer.
Any ideas OSG community?
Thanks,
Andrew
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Hi Bob,
huh, I would say it depends on your implementation. Currently the way you
describe it requires a volumetric rendering approach.
The thickness calculation seems to be the most tricky part. If you have your
volume data, then use osgVolume for that (I haven't tested it, so I do not know
This is an old thread I found when I was searching. It may not be in the
forums so I have included the original text below as a quote.
I am trying to implement something like this, in order to compute hit tests
on a line. I don't need to know which objects intersected the line, or get a
list of
I realise this is a bit of a complicated question, but does anyone have any
ideas if this is possible with OSG?
Cheers,
Andrew
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Jean-Sébastien Guay wrote:
Still, your visitor is interesting, extending it would be good, and
testing it by having OSG create a GL3 context (perhaps even GL3.1 so
that it errors out when using deprecated functionality) would be even
better.
I've given this some thought, and tried to write
I am interested in creating a small OSG programs that will read in a model of
whatever type and then render screen captures that would mimic a 360 rotation
around the model. I would imagine this would be rather simple to write but my
days of writing C++ are rusty at best and my initial attempts
Hello Andrew,
I am trying to implement something like this, in order to compute hit
tests on a line. I don't need to know which objects intersected the
line, or get a list of objects/intersections out, just need to know Is
there an intersection or not.
The original posts are included below.
Gianluca Natale wrote:
I cannot completely agree.
I mean that I know that the real perfect bounding sphere is computationally
expensive,
but in many cases (solid objects) it should be computed just once
But in many other cases (dynamic geometry) it must be computed each
frame. So it really
Hi,
Is it possible in OSG to use shared opengl contexts that are created outside
of OSG, and yet declare to OSG that they are sharing their texture spaces
(and VBO, etc)? I searched the documentation, but could not find a way to do
that.
Thank you,
Raphael
Hi,
for the thickness it's actually a fixed data for the geometry (not really
thickness). It's only thickness in the analogue of the x-ray model. It's
geometry dependent data, and for starting out adding this data item and/or
having only the one value will do. I'm just looking for the best
Hi Adrien,
I'm trying to put a text on the top of a node, a sort of caption. This caption
can be added for mutliple objects without being stacked with other captions. My
idea is to add those caption to the global scene by getting the coordinates of
the top of the followed node and project
Hi Peter,
I have no time to work on this either at the moment. I will just avoid the
scale transforms and scale the objects 'manually'.
Andrew
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Hi rosme,
I have been looking for the things you are working also. Is it possible for you
to ship me the files you have. If so that would be great.
...
Thank you!
Cheers,
Michael
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Hello,
ryoumans wrote:
for the thickness it's actually a fixed data for the geometry (not really
thickness). It's only thickness in the analogue of the x-ray model. It's
geometry dependent data, and for starting out adding this data item and/or
having only the one value will do. I'm
Hello,
Pardon me if I am jumping into the middle of this conversation, but
XRay rendering has been done before. Look at shader examples from
NVidia and others for volumetric fog and adapt them accordingly. The
basic approach is to use the depth buffer and subtraction to render
thickness
I updated this page with the PDF of Wang Rui's presentation.
I strongly encourage everyone to take a look at the OSG In Chine
presentation. It's amazing to see how big their OSG community is.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
Jean-Sbastien
Hi,
yes view dependent ok. imagine a vehicle, each geode is a panel and the
panel has a thickness. i plan to set a distance for the x-ray and a
viewing angle (about z, assume constant elevation (about x or y), render
a frame and see what interior geometry fraction shows through by counting
Hi,
I am getting a lot of Warning: detected OpenGL error 'invalid value' after
RenderBin::draw(,) at run time.
Can someone tell me how to narrow it down?
Thank you!
Cheers,
Rabbi
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my project environment
visual studio 2008 professional
openscenegraph 2.8.1
I have difficulties in building osg as static library on win32.
please tell me how to build osg as static library on win32.
thanks in advance;;
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