Hi,
BTW, did you place the high res images on a different layer when using vpb?
jp
J.P. Delport wrote:
Hi,
Alejandro Aguilar Sierra wrote:
Hello:
I have a terrain with two layers of texture, the first one is from
bluemarble and the other is a landsat image of much higher resolution.
I
Hi Robert,
Robert Osfield wrote:
A word of warning though, I have almost completely rewritten the way
that the backend that drives texture objects and buffer objects, even
when you don't enable the texture/buffer object pools, the code
managing the GL objects is still completely different. With
I'm looking at similar requirements and was looking at osgPPU today to see if
multisampling was implemented.
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The benefit the GL object pools provide is that we can scale up the
scene graph in main memory without blowing OpenGL driver and GPU
memory as we would do without the new pools.
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To compile, is there a way to avoid using the debug libraries of
openthreads, fftw and osgviewer?
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Hi Cory
No it don’t do what I want.
In fact the CMDIChildWnd in which the 3D scene should be open is at the good
place
But the 3D scene is not in the CMDIChildWnd
If I do a ctrl+tab I have this result :
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Hi Alejandro,
On Tue, Oct 6, 2009 at 1:37 AM, Alejandro Aguilar Sierra
algsie...@gmail.com wrote:
Is it possible to use a texture atlas over a vpb generated terrain? How?
You just decorate your scene graph with the StateSet that contains
your texture, and a use a TexGenNode to generate the
Hi Randolf,
I have never tried what you are doing but, but use of
GraphicsWindowEmbedded feature of osgViewer is pretty straightforward,
have a look at the osgviewerSDL and osgviewerGLUT examples for
guidance, your own code shouldn't need to be much different than
these.
Robert.
On Tue, Oct 6,
HI J.P.,
On Tue, Oct 6, 2009 at 8:26 AM, J.P. Delport jpdelp...@csir.co.za wrote:
I have problems with PBOs since updating to the latest svn. I'm not setting
any pool env variables. One can recreate the problem with osgmovie. E.g.
$ osgmovie --mouse --interactive --shaders -e ffmpeg file.avi
Hi,
I have a scene graph with a number of animated nodes which make use of
osg::AnimationPathCallback.
Now I wanted to register a NodeCallback at the root node of the scene graph
(which is of type Group) in order to do certain operations that have to be done
once per frame, and which are not
Hi Pankaj,
If you don't require the debug versions I think you can simply put in the
names of the release versions in their place within CMake.
And a little word to the wise, posting without signing with your name really
gets on peoples wick here. All the forum posts get forwarded to a mailing
OK, I solved the problem myself.
If I call traverse(node, nv) in the NodeCallback, the animated objects are
shown again, even if the NodeCallback is registered at the root node.
...
Cheers,
Karl
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Hi Felipe,
Please check the textures' paths are correct (you may try loading your 3DS with
a specialized viewer). It often happens that the 3DS file has reference to a
file that has moved.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Felipe Lemus
ErrIn C and C++ a single '\' indicates a control character to
follow and not a directory slash you need to use a double '\\' or a
single forward slash '/'
( I would have thought you would be seeing warnings about unrecognized
control characters when you compile'
osg::Node* pLoadedModel =
Again your using single back ssahes in you file name string for the
textures either use '\\' or '/'
Gordon
Product Manager 3d
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Email : gtomlinson @ overwatch.textron.com
Hi Robert,
at the moment I dont Use a Cluster, I would be happy if i could compile the
large dateset one with the local 8 cores (I tried tu run it localle with 2 up
to 8 cores)
For smaller Datebases I used SSHFS as lightweight cluster filesystem, it
worked great.
Because running the osgdem
Hi Torben,
On Tue, Oct 6, 2009 at 1:31 PM, Torben Dannhauer
z...@saguaro-fight-club.de wrote:
Some last important questions: Which Kubuntu version do you use? Is it 32 or
64 bit?
I use Kubuntu 9.04 64bit right now. I've used 32bit and 64bit version
of Kubuntu for the last two year during the
Johannes,
Were you able to solve your problem ? I have just developed some code using
Texture2DArray for shadow projection and CLAMP_TO_BORDER seems to work
there. Maybe something else is wron in your example ?
Actually I looked at your example again and it does not match the
description.
Hi Pankaj,
To compile, is there a way to avoid using the debug libraries of
openthreads, fftw and osgviewer?
In addition to what Kim mentioned, depending on what platform you're
working on, there might be an additional issue. On Linux it doesn't make
any difference, so you can do what Kim
Hi Kim,
Kim Bale kcb...@googlemail.com wrote:
Hi Pankaj,
If you don't require the debug versions I think you can simply put in the
names of the release versions in their place within CMake.
Could the CMakeFile.txt be fixed that if no debug version is found cmake
doesn't fail? I want to build
Hi all,
Le mardi 06 octobre 2009 à 12:31 +, Torben Dannhauer a écrit :
Hi Robert,
at the moment I dont Use a Cluster, I would be happy if i could compile the
large dateset one with the local 8 cores (I tried tu run it localle with 2 up
to 8 cores)
For smaller Datebases I used
Hi Jan,
Could the CMakeFile.txt be fixed that if no debug version is found cmake
doesn't fail? I want to build a release (default) and it fails because the
debug version of OSG is not there - it shouldn't be required for building
release and/or if not on Windows (you can safely mix
Hi J.P.
On Tue, Oct 6, 2009 at 9:01 AM, Robert Osfield robert.osfi...@gmail.com wrote:
Just tested this and I can confirm it happens for me too. I did have
this working as it was one of the elements I first tested, but alas
there has clearly been a regression as I completed the rest of the
Yes. Bluemarble is in layer 0 and Landsat in layer 1. Using just one
landsat image it works like a charm. If I use all, as in the image I
sent, they are present both all times o matter how far and close I go.
-- A.
On Tue, Oct 6, 2009 at 2:12 AM, J.P. Delport jpdelp...@csir.co.za wrote:
Hi,
Hi Jan, J-S,
I was actually thinking about how to fix the debug library issue since
pankaj mentioned it, it does appear to be a common request.
I did a quick google and I think it is possible to setup CMake to configure
single build types if required. If that is the case, then I think providing
a
Hi Jean-Sébastien,
Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote:
Hi Jan,
Could the CMakeFile.txt be fixed that if no debug version is found cmake
doesn't fail? I want to build a release (default) and it fails because
the debug version of OSG is not there - it shouldn't be
Hi Jan,
Thanks for the investigations on your machine.
It finds the non-debug OSG successfully but fails on finding debug version of
OpenThreads (which I didn't compile, I have only release one).
I think the issue is in the FindOpenThreads.cmake lacking the code you have
pointed out.
Yeah,
Have you tried manually using setTextureWeight?
Any hint?
you can just call setTextureWeight manually to get whatever mix of
textures you want. The example only shows one possible way to use it, where
the weight is coupled to height.
jp
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No, not yet. But its a good news to hear that you managed to use
CLAMP_TO_BORDER - Perhaps this might be a driver problem or maybe there is just
a problem with my code.
Yes - i use only one texture in the shader - but i have to add two textures to
the texture array to make it work. You must add
Hi Osg-Users,
Here's a topic that I cannot seem to find any reference in the archives for.
I'm trying to create an Axes rotation indicator Glyph in the lower
left-hand corner of our viewer (X, Y, Z). I've got working code for this
(see below), but it is an orthographic projection, while my scene
Yes, from multitexturecontrol example, I wrote a program in which, key
2 brings layer 2, key 3 brings layer 3 (assigning 1.o to their
weights). But I really would like it to work based on distance, as the
example is intended for.
Regards,
-- A.
On Tue, Oct 6, 2009 at 9:21 AM, J.P. Delport
Hi,
Alejandro Aguilar Sierra wrote:
Yes, from multitexturecontrol example, I wrote a program in which, key
2 brings layer 2, key 3 brings layer 3 (assigning 1.o to their
weights). But I really would like it to work based on distance, as the
example is intended for.
if manual setting works it
Hi Sean,
Le mardi 06 octobre 2009 à 09:26 -0500, Sean Spicer a écrit :
Hi Osg-Users,
Here's a topic that I cannot seem to find any reference in the
archives for. I'm trying to create an Axes rotation indicator Glyph
in the lower left-hand corner of our viewer (X, Y, Z). I've got
Hi Robert:
On Tue, Oct 6, 2009 at 2:56 AM, Robert Osfield robert.osfi...@gmail.com wrote:
Is it possible to use a texture atlas over a vpb generated terrain? How?
You just decorate your scene graph with the StateSet that contains
your texture, and a use a TexGenNode to generate the
Hi Robert,
Robert Osfield wrote:
I will investigate what had gone a miss.
I have now tracked down the problem to a bug in the reassignment of
TextureObject to a new TextureObjectSet, this is now fixed along with
a couple of other bugs due to the unrefAfterApply not being disabled
when the
Hi Bill,
Do you have a ModularEmitter and ParticleSystemUpdater? If so, where are they
in the scene graph?
Are you expecting the particles, after being emitted, to move with the
transform or stay in the world coordinate system.
Tom Jolley
From:
Hi Robert,
It seems there is a glitch with the new osgManipulator event handling
and the TrackballManipulator. In the osgmanipulator example, if you keep
ctrl or 'a' pressed when you rotate the trackball using the left mouse
button, the trackball might get crazy (rotating of arbitrary -
Hi,
i have Only 2 questions ... about shaders!
I would like to use shaders created with rendermonkey 1.81 and exported as
collada 1.4.1. I'm using OpenScenegraph 2.8.0 and 2.8.2.
First question:
Using Osg 2.8.0
I run viewer.exe with myfile.dae (a specular bump effect with teapot as model).
Hi Sukender,
Thank you very much for your answer, but that is not the problem. Textures
associated to the model are loaded, I can see sticks and letters in the model,
but is the colour which is white. Moreover, I can load with succes the model in
my notebook computer with the same version of
Hi,
i managed to reproduce the problem. And i even used another much simpler
shader. This might tell us that the problem is not located in my shaders.
Code:
#include osg/Group
#include osg/Geode
#include osg/ShapeDrawable
#include osg/Node
#include osgViewer/Viewer
#include
Hi,
even if i use st instead of the xy coords:
Code:
gl_FragColor = texture2DArray(textures,
vec3(gl_TexCoord[0].xy*vec2(1.5,1.5), 0));
instead of:
Code:
gl_FragColor = texture2DArray(textures,
vec3(gl_TexCoord[0].st*vec2(1.5,1.5), 0));
Hi,
I'm having trouble getting picking (via View::computeIntersection) to work on
Billboards in POINT_ROT_EYE mode. Attached is a .osg file that creates a
single billboard tree -- if I open this file with osgPick in OSG 2.9.5, I can
only get a hit if I click near the very base of the tree.
Hi Tom,
Thanks for helping out. I am indeed using a ModularEmitter and
ParticleSystemUpdater. I was doing something like:
effect-addChild(emitter);
effect-addChild(program);
effect-addChild(updater);
geode-addChild(particleSystem);
transform-addChild(geode);
nbmont wrote:
I tried tracing this through IntersectionVisitor and I couldn't figure out
why it didn't work. I have two guesses:
1. A precision problem in the matrix math or
2. The billboard matrix is coming out differently in the visitor than in the
actualy cull traversal. It seems to
Hi,
textureArray-setWrap(osg::Texture::WRAP_S, osg::Texture::MIRROR);
textureArray-setWrap(osg::Texture::WRAP_T, osg::Texture::MIRROR);
textureArray-setWrap(osg::Texture::WRAP_R, osg::Texture::MIRROR);
does work with me. The textures will be mirrored.
Thank you!
Cheers,
Hi Bill,
I think what you want is to put the ModularEmitter under a Transform. A Geode
with the ParticleSystem will be a sister to the Transform. Make sure the
ModularEmitter has a reference to the same ParticleSystem in the Geode. The
ParticleSystemUpdater will also need a reference to the
Thanks Tom ! So the transform is applied to the emitter, not the geode /
drawable... This makes sense :-)
cheers !
bill
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jolley,
Hi,
i read that clamping is not supported when using s3c texture compression so
perhaps the internal format in which the texture2darray is stored affects the
clamping behaviour?
Thank you!
Cheers,
Johannes
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Resolution of the problem:
If someone has the same problem as me, fallow this explication:
http://www.openscenegraph.org/projects/osg/changeset/7152
for me it work
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Robert,
Thank you, that helped a lot. My C++ code has now come up and run in a
Python GLUT test bed program, though I'm still having problems with
wxPython. I'll keep at it. One question: the osgViewerGLUT example
holds the reference to its osgViewer::GraphicsWindow in an
osg::observer_ptr,
Hello,
(i am using OSG 2.8.2)
Let me try to explain the problem :
I have a big database (TerraPage). I load it into my application. I have two
views (cameras) within a window and i can position each camera individually
looking directly down at the terrain ( I am using orthographic projection
Hello,
Basically, I want the mouse cursor to be shown in my application. I'm doing
this using
GraphicsWindow::setCursor(...) and
GraphicsWindow::useCursor(...) (as suggested in another thread
(http://forum.openscenegraph.org/viewtopic.php?t=2902), although calling this
method should not
It looks like I've rediscovered the following wxWidgets on Mac problem:
Also, once I add something to my scene, I get the following error
printed every frame:
CullVisitor::apply(Geode) detected NaN,
depth=nan, center=(0 0 0),
matrix={
nan nan nan nan
nan nan nan nan
Hi all,
the code that Jean Claude posted works like a sweet.
I also wrote a function similar to biLinearInterp to interpolate the normals of
4 vertices.
I renamed the function getHeightAt(x,y) to getSurfaceDataAt(x,y) that return an
osg::Vec4f now. The x,y,z represent the interpolated normal
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