Hi Nick,
I don't know too much about the implementation details of osgOcean but
I believe the compute off the ocean geometry is done on the CPU right
now. When I've done testing the CPU load has not been anywhere near
what you are seeing though. Are you testing under a debug build?
Robert.
On
Hi Nick,
osgOcean (with all the effects turned on) renders to a quad on the screen,
this is because there are a number of post processing effects that require
it (glare, dof). If I understand your problem correctly, you will need to
set the frame buffer size to the size of your window with
Hi Andrew,
You should take a look at the shader code within the skydome class as I
believe that it overrides the alpha channel and sets it to 1. This is due to
the alpha channel being used for the glare effect in osgOcean, if you wish
to use a transparent texture you should set it to the alpha of
Hi J-S,
Yes I can certainly put the code up on the svn. However, it wasn't actually
written in situ but rather as simplified test case to make absolutely sure
that the primitives arrangements were absolutely correct. But it does seem
silly to have to hidden on my pc at home, when other people may
Hi Changhoon,
sometime ago Robert wrote ( currently a mobile port of OpenSceneGraph is
under development )
==
In a websearch today came across a webpage today for the project Mobile
OSG:
http://www.imrc.kist.re.kr/wiki/Mobile_OSG
I haven't heard about this before, anybody know anything more
Hi Kim,
I turned that off and I see the quad only under water.
One more thing. I am trying to implement osgEphemeris with osgOcean, and so
far it looks good but two problems. Somehow, when I add the ephemeris into
the ocean scene, I am getting the sun rotated 180 around Z, and it is scaled
- at
Hi All,
May I wish everyone a prosperous and happy new year! :-)
I've had a loverly break over Christmas and New Year with my family,
and quite a unique holiday season it's been too - we had snow here in
Callander right from before Christmas and it's still on the ground
now. This is very
Hi Changhoon,
On Tue, Jan 5, 2010 at 4:24 AM, Changhoon Park chp...@hoseo.edu wrote:
Is there are anyone who know about license problem when modifying osg for
iphone? Should I open source code or object file and overall or a part
related to OSG?
The OpenSceneGraph has been ported to
Hi gurus,
Is it possible to have a wave generator at specific position in the ocean?
Like the rear or front of the boat, rain drops .. etc ..?
Nick
http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey
___
osg-users mailing list
Hi Dat,
On Mon, Dec 28, 2009 at 5:18 PM, Nguyen Tien Dat tienda...@gmail.com wrote:
Thanks for your answer. But I still have some doubts here. When I load
the model with osgviewer, and press key 's', it displays that the
frame rate is only 34 fps. But in my application, the frame rate goes
up
HI Guy,
You can't mix display lists with CPU updated dynamic data, and
particle systems are an example of this.
If you come up with a custom scheme for particles then there are ways
to use static geometry and update the positions in the vertex shaders,
and the osgParticle::PrecipitationEffect is
Hi Thomas,
The FixedFunctionTechnique also uses the OpenGL fixed function
pipeline for doing the volume rendering and as a consequence is very
limited in what effects it can render. The FixedFunctionTechnque is
also something you'd use for very old hardware, The RayTracedTechnque
is what you'd
Hi Eduardo,
It's next to impossible to know what is wrong at your end without
knowing more information. So you'll need to do some more
investigation at your end.
First up, quicktime won't work under Linux. ffmpeg and xine should
work though, but in the ffmpeg case you'll need to use extension
HI Marius,
When you're happy with your changes you could please post the whole
modified files to osg-submissions so I can review them.
Thanks,
Robert.
On Wed, Dec 30, 2009 at 1:49 PM, Marius Heise mhe...@heise-network.com wrote:
Hi Wojtek,
small difference big change :-). Shadow is rock
Hi Nick
I turned that off and I see the quad under water. see attached
Did you turn off depth of field aswell?
Somehow, when I add the ephemeris into the ocean scene, I am getting the
sun rotated 180 around Z, and it is scaled - at least that are the visual
impressions. Any thoughts on this?
Hi Nick,
It isn't support in osgOcean at the moment. However, Tessendorf discusses a
technique called iwave which can be used to create localised wave
deformation in conjunction with the FFT ocean technique. You can read about
it here:
Hi Garret,
Thanks for reporting this issue, I'm afraid I can't add anything to
the mix as I'm not too familiar with ffmpeg. However, it does sounds
like we'll also need to protect some or all of ffmpeg calls. I'll
have a look through the ffmpeg and have a think about how to tackle
this is a
Hi Simon,
On Sat, Jan 2, 2010 at 11:34 PM, Simon Armstrong nitrolo...@gmail.com wrote:
I am using a custom MingW based toolchain.
My other problem is that the new version 3ds plugin has dependency on
exceptionless LGPL code so I am not able to legally include it in my build
(static
Hi Forest.
On Mon, Jan 4, 2010 at 3:47 AM, forest fores...@163.com wrote:
hi all
I know that we can use mouse right button to zoom trackball, but what
I want is to draw a rectangle on the screen, then zoom the view to the
rectangle, what should I do?
Use
Hi Ulrich,
Guten Rutsch ;-)
I've done a quick read of you proposal and it sounds good. For
convenience perhaps adding a getIntProperty(), getFloatProperty() etc.
methods might be appropriate, or perhaps one could use the bool
getProperty(const std::string, Property) interface that I adopted in
Hi Wanger,
I have no clue what you mean by WindowManager in this context, could
you please qualify what you mean.
Robert.
On Mon, Jan 4, 2010 at 5:43 PM, Wagner Dias wagnerld...@gmail.com wrote:
Hi,
Using WindowManager I can't move the geometry in Z-axis. Even setting MASC_3D
on
Hi Chris,
On Mon, Jan 4, 2010 at 8:51 PM, Chris Rodgers crodg...@alionscience.com wrote:
Hi Robert,
Would there be any chance that the AudioStream class and ImageStream
interface changes can be added to OSG 2.8.x?
The OSG.2.8.x series is in maintenance mode and unless absolutely
necessary
HI Michael,
On Wed, Dec 30, 2009 at 11:39 PM, Michael Day ma...@nps.edu wrote:
I was thinking that an OpenAL plugin would be doable, and could either
return an audio sink or an AudioStream.
...
I'm going to experiment with OpenAL at this end how things go.
I see that osgmovie currently
Hi Chris,
I'm not involved in any way with the OSG Max Exporter (OSGExp) project
so am not in a position to speak on behalf of the
developers/maintainers of it, let alone check in changes to it. I
don't even have a windows machine so can't even compile OSGExp. So
you'll need to discuss the
Hi Kim,
Did you turn off depth of field aswell?
yes
In the reflection on the ocean surface or the scene itself?
in the scene
Nick
http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey
On Tue, Jan 5, 2010 at 12:06 PM, Kim Bale kcb...@googlemail.com wrote:
Hi Nick
I turned that off
ok. I will have a look
It is however a pretty expensive effect and the resolution of the ocean has
to be increased
How about having multi-res ocean, what I mean to have it tiled with
different res on each tile
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey
On Tue, Jan
I Have used a copy of unchanged pixels and it works,
but I have still a question:
I try to remove the pinponging by giving the 2 passes same textures as input
and output... ( new renderPass(texture[0],texture[0]))
And it works perfectly?!!! Performances are the same and i can use discard
Can
Hi Robert,
I did an application that I can move the camera in 3 axis (setHomePosition),
but it doesn't work when I use WindowManager.
Ok, if I cant´t move the camera I'll move the geometry.
Now, my problem is Z-axis.
Thank you!
Cheers,
Wagner
--
Read this topic online here:
Hi Julien,
you might be lucky if your output pixel does not depend on any input
neighbours. Imagine all output fragment shader progs being executed in
parallel with no fixed order. If an output pixel depends on input
neighbours, the input values might be overwritten before they are read.
I
On Tue, Jan 5, 2010 at 11:29 AM, Wagner Dias wagnerld...@gmail.com wrote:
I did an application that I can move the camera in 3 axis (setHomePosition),
but it doesn't work when I use WindowManager.
Ok, if I cant´t move the camera I'll move the geometry.
Now, my problem is Z-axis.
Hi
I solved the problem, the projection matrix was the problem. Now if I
call the following method, ONE image is made successful, if I call it a
second time, the image gets all black again. Do I have to clear or reset
something in between?
void GameViewOSG::renderToTexture(ref_ptrNode node,
Hi all,
FYI, I don't know if it's exactly the same (I admit I didn't read the entire
thread), but we've discussed about an aggregation of components in osg
classes (see Suggestion: Add components in nodes (aggregation) thread).
Sorry I don't have much time going deeper, but the idea seems
Hi
if I attach the texture instead of the image it is working. But when I
call the methode renderToTexture right after osgViewer-setSceneData() I
get the following error:
GraphicsWindowCarbon::grabFocusIfPointerInWindow
When I wait about 200 ms with an QTimer, it works but then I have the
Ok, I've read it all through now, and it looks very good. I agree with both
Bryan's and
Robert's suggestions. I look forward to being able to use this soon, it will be
VERY helpful.
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
PixelSense Landsat processing
Hi Paul,
Paul Martz wrote:
Cory Riddell wrote:
I've attached an example osg file. Load it with osgviewer and it looks
black. Hit 'b' twice and suddenly it looks correct.
It has something to do with the transform (to a left-handed system), but
I haven't been able to track down the problem.
Is there a problem having a negative y scale? I do that to get a
left-handed system. Is there a better way to accomplish this?
It changes the winding order of your polygons, which affects face
culling. If your model assumes face culling is performed based on a
certain winding order, and you
Hi Robert and all -- I've ran into an interesting culling issue and
wanted to raise it on the list in case someone thought there should be a
code change.
The issue is at CullVisitor.cpp line 746. This line of code causes a
Drawable to be culled if compute near/far is on, and the call to
Paul Martz wrote:
I'm rendering a skydome with custom transformations in the vertex
shader, so the host bounding box is really quite meaningless. I want to
disable culling on the Drawable.
We do that at the Geode level...
osgGeode-setCullingActive(false)
--J
I'm sorry for posting that much, but I can't do it right the FBO
rendering to texture.
If I take some other osg:Node's it brings the following warning:
Warning: detected OpenGL error 'invalid framebuffer operation' after
RenderBin::draw(,)
If someone knows how to do it rigth, just mail ;-)
Hi Bryan,
On 5/01/10 3:31 AM, Thrall, Bryan wrote:
Data is stored like this: osg::Propertyint* ip = new
osg::Propertyint(42);
obj-setProperty(my.int, ip);
and retrieved like this: osg::Propertyint* ip0 =
dynamic_castosg::Propertyint
(obj-
getProperty(my.int));
ip0-get() == 42;
The
Jason Daly wrote:
Paul Martz wrote:
I'm rendering a skydome with custom transformations in the vertex
shader, so the host bounding box is really quite meaningless. I want
to disable culling on the Drawable.
We do that at the Geode level...
osgGeode-setCullingActive(false)
Hi Jason -- I
Paul Martz wrote:
Hi Jason -- I do that too, but it's not effective in the situation I
described in the original post (compute near/far is on, and the bb of
the Drawable is behind the viewpoint).
Hi, Paul,
Yeah, you mentioned that the first time, but I guess it went in one eye
and out
Hi,
Let me explain better (sorry for my bad English!).
My application has to let you walk over geometry and turn around using
mouse or joystick.
I have to show the geometry and some images and boxes, but that can’t move
with geometry.
In first version I just handle geometry.
Hi Nick:
The effect is very interesting. I just want to get the effect profile, which
means that we could see both underwater and above water.
How could I get that effect?
Cheers,
MT
Trajce Nikolov wrote:
Hi Kim,
I turned that off and I see the quad under water. see attached
Hi Robert,
This comes as a surprise.
After reviewing contents of my OpenSceneGraph-2.9.6 directory including
license, readme and directory layout I find your statement a little matter of
fact considering the way in which this information has been disclosed.
Simon
--
Read this
Hi,
I can't help more than by pointing you to the working osgprerender.
Start from that and modify as needed. You don't need to call frame()
manually in you own rendering, just attach the RTT camera to your scene.
jp
Dominic Stalder wrote:
I'm sorry for posting that much, but I can't do it
Hi Robert,
First, happy new year to everyone in the OSG community! :)
I'd like to announce the latest progress of the new extensible
ascii/binary native format, which is named osgdb_bin temporarily at
present. At the end of last year, I spent some time studying the
serialization mechanism of VPB
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