Hi,
I have a scene with 3 differents views. One global 600*600px, one following one
node 600*600px and one following an other node 1200*600px
the lase one rendering screen is rescale (2;1).
How i can change it to have a larger view but without rescale objects?
Thank you!
Cheers,
Anthony
Hello,
I am creating a scene composed of two objects : - A (yellow) submarine, and a
osg::ShapeDrawable created from an osg::HeightField : The Seabed.
I use a spot light to illuminate this scene. The spot light is positinoned 1
meter above the submarine, the submarine is 10 meters above the
Hi Brad,
Could you see if you can reproduce this problem with the one of the
OSG examples, or a small tweak of one to reproduce this problem. If I
can reproduce it reliably then there is a much better chance of
spotting the culprit and finding a solution.
Cheers,
Robert.
On Tue, Sep 21, 2010
Hi Paul,
In the OpenSceneGraph-2.9.9 dev release, and svn/trunk there is work
by Wang Rui on osgParticle this provides support for using shaders
with particles systems, there is also an example osgparticleshader
that will illustrate how to use it.
Robert.
On Wed, Sep 22, 2010 at 5:49 AM, Paul
Hi Vivek,
On Wed, Sep 22, 2010 at 6:44 AM, Vivek Kumar Dwivedi
vivekcsjm...@gmail.com wrote:
Hi,do not send mail. I am very busy.
Too busy to be polite or to take control of your own subscription?
At the bottom of all emails there is the link to the mailing list
admin pages, simple log in and
HI Anthony,
There a several ways one could interpret your post. What do you mean
by a larger view? What do you mean by rescale (2,1)?
Robert.
On Wed, Sep 22, 2010 at 8:25 AM, Anthony Face litllechic...@hotmail.com wrote:
Hi,
I have a scene with 3 differents views. One global 600*600px, one
Hi Adrian,
The osgspotlight example that illustrates the use of multi-texturing
to do a spot light, rather than just using OpenGL lighting to do the
spot light.
From your explanation I can't work out whether the osgspotlight
example is working correctly on your system. When I run the example
Thanks for your answer...
Now, osgspotlight example is working on my computer... (I didn't download the
ressources file, shame on me).
I will try to do exactly like in this sample, and I hope all wil be right !
So in this sample, they use a HeighMap and a osg::ShapeDrawable. You said
that's
Hi Adrian,
On Wed, Sep 22, 2010 at 10:32 AM, BARRAL Adrien a...@robopec.com wrote:
Personally I wouldn't use ShapeDrawable's for this type of work as they are
just very primitive convenience classes, they don't scale well to handle
complete rendering requirements or provide best performance
Hi all,
I am trying to show instanced geometry using a texture1D like a vertex
buffer. In fact I have it working more or less... but if my Texture 1D is
non power of two then my shader does not render some of the instances.
Attached is the code and two images, one with a non power of two
Yeah, trying that now. I had already recompiled the Collada DOM and OSG under
MSYS/MinGW. Recompiling QT there now too...
We'll see how it goes!
Thank you!
Cheers,
Samuel
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=31935#31935
Hello,
I am writting an application wich use osgOcean Plugin.
I add to an ocean scene a submarine (imported from a 3DS file), and I would
like to activate spot lights of this submarine.
So I attach to the submarine a light :
Code:
Vec4f lightPose(0,-1270,0,1); // le kster mesurant1.26mètres
Hi Jean-Sébastien,
I tried that but looking at the debug information seems the correct dll is
found but it cannot be loaded successfully.
FindFileInPath() : USING X:\blablabla\osgplugins-2.8.3\osgdb_ived.dll
DynamicLibrary::failed loading osgPlugins-2.8.3\osgdb_ived.dll
Any idea?
Regards
Hello Adrien,
So why using an OceanScene disable my lighting effects ??
osgOcean uses shaders for most of its effects, and these shaders assume
directional lights. You will have to customize the shaders to do the
right calculations for all types of light source.
This is not a trivial
Hi Gianni,
FindFileInPath() : USING X:\blablabla\osgplugins-2.8.3\osgdb_ived.dll
DynamicLibrary::failed loading osgPlugins-2.8.3\osgdb_ived.dll
Yeah, when it gets to that point OSG doesn't give you much information
as to WHY it failed loading the plugin...
Did you try doing a profile run
Hi !
Thank for your reply, but that is exacly what I would'nt want to read !
I am affraid about learning gl Shading Language.
Do you know some cool resources to learn it ? I have got the OpenGL Super Bible
4th edition, is it enough ?
Thanks !
A. BARRAL
--
Read this topic
Hello Adrien,
Thank for your reply, but that is exacly what I would'nt want to read !
I am affraid about learning gl Shading Language.
Hehe, sorry about that! But you'll see you can do lots of great things
pretty easily once you've learned GLSL. It opens up a great new world. :-)
Do you
Hi,
I got a (sporadic) MS VC Runtime Error (MS VS 2008, Config RelWithDebugInfo)
in OSG 2.9.9 as follows. The file was created with:
Code:
osgconv abc.dae abc.ive -O compressed
Code:
Hi,
sorry, my reply was probably OT and should be separate topic.
Cheers,
Florian
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=31943#31943
___
osg-users mailing list
Hi,
my want to use the new tessellation control and tessellation evaluation
shaders that are new in OpenGL 4.
Is there support for them in OSG trunk?
I only found
VertexProgramm
(http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osg/VertexProgram.cpp
)
and
Hello all,
We would like to store some extra meta-data along with (embedded) in our
OpenFlight models. Looking at the OpenFlight spec, there appears to be
this thing called an Extension Record that can contain many things,
even XML which is what we are interested in.
To cut-to-the-chase, does
Hi Robert,
I am now able to set an overall color for otherwise uncolored
geometries with your suggested fix. I still don't understand why this
is correct. I thought that the setStateSet would set a current color
from it's material which is now OSG seemed to behave until 2.9.3.
osg::Group
On Wed, Sep 22, 2010 at 7:13 PM, Don Leich d...@ilight.com wrote:
Hi Robert,
I am now able to set an overall color for otherwise uncolored
geometries with your suggested fix. I still don't understand why this
is correct. I thought that the setStateSet would set a current color
from it's
Check the source code. If I recall correctly, the loader reads in comment
records and stores them as UserData in the scene graph, but I'm not sure about
extension records. The only way to know for certain is to check the source.
-Paul
Brad Colbert wrote:
Hello all,
We would like to store
Hi,
in my application I have a numerical module that create 3d objects and their
meshing (triangulation). What I would like to do is to render these objects in
the fastest possible way. Something like:
- write in a raw array the list of the vertex of the triangles
- tell to OSG to read (and
Hi,
VertexProgram/FragmentProgram are for the older assembly-level
programmability with ARB VP/FP.
osg::Shader is for the newer GLSL programming interface. osg::Shader
would be the place to add support for new GLSL shader stages such as
tessellation.
cheers
-- mew
--
Mike Weiblen -- Black
Paul,
Thanks for the quick reply.
I've looked through the source and find a lot of references to
Extension but doubt that is what it's for.
I was hoping to catch the eye of the author here.
-B
P.S.
One example, I think may or may not be close:
Document.cpp:void Document::pushExtension()
Hi Brad -- The original author of the importer isn't around these days, though
he does make an occasional rare appearance. I wrote the exporter half of the plugin.
Looks like PrimaryRecords.cpp has a class, Extension, for processing an
Extension record, but it doesn't appear to parse/save any
Hi,
I'm loading a sphere with texture that was created in Maya. In osg only a black
sphere. Why?
Code for laoding texture:
Code:
osg::Image* image = osgDB::readImageFile( neptune2.jpg );
if ( image )
{
osg::Texture2D* tex2d = new osg::Texture2D;//( image );
Cool, thanks Robert. May have to keep an eye on the latest dev release
page from now on.
Regards.
On 09/22/2010 06:26 PM, Robert Osfield wrote:
Hi Paul,
In the OpenSceneGraph-2.9.9 dev release, and svn/trunk there is work
by Wang Rui on osgParticle this provides support for using shaders
On 23/09/10 8:10 , John Kush wrote:
I'm loading a sphere with texture that was created in Maya. In osg only a
black sphere. Why?
Based on the absence of more information I'd suspect that the model doesn't
have proper
texture coordinates assigned.
Cheers,
/ulrich
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