Hi,
I think this issue is related to latest OSG. I'm using quite older card ie
3dLabs wildcate 7210. I tried the terrain on different pc with Nvidia card and
there is no issue there. Sorry for posting here.
Thank you!
Cheers,
Vijeesh
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Hi everyone,
I have some question about render to texture. The code that I give below is
work but I have some question.
1. Why I have to use viewer.frame() for 2 time for working ?. If I use
viewer.frame() just one time it doesn't work. The written image show just
bank screen.
2. How to run
Hi, Almir
there are visitor that find drawable by name for you
class GetDrawableByNameVisitor:public osg::NodeVisitor
{
public:
GetDrawableByNameVisitor(const std::string
name):osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN): m_name(name),
result(0)
{
Hi,
I have found a problem building osgCompute in Ubuntu 10.04 with
CMake 2.8. My knowledge about CMake is near zero, so I cannot give
much more info than the error I get:
CMake Error in examples/osgGeometryDemo/src/CMakeLists.txt:
Cannot find source file WarpMe.vsh. Tried extensions .c .C
I think you need the data from separate osgCompute repository.
cheers
jp
On 16/02/11 12:35, Javier Taibo wrote:
Hi,
I have found a problem building osgCompute in Ubuntu 10.04 with
CMake 2.8. My knowledge about CMake is near zero, so I cannot give
much more info than the error I get:
CMake
Silly me!!! I had the data and the OSG_FILE_PATH env var set, but I
missed the OSGCOMPUTE_FILE_PATH.
Thanks for the hint! (and sorry for the noise :)
On Wed, Feb 16, 2011 at 11:49 AM, J.P. Delport jpdelp...@csir.co.za wrote:
I think you need the data from separate osgCompute repository.
Hi,
I'm newbie to OpenSceneGraph and I'm developing an application which supports
2D animations over quads. The idea is apply a texture over each quad, and
update its texture coordinate array, using a cull callback.
MatrixTransform - Billboard(CullCallbakc) - DrawableQuad(texture)
Since I
zonk wrote:
Hi Lv (is that your realname?),
what in detail does not work with the manipulator together with a round earh
database?
Do you mean the up-vector of the camera, which is not updated and lead to an
misalligned orientation relativ to the tracked node?
Cheers,
Torben
Hi,
there are no ideas what is wrong with my test programme?
I have no idea to fix this problem.
Cheers
Martin
Original-Nachricht
Datum: Tue, 15 Feb 2011 10:34:49 +0100
Von: Martin Großer grosser.mar...@gmx.de
An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
have you tried sharing a context between the views? I'm not very
familiar with stereo, but my guess would be the context of the second
view is not set for stereo.
jp
On 16/02/11 14:50, Martin Großer wrote:
Hi,
there are no ideas what is wrong with my test programme?
I have no idea to fix
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Hello J.P.,
both cameras have the same graphics context (gc). Here the complete part of the
code with the views:
osg::ref_ptr osgViewer::View view0 = new osgViewer::View;
view0-setSceneData(root);
view0-setDisplaySettings(ds0);
view0-getCamera()-setViewport(500,0,500,800);
Hi,
OK, I saw this
traits-sharedContext = 0;
We normally have something like this:
if (this-getNumViews() = 1) {
traits-sharedContext =
this-getView(0)-getCamera()-getGraphicsContext();
}
jp
On 16/02/11 15:12, Martin Großer wrote:
Hello J.P.,
both cameras have the same
Glad to hear it worked
I got 2 messages:
OutputStream::writeObject(): Unsupported wrapper class
osg::ComputeBoundingBoxCallback
OutputStream::writeObject(): Unsupported wrapper class osg::UpdateCallback
I get the same errors, I think it has to do with why you can only save to
osgb. I dare say
Hi,
I noticed the problem with first call of viewer.frame() too. This is happens.
because meanwhile the viewer initialization - which is called by first call of
viewer.frame() - a call to glGetString (SceneView::init() -
osg::isGLExtensionSupported(_renderInfo.getState()-getContextID(),); )
Hi, thanks everyone here to give me the ideas...
I will try matching Cube GPU with OSG.
Geomtery shader with OSG i think is the best solution.
isn't it?
...
Thank you!
Cheers,
Nan
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Hello,
Every day a new problem. :-)
Ok, so my Render To Texture works, but my shadows are not visible in the
texture (rendertarget).
My Settings:
rtt_cam-setRenderOrder(::osg::Camera::PRE_RENDER, 0);
rtt_cam-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
hybr wrote:
Hi, Almir
there are visitor that find drawable by name for you
class GetDrawableByNameVisitor:public osg::NodeVisitor
{
public:
GetDrawableByNameVisitor(const std::string
name):osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN):
m_name(name), result(0)
Hi Dietmar Funck
Thank you very much for your reply. Do you mean, the first viewer.frame() is
used for initialization that why nothing is rendered in the first frame ?.
Best regards,
Phummipat
On Wed, Feb 16, 2011 at 2:48 PM, Dietmar Funck
dietmar.fu...@student.hpi.uni-potsdam.de wrote:
Hi,
Hi Sergey,
I've had same issues using osgPPU, for me problem was happening only
when i had turned on near\far computation on viewer's camera, i've
used this mode only to test some stuff so i didnt investigated this
issue further. May be this will give you some hints on problem roots.
Hmmm, I
Hi, Dietmar Funck.
In order to get another texture attached you can use something like
_cam-setCullCallback( new fboAttachmentCullCB( this ) );
void fboAttachmentCullCB::operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::Camera* fboCam = dynamic_castosg::Camera*( node );
Maybe your problem is related to the fact that Shadow maps are usually
stored in DEPTH_BUFFER (not COLOR_BUFFER).
Wojtek Lewandowski
-Original Message-
From: Martin Großer
Sent: Wednesday, February 16, 2011 3:47 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users]
OK, you are right, but that is not my problem. I don't want the shadow texture,
which need the DEPTH_BUFFER. I want the final rendering in my texture.
The basic graph looks like this:
ROOT
|
rtt_cam (the result has no shadows)
|
shadowedScene (with StandardShadowMap)
|
camera (is also a render
Hi Michael
Thanks for the info, do you know why I might be having trouble saving these
to .ive, .osg, .osgt and .osgx. It's not a show stopper but for some reason
I can only re save the imported fbx as .osgb. The rest fail to load except
.osg which loads but won't play my animations anymore :(
dormouse wrote:
Hi, thanks everyone here to give me the ideas...
I will try matching Cube GPU with OSG.
Geomtery shader with OSG i think is the best solution.
isn't it?
...
Thank you!
Cheers,
Nan
Sounds Cool! If you have any success, It would be nice (if you can) to share
On 02/16/2011 10:44 AM, Eric Sokolowsky wrote:
Hello,
Does anyone have suggestions on getting the textured version brighter,
hopefully as bright as the DrawPixels version?
The textured version is probably getting dimmer because of the linear
magnification filter. Since your background is
Hi,
yes, I did it. I finally commented the next lines as a temporal solution:
Code:
/*else if(dynamic_castconst osgTerrain::Terrain*(node)){
((ive::Terrain*)(node))-write(this);
}*/
on DataOutputStream.cpp and
Code:
/*else if(nodeTypeID== IVETERRAIN){
node = new
Hi,
How to disable mipmapping on a texture?
Thank you!
Cheers,
lucie
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The problem now is as follows.`
I have the following code:
label = new osgWidget::Label;
label-setLabel(1234);
label-setPadding(10.0f);
label-addSize(21.0f, 22.0f);
window = new osgWidget::Canvas;
window-addWidget(label);
window-setUpdateCallback(new
View Dependent Shadow techniques don't work with nested cameras. They work
with RTT Slave cameras though.
Cheers,
Wojtek
-Original Message-
From: Martin Großer
Sent: Wednesday, February 16, 2011 4:44 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] StandardShadowMap and Render
Hi,
Can you please tell me how i can use fbx files in osg? i only know you need
download the fbx files
Thank you!
Cheers,
Josue
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Hi Shane,
Today I spent a lot of time in reading CIGI documentation and playing with the
MPV and HE. Am I right that CIGI is a framework to organize and standardize
date formats and query formats, but it does not provide the final network
communication functions?
Thank you!
Cheers,
Torben
Eric,
You should look at your TexEnv parameters. Use something like DECAL or
REPLACE. Looks like you are using the default, which is MODULATE, which takes
into account the color of the polygon with the texture. Of course these modes
(DECAL,REPLACE) will disable any lighting that is going
On Wed, Feb 16, 2011 at 4:12 PM, Chuck Seberino seber...@energid.orgwrote:
You should look at your TexEnv parameters. Use something like DECAL or
REPLACE. Looks like you are using the default, which is MODULATE, which
takes into account the color of the polygon with the texture. Of course
Hi,
I am trying to create a 3D texture from multiple jpegs as in the texture3D
example, however my program is segfaulting at calls to scaleImage() and
copySubImage() and I have no idea why. The test picture right now is 512x512,
however I do need to eventually rescale pictures that are
Hi hybr!
I can feel that I'm getting close.
I've done all what you say.. the project compile sucessfully, but I'm getting
a black texture replacing my original static texture.
I tried all first 8 texture units, as you say.
I know that the imagestream is playing, because I can see the 'resize'
Hi,
i would like to load a 3ds file, that point is ok i have my node*
but now i need an Vec3Array from this node*,
can i do it and how if possible?
that you a lot !
Cheers, Tony.
(http://www.hordes.fr?ref=litllechicken)
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