Please state your country to call the police.
It's a joke xD for what do you need help?
2011/9/28 liu_junli liu_ju...@yeah.net
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liu_junli
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Hi Michael,
Nice looking simulator you've got there, it's great to see osgOcean in the
wild.
K.
On 28 September 2011 01:28, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Michael,
This process would be made much easier if ocean surface only created a new
stateset if a
Hi everyone,
I'm trying to setup an pure OpenGL FBO with render to texture target in an
OSG drawable. But I just can't figure out how to do that properly (eg. how
to isolate those pure openGL calls from the rest of the OSG scene).
in my drawa implementation I just have:
virtual void
Hi,
I can't help you with your specific drawable question, but what would
you like to achieve? In the osggameoflife example there is an example of
ping-pong using multiple cameras and switches. You can also swap output
textures if they are exactly the same using a callback. See here for
Thanks J.P,
but actually I know the gameoflife example almost by heart already and this
won't fit the bill: I need a real single pass ping pong rendering here if
I want to achieve good performances.
Cheers,
Manu.
2011/9/28 J.P. Delport jpdelp...@csir.co.za
Hi,
I can't help you with your
Hi,
I see you mention fft in your code. Is this what you want to do? Do you
have a working fft with multiple OSG cameras? Is it too slow for you?
jp
On 28/09/2011 11:30, Emmanuel Roche wrote:
Thanks J.P,
but actually I know the gameoflife example almost by heart already and
this won't fit
Hello guys,
I am working on a big project which uses OSG 3.0.0 and I have a very strange
problem. During the initialization of the application I create a temporary
graphics context in order to perform a series of actions (OGL extension support
check,3d texture creation etc). When I am done I
I just did a test and I think I have to change the following sentence:
Then I realized that this won't happen if I create the temporary graphics
context AFTER calling the Viewer::frame() function once (aka AFTER creating my
main graphics context).
to:
Then I realized that this won't happen if
Yes J.P,
as far as I understand the code I'm trying to integrate into OSG, this step
will basically perform a FFT computation on the GPU.
The code I'm using as template is written in pure opengl: it is the Ocean
lighting implementation from Eric Brunetton (
Hi !
I performed some additional tests on this issue and now I think I'm reaching
the bottom of it:
when I attach my Texture2DArray as:
cam:attach(osg.Camera.BufferComponent.COLOR_BUFFER0,result.ffts[1],0,0,true);
cam:attach(osg.Camera.BufferComponent.COLOR_BUFFER1,result.ffts[0],0,0,true);
Hello again,
In my project I need to setup a second render pass that performs the
following:
Render the scene from the original camera's view (as in the first RTT pass).
Set the second camera to be pre-render with render-order increased.
Render some volumes and apply a shader a those
Hi,
I exported a model with sketchupToOSG and loaded it in an osg application.
When I enable shadows (the default osgShadows techniques) the textures of
the loaded models becomes wrong. If I disable shadows, everything works.
Anybody ever had this problem?
That's what I got:
hmmm and God created:
*osg::Camera::FACE_CONTROLLED_**BY_GEOMETRY_SHADER*
and
*setImplicitBufferAttachmentMask(osg.Camera.ImplicitBufferAttachment.IMPLICIT_COLOR_BUFFER_ATTACHMENT,
osg.Camera.ImplicitBufferAttachment.IMPLICIT_COLOR_BUFFER_ATTACHMENT);*
It now works perfectly !! That's
Hey guys, looking for some quick design advice before I start hacking
something that I'd end up scrapping.
I've written a pretty traditional FPS camera; game-like movement and
strafing, sprinting, mouse viewing by warping the pointer to the center
of the screen, axis inversion, etc. All the stuff
Hi Jeremy,
My question is how do I render these objects? Should I treat them
specially (for example, adding them in a post render camera) or should I
simply position them properly to be rendered in the main frame? I'm
looking for some gotchas from other people who have done something
similar.
Skylark wrote:
You're welcome to do it differently if you want and submit the change.
In fact it would really be nice if you could merge your technique into
osgOcean's own code and submit the change. I'm sure many people would
appreciate such functionality, if you have the time to do it.
On 9/28/2011 9:22 AM, Jean-Sébastien Guay wrote:
Hi Jeremy,
My question is how do I render these objects? Should I treat them
specially (for example, adding them in a post render camera) or should I
simply position them properly to be rendered in the main frame? I'm
looking for some gotchas
Hello,
I'm working on a project for work and it entails integrating the Qt 4.7.3 and
OSG 3.0.0 APIs and I have studied the osgviewerQt example and believe that I
have a good understanding of how it works.
I have determined that for my needs the CompositeViewer is the best option and
the
Hi all -- David and I have been discussing this offline, and we've arrived at a
fix that will be posted shortly.
Turns out the actual issue was that the vertex record flags field had the
NO_COLOR bit set, but the OSG flt loader wasn't checking for that bit. If
NO_COLOR is set, the color index
On 9/27/2011 7:21 PM, Brad Colbert wrote:
I am closer!
Looks like the other example I have is FFP not GLSL. Here's a working GLSL
implementation (not OSG) that should be relatively easy to feed with OSG
uniforms and such:
http://www.ozone3d.net/tutorials/glsl_texturing_p08.php#part_8
--
Stephan
I've been looking at a similar problem and I believe that I may have a possible
solution.
if you look in the api documentation for the CompositeViewer there is method
called
osgViewer::View * getView(unsigned int index)
using this you could specify which view you want to capture
Hi Chris,
Thanks! I found that one too but it still doesn't help me figure out how to
fix the coordinates so that my projected texture renders in the center of the
projection frustum instead of the upper right quadrant. It's strange and I
can't figure it out.
-B
-Original Message-
Brad,
I once had the same issue; calcuating my texgen matrix like this worked:
texGenMat =
modelViewMat *
projectionMat *
osg::Matrix::translate(1, 1, 1) *
osg::Matrix::scale(0.5, 0.5, 0.5);
Glenn Waldron / Pelican Mapping / @glennwaldron
On Wed, Sep 28, 2011 at 7:34 PM, Brad
Hi Guys
I've been trying to run the osganimationhardware example for osg 3.0.1 on
windows7 32bit with Geforce GTX 560 and latest drivers 280.26 . In the past
I have had this running (not on this machine or osg version), I simply
downloaded the osgData collection with the nathan.osg and
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