Hi Renato,
By default, many shadow technique use the Texture Unit 1.
And as I can see, your model use this one too.
You can check your model or change the texture unit use by the shadow.
If I'm right, this will fix the probleme
HTH
David Callu
2011/9/28 Renato Silveira silveira@gmail.com
Good Morning,
Thanks, Robert, I knew it should have been something simple like that. I
discovered it by accident while comparing the code between 2.9.16 and 3.0.1
and now the viewers are all responsive with the ON_DEMAND flag. The help is
much appreciated from everyone and I am glad, Andre, that
Hi all,
During the last few months, I'm busy writing a new book for the Packt
Publishing with Xuelei Qian. The book is named OpenSceneGraph 3.0
Cookbook, with exactly 100 recipes to try to show how OSG can be used
in practical applications. This book is required to be written for
users who are
Paul Martz writes:
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
Hi Wang,
this idea is great, I would like to contribute a detailed recipe how to use
osgVisual :)
best regards,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43087#43087
___
osg-users
Your first book 'OpenSceneGraph 3.0: Beginner's Guide' has been really
useful for me (I'd recommend it to anyone interested in OSG and
computer graphics), I'm sure the cookbook will fulfill my expectations
as well. Looking forward to buy it.
By the way would you share a table of content? I'm
I edited the model file and now everything works! Thanks!
Renato
On Thu, Sep 29, 2011 at 3:35 AM, David Callu led...@gmail.com wrote:
Hi Renato,
By default, many shadow technique use the Texture Unit 1.
And as I can see, your model use this one too.
You can check your model or change the
Hi Thomas.
Could it be that you are hitting up against the NVidia driver issue
relating to the handing of uniform arrarys. The svn/trunk version of
the OSG has a workaround for this issue so would recommend trying
this.
Robert.
On Thu, Sep 29, 2011 at 3:30 AM, Thomas Hogarth
Hi,
I just started to use the polytope and polytopeintersect and have some results
I did not expect.
In the code there are 3 cases that creates an osg::Box which is the cube I want
to intersect with the plane. The 3 cases have each a different solution, where
I expect them all to have the
Hi
I will like to check has anybody successfully run OSG on such a
configuration. On Blade servers, typically the default display adapter is a 2D
graphic card. The additional GPU does not show up as the default adapter and
thus OpenGL is unable to use it.
The error that I get is
Hi,
Oh, I thought the tesla cards are only usable for GPGPU and not for graphic
usage... Am I wrong?
So you can use CUDA or OpenCL. For example in OSG for VPB with CUDA enabled
NVTT..
Cheers,
Torben
--
Read this topic online here:
Hi,
I am using the Tesla card with a Quadro label. According to forum, there
are normal graphics capabilities. As my hardware is blade-class, I had to use
this option.
Cheers,
Boon Wah
--
Read this topic online here:
I also struggled with this issue once and I believe osgspotlight suffers
from exactly the same quadrant defect if you look closely.
Would be really nice if somebody submitted a fix.
/Per
On 29 September 2011 01:59, Brad Colbert bcolb...@rscusa.com wrote:
Glenn,
** **
Bingo! That was
Hi,
I am new to OSG but experienced in OpenGL
I need to implement some OpenGL code with OSG.
I am using VBOs to render new sets of 3D points (~1 million / frame)
inside every glutDisplayFunc callback.
I have studied the examples and found
osgviewerGLUT is a good starting point
but I cant seem
Hi,
Just a small note, the way to do stereo at the viewer level would be
to use two slave Camera attached to one View(er), rather than two View
attached to the CompositeViewer. The master Camera of the View(er)
would be controlled by the head tracking, while the eye offsets would
be done
I think Paul Martz did already.
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/9237/focus=9304
jp
On 29/09/2011 13:46, Per Nordqvist wrote:
I also struggled with this issue once and I believe osgspotlight suffers
from exactly the same quadrant defect if you look closely.
Would
Hi Ga,
The OSG supports VBO's within the osg::Geometry class so could do what
you need in very straight forward - far easier than with raw OpenGL.
Just do geometry-setUseVertexBufferObjects(true); See osggeometry
for more details on osg::Geometry.
Robert.
On Fri, Sep 23, 2011 at 5:27 PM, Ga
Hi Robert,
Yup, that seems to have done the trick. Now onward to no fixed
functionality, yippee (i.e. use osg_vertex etc in shader)
Thanks Again
Tom
On 29 September 2011 09:40, Robert Osfield robert.osfi...@gmail.com wrote:
Hi Thomas.
Could it be that you are hitting up against the NVidia
Hi Alessandro,
I'd like to list the titles of all recipes finished until now as below.
Thanks for the support. :-)
Wang Rui
---
[Chapter 1]
Checking out the latest version of OSG.
Configure Configuring CMake options.
Building plug-ins to support common file
Hi,
I am working on a virtual reality project that will use several instances of
animated characters (skeletal animation).
Willing to compute the animation on the CPU in the first release (so I do not
have to bother with conflicts between shaders), I would need to have simplified
versions of
On Thu, 2011-09-29 at 20:48 +0800, Wang Rui wrote:
Hi Alessandro,
I'd like to list the titles of all recipes finished until now as below.
Thanks for the support. :-)
Wang Rui
---
[Chapter 1]
Checking out the latest version of OSG.
Configure
On Wed, 2011-09-28 at 11:37 -0600, Paul Martz wrote:
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
Hi Jeremy,
We have already done an initial flash integration (including osgFlash
abstract layer and plugins) in osgXI using GameSWF (public domain).
But the ActionScript support is poor. Another two implementations done
by my partner are based on ScaleForm (commercial) and COM (Windows
only).
At
On Thu, 2011-09-29 at 22:39 +0800, Wang Rui wrote:
Hi Jeremy,
We have already done an initial flash integration (including osgFlash
abstract layer and plugins) in osgXI using GameSWF (public domain).
But the ActionScript support is poor. Another two implementations done
by my partner are
Hi Jeremy,
2011/9/29 Jeremy Moles jer...@emperorlinux.com:
BTW: It's a shame you can't add GUI stuff to your upcoming book. The
current osgWidget is just... not enough. :)
Oh, in fact I'm think of introducing osgWidget in the 9th or the last
chapter. Chapter 9 'Integrating with GUI' should
On Thu, 2011-09-29 at 23:02 +0800, Wang Rui wrote:
Hi Jeremy,
2011/9/29 Jeremy Moles jer...@emperorlinux.com:
BTW: It's a shame you can't add GUI stuff to your upcoming book. The
current osgWidget is just... not enough. :)
How long do I have then to clean things up? :)
Oh, in fact
I may have found the solution: I replaced the 3rdParty directory (which was
quite old I believe) with the prebuilt windows dependency packages linked in
the wiki (the ones from alphapixel.com) and recompiled - problem gone.
Cheers,
Benny
--
Read this topic online here:
On 9/29/2011 9:26 AM, Benjamin Wasty wrote:
I may have found the solution: I replaced the 3rdParty directory (which was
quite old I believe) with the prebuilt windows dependency packages linked in
the wiki (the ones from alphapixel.com) and recompiled - problem gone.
That's why we make
Funny, I should have changed my search to just projective texture and I think
this would have popped up.
-B
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport
Sent: Thursday, September 29,
Hi Again
I've now moved over to IOS and am having the same issue (with the same
version 3.0.1). I'm just now building the latest svn, but you mentioned the
issue was Nvidia related. Do you think the fix might help my IOS build?
Many thanks
Tom
On 29 September 2011 13:32, Thomas Hogarth
Hi Wang,
your first book was an enlightenment and answered a lot of questions
which were not so clear, from source, doxygen, mailing list and web
search. I would have one request for a topic, which I do not find in
your content list: How to add and use OpenGL code within OSG. Now and
then
Hi,
I assume someone will interested in this,
enough to read my code and reply with suggestions.
I am presenting code that should replace the OpenGL code presented above.
Both codes are run insides the glutDisplayFunc callback, display call.
I have also added the OSG object initialization code
Hi Robert
Not sure how relevant to you this is, but as I reported I had the same
uniform mat4 array issue on IOS gles2. I've downloaded and linked to the
latest trunk just now and that has fixed the problem. Was the issue you
mentioned Nvidia specific or OpenGL in general.
I guess it doesn't
Greetings Paul:
Managed to test your patch on OSG 2.8.1 and OSG 3.0.1 before I called it the
week and on both it works fine!
Thanks! Good Job Paul!
...
David Glenn - D Glenn Computer Graphics Media Systems.
D Glenn (a.k.a David Glenn) - Moving Heaven and Earth!
Hello all,
I have a performance regression with 3.0.1. My application works fine
with 2.8.3, but with 3.0.1 I am getting very severe framerate stutter.
This seems to be linked to specific positions/orientations of the
camera, when in a dead zone the framerate drops below 1 FPS, but
slight
A colleague of mine has found a fix for this issue. I think that the question
now is, is it a bug in OSG
or us using OSG improperly (in that case should / could it be prevented).
The fix is as follow (modify EffectDecorator.h in provided code):
class CameraCullCallback : public
Greetings Paul:
I thought I was going to get a break, but I guess that there is no rest for the
weary. Good news is that I have this guy that on-board that's on top of that.
Turns out that what you did worked but if you looked at the object that I gave
you, it's solid ( its suppose to be
Hi Peter,
2011/9/30 PP CG p...@cg.uni-saarland.de:
How to add and use OpenGL code within OSG. Now and then there are some
mails on the List, but they seem already quite advanced. Could you possibly
add few examples about this topic ?
Don't worry about this. The title may not be able to tell
Hi,
I'm implementing shaders in GLSL 140+ (i.e. no built-in uniforms), and I've had
reasonably good success thus far. However, it's quite obvious that passing the
vertices in using osg_Vertex doesn't include any transformations which may have
been inherited (or directly applied).
This exact
Hello Joel,
It seems apparent that I need to multiply the osg_Vertex vector in my vertex
shader with the model matrix for that geometry (via a uniform updated every
frame, or at least whenever the geometry is transformed). The only function
that I've found that may get the model matrix is
Hey, thanks for the fast response...
What you're suggesting I actually tried. The View matrix was intact, but the
transformations were not. So far as I can tell, my understanding matches what
you're telling me, but just to be sure, I've assumed the following:
1. The CullVisitor function,
41 matches
Mail list logo