I should have mentioned before that only the red channel is of any importance;
There is a viewer further down the pipeline that picks up the red channel
values from the framebuffer so the green and blue channels don't matter at all.
I just set the green and blue channels to the red channel in
Hi guys,
I have what may be a little bit of an unusual question regarding usage of
OpenSceneGraph.
In our application we use OSG for drawing views of a dynamically created and
animated model, which has so far worked out very well for us.
We are now in the situation where we would like to be
On Mon, Jan 30, 2012 at 2:48 PM, Jesper D. Thomsen j...@anybodytech.com wrote:
Hi guys,
I have what may be a little bit of an unusual question regarding usage of
OpenSceneGraph.
In our application we use OSG for drawing views of a dynamically created and
animated model, which has so far
Hi
it is possible to achieve this in following way:
render to FBO camera on provided by CAD context ( set main camera as FBO ),
get texture ( there are ways to make it clean, but I just stole texture id
from within inside OSG ) and apply it onto OpenGL quad
I achieved rendering in Blender with
On 1/30/2012 7:49 AM, Sergey Kurdakov wrote:
render to FBO camera on provided by CAD context ( set main camera as FBO ),
get texture (
there are ways to make it clean, but I just stole texture id from within
inside OSG ) and
apply it onto OpenGL quad
I achieved rendering in Blender with
Only your terrain have texture and for your trees - function call
texture2D(baseTexture, gl_TexCoord[0].st) return black (0,0,0,1). Your trees
have per-vertex color attribute, and your ground dont(?) (i dont know to what
value it defaults). Simplest options to fix this - set 1x1 white texture
Hi all,
I've tried to use the main camera as RTT in several applications and it
works for me as well.
But I'd like to ask a couple of questions on the post process passes
instead:
- is there any conceptual difference between using the final ortho camera
as a in-graph POST_RENDER or as a viewer's
Hello,
My question might be silly, but I really want to know about that.
I wonder if there are many cameras (one main camera + many pre render
cameras), will OSG (or grahic hardware) manage to make these cameras
render one by one or at the same time?
I have a programm concerning leveraging
Hi,
I'm starting to use osgWidget to create a GUI in a GraphicsWindowWX and am
attempting to figure out how to best get an osgWidget Window to maintain a
defined aspect ratio on window resize. It appears that it's not possible to do
this through subclassing as the only virtual functions are
Hi,
Thanks chris .. em able to zoom using getProjectionMatrixAsPerspective and
setProjectionMatrixAsPerspective fuctions
Actually em trying this view for LDP instead of Aircraft and i want to make my
view as entire black screen (instead of Runway) during initialization until i
select some
On 1/30/2012 12:25 PM, Shaheed Khan wrote:
Actually em trying this view for LDP instead of Aircraft and i want to make
my view as entire black screen (instead of Runway) during initialization
until i select some modes
Wat parameters in which function should i set to get black screen
You
Hi,
First off, I accidentally created this topic initially in the 3rd Party
subforum and can't seem to delete it on my own.
I'm starting to use osgWidget to create some basic GUI elements in a
GraphicsWindowWX and am attempting to figure out how to best get an osgWidget
Window to maintain a
On 1/30/2012 12:27 PM, wang shuiying wrote:
I wonder if there are many cameras (one main camera + many pre render
cameras), will OSG
(or grahic hardware) manage to make these cameras render one by one or at
the same time?
I have a programm concerning leveraging GPU parallelism capability,
Looks like my own project had both of those flags set to true. Setting them to
false cleared it up.
Thanks,
Sean
sth wrote:
Hi Sean,
I had similar problems in the past as you and Chuck. My fix was to make
sure the project-settings for osg and my own project where the same and
set to
Hi,
I have a function which I want to return a group, with two alternatives:
Code:
osg::ref_ptr osg::Group returnGroup()
{
osg::ref_ptr osg::Group group = new osg::Group;
...
return group;
}
Code:
osg::Group * returnGroup()
{
osg::Group * group = new osg::Group;
...
return group;
}
Hi Juan,
Returning a reference counted pointer is in general the safest thing to do
as it ensures that the object will get deleted when it goes out of scope.
A quick search of the osg-users will reveal a number of threads on the
subject alternatively try the link below:
Hi,
I need to create an array of geometries. I'm not sure whether to use:
Code:
osg::Geometry** tube;
ref_ptr ref_ptr Geometry tube;
ref_ptr Geometry * tube;
I want then to allocate the tube Geometry array as something like:
Code:
tube = new Geometry[pointList-size() - 1];
Juan Herrera juan...@gmail.com writes:
Hi,
I have a function which I want to return a group, with two alternatives:
Code:
osg::ref_ptr osg::Group returnGroup()
{
osg::ref_ptr osg::Group group = new osg::Group;
...
return group;
}
Code:
osg::Group * returnGroup()
{
Hi
std::vectorosg::ref_ptrosg::Geometry
31.01.2012, 02:18, Juan Herrera juan...@gmail.com:
Hi,
I need to create an array of geometries. I'm not sure whether to use:
Code:
osg::Geometry** tube;
ref_ptr ref_ptr Geometry tube;
ref_ptr Geometry * tube;
I want then to allocate the
Hi
If you have one graphics device and one graphics context - all cameras rendered
one by one (i mean actual draw calls)
30.01.2012, 23:27, wang shuiying shuiying.w...@fu-berlin.de:
Hello,
My question might be silly, but I really want to know about that.
I wonder if there are many cameras
Hi Farshid,
Yes, when 3ds max starts up it gives this error. Could it be since I also
use newer OSG version than what was with the current stable release of
osgmaxexp (1.0.1)? I have copied the corresponding dll files there too so it
is not atleast missing any dll files, but I am not sure if
Hello everyone,
from France I receive following response trying to log to
www.openscenegraph.org :
Traceback (most recent call last):
File /usr/lib/python2.5/site-packages/trac/web/api.py, line 339, in
send_error
'text/html')
File /usr/lib/python2.5/site-packages/trac/web/chrome.py,
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