Hi, nice to meet you all.
I'm beginner in OSG.
I'm reading OpenSceneGraph 3.0 Beginner's Guide and
practicing the example in this book.
Here are very simple example.
#include osgDB/ReadFile
#include osgViewer/Viewer
Code:
int main( int argc, char** argv )
{
osg::ref_ptrosg::Node root
Hi,
thanks for reply.
i tried redownload GDAL 1.7 , VPB least version on git server and compile it
then it run ok.
...
Thank you!
Cheers,
nguyen
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Hi,
for some reason my Shadowed Scene won't display my HUD Camera, if I add the
Camera without the ShadowMap it works ine, but adding it disables the HUD for
no reason.
Help please!
Here is some reference:
Camera:
camera-setClearMask( GL_DEPTH_BUFFER_BIT );
camera-setRenderOrder(
Hi Clement,
On 24 June 2012 18:14, clement@csiro.au wrote:
I got aliasing problem on volume rendering. I tried to set parameter
samples to 8 in class osg::GraphicsContext::Traits, but I still can see
aliasing. Does anyone have an solution to stop aliasing. Thanks.
Volume rendering
Hi Jerome,
When you say you want to know the time of rendering, do you mean the
time in seconds since the start of the viewers frame loop? Time of
day?
Also how do you want to use the time? This is important to know as
depending upon what task you have there are different ways to get the
time
Hi Alex,
There isn't any away that a 3rd party will be able to guess your
mistake given the scant details provided. The idea of mixing shadows
and HUD is rather odd, one wouldn't normally do this, rather one would
have a 3D scene graph with shadows representing your world and if one
needs a HUD
Hi,
My requirements:
Models should have keyframe animations in them
Have textures
Should be modeled and exported using 3Ds Max
I hope to use either FBX or VRML models. What are the pros and cons of each
model?
Thanks.
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Hey again. As I posted before I managed to render to texture a scene and
projected it onto a Geometry. But it is just an image of a scene and the RTT
camera can't move around my object (cessna.osg).
Is there a way to move the camera freely around like you would do with viewer's
camera?
lg
Hi Christian,
Have a look at the osgdistortion example.
Robert.
On 25 June 2012 11:20, Christian Rumpf ru...@student.tugraz.at wrote:
Hey again. As I posted before I managed to render to texture a scene and
projected it onto a Geometry. But it is just an image of a scene and the RTT
camera
robertosfield wrote:
Hi Christian,
thank you
Have a look at the osgdistortion example.
Robert.
On 25 June 2012 11:20, Christian Rumpf wrote:
Hey again. As I posted before I managed to render to texture a scene and
projected it onto a Geometry. But it is just an image of a
Hello,
On Mon, Jun 25, 2012 at 11:07 AM, Praveena Sara pravee...@gmail.com wrote:
Hi,
My requirements:
Models should have keyframe animations in them
Have textures
Should be modeled and exported using 3Ds Max
I hope to use either FBX or VRML models. What are the pros and cons of
each
Thanks, Robert.
I attached two screen shots. I found that aliasing would only appears on the
side of the cube that has not been filled. For example, the cube size is 100 x
100 x 20. If the cube is fully filled colour on all voxels, there is no
aliasing on each surface. Once there is a
On 06/25/2012 12:59 AM, GeeKer Wang wrote:
Hi, all
I want to use two GTS 250 cards to do the parallel rendering job based
on OpenSceneGraph。
In my experiment, a scene full of complex models is split to 2 parts
according to viewport。
The 2 parts are rendered in seperated windows (actually
Hi,
so far, to display a 3D model with a hierarchy of nodes already included in the
model (such as DOF, SWITCH, LOD, ...), I used Multigen Creator, with models in
flt format. There is the possibility of having a 3D model (not Multigen
creator) that contains this hierarchy? For example, if you
Hi Andrea,
Have a look at Remo 3D - an OpenSceneGraph-based and cost-effective
alternative to Creator:
http://www.remograph.com/
Regards,
Andreas
On 2012-06-25 16:54, Andrea Martini wrote:
Hi,
so far, to display a 3D model with a hierarchy of nodes already included in the
model (such as
Hi Andreas,
thank you for your quick answer.
I'm looking about software like : Blender, Lightwave, Maya and/or particolar
exporter (i.e. Collada)
Thank you!
Cheers,
Andrea
Thank you!
Cheers,
Andrea
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Hi Clement,
On 25 June 2012 13:29, clement@csiro.au wrote:
Sorry, I forget to attach the images.
Top image: there is no aliasing.
Bottom image: aliasing appears on the side that has not been filled colour.
As I suspected the aliasing is down to under sampling of the ray, so
up the
Hi All,
Could you please try out the Scene.cpp attached, and also checked into
svn/trunk. What I have done is introduce a SceneSingleton structure
that has both the Scene cache and the mutex protecting it, then placed
all the access methods into the SceneSingleton, then used a static
Hi,
I released a new version of the osgexporter. You can find it here
https://github.com/cedricpinson/osgexport/raw/master/blender-2.5/build/osgexport-0.13.0.zip
Keys features:
- supports now blender-2.63 with ngones
- export materials and light as user data using the new osgt file format
- fix
I've tried compiling osgPPU with ~ OpenGL 3.1 osg build but I'm having
trouble. Seems osgPPU is not ready for the current OpenGL release? Any plans?
Or am I doing it wrong?
I really need to do blurs and other effects in our OSG based application.
Thanks
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So I'm relatively new to OSG and I'm having trouble getting up to speed with
all the site outages, and I'm trying to suss out the proper way to use OpenCL
with OSG.
I see there's been some work with CUDA, but of course that doesn't help. Seems
like there are some straightforward ways to do
Attached is the MetaFlight pager code that I wrote a while back. Once
people who are interested in it get familiar with it, we can discuss
whether or not it should be rolled into OSG.
--
Terry Welsh
www.reallyslick.com
metaflight.tar.gz
Description: GNU Zip compressed data
Hi Clement,
The datasets you are working of will always challenge a ray traced
sampler as there is sudden cutoff to a flat face so that any small
change in adjacent pixels can result in a enough of different sampling
as to result in a visible step. Increasing sample density will
usually reduce
Hi folks,
OSG 3.0.1
OpenFlight 16.4
I've been looking at the code that loads light points in the OpenFlight loader.
I was putting together a test and ran into an issue. It appears that in the
FLASHING_SEQUENCE section in LightPointsRecords.cpp:316 (IndexedLightPoint)
that the loader is
Are you using OSG or OpenGL?
Since you're using ECEF CS, I'm assuming you want to set things up for
viewing on a spheroid.
If you're using OSG, you can do the following using OSG's EllipsoidModel
class (earth instance below) to set up viewing given a position and a
look-at location in geodetic
Hi community,
i have a little problem:
i created a second camera, showing my scene from another viewing point, like in
this tutorial (with render to texture as an overlay)
now i want to add a CameraManipulator to this camera.
my normal camera has a manipulator, too. you can move with the
solved it, was some problem with the hiearchy of the scenegraph :)
Alex
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Hi all,
I'm still struggling with this and just wanted to add some extra details.
The problem is that the blur around text near the camera is not being combined
with blur further back. It's almost like the blur is being drawn from front to
back while text (rendered as glyphs with alpha
Hi Robert,
If I extended the RayTracedTechnique and override the default VERTEX and
FRAGMENT glsl codes to replace my own glsl code, which will measure distance
along the ray. Are you talking about this case to overcome the aliasing
artifact ?
Regards,
Clement
Hello,
I hope to use either FBX or VRML models. What are the pros and cons
of each model?
I will echo Jan's suggestions and add a bit more info.
VRML support is pretty bad in current content creation tools (I've
tested with Max and Maya primarily). The problem is mostly the way
Hello Andrea,
Do you think Blender can do that?
Not only Blender, but 3D Studio Max, Maya, Softimage XSI, genrally all
3D modeling software will allow you to organize your scene in terms of
groups, transforms (of which DOF is one specialization), LOD and so on.
Then the question becomes,
Hey, I just finished setting up a CafePress store for AlphaPixel apparel
and logo stuff (mostly so I could make myself some).
http://www.cafepress.com/alphapixel
I set the margins down really low, so I think I get about 50 cents of
profit on typical items, but if any of you want to show your
Hi,
I'm having the same problem. I'm also running Ubuntu 12.04. I know the code
works because I have it running under Fedora 13.
The critical line is:
g++ -g -gstabs+ -DOSG_COMPILE_UNIT_TESTS -L/usr/X11R6/lib64
-L../../../../local/lib -L../../../../devel/lib/Linux64 -shared DAHud.o
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