Hi Paul,
On Dec 16, 2007 7:53 PM, Paul Martz [EMAIL PROTECTED] wrote:
Thanks, Robert -- Unfortunately, this change had no effect.
Maybe another avenue of attack might be to add DEBUG_INFO messages to
osgText to display components that contribute to the final size of
SCREEN-aligned glyphs?
Hello,
I am using osgFX::Cartoon node to optionally draw some molecules using
cel-shading,
the problem is that osgFX::Cartoon makes everything look gray and the
color of the
objects seems to be lost, is that intentional or am I missing something?
All I do is to set the osgFX::Cartoon as the root
Michele Bosi schrieb:
Hello,
I am using osgFX::Cartoon node to optionally draw some molecules using
cel-shading,
the problem is that osgFX::Cartoon makes everything look gray and the
color of the
objects seems to be lost, is that intentional or am I missing something?
All I do is to set
I setup a texture to the shader node but it doesn't seem to solve the
probem, here's how I setup my shader:
mOsgRoot = new osg::Group;
osgFX::Cartoon* toon = new osgFX::Cartoon;
viewer- setSceneData(mOsgRoot);
mOsgRoot-addChild(toon);
toon-addChild(mEditor-osgGroup().get()); // this is
I guess you have to use a osg::Texture1D instead of osg:Texture2D
regards Ralph
Michele Bosi schrieb:
I setup a texture to the shader node but it doesn't seem to solve the
probem, here's how I setup my shader:
mOsgRoot = new osg::Group;
osgFX::Cartoon* toon = new osgFX::Cartoon;
Thank you for your suggestion I tried it but, again, no luck.
Di you manage to have coloured cartoon-shaded objects? If so, what
kind of texture did you use?
Thanks,
Mic
On Dec 17, 2007 1:02 PM, Ralph Kern [EMAIL PROTECTED] wrote:
I guess you have to use a osg::Texture1D instead of
I'm working on my first OSG project (so be gentle ;-) I'm using OSG
2.2 on OS X (Leopard).
I have a terrain in a .osga file, a skydome, and some .3ds models.
Everything loads fine, and I have a flight sequence working that takes
off and lands on an aircraft carrier.
There are lots of
Hey..
I'm using OSG 1.0 (I know It's little bit old...)
I using VS2005 in c# application and using manage c++ layer between the GUI
and the OSG window.
When I first run my app I draw lines and osgText to the window. and all
seems to work fine.
Then I close the OSG form (not the application) and
Have a look at the osgdepthpartition example. I use depth partitioning to
solve z-fighting issues in really large scenes.
- D.
On Dec 17, 2007 7:17 AM, Richard S. Wright Jr. [EMAIL PROTECTED]
wrote:
I'm working on my first OSG project (so be gentle ;-) I'm using OSG 2.2 on
OS X (Leopard).
I haven't been tempted by the reference manual book because I know
how to navigate
the source code and can't see how the relatively sparse comments
therein would be
more helpful compiled together. I think the situation is even worse
once you get
i thought this would be my experience
Micah Heyer wrote on Saturday, December 15, 2007 12:25 PM:
Hi every one,
This may be stupid n00b question but, how would you recommend
implementing a bsp tree in OSG?The three ways I thought of were:
1) use standard osg::Groups for each node and Geodes for leaf nodes.
2) subclass
Hi, hopefully this is an easy one!
I am subclassing MatrixTransform and overriding the accept(NodeVisitor)
method in order to perform some custom auto-scaling. It works fine until I
put the node under an RTT camera. Upon doing so, the
CullStack::getViewport() method still returns the viewport
HI Michele,
I'm not the author of osgFX:Cartoon so am too familiar with the
details of the implementation, but I just test a couple of models here
with osgfxbrowser and it shoes the the Cartoon effect does support
underlying colour, but this doesn't show for all models. It looks to
me like the
Hi Shoham,
The issue you have is that the scene graph has holds internal ID's for
all the texture objects and display lists, you've deleted the graphics
context undernearth it so these ID are no longer valid, but the scene
graph doesn't know that they are invalid so when it dispatches them to
Hi Richard,
You could play multi-pass tricks like done in the osgdepthpartion
example, or just manage the visible distance so that the furthest
distance is never too far away. For instance a common trick is to use
Fog to make far objects fade away until eventually nothing beyond a
certain
HI Bob,
On Dec 17, 2007 2:18 PM, Bob Kuehne [EMAIL PROTECTED] wrote:
i thought this would be my experience too, after writing it, but i've
been surprised. simply seeing all the methods laid out in a logical
fashion (rather than how they might be typed into the header), seeing
the
Hi Glenn,
I can't really give a straight answer without spending some time on
the code, but it does sound like CullStack should be returning the
viewport of the nested Camera, and if it isn't there is probably a bug
lurking somewhere in CullVisitor::apply(Camera) so I'd recommend
having a look at
Thank you Robert,
that is exactly the problem, it seems from the source code that the
shader doesn't support GL_COLOR_MATERIAL enabled, in order to do so I
think one should write another shader that reads the current color and
not the current material.diffuse component.
Also it seems that the
Hi Michele,
Cell shading doesn't have specular highlights normally, if you want
this you'd need to do it in a custom shader. What you may need to do
is subclass from osgFX::Carton to add your own shaders, or just set up
the scene graph by hand to do the effect you want.
Robert.
On Dec 17, 2007
Thank you very much Robert,
for now I will try to modify the shader in a
subclass/cut-and-paste-class of osgFX::Cartoon so that it can handle
color-material and cartoon-like speculars, if I manage to have
something working I will post it back here (crossing fingers).
Regards,
Michele
Hello Michele,
Cell shading doesn't have specular highlights normally,
Actually, since the color for cel shading is determined according to
the angle to the light, you can do a fake specular highlight by just
playing with your color ramp (the 1D texture). For example, it could
go from
Robert,
I think I found the problem. I am using version 1.2 (which I forgot to
mention, again), and CullVisitor does not push and pop the viewport on the
CullStack. Looks like this has already been resolved in revision 6224.
Thanks again -gw
On Dec 17, 2007 11:39 AM, Robert Osfield [EMAIL
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Lucas Goss wrote:
Hmm, that might be alright, though I don't really like writing shell
scripts, haha. Of course if that is an advantage for some they can
still do it that way, they don't have to use OSG's implementation. But
it would be nice to
Hi Jan,
On Dec 17, 2007 7:21 PM, Jan Ciger [EMAIL PROTECTED] wrote:
The reason for SDL's craziness and why I have suggested a shell script
is easy - you can make a some kind of X hack that works on your computer
using one extension, but I compile the program on my computer and it is
very
Hi all,
would someone please inform me as to where I may find the OSG2.2 dsw
project file for MS VS 2005 (C++ ver 8.x)? I can not find it in the
binaries or the source .zips / .exes for Windows.
I can not seem to run any example because the ones I'm running are
attempting to use the
Hi Allen,
From OSG 1.9.x onwards the OSG hasn't included VS project files,
instead it now used CMake to generate the platform specific (and VS
version specific) project/makefile for you. CMake also automatically
detects dependencies and sets everything up for you so that it only
builds plugins
Hi Jan,
On Dec 17, 2007 8:21 PM, Jan Ciger [EMAIL PROTECTED] wrote:
That would be quite a hackery, IMO. Are you going to handle all the
issues with path, detection whether certain binaries are available or
not and potentially which versions they are in the application code?
An external script
would someone please inform me as to where I may find the
OSG2.2 dsw project file for MS VS 2005 (C++ ver 8.x)? I can
not find it in the binaries or the source .zips / .exes for Windows.
You need to generate the VS project files using CMake. Try searching for
Cmake at openscenegraph.org for
Hi All,
After a weeks delay I've finally got on top of submissions, and able
to tag the 2.3.0 dev release. Details can be found at:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
My entry on this page is:
* OpenSceneGraph-2.3.0, released on 17th December 2007.
Micah Heyer wrote on Monday, December 17, 2007 12:54 PM:
Hi,
thanks for you reply.I'm afraid my knowledge of osg internals is quite
limited but I will look into it and see if I can understand renderbins
and what ever else.
I'm currently trying to implement the my second method.I looked at the
Robert,
Thanks, yes I have used the Fog approach before, it is especially
effective for underwater scenes.
However, I need to be able to see quite a ways distant (flight sim).
If I was NOT using a scene graph, I would draw the sky dome as a unit
sphere, and just rotate it by the camera
Richard S. Wright Jr. wrote on Monday, December 17, 2007 5:22 PM:
Robert,
Thanks, yes I have used the Fog approach before, it is especially
effective for underwater scenes.
However, I need to be able to see quite a ways distant (flight sim).
If I was NOT using a scene graph, I would draw
Being able to render something last... that could be useful. But I'm
thinking I want to render the skydome _first_, using a painters
algorithm and drawing everything else in front of it. It seems this
would also be the best approach for a rendering a night time sky using
point sprites for
Doh!! Thanks!
Richard
On Dec 17, 2007, at 8:46 PM, Jason Daly wrote:
Richard S. Wright Jr. wrote:
Being able to render something last... that could be useful. But I'm
thinking I want to render the skydome _first_, using a painters
algorithm and drawing everything else in front of it. It
Richard S. Wright Jr. wrote:
Being able to render something last... that could be useful. But I'm
thinking I want to render the skydome _first_, using a painters
algorithm and drawing everything else in front of it. It seems this
would also be the best approach for a rendering a night
Hello Richard,
Being able to render something last... that could be useful. But I'm
thinking I want to render the skydome _first_, using a painters
algorithm and drawing everything else in front of it. It seems this
would also be the best approach for a rendering a night time sky using
point
Hi, everyone.
I have a class called Point that is derived from MatrixTransform. An
instance of this class always has a Geode child, which has a Drawable, which
is a ShapeDrawable. For better understanding of things, I'll use a simple
shape for a drawable, let's say a sphere.
Let's
I'm using osgviewerQT as my windowing system, so the graphicswindow it uses
is GraphicsWindowEmbedded.
But when it comes to realizeImplementation() function of PixelBufferWin32
class, I got the following runtime error:
Run-Time Check Failure #3 - The variable 'hglrc' is being used without
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