Hi everyone,
I have a volume data which is 256*256*256 cube, and I found it very slow
when ray-casting. And I notice the video memory usage is 74M. I want to
compress it to an hardware-support compressed format (S3TC_DXT1 or
S3TC_DXT3 or S3TC_DXT5), but I found no example demonstrate how to use
Hi Jeremy,
osgText doesn't really know anything about pixels, it just works in
its own local coordinate frame rendering text as textured quad in a 3D
space - its very much like all OSG geometry in this respect.
What you are after is a mode in osgText that is purely for screen
aligned text and
Hi Robert,
i was tripping myself
up. When i was running the release exe outside
the VS enviroment, it was not finding either
the image file or the third party dll to
load the image file. Then when i run it 3
times or more it would get locked to a XP
os process. I dont know why. It seems
Can anypoint point to or provide an
example for OSg that would help me to learn
to do the stuff bellow
1. open a viewer then
2. draw to the screen, i want to draw
a test pattern like image and make it full
screen with no borders. In doing so i would
also have to know the screen current
On Jan 17, 2008 11:22 PM, Bob Huebert [EMAIL PROTECTED] wrote:
This is a z-screen which applies polarization filtering on a stereoscopic
image (frame) pair. The z-screen portion is easily replicated on a
computer display with osg. Now if we only had a stereoscopic movieplayer
plugin for osg...
On Jan 17, 2008 1:18 PM, DKa [EMAIL PROTECTED] wrote:
Wojtek Lewandowski just pointed out to me that the osg
implementation of the OpenProducer might not work
properly with the shadow implementation of OSG. Is
this correct? Do I have to migrate my application to
the osg viewer?
Whether
Whether osgShadow will work with a Producer based
app depends on
whether that app provides the means for creating
pbuffers in a way
that is integrated with the core OSG's mechanism for
abstracting away
this task. osgProducer does provide this link up,
albeit in a bit of
primitive form. Core
Hi Peter,
There is no example that does exactly this in the OSG distribution.
The closest would probably be some code in the osgmovie example that
computes the tex coords of the mouse pointer as it moves over the
quad. You could probably use the event handler that implements this
to map into
On Jan 18, 2008 8:56 AM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi everyone,
I have a volume data which is 256*256*256 cube, and I found it very slow
when ray-casting. And I notice the video memory usage is 74M. I want to
compress it to an hardware-support compressed format (S3TC_DXT1 or
Hi J-S,
The guide on when to use CompositeViewer or Viewer comes down to both
practicalities and conceptual sides, if you don't keep both the
practicalities and concepts well in sync you'll find it hard to get
working and had to understand and communicate with others.
So lets start with the
Hello Robert,
Wow, thanks for the great explanation! I think I'll start a wiki page with this
stuff, as well as a list of examples. Might be useful to others in the future.
Most of the typical use cases that were described to me seem to fit the single
View(er) as I thought they would.
I have a
On Jan 18, 2008 1:19 PM, guher b [EMAIL PROTECTED] wrote:
I removed the databasepager part from the code and
still osgViewer can not view the database. Can it be
related to my graphic card that supports two monitors?
Database paging functionality is totally orthogonal the graphics
card/window
Hi,
I've recently started looking into rendering a Macromedia Flash movie to an OSG
Texture2D object. I have code in place that gets the job done, but its
performance is slower than I'd like. I realize that part of the problem stems
from the fact that the Flash control renders to a Windows
Hi Robert,
If you are to regenerate OpenSceneGraph doxygen doc, could you please
set the line 972 of doc/doxyfile.cmake to
GENERATE_TAGFILE = OpenSceneGraphReferenceDocs/osg.tag
It'll be also very helpful to add the search functionality (PHP-Script)
which can be created by doxygen. I
Hello Robert,
As well as
confused, it also fails the minimal and complete test that all
software should be subjected to.
Ok, though in many cases, apps will choose one viewer type and stick to it, so
it would be useful to be able to easily setup a CompositeViewer for simple
cases (while still
Jean-Sebastien Guay wrote:
Hi again Robert,
Thanks again, this makes things much clearer. The wiki page I created is here:
http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuide/ViewerVSCompositeViewer
On a related note, the doxygen on the site
On Fri, 2008-01-18 at 08:58 +, Robert Osfield wrote:
Hi Jeremy,
osgText doesn't really know anything about pixels, it just works in
its own local coordinate frame rendering text as textured quad in a 3D
space - its very much like all OSG geometry in this respect.
What you are after
Hi again Robert,
Thanks again, this makes things much clearer. The wiki page I created is here:
http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuide/ViewerVSCompositeViewer
On a related note, the doxygen on the site
There are a couple possible reasons:
- Camera isn't close enough to the PagedLOD node (LOD range) so it isn't
being rendered. It looks like you need to be within 5000 m (units) of
node's center (13806.9 24056.3 1079.8).
- PagedLOD node isn't paged in yet. If the PagedLOD node is really big, it
On Jan 18, 2008 1:49 PM, Jean-Sebastien Guay
[EMAIL PROTECTED] wrote:
Wow, thanks for the great explanation! I think I'll start a wiki page with
this
stuff, as well as a list of examples. Might be useful to others in the future.
Yes that would be useful. It's not the first time I've made a
Hello,
I'm rewriting an osg based avatar controller in order to my pedestrian keep
walking on a osg::Node. For this i'm using a vertical intersect visitor in
order to keep a correct altitude...
This technique isn't so efficient that i thought then i would like to change
by using an heightmap
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Robert Osfield wrote:
On Jan 18, 2008 7:55 PM, linux [EMAIL PROTECTED] wrote:
I am looking for an app, free or opensource, possibly/preferably, based
on OSG, which allows me to script scenarios, complete with terrains,
buildings, vehicles etc. in
Hi,
Nice description. If I could describe a couple specific usecases, just
to wring out the distinctions:
1) an immersive car cockpit display: front windscreen, left/right side
windows, inside/outside rearview mirrors.
That indicates Viewer (even tho the eye orientations are quiet
different,
I've come upon a reasonable solution based on some tests. Thanks again for the
help.
Brian
On Fri Jan 18 14:27 , Brian [EMAIL PROTECTED] sent:
Thanks for the suggestions, Stephan and Robert.
I've never used PBOs before, and judging from the header, that is the correct
way to set it up.
Hello Robert,
I was toying around with CompositeViewer and using slave views, and I noticed
that getCameraContainingPosition() returns weird values for the local_x and
local_y when using a CompositeViewer with a single view containing slave
cameras. I have modified the osgcompositeviewer example
Hello Jeremy,
Just missing two little OSG_EXPORTs in the io_utils header:
OSG_EXPORT std::ostream operator(std::ostream output, const Widget);
OSG_EXPORT std::ostream operator(std::ostream output, const Window window);
or else it doesn't find the symbols when linking. Other than that, it builds
On Jan 18, 2008 7:55 PM, linux [EMAIL PROTECTED] wrote:
I am looking for an app, free or opensource, possibly/preferably, based
on OSG, which allows me to script scenarios, complete with terrains,
buildings, vehicles etc. in a 3D environment and then capture videos.
Any suggestions? I have
HI Craig,
As author of both ref_ptr and obsrver_ptr I must admit that I
hadn't realised that the two implementation differed in this respect,
the observer_ptr came about 6 years after the ref_ptr so this
probably explains it more than anything else. Normally I will always
return a const object
Thanks for the suggestions, Stephan and Robert.
I've never used PBOs before, and judging from the header, that is the correct
way to set it up. Once I have the object, is it a simple matter of calling
osg::Texture2D::setImage like:
texture = new osg::Texture2D;
image = new osg::Image;
Hi,
I was hoping someone might be willing to explain to me the difference in
const-semantics between ref_ptr and observer_ptr, i.e. why is it that I
can get a non-const pointer from get() on a const ref_ptr, but not from
an observer_ptr? Is this by design?
osg/ref_ptr
T* get() const {
Brian schrieb:
Is there a faster alternative than using osg::Image::setImage? Or is there a
way that I can directly use HDC that the Flash control renders with OSG?
try using PixelBufferObjects this will increase performance when
uploading the image to the gpu.
From my head:
Hello again,
local_x = 10 - local_y = 10
local_x = 1270 - local_y = 10
local_x = 1270 - local_y = 1014
local_x = 10 - local_y = 1014
and indeed, if I run the same example with -2, I get the expected results.
Trying something else, I modified the osgpick example (which uses a straight
I am looking for an app, free or opensource, possibly/preferably, based
on OSG, which allows me to script scenarios, complete with terrains,
buildings, vehicles etc. in a 3D environment and then capture videos.
Any suggestions? I have been googling, but nothing stands out as what I
need
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linux wrote:
I am looking for an app, free or opensource, possibly/preferably, based
on OSG, which allows me to script scenarios, complete with terrains,
buildings, vehicles etc. in a 3D environment and then capture videos.
Any suggestions?
HI Brian,
Create a subclass from osg::ImageStream as pre the video plugins
(src/osgPlugins/xine and src/osgPlugins/quicktime), this will provide
general controls as well as support for automatic use of PBO's for
texture downloads. Alternatively you could do the PBO setting
yourself.
Also use
Hello again Jeremy,
Other than that, it builds
fine and the osghudmenu example runs well. Good work!
And since I have VC++9 (2008) at home, I just tested it out, and it works great
as well. Just thought you'd like to know. :-)
J-S
--
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On Fri, 2008-01-18 at 08:58 +, Robert Osfield wrote:
Hi Jeremy,
osgText doesn't really know anything about pixels, it just works in
its own local coordinate frame rendering text as textured quad in a 3D
space - its very much like all OSG geometry in this respect.
What you are after is
I am looking for an app, free or opensource, possibly/preferably, based
on OSG, which allows me to script scenarios, complete with terrains,
buildings, vehicles etc. in a 3D environment and then capture videos.
Any suggestions? I have been googling, but nothing stands out as what I
need
Well, it's Friday again. Lots of changes since 0.1.3 last Friday, and
here's the CHANGELOG:
http://osghud.googlecode.com/svn/tags/0.1.4/CHANGELOG
You can find the Project Page here (with some videos, downloads, and the
monospace.ttf font I use in a few examples):
http://osghud.googlecode.com
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