Hi everyone,
Im wondering if anyone has an example of a GLSL normal mapped osg file I could
have a look at? The provided examples have been useful for simple generators
(no intended disrespect to Benoit Mandelbrot). However I need to integrate an
illuminated Ward or Ashkihmin/Shirley shader
Hi Ahmed,
The OSG does not have a inbuilt collision detection system.
There is support for doing intersection using the
osgUtil::IntersectionVisitor coupled with osgUtil::*Intersector
implementation. The PolytopeIntersection is probably the closest to
what you require. You'd need to create a
Hi,
Agreed this is not for OSG to workaround.
But rather than do without arrays, couldn't your app conditionally
append the [0]?
Not clear why this is a showstopper. Just curious.
-- mew
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of
On Jan 29, 2008 4:51 PM, David Guthrie [EMAIL PROTECTED] wrote:
If OSG just stripped off the [] when checking the names, it would work for
all cases. OSG already works around implementation details, picks the right
extensions to use for point sprites, etc. OSG should do all it can to make
I disagree that it is not something for OSG to work around. ATI will
accept the name of the uniform without the [], but OSG validates the
names directly, making it so you can't bind that uniform name. So one
could write code that would work with the same shaders and the same
code on both
Hi,
There are GLSL examples at
http://developer.3dlabs.com/downloads/index.htm that demonstrate a wide
range of effects and may be of interest. They're not OSG files, but
they're open-source and the concepts should be readily portable.
-- mew
-Original Message-
From: [EMAIL
So I have a big city database that I built in Creator with lots of
external models loaded under transform nodes. I assumed that
Optimizer could flatten this out for me with
FLATTEN_STATIC_TRANSFORMS. Unfortunately, I only end up flattening 35
out of 911 transforms.
Tracing through the code, I
On Tue, 2008-01-29 at 21:34 +, Robert Osfield wrote:
Hi All,
I've just tagged the OpenSceneGraph-2.3.4 and
VirtualPlanetBuilder-0.9.5 developer releases.
OSG-2.3.4 Details on:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
VPB-0.9.5 Details on:
Hi All,
Pretty please, could users do an svn update on OpenSceneGraph and
VirtualPlanetBuilder and let me know how the build goes. It's evening
now so I don't have much time left to make a dev release before I turn
in before early start tomorrow (3am wooppeee).
I am not planning any check-ins
Hi Terry,
You can't flatten a static transform when anything it its subgraph is
shared with other transforms, if you do flatten it the the object is
the trying to be in two places at one time, something it can't do,
what happens to these objects is undefined, in fact quite rightly
disallowed
If you have a transform tree, with the following:
A: translate (0, 10, 0)
|
---B: translate( 0, 5, 0 )
| |
| --- Model 1
|
---C: translate( 0, 20, 0 )
|
--- Model 2
Then A cannot be flatten with B and C, because B != C. If A, B, and C
were flattened into a single transform, then Model 1
Greetings Robert,
Building OpenSceneGraph (svn-7852) on FedoraCore 7 (gcc 4.1.2), all is
well except for warning messages as such:
/export/staffdata/osg/OpenSceneGraph-svn-7852/src/osgWrappers/osgDB/ReaderWriter.cpp:
In constructor unnamed::reflector36::reflector36():
Hi Bob,
Thanks for the testing.
These warnings are benign I believe - I get them too, and there is a
bit too much indirection going on in the macros and templates to
easily work out how to fix the warnings.
If you don't need the wrappers just don't enable them, cuts build time
by more than half
Hello Robert/anyone else not on vacation :-)
I've just tagged the OpenSceneGraph-2.3.4 and
VirtualPlanetBuilder-0.9.5 developer releases.
Sorry for not replying to the testing thread, OSG was still building when I left
work. There were no foreseeable problems though, so hopefully 2.3.4 should
This package will let you cross compile for 10.4 or 10.5 using the SDK
feature in Xcode 3. This makes it easier to build programs targeting
10.4 or 10.5 without having to remove/replace your regular frameworks
each time.
I've been sitting on this awhile. I've been hoping to clean up the
Whoo Hoo..
Thanks for that Eric. I am working on a project which apparently needs
just that.. Do you want feedback?
Have a good holiday Robert.
Kind regards,
Stephen.
On Jan 30, 2008, at 8:21 AM, E. Wing wrote:
This package will let you cross compile for 10.4 or 10.5 using the SDK
feature
Hi, is there a current image file of the Design patterns used in osg?
I knew there was one around but couldn't find it.
Regards
Paul
IMPORTANT: This email remains the property of the Australian Defence
Organisation and is subject to the jurisdiction of section 70 of the CRIMES ACT
Yes, I saw your post which reminded me that I needed to get this out.
By the way, did you resolve your problem? I don't have much to add at
this point, except that I hope you've read over the Leopard notes page
on the wiki.
This might be what you're looking for:
www.openscenegraph.org/osgwiki/pmwiki.php/ProgrammingGuides/DesignPatter
ns
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Paul Pocock
Sent: Tuesday, January 29, 2008 6:14 PM
To: OpenSceneGraph
Will do. Sorry for adding to the confusion :)
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Jean-Sebastien Guay
Sent: Tuesday, January 29, 2008 6:40 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG Design pattern
Hello Paul
Is there an easy to way to do this job? And, the code link on
http://www.openscenegraph.org/documentation/NPSTutorials/osgUpdate.htm
is broken now.
Adrian Egli OpenSceneGraph (3D) [EMAIL PROTECTED] 写道:
Sorry for the empty email i sent :-(
so the problem is that osg runs normally as a
Hello Ronald,
Is there an easy to way to do this job?
Well, using an update callback as in the tutorial would probably do it, is it
not easy enough?
i.e.
class MyUpdateCallback : public osg::NodeCallback
{
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
Hi there,
I would like to get some assistance. Can some one help me with the code of
how I can draw three lines, that have a structure of Z in osg.
Thanx,
Felix
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