HI Robert,
Thanks again:). Now I noticed the problem may caused by TexEnvCombine.The
following code works well in 1.2 and draw a pure white model. But in 2.33 it
draws a gray one . no codes changed. And I am also sure that vertex color and
materials has been set to white.
and the result of usin
Hi all,
When I copied my application (OpenSceneGraph libraries, DLLs and application)
to another folder, the application will not load any flt or ive files. A
warning message "Warning: Could not find plugin to read objects from file
"F:/OpenSceneGraph-2.0/Tutorials/JoeDirt/JoeDirt.flt" will be
[EMAIL PROTECTED] wrote:
> > Also, what are the plans for the plugin now that 2.0's out?
>
> I plan on submitting a patch to bring OSG up to using DOM 2.0. That
> should be sometime this month.
>
> Steve
>
>
I think I'll wait for that then. Thanks for your reply.
_
Managed to achieve Projective Texturing in shader - just changed the
gl_TexCoord[0].q = 1.0 to dot( ecPosition,gl_EyePlaneQ[0];
so:
gl_TexCoord[0].s = dot(ecPosition, gl_EyePlaneS[0]) ;
gl_TexCoord[0].t = dot(ecPosition, gl_EyePlaneT[0]) ;
gl_TexCoord[0].p = dot(ec
Hi Robert,
we have an opengl32.dll shim lib that intercepts and replicates the
cmd stream to nodes in the cluster. at wglSwap, the nodes render and
report back at render completion, then block til they can all swap
together.
> What do you mean by "generic OpenGL rather than OSG level"?
I mean w
Thanks for your help Sebastian, I'm using texgen->setPlanesFromMatrix
to set up eye-planes. I assume that's correct (looking at osgspotlight
and other examples..)
Regards
On Mon, 2008-04-14 at 08:37 +0200, Sebastian Messerschmidt wrote:
> Hi Paul,
>
> In the vertex shader try this
> vec4 e
What version of the OSG API and the VPB do I need to use in order to
take advantage of the new osgTerrain functionality and optimizations?
Thanks.
Alex
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, March 26, 2008 2:13 PM
Hi Eduard, unfortunately I don't have any tips for the error you're
getting. A couple months ago I tried getting OSG to use the DOM trunk
code for its Collada support, and other than a few easily fixable
compiler errors it worked fine. I didn't get any .so load errors. I was
testing with Ubuntu
Hi all,
I'm attempting to use OSG embedded in a C# window like hesicong and Glenn
Waldron have recently discussed on the osg-users mailing list. One issue
that I'm running into is changing the Cursor property on my mouse form. a
custom mouse cursor in my form. GraphicsWindowWin32 manages the cu
On Mon, Apr 14, 2008 at 3:03 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> Hi Leif,
>
> Thanks the info, very useful. Do you still have access to the various
> hardware? I'm thinking of what we can do in terms of testing if/when we get
> code integrated into osgViewer.
I'll try to help out as
Hi Leif,
Thanks the info, very useful. Do you still have access to the various
hardware? I'm thinking of what we can do in terms of testing if/when we get
code integrated into osgViewer.
W.r.t swap groups and barriers, I am wondering about putting the
group/barrier ID's as parameters of osg::Gr
Hi Judia,
What you are trying to do should work, but without the code for setting the
different stateset to the appropriate nodes I can't say what exactly the
problem is. The fact that you refer to NodeCParent looks suspect, you
should apply directly to NodeC as NodeCParent is NodeA...
Robert.
On Mon, Apr 14, 2008 at 2:29 PM, Leif Delgass <[EMAIL PROTECTED]> wrote:
> On Mon, Apr 14, 2008 at 11:26 AM, Robert Osfield
>
> <[EMAIL PROTECTED]> wrote:
>
>
> > Hi Mike,
> >
> >
> > On Mon, Apr 14, 2008 at 4:11 PM, Mike Weiblen <[EMAIL PROTECTED]>
> > wrote:
> >
> > > fyi I also have need f
This is an exisiting project.
Here is the basic node structure:
Root
|
NodeA
/ \
NodeB NodeC
I want to disable writes to the color buffer before Node A, and then I don't
want to enable them
On Mon, Apr 14, 2008 at 11:26 AM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> Hi Mike,
>
>
> On Mon, Apr 14, 2008 at 4:11 PM, Mike Weiblen <[EMAIL PROTECTED]>
> wrote:
>
> > fyi I also have need for swap sync across a networked cluster, but at
> > the the generic OpenGL rather than OSG level.
>
> W
Hi All,
Using osgUtil::DelaunayTriangulator, I'm looking for obtaining the triangle
list... but for the moment, I haven't already found it.
The getTriangles() method return a DrawElementsUInt, but no way to find a
triangle list or something approaching...
Is there a (simple) way ?
Thanks,
Rega
Hi Mike,
On Mon, Apr 14, 2008 at 4:11 PM, Mike Weiblen <[EMAIL PROTECTED]>
wrote:
> fyi I also have need for swap sync across a networked cluster, but at
> the the generic OpenGL rather than OSG level.
What do you mean by "generic OpenGL rather than OSG level"? I am trying to
get my head aroun
Hi,
I'm trying to get the collada plugin working and running into this
problem too. I've tried Johan Nouvel's suggestion (a few messages later)
to no avail. I'm using osg 2.3.7 and the last pre-2.0 stable release for
collada, 1.4.1 DOM 3.0. Did anyone find a way around it?
Also, what are the p
Robert Osfield wrote:
> Hi Neil,
>
> PagedLOD is what you need to use to balance the load for really large
> databases. You databases are likely to huge though, gigabytes rather
> than terrabytes, and the OSG' paging system allows you to scale to
> terrabyte database pretty comfortably so you'l
Hi,
fyi I also have need for swap sync across a networked cluster, but at
the the generic OpenGL rather than OSG level. We've implemented an
out of band handshake protocol in our network pipeline, but would be
glad to adopt a GL standard if possible. So I'm following this topic
w/ interest.
che
Hi Marco,
Thanks for the link. I've run through it quickly but other than a listing
of extensions there isn't an actual coding example showing how they are
used. I can make educated guess for most of them, but not enough to know
exactly how they should be used in the context of osgViewer - it lo
Thanks! I will try this way.
2008/4/14, Serge Lages <[EMAIL PROTECTED]>:
>
> Hi Emilio,
>
> I think the best way to achieve what you want is to render your scene
> using two osg::Camera (two pass), first render your scene and then render
> the object you want to be in the first plane. Each camera
Hi Emilio,
I think the best way to achieve what you want is to render your scene using
two osg::Camera (two pass), first render your scene and then render the
object you want to be in the first plane. Each camera have it's own near/far
clip planes.
Cheers,
On Mon, Apr 14, 2008 at 3:06 PM, Emilio
Also:
# apt-get install apt-file
# apt-file update
...and when something says you're "missing Foobar.h"...
# apt-file search Foobar.h
...and install. Never goes wrong. :)
On Mon, 2008-04-14 at 12:12 +0200, Alberto Luaces wrote:
> A starting point to get OSG and the most
Hi Erland,
Follow the various subclasses of osg::Drawable to see what is required, I'd
consider subclassing osg::Drawable an advanced topic so be prepared to
invest time in reviewing this various implementations and how they related
to the include/osg/Drawable.
As for display listing - if you do
Hi Dolin,
To download from a server the .net plugin reads the data via custom
streambuf, which is attached to an istream that is in turn passed on to the
plugin that does the actual loaded. This plugin has to support reading from
istream, not all plugins support istream. Have a look at the plugi
Hi Joachim,
It's true, I can set the clipping plane nearer to me. But then I get
z-fighting effects in my scene, due to loss of precision in depth buffer
when near plane is close to 0.0 (and far plane has a high value due to the
size of my landscape).
Kind regards,
Emilio.
2008/4/14, Joachim E.
Hi Robert,
> I'm looking for feedback from users who have worked on clusters that
> implement some forms of swap ready synchronization. In particular I'm
> looking at any hooks into osgViewer to allow users to implement their own
> swap ready implementation, also a software based swap ready co
i have some custom classes which inherits from osg::Drawable, and is inserted
into an osg::Geode but nothing renders.
I have implemented the drawImplementation(osg::RenderInfo & renderInfo) method
to do some custom OpenGL rendering calls. I found that useDisplayList is
initially true which caus
Hi Emilio,
the near clipping plane defines the border between things that are "in
front" or "behind" you (resp. the camera).
Since you cannot see what is behind you, I should expect that
deactivating the clipping will not accomplish what you're looking for.
If you want to see more of the ship
El Lunes 14 Abril 2008ES 12:59:13 [EMAIL PROTECTED] escribió:
> The aaa.ttf and bbb.tga is on the right Web Server.
There are problems when accesing those URLs:
The page cannot be found
The page you are looking for might have been removed, had its name changed, or
is temporarily unavailable.
__
Hi all,
Thank you for your responses.
I realize that I didn't explain myself very well. What I am looking for is a
way to render a first person model in front of my scene (in my case, the bow
of a ship). I thought that with Node::setCullingActive() I could accomplish
this effect, I mean, to rende
Hello,all,
could any know that why it doesn't take effects while I use
setFont("http://www.aaa.com/aaa.ttf";)and
osgDB::readImageFile("http://www.aaa.com/bbb.tga";)?
and on Internet, if I use Text1->setFont("Fonts/simhei.ttf"); it also doesn't
take effects,but "Fonts/simhei.ttf" is actually
A starting point to get OSG and the most of its plugins would be:
apt-get install g++ cmake mesa-common-dev libungif4-dev libfreetype6-dev
libjasper-dev libtiff4-dev libxine-dev
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.
Hi All,
I'm looking for feedback from users who have worked on clusters that
implement some forms of swap ready synchronization. In particular I'm
looking at any hooks into osgViewer to allow users to implement their own
swap ready implementation, also a software based swap ready could possibly
b
Thanks Robert.
Nicolas.
2008/4/14, Robert Osfield <[EMAIL PROTECTED]>:
>
> Hi Nicolas,
>
> > Just a quick question: The latitude and longitude parameters of
> convertLatLongHeightToXYZ are in radians, and the >rest of parameters in
> meters?
>
> This is correct. To help in future I've added clar
Hi Wangmiao,
Using multiple SceneViews does work in 2.x, osgViewer uses SceneViews under
the hood to implement rendering, and it supports multiple views across one
or more graphics context without any problems.
As to why things are working your app I can't really even have a guess at as
I don't k
Hi Nicolas,
> Just a quick question: The latitude and longitude parameters of
convertLatLongHeightToXYZ are in radians, and the >rest of parameters in
meters?
This is correct. To help in future I've added clarification of units into
the doxygen docs of EllipsoidModel.
Robert.
__
hi david,
in order to do something similar i have subclassed PagedLOD and reimplemented
addChild(), which gets called by the DatabasePager when a new node is added.
depending on your circumstances, roberts suggestion
(osgDB::Registry::ReadFileCallback) might be easier to implement.
-till
On
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