Very tidy I like it!
Kim.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Melis
Sent: 15 July 2008 22:51
To: OpenSceneGraph Users
Subject: [osg-users] Little ray-tracing example using the KD-tree
Hi all,
Here's a small thingy that (ab)uses the new
David,
thank you very much for your help so far. What you say sounds sensible,
however I think my implementation still has bugs, because it behaves
differently on several computers (one works, the other don't). What I have so
far is:
// root - camera - clearnode - skydome
// |--
Hi,
get the code i wrote (kdTree challenge...) , then you will have also shadows
:-) and multi-thread support :-)
/regards
adrian
2008/7/16 Kim C Bale [EMAIL PROTECTED]:
Very tidy I like it!
Kim.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Hi all,
We have a BugResolution page on the wiki, I'd suggest putting
outstanding bugs on here, we can then work out which ones will be
possible to resolve before 2.6 and what ones will have to be tackled
after. Later this evening I'll add general OSG bugs that I haven't
resolved yet.
Hi Franclin,
You simple do:
osg::ref_ptrosg::Image image = osgDB::readImageFile(my3dtexture.dds);
Then apply this image to your osg::Texture3D as you would any other texture.
Robert.
On Wed, Jul 16, 2008 at 2:15 PM, Franclin Foping [EMAIL PROTECTED] wrote:
Dear All,
I am just wondering
Adrian Egli OpenSceneGraph (3D) wrote:
Hi,
get the code i wrote (kdTree challenge...) , then you will have also
shadows :-) and multi-thread support :-)
I didn't notice your challenge was about ray-tracing. Interesting way
of transitioning from OSG rendering to raytraced rendering. It looks
Hi Robert,
I understand your comment really well, and w.r.t. to building performance
this is true. for all paged database the building performance is much more
important then the intersection check. Especially for terrain rendering.
The question is how we can design the kdTree build for most
Hi Paul
i just read back (z-Buffer) and trace for each pixel in the final frame a
ray into the scene for shadow trace. :-) then i blend the shadow map and the
frame buffer (color) for the final rendering :-)
/adrian
2008/7/16 Paul Melis [EMAIL PROTECTED]:
Adrian Egli OpenSceneGraph (3D)
Hello Robert;
I have found the error, and after correcting it, I now have OSG 2.4 configured
and built on a Solaris 10 machine, after making a few edits in the socket
plugins. The problem stemmed from the fact that there were a few linux
wxWidgets binaries in my path, which were causing the
Hi all,
I want to use my own C++ classes in addition to those of OSG in my Lua
scripts and I read in the README of OsgLua :
osgLua can also be used to access your own reflected classes (with
osgWrapper)
but I am wondering how to do that, there is no example. Must I parse my
classes with
Hi Adrian,
If the alternate KdTree algorithms can be easily managed as an enum
for build and intersections then this would be a relatively easy way
to go, but... it's more intrusive w.r.t the core KdTree
implementation, which means there needs to be more interaction with
myself to get things
Just a note on this topic...
Adrian Egli OpenSceneGraph (3D) wrote:
I understand your comment really well, and w.r.t. to building performance
this is true. for all paged database the building performance is much more
important then the intersection check. Especially for terrain rendering.
I
By the way, I just took a quick look at the current KD-tree implementation.
Am I seeing misreading the code or do tree nodes currently store a full
bounding box instead of just the appropriate split plane and its value
on the split axis?
Intersection also seems to do a test against a bounding
On Wed, Jul 16, 2008 at 4:37 PM, Paul Melis [EMAIL PROTECTED] wrote:
By the way, I just took a quick look at the current KD-tree implementation.
Am I seeing misreading the code or do tree nodes currently store a full
bounding box instead of just the appropriate split plane and its value on
the
On Wed, Jul 16, 2008 at 4:54 PM, Argentieri, John-P63223
[EMAIL PROTECTED] wrote:
Robert,
I've tried to write a NodeVisitor to grab all the vertices in a subtree. I'm
trying to push those vertices into DelaunayTriangulator. The problem is that
my NodeVisitor ends up seeing each vertex like 5
Hi All,
I've been doing merges and bug fixes today, and now I'm ready to tag
the 2.5.5, but first I need feedback on how well things hang together
across platforms. This is the first dev release with osgWidget as
part of the core OSG so this means that we really do need to test
across as many
Don't know where I'd be without ya, pal. Thanks, that's a great idea.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, July 16, 2008 12:01 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Processing vertices in a subtree
Paul,
FYI, the HDR (Radiance format) plugin also supports writing 32Fs, which can
be viewed with a number of applications. I think I also saw a recent
submission that allowed the TIFF plugin to write floats, but I might be
mistaken.
David
___
osg-users
Hello Robert;
This is slightly off topic, but somewhat relevant, my apologies if there
is a better list to submit this request under.
In another thread, I mentioned that I have a slightly modified version
of OSG compiling on a Solaris 10 Sparc architecture, using cmake 2.6.
What I would like to
Hello Peter;
Would you like the complete set of binaries and libraries I have, or would you
prefer to try the source code modifications that I have on your OSG
distribution? The source code modifications were very minor.
Thanks,
Lenny
-Original Message-
From: [EMAIL PROTECTED]
Hi Robert,
Robert Osfield schrieb:
I have hand modified the old Xcode projects to reflect this move of
the .net plugin out of the core OSG too, but since Xcode projects are
a mess it'd be easy for me to mess this up, so Xcode projects will
certainly need checking on this count.
The
Hi Lenny,
For submissions with have a separate osg-submissions list :
http://www.openscenegraph.org/projects/osg/wiki/MailingLists
And the related SubmissionsProtocol page on the wiki provide info on
the best form that submissions should take.
Robert Osfield wrote:
Hi All,
I've been doing merges and bug fixes today, and now I'm ready to tag
the 2.5.5, but first I need feedback on how well things hang together
across platforms. This is the first dev release with osgWidget as
part of the core OSG so this means that we really do need
On Wed, Jul 16, 2008 at 7:35 PM, Paul Melis [EMAIL PROTECTED] wrote:
Just a small thingy: the osgwidget examples try to load a font
fonts/Vera.ttf, which I don't see in the latest data distribution or SVN.
Sorry about this, missing checkin to OpenSceneGraph-Data svn/trunk.
Could you do an svn
Hello Robert,
I've been doing merges and bug fixes today, and now I'm ready to tag
the 2.5.5, but first I need feedback on how well things hang together
across platforms. This is the first dev release with osgWidget as
part of the core OSG so this means that we really do need to test
across as
Robert Osfield wrote:
On Wed, Jul 16, 2008 at 7:35 PM, Paul Melis [EMAIL PROTECTED] wrote:
Just a small thingy: the osgwidget examples try to load a font
fonts/Vera.ttf, which I don't see in the latest data distribution or SVN.
Sorry about this, missing checkin to OpenSceneGraph-Data
On Wed, 2008-07-16 at 20:46 +0200, Paul Melis wrote:
Robert Osfield wrote:
On Wed, Jul 16, 2008 at 7:35 PM, Paul Melis [EMAIL PROTECTED] wrote:
Just a small thingy: the osgwidget examples try to load a font
fonts/Vera.ttf, which I don't see in the latest data distribution or SVN.
Hello,
I have asked in another thread (OpenSceneGraph-2.5.4 developer release
tagged) if Wojtek's osgShadow additions/improvements could be integrated
in time for 2.6. I'm talking about the additions mentioned in this post:
Hi Jeremy,
On Wed, Jul 16, 2008 at 7:51 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
Maybe I need to make it more clear what should be happening; would this
be best in the form of console output (bad on windows) or perhaps a
Label in the scene itself that can be clicked off somehow?
Perhaps your
Alberto,
I presume that your skydome has some sort of camera centred transform over
it (as per osghangglide's example use); your code doesn't show it.
osg::ClearNode* clearNode = new osg::ClearNode;
clearNode-setRequiresClear(false);
This is odd. If your camera is the first thing to
It seems the DirectInput can get the inputs of force feedback joysticks. How
can I integrate DirectInput into my project?
Is there any other way to get the joystick input?
Thanks
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osg-users mailing list
osg-users@lists.openscenegraph.org
Hi J-S and All,
I have been quite busy recently but I am still open to do this. Since a
number of submitted files would be rather large and I have not done such
contribution before I expected that Robert may do some short preview of the
preliminary code I sent earlier and make suggestions how it
i have further looked for a solution getting the vegetation meshes reusable
(the geodes including the stateset). but i found no way to bind the uniform in
a way that the meshes keep reusable in the scenegraph. making the meshes
reusable saves up much performance (there can be up to 500 meshes
Dear Robert,
Thank for your reply. Unfortunately that is not what I want to do.
I was wondering if there is a way to extract each slice in a 3D texture.
For instance, if I have a 3D texture made of 256 slices of 2D textures. My
question was to be able to retrieve these 2D textures and apply
Hi Franclin,
Please look at the osgtexture3D example, it textures polygon using a
3D texture, but treated like a 2D texture.
Robert.
On Wed, Jul 16, 2008 at 10:57 PM, Franclin Foping [EMAIL PROTECTED] wrote:
Dear Robert,
Thank for your reply. Unfortunately that is not what I want to do.
I
Dear all,
I would like to know how I can work out geometry information of a given loaded
model.
More specifically, I am looking for the following:
1 - The list of all vertices contained in the model.
2 - The normal at each vertex of the node
3 - The list of triangles of the model
4 - The
Hi,
That is an extremely general question. The essense of OSG is
accessing and manipulating that information: it's used for dispatching
OpenGL rendering commands, and for reading/writing a scenegraph to
basically any file format. Have a look at the query methods of
osg::Geometry and how an
Hi All,
I appologise for bringing this up again :-( but I am stuck getting the
freetype plugin to work under windows. I found this thread (
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-December/005562.html)in
the mail archive, but not being a CMake expert I don't
Paul Melis wrote:
Ok, got it. I'm not sure what the expected output of the multitude of
osgwidgets tests is supposed to be, but most seem to be doing something
sensable...
SVN builds fine on MacOS X 10.5.4 with cmake 2.6.
However when running osgwidgetframe I'm getting errors from the image
Hi Xinyu,
You can take a look at this:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/11543
Hope it helps :)
Regards,
Cg
Date: Wed, 16 Jul 2008 13:44:24 -0700From: [EMAIL PROTECTED]: [EMAIL
PROTECTED]: [osg-users] how to get input from force feedback joysticks?
It
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