Hi Daniel
I dont know if its possible to do this from the native z buffer, but I
know its possible if you create the zbuffer as part of a render target.
i.e.
osg::Texture2D* CreateTexture( unsigned short w, unsigned short h )
{
osg::Texture2D* texture = new osg::Texture2D() ;
Hi Legeo
I had a similar problem - using osg, qt4 and the AdapterWidget example.
In AdapterWidget::keypressEvent (...)
osgGA::GUIEventAdapter::KeySymbol) * (event-text().toAscii().data() returns
0 in the call
_gw-getEventQueue()-keyPress( (... ) ) for keys like:
Qt::Key_up ... Have a look at
Hi Daneil,
You'll need to render the scene to a FBO with texture attached to as
the depth buffer, then reuse this texture in the second pass.
Robert.
On Mon, Mar 9, 2009 at 1:30 AM, Daniel Holz dani...@cm-labs.com wrote:
Hi osg-users,
is it possible to access the Z-Buffer content from a
The osgViewerQt example does not take into account modifier key. So, the
OSG modifier mask is always zero.
I have changed the conversion between Qt event and OSG event to handle
modifier properly.
Here is my code. You can adapt this code in your widget. Let me know if
you need some help.
Fabien
On Mon, 02 Mar 2009 15:50:41 +0100, Ufuk ufuk@gmail.com wrote:
Hi Joakim,
in examples osgcamera, in function:
void multipleWindowMultipleCameras(osgViewer::Viewer viewer, bool
multipleScreens)
i tried this code sample:
if (i != 2)
viewer.addSlave(camera.get(),
Hi,
sorry, I didn't read through all your code, but have a look at the
osgmultiplerendertargets example. I don't think data is written
specifically to alpha there, but you can modify it to check. Run it with
--image and --hdr. I think the --image prints out some values of the
texture it
Hello,
when i create a camera:
osg::ref_ptr osg::Camera cam = new osg::Camera();
and I want to get the frustum parameters:
cam-getProjectionMatrixAsFrustum(left,right,bottom,top,znear,zfar);
I dont't get the parameters. It seems that the camera hasn't a projection
matrix. Where is the
Hi Marttin,
osg::Camera always has a projection and view matrix, you can't
disable/remove them.
osg::Camera stores the projection matrix as a 4x4 matrix, which you
can get using Camera::getProjectionMatrix().
When you set the projection matrix using
setProjectionMatrixAsFrustum(...) it does the
Hello,
I think it works now. It was my mistake. But the near plane is very small. Is
it normal?
Thanks
Martin
LittleG wrote:
Hello,
when i create a camera:
osg::ref_ptr osg::Camera cam = new osg::Camera();
and I want to get the frustum parameters:
Hello,
I'm currently using (and learning) osg in order to manage an implicite 3D-
model in an computer vision task.
for that purpose, i need to compute a reliable depth map, that i intend to
update at each step of the algorithm.
I've almost reach that goal, but sometimes, the generated osg::Image
On Mon, Mar 9, 2009 at 12:06 PM, Martin grosser.mar...@gmx.de wrote:
Hello,
I think it works now. It was my mistake. But the near plane is very small. Is
it normal?
By default the OSG will compute the near + far planes, during the cull
traversal, to fit the depth range of the objects in the
Hi Erwan,
You don't provide enough information about your setup for us to guess
what might be wrong. How are you setting up your scene + viewer to
render to the image? Is your rendering just for the purpose of
generating an osg::Image as output? How you are testing the results
of the image?
.
// activate blending to be able to write to gl_FragColor.a
stateset-setMode(GL_BLEND, osg::StateAttribute::ON);
..
No, this comment has a misunderstanding.
Writing to gl_FragColor.a in the fragment shader does work of course
but it isn't the final RGBA
How are you setting up your scene + viewer to
render to the image?
basically :
mesh (readnodefile) - PAT (internal) - PAT (external)
-- Rootnode - viewer
|_
MyCam _|
|_ Depth Map
Typically it can be yes,
Search the archives/FAQs/ on small feature culling as well, as by
default OSG automatically adjust the near and far plans , you may want
to turn this off , that is if you want to controll the near and far
plans
Gordon
Product Manager 3d
Hi Erwan,
Could you please do a reply to on the original thread in future, so
that people following the thread can view all the posts in sequence -
this post starts a new thread so looses the continuity.
As for your explanation, I'm afraid it fill in a few missing pieces in
the jigsaw, but also
Hi Robert,
You'll need to render the scene to a FBO with texture attached to as
the depth buffer, then reuse this texture in the second pass.
Just to add specifics to Daniel's question, in case the approach is not
right and you can suggest something else.
We want to render something in
Hi Jim,
.
// activate blending to be able to write to gl_FragColor.a
stateset-setMode(GL_BLEND, osg::StateAttribute::ON);
..
No, this comment has a misunderstanding.
Writing to gl_FragColor.a in the fragment shader does work of course
but it isn't the
hi Jean-Sebastian,
I guess you're looking for the discard statement in the fragment shader?
regards Ralph
Jean-Sébastien Guay schrieb:If not, then is there some other
way to kill a fragment we don't want to show up once we're at the
fragment shader stage? (I seem to recall there was a way,
Hi Ralph,
I guess you're looking for the discard statement in the fragment shader?
Heh, discard, that's it. Thanks :-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Stephan,
Sorry this took me so long to get posted, I've been out of the country for the
last couple weeks. Anyways, here's a shortened version of my build log, I
removed a bunch of the warnings coming from wx. If you want to see the full
log, I'll repost.
Building target “ASDS-v2.0” of
Hi,
I had some similar problem sometime ago and i solved it changing the internal
format of the texture for the RTT. I also had some issues using FRAME_BUFFERS
instead of FBOs, but you are already using them.
Regards,
J.
--
Read this topic online here:
Hi Joseba,
I use FBOs but the problem is that in the beginning of my application it
says RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cd6. Could this be the problem? And what is the reason for that?
Could you tell me which internal format you where using and which issues
I agree that whatever is put in gl_FragColor.a will not be the final
alpha value in the framebuffer, but at least if we put gl_FragColor.a =
0.0 then the current fragment shader's output color should be
transparent, and so anything behind should be completely visible, right?
Not necessarily. If
Hi,
I just want to make sure that we do not misunderstand each other:
The problem is not to make a fragment invisible (the discard statement
in fact works for that pretty well) but to simply store normalized data
([0,1]) as the alpha component of my RGBA texture by using
gl_FragColor.a = ...
Hi Jim,
Not necessarily. If the object-that-is-supposed-to-be-transparent
still has depth writing enabled, it will overwrite more distant objects.
Then there's which blend functions are enabled which
can alter the output of the fragment shader.
OK, but I'm talking about a pre-render pass to
Hi all,
I'd like to make callback which compute the distance from LOD object to camera.
I tried this:
Code:
class DistanceCallback : public osg::NodeCallback
{
public:
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osg::LOD *lod = dynamic_castosg::LOD * (node);
My bad,
I must admit that I actually don't know how to simply reply to a thread.
anyway, here is my code :
void COSGMesh::Initialization(void)
{
mp_RootNode = new osg::Group;
mp_MeshGroup = new osg::Group;
mp_InternalMatrixTransform = new osg::MatrixTransform;
//
Hello All,
I'm attempting to generate some terrain data of south western Australia using
OSGdem. I am using Erdas Imagine to create an Area Of Interest tiff file of
Australia and then running the file through OSGDem. My question comes in the
output portion. I notice OSGDem is outputting a
Hi,
I use the manipulator-gtInverseMatrix().getTrans() to have camera position
node-getBound-center() * node-getWorldMatrix() to have node center, and
then you just have to compute the difference.
Vincent.
2009/3/9 Peter osgfo...@tevs.eu
Hi all,
I'd like to make callback which compute the
Hi Peter,
Go look at how LOD::traverse() is implemented in src/LOD.cpp.
Robert.
On Mon, Mar 9, 2009 at 4:47 PM, Peter osgfo...@tevs.eu wrote:
Hi all,
I'd like to make callback which compute the distance from LOD object to
camera.
I tried this:
Code:
class DistanceCallback : public
Hi Erwan,
I find you code rather confusing. Do you actually want to use a slave
camera? If you just need one camera then just set the values on the
viewers master camera.
As for threading... have you attempted to search the include/osgViewer
headers, documentation, examples or the web for the
Hello,
When I try to create text, I get the following error message:
Warning: Could not find plugin to read objects from file
C:\Windows\Fonts\arial.ttf.
Does anyone know which plugin that's referring to and why?
Both osgdb_osgtext.dll and osg55-osgText.dll are built and present in my path.
Pump Vincents Vec's in and just replace fasterSqrt SQRT func and square
with SQR func
inline double const
getDistance( double const start[3], double const end[3] ) {
double dist = fasterSqrt( rv3d::square( start[0] - end[0] ) +
square( start[1] - end[1] ) +
On Mon, Mar 9, 2009 at 7:23 PM, Paul Shabash osgfo...@tevs.eu wrote:
Hello,
When I try to create text, I get the following error message:
Warning: Could not find plugin to read objects from file
C:\Windows\Fonts\arial.ttf.
Does anyone know which plugin that's referring to and why?
I
In my app, I have the viewer running in its own thread. I only change
the scene graph in a synchronized update callback (or to be more
precise, I'm serializing access to the data that the callback uses).
Using the default build settings, are the reference counting methods
thread safe?
Cory
Hi Albert
You can specify a default color as a command line parameter, I have
experienced chrashed using this, but if you build from sources you can
change the default color in the code. That worked for me.
As far as I know the quadtree osgdem builds will always have a rootnode
covering the
I have been using osgUtil::PickVisitor for a while now to pick objects in my
tree under the mouse. But now I need to cast a ray into the scene under the
mouse and manually intersect it with an imaginary plane. Is there some helper
function to do this mouse ray cast for me? Specifically,
For my application, I use this function to extract the origin and the
direction of a 2d point on the screen. My windowing system here is Qt.
I can't say this is the most efficient way to get the answer, but it works.
void QOpenSceneGraph::xyVector(const QPoint screenpoint, osg::Vec3d
origin,
Hi,
i use the following code to get the modifiers in.
call this in your mousePressEvent.
(and don't forget to convert the keyrelease, like other non-text
key-releases)
/**
* Check the current event for modifiers
*
* @brief Mouse Press Event
* @param event Mouse event to be placed in the
OK, but I'm talking about a pre-render pass to an FBO though. The FBO is
attached to an RGBA texture, and we want to be able to store some data
in the alpha channel... So we want what we write to gl_FragColor.a to
make it into the texture directly. Is there a way to do that?
Never used FBO, but
On Mon, Mar 9, 2009 at 6:42 PM, Cory Riddell c...@codeware.com wrote:
Using the default build settings, are the reference counting methods
thread safe?
Yes.
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I need to read a file which is based on a subset of the ACAD 7.2 Facet
File format. Has anyone written a plugin to do so?
Ed
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Hi guys:
Thanks all for your answers. It helps a lot!
cheers :)
Legeo
2009/3/10 René Molenaar megamillerz...@gmail.com
Hi,
i use the following code to get the modifiers in.
call this in your mousePressEvent.
(and don't forget to convert the keyrelease, like other non-text
key-releases)
Hi guys,
I found of an old way of doing this using Producer. I want the icon of
the viewer window to be custom, not the plain white application icon it
defaults to. How do you set the icon now in OpenSceneGraph-2.7.4?
Sorry if this question gets asked a lot.
I don't know if there is a platform independent way of setting this.
What OS are you using? which icon are you talking about exactly? The one
in the top right corner?
Cory
Matt McPheeters wrote:
Hi guys,
I found of an old way of doing this using Producer. I want the icon of
the viewer
I have a model made in 3DS with textures and shaders and I would like to use it
within OSG. When I try displaying it with osgviewer.exe the textures are
rendered but not the shaders.
I know shaders are algorithms, so perhaps they are not exported with the model.
Or 3DS may be using a DirectX
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