Hi Rafael,
I'm not sure but I think JavaOSG does not continue active.. anyway I think
the problem could be related to:
Texture2D myTexture = new Texture2D();
myTexture= null;
Image img = new Image();
img =null;
If you do a "new" and after you set the variable to "null". Probably
Hi Steven,
I'm not so sure, but maybe you should try to set the render target
implementation to FRAME_BUFFER_OBJECT, as done in the prerender example?
What graphics card do you use?
Does it work for you with GL_RGBA16F_ARB?
Guy.
I'm getting all 0s for my pixel buffer when I use GL_RGBA32F_ARB
Hi!
I'm attempting to know the Algorithm of Triangle Mesh Simplification Based
on Edge Collapse in osgdem.but there is a lack of correlative information,so i
seek help from you.
Thanks in advance!
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The forum software doesn't allow files with no extention.
I have tried several different browsers but it seems to be a server problem -
http://forum.openscenegraph.org/attach_rules.php?f=8
This is a problem attaching OSG's famous extentionless headers.
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Hi Max,
Quoting Max :
I have a strange problem with osg::Image::setImage.
I use both osg and opencv and I want to convert an opencv image into an osg.
Could you please tell us what the actual problem is?
void updateTexture( IplImage *img, ref_ptr geode)
{
ref_ptr state = geode->getOr
hi i use javaOsg and i have been trying to load a texture in a model but there
are problems with setImage(Image image)
Texture2D myTexture = new Texture2D();
myTexture= null;
try{
myTexture.setDataVariance(OBJECTDataVariance.DYNAMIC);
}
catc
Robert Osfield wrote:
Hi All,
After getting used to the idea that FFmpeg was a wacky project
publicly committed to not providing stable releases that have done the
unthinkable - they've gone and made a stable release! Check the
front page of http://ffmpeg.org/ out.
Inconceivable! The las
Okay, so something like this should work, I guess.
void updateTexture( IplImage *img, ref_ptr geode)
{
ref_ptr state = geode->getOrCreateStateSet();
ref_ptr Tex = (Texture2D*)
state->getTextureAttribute(0,StateAttribute::TEXTURE);
Tex->setImage(img);
return;
}
_
Hi Robert,
I was wondering if there was a way to know when all draw threads for a
given frame have finished rendering? Since the update traversal for
frame i+1 can start before the draw traversal of frame i is completed
(for STATIC objects), we'd like to get some kind of signal to know when
i
Thanks for your reply!
Actually I update my texture with frames from a sequence.
That's why I must turn my OpenCV image to an OSG.
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Hi Vincent,
Thanks for your advice, but node doesn't have the method getWorldMatrix(), it
has only getWorldMatrices().
I tried this:
osg::Vec3 position = node->getBound()->center() * node->getWorldMatrices()[0];
but it returned same value like this:
osg::Vec3 position = node->getBound()->center()
That's nice :)
what are we to do with those totally out of context dimensions ?
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Ori
sliceVPX and sliceVPY are the viewport dimensions.
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I'm getting all 0s for my pixel buffer when I use GL_RGBA32F_ARB as the pixel
format.
It works fine with GL_RGBA.
This is how I set it up:
i = new osg::Image();
i->setPixelFormat(GL_RGBA32F_ARB);
i->setDataType(GL_FLOAT);
camera->att
Awesome, it worked. The icon I was talking about is the one in the
upper left hand corner of the window. But it also appears in the
taskbar and the
alt-tab popup menu.
This is a Windows platform so the solution I came up with is not
platform independent, but I believe I implemented it in the sam
Hello,
I wonder if there's still support for osgCal2.
I'm currently running into a problem where I believe that osgCal may not
be doing something right:
void
HardwareMesh::releaseGLObjects(osg::State* state) const
{
osg::Geometry::releaseGLObjects( state );
mesh->displayLists->releaseDis
Hi Robert,
After getting used to the idea that FFmpeg was a wacky project
publicly committed to not providing stable releases that have done the
unthinkable - they've gone and made a stable release! Check the
front page of http://ffmpeg.org/ out.
And equally as unexpected is the codename:
"
Hi Albert,
I just did a project with the Blue Marble Next Generation data (BMNG), and I
just loaded the jpg tiles and used them to texture polygons. The BMNG data
set goes from -180,-90 to 180,90, and there are 5 rows by 10 columns in the
base set, and each set beyond that doubles the rows and colu
Max,
For starters, you probably want GL_RGB8 (0x8051) and not GL_TEXTURE_2D
(0x0DE1) in your setImage call.
But in general it looks a bit odd to me, and I'm not sure what your
intention was. First you get the pointer to the textures image, and then you
set it to something else. I imagine you just
Hi All,
I've never personally looked into the "Google Summer of Code"
initiative, it's not something we've discussed as a community, but
perhaps it's worth discussing as a way of helping out students to have
some useful to do over those long lazy summer months, and for their to
be a useful seeding
Hi,
First, I'm sorry to disturb all of you with such a dumb question.
I have a strange problem with osg::Image::setImage.
I use both osg and opencv and I want to convert an opencv image into an osg.
It's in order to update a texture, here's my code:
Code:
void updateTexture( IplImage *img, re
Hello all,
I was curious if anyone out there knows a site where I can download a
geo-referenced version of the blue marble map. I was looking for the
preprocessed version (not yet converted to an OSGA file).
Best Regards,
Albert
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Yeah, good news! :)
-- A.
On Tue, Mar 10, 2009 at 10:38 AM, Tanguy Fautre
wrote:
>
> Wow! That was unexpected!
>
> T
>
>
> -Original Message-
> From: osg-users-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
> Osfield
> Sent:
Hi Cory,
On Tue, Mar 10, 2009 at 4:30 PM, Cory Riddell wrote:
> If my app only modifies the scene graph in an update callback, is it
> still necessary to set the data variance to DYNAMIC on the nodes that
> may change?
It's only required for Drawables and StateSet's, changes to Nodes
don't make
Yes!
Simple Answer :)
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
-Original Message-
From: osg-users-boun...@lists.openscene
Wow! That was unexpected!
T
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Tuesday 10 March 2009 16:09
To: OpenSceneGraph Users
Subject: Spam: [osg-users] FFmpeg has a stable rele
Hi Paul-
Just wanted to thank you for the quick start guide. It has been
extremely helpful to me.
Cory
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If my app only modifies the scene graph in an update callback, is it
still necessary to set the data variance to DYNAMIC on the nodes that
may change?
Cory
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Hi All,
After getting used to the idea that FFmpeg was a wacky project
publicly committed to not providing stable releases that have done the
unthinkable - they've gone and made a stable release! Check the
front page of http://ffmpeg.org/ out.
This is good news for us as it gives a stable base
Hi,
I used gna.org for a lot of projects, it worked for me, and i have still
project on it. Maybe we could just wrap something to insert osg project
on gna instead of trying to use gna on osg ?
Cheers,
Cedric
Jean-Sébastien Guay wrote:
> Hi Sukender,
>
>> A month ago we were discussing things abo
Hi Sukender,
A month ago we were discussing things about software like
sourceforge/GForge/etc. And we said Sourceforge code isn't available (= open
source) anymore. Until today, I belived so, but I found SourceForge code (Well
I hope it is relly :) ) at https://sourceforge.net/projects/alexan
Hi Christain,
On Tue, Mar 10, 2009 at 2:25 PM, Christian Sam wrote:
> as far as i understand every Drawable object in the scenegraph does have a
> "_boundingBox" data member.
>
> * does the user have to manually initalize this boundingBox (with a call like
> "myDrawableOject.computeBound()"), o
hi,
as far as i understand every Drawable object in the scenegraph does have a
"_boundingBox" data member.
* does the user have to manually initalize this boundingBox (with a call like
"myDrawableOject.computeBound()"), or has it already been set by osg to nodes'
geometry extent (xmin, xmax, y
Hi JS, Cédric, Robert (and all),
A month ago we were discussing things about software like
sourceforge/GForge/etc. And we said Sourceforge code isn't available (= open
source) anymore. Until today, I belived so, but I found SourceForge code (Well
I hope it is relly :) ) at https://sourceforge.n
Hi Julia,
On Tue, Mar 10, 2009 at 4:35 AM, Julia Guo wrote:
> 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
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