On 6/08/09 8:19 PM, Pau Moreno wrote:
No I'm not having errors of compiling shaders, and executing it. Returning to
the topic
of this post: If I comment the MultitexCoord line, nothing is showing in the
viewer,
but that's logic. The problem if is it uncommented ( I need theis function so I
can
Hi, all
I'm looking for OSG users in South Korea.
Maybe we can help each other or share know-how.
Please post reply or send me email :)
...
Thank you!
Cheers,
Hansoo
VR Lab, Konkuk University, South Korea
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Tomlinson, Gordon wrote:
> Hi Chris
> We for one use vec arrays out side these, it would be nice to have OSG
> support all the typically POD types :).
> It would makes a few thing more straight forward for us
I started looking at this issue. I can certainly create VecnBlah types out the
ying-yan
Hi,
I've create an int matrix[16][256] and I need to pass it to the GPU. So what
I've done is create a osg::Image, but when I have to pass the data to setImage,
I have to do a cast to my data, because it needs an unsigned char *.
My matrix contains signed ints so I cannot cast it to a unsigned
Hi list!
I have run the commands listed in the readme for osg and this is what I
am getting. We have the version 7.4.4 version of the Mesa libraries
installed (libGL.so & libGLU.so). Can someone please help me out with
fixing this problem? I would expect that anyone running on Solaris
would ha
MD5 checksums for VC8:
AA3E9C1E092C49F0D1967CD189E22598
libopenscenegraph-2.8.2-win32-x86-vc80sp1-Debug.zip
AFD1D03805A9C8A77D176C1E21100951
libopenscenegraph-2.8.2-win32-x86-vc80sp1-Release.zip
F2A9756CC140883639CEF1FF92765BB5
libopenscenegraph-dev-2.8.2-win32-x86-vc80sp1-Debug.zip
E4CF9E
Ok, I finally can solve it with this function:
loadShaderSourceFromFile(...)
No I'm not having errors of compiling shaders, and executing it. Returning to
the topic of this post: If I comment the MultitexCoord line, nothing is showing
in the viewer, but that's logic. The problem if is it uncomm
Hi,
I saw this mistake before and I correct it but I'm still having the same error.
With all the shaders :S Any idea?
Thank you!
Cheers,
Pau
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Hey everyone,
I have a problem with the Displaysetting CHECKERBOARD. I have a dpl-tv with
stereo glasses and need to use the checkerboard-option for this. I am using
one window with two channels, one for each eye. The StereoMode is for both
channels checkerboard, stencil is 8 and the quadbuffe
Pan Li wrote:
> I want to draw a curved surface dynamic, like the function Mesure area in
> skyline.
> now i have the profile line of the curved surface,but just lines,not a
> polygon or a surface.
Well, the example you showed is using texturing. I suspect if that's the
effect you
want, you'l
Joakim Simonsson wrote:
> Gotta go now. See what I can do tomorrow.
> On Thu, 06 Aug 2009 15:24:40 +0200, Mach Bhai wrote:
>> If you can do that, it would be very kind of you.
LibSquish:
http://code.google.com/p/libsquish/
"Supports the DXT1, DXT3 and DXT5 formats" for both compression and
Hey folks,
i have a problem with using the osgShadow nodekit together with nested
RTT-Cams. A scenegraph as illustrated in the following image works fine:
[Image: http://img7.imageshack.us/img7/5274/sgwithoutrttcam.png ]
But problems arise, when i use an RTT-Cam to render this scenegraph to an
Hi,
I know Z-buffer isn't very in fond of transparency, and actually, when I
capture it on a model having transparent faces it stores strange things (a kind
of luminance image of some textures on parts corresponding to these
transparents faces).
Thus, I tried to deactivate it, but I didn't f
> Hi Mach,
>
> The .dds plugin supports writing compressed textures, so changing the
> extension of the images from .rgb to .dds would probably do the trick.
>
> Robert.
I had a similar problem with .ive files containing compressed textures,
but named with .rgb extensions. I had to do basically w
Hi,
After tinkering with the code, i changed the filename to dds in the code and
then in the resulting osg file also, i changed all references to .dds
Worked like a charm :)
Thanks to all of you.
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Thanks, i only have the ive files, i dont have the original texture files.
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Hi Mach,
The .dds plugin supports writing compressed textures, so changing the
extension of the images from .rgb to .dds would probably do the trick.
Robert.
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thanks i am looking forward to your help
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Gotta go now. See what I can do tomorrow.
On Thu, 06 Aug 2009 15:24:40 +0200, Mach Bhai wrote:
If you can do that, it would be very kind of you.
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If you can do that, it would be very kind of you.
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On Thu, 06 Aug 2009 14:55:12 +0200, Mach Bhai wrote:
I will want to go with the first approach and add support for writing
compressed textures.
So how can I go about uncompressing this data ? Any clues ?
You have to write an S3TC uncompressor.
I have done this in a school project some year
Hi Robert,
We've got a custom build of OSG where we've commented out all the unsafe
getenv (we do not use env variables in our application anyway).
I'm gonna give your patch a few runs. In theory, it should not deadlock
(considering all the other unsafe getenv are already commented out).
Cheers
I will want to go with the first approach and add support for writing
compressed textures.
So how can I go about uncompressing this data ? Any clues ?
and thanks for your help.
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_
OSG BOF was a success. Attendance was light, 65 people, but overall
conference attendance was down this year. Traveling today, more later
including photos.
Paul Martz
Skew Matrix Software
http://www.skew-matrix.com
+1 303 859 9466
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You are using compressed textures in the ive file, right?
I figured out that the rgb plugin can't write compressed textures.
The only pixel formats that are supported are:
GLenum pixelFormat = img.getPixelFormat();
raw.sizeZ =
pixelFormat == GL_COLOR_IN
So how can this issue be resolved ?
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Hi Tanguy,
As a first step I've just moved the GLExtension.cpp code that does the
static getenv() into the osg::getGLExtensionDisableString() method so
it now reads:
std::string& osg::getGLExtensionDisableString()
{
static const char* envVar = getenv("OSG_GL_EXTENSION_DISABLE");
static s
Hi Robert,
As you said, doing (2)
const char * getSingletonGlExtensionDisable()
{
ScopedLock lock(s_mutex);
static const char * env = getenv("OSG_GL_EXTENSION_DISABLE");
return env;
}
instead of (1)
static const char * env = getenv("OSG_GL_EXTENSION_DISABLE");
Ensures that the sing
No, it is not possible.
The current osg implementation looks for the filename extension for the
texture inside the .ive file.
If the texture originally was an .rgb texture, it will try to write it to
that format as well.
On Thu, 06 Aug 2009 14:17:43 +0200, Mach Bhai wrote:
Yes i am also g
Yes i am also getting rgb files. It might be that something is wrong with that
plugin but i cannot verify. Can we specify the format of the texture ?
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On Thu, 06 Aug 2009 14:00:15 +0200, Joakim Simonsson
wrote:
On Thu, 06 Aug 2009 10:31:57 +0200, Mach Bhai wrote:
Hi,
I have a model in ive format and osgviewer displays it fine. However if
i convert it to osg, i get black and white shaded files as textures,
which are of no use. I am us
Hi Tanguy,
On Thu, Aug 6, 2009 at 12:53 PM, Tanguy
Fautre wrote:
> Unfortunately serializing the access to getenv() is not likely to solve
> the issue. The problem is not that OSG calls several getenv() in
> parallel, the problem is that getenv() should not be called *at all* in
> DllMain().
>
> S
Thanks but it didnt work. I am still not getting correct textures.
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Hi Tanguy,
> Your proposed solution looks like a variant of the Double Checked
> Locking. Unfortunately, this design pattern is very subtly broken and
> not thread safe. See
> http://www.aristeia.com/Papers/DDJ_Jul_Aug_2004_revised.pdf for more
> information.
It depends what you want to make thr
On Thu, 06 Aug 2009 10:31:57 +0200, Mach Bhai wrote:
Hi,
I have a model in ive format and osgviewer displays it fine. However if
i convert it to osg, i get black and white shaded files as textures,
which are of no use. I am using osgconv.exe with the following command
line
osgconv.exe -
Hi Robert,
Unfortunately serializing the access to getenv() is not likely to solve
the issue. The problem is not that OSG calls several getenv() in
parallel, the problem is that getenv() should not be called *at all* in
DllMain().
Serializing getenv() in OSG does not guarantee that another C func
Hi Tanguy,
I was wondering about the possibility of wrapping up the access to the
sensitive C functions using a Mutex. We couldn't do it in local code,
but would need to do it via a single custom getenv() etc. function
implementation, otherwise we'd still end up with multiple functions
potentiall
Hi Daniel,
Your proposed solution looks like a variant of the Double Checked Locking.
Unfortunately, this design pattern is very subtly broken and not thread safe.
See http://www.aristeia.com/Papers/DDJ_Jul_Aug_2004_revised.pdf for more
information.
I've however shown this example just to illu
Hi Tanguy,
> static Mutex s_mutex;
>
> const char * getSingletonGlExtensionDisable()
> {
> ScopedLock lock(s_mutex);
>
> static const char * env = getenv("OSG_GL_EXTENSION_DISABLE");
>
> return env;
> }
This doesn't make sense, because 'getenv' is called only once, during
the init
Hi Robert,
You do have to understand that what is currently happening is an
implicit init/destroyOsg through DllMain. The problem is that DllMain is
full of limitations. Only a handful of kernel functions can be safely
called in DllMain. Worse, Microsoft in all their wisdom does not provide
the l
Hi,
carnibirdy wrote:
>
> For now, I'm still blocked with OSG.
> I want to map the same texture to the 6 faces of a cube.
>
> I made a Geometry called "cube" and 6 DrawElementsUInt called "face1/2/.../6".
>
> I don't know how to setTexCoords to each QUADS.
> I thought about making 6 Geometry s
Hi Ryan,
On Wed, Aug 5, 2009 at 10:36 PM, Kawicki, Ryan
H wrote:
> I was just curious to see if anything was committed to the 2.9.x / 2.10
> baselines for this. I know that you stated that you already had code in
> place to fix this issue. Thanks.
I thought I had code in place, but when I rev
Hi Yvon,
The present osgVolume shaders that I've written compute the ray start
position from the initial fragment generated by rendered the backface
of the cube, then shoots the ray forward towards the eye point and
then clamps this to the dimensions of the cube. It then computes the
texcoords fo
I agree with Paul, the Orange book is a *must have* title if you're
learning shaders.
http://books.google.co.uk/books?id=kDXOXv_GeswC&dq=opengl+shader+language&printsec=frontcover&source=bn&hl=en&ei=E5Z6Svb-K5Cy-AbQ87lS&sa=X&oi=book_result&ct=result&resnum=5#v=onepage&q=opengl%20shader%20language&
Thank you for the book reference. I will think about purchasing it. I can
afford it but it's a big expense for me :-*
For now, I'm still blocked with OSG.
I want to map the same texture to the 6 faces of a cube.
I made a Geometry called "cube" and 6 DrawElementsUInt called "face1/2/.../6".
I
Hi,
I have a model in ive format and osgviewer displays it fine. However if i
convert it to osg, i get black and white shaded files as textures, which are of
no use. I am using osgconv.exe with the following command line
osgconv.exe -e osg -O OutputTextureFiles -O precision:0.001 model.ive mode
I think I see your problem Peter, you have to run CMake from the root
directory not the src directory the text box is a little misleading.
So the osgOcean directory tree looks a bit like this
..\osgOcean\ <- direct cmake to here
..\osgOcean\src\
..\osgOcean\include\
..\osgOcean\resources\
So cma
Hi Robert & Jan,
Ok. I'm pretty sure I won't be able to update the 3DS loader unless I really
really need it to be updated. That's too bad because it could be nice.
Moreover, I bet we could have a very nice reader that also reads animations
keyframes and use osgAnimation for that. (sigh)
Anyway
Hi,
thanks for all your replies;
use overlaynode,but the projected texture is not right,
any ideas?thanks!!
attached :
yellow lines-profile of geometry
Code:
geometry->addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,v->size())) ;
geode->addChild(geometry);
osgSim::OverlayN
Hi,
Pau Moreno schrieb:
> brickVertexObject->readShaderFile ( osg::Shader::VERTEX ,
> "/home/Pau/OSG/Test1/Debug/Shaders/TestG80_VS.glsl" );
> brickFragmentObject->readShaderFile( osg::Shader::FRAGMENT ,
> "/home/Pau/OSG/Test1/Debug/Shaders/TestG80_GS2.glsl" );
> brickGeomet
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