Pedro Xavier Contla a écrit :
Hi,
... I'm new in OSG, and I want to cut a surface with a plane...
Do someone have an idea??
Thank you!
Cheers,
Pedro
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Hello Paul,
exporting to flt with lighting set to OFF leads to a flt-file without materials
(and with shading set to flat instead of lit).
When importing a flt-file to osg this option seems to have no effect.
Thats not exactly what I need, but it could be helping nevertheless.
Thanks again.
Hi,
its me again. :)
There is still something wrong. I had not realized before that the added
material leads to a darker shading.
If I have an osg-file without material the colors are brighter than after
exporting to flight. The default material which is created seems to be wrong.
Osg's
Hi,
We are observing a few problems when displaying the statistics on the screen.
Essencially, when we enable stats the State::getInitialViewMatrix() return
identity matrix. If the stats are NOT enabled, then it return the view matrix
of my slave camera. Is this the correct behavior? If so,
Hi,
The examples are perfectly working now. So I tried to make my own pipeline
inspired by all of it.
I made a pipeline composed of three shaders.
The first one: green
Input: external texture
output: nothing is made, so the original green texture I made.
I chosed the UnitTexture.
The second
Hi,
is it possible to gain the information of a specific point (providing the x,y)
on the ocean surface? Because I am using osgOcean on a project and I need to
do some collision detection stuff.
Thank you!
Cheers,
Dimitrios
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Hi Thomas
Nice to hear, that you get it worked. If there were some special steps you had
to make to install osgPPU, then let me know, maybe I put them to the website
and to the README file.
OK, now to your questions:
carnibirdy wrote:
I made a pipeline composed of three shaders.
...
I
Hi,
simple question, is there a way to resize the osgPPU viewport in real time ?
Thanks
Cheers,
Sebastien
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Hi Robert et al,
I am trying to compile OSG using VS9 (2008) on WinXP and getting 2 errors which
seem to be related to the most recent changes:
CMake 2.6.4
OpenSceneGraph Revision: 10589 Date: 14:51:20, 23 September 2009
Message: Introduced memory pool size management
Modified :
Hi John,
I am trying to compile OSG using VS9 (2008) on WinXP and getting 2 errors which
seem to be related to the most recent changes:
Yep, I've got the same on VC8, I'm looking into it now. Will keep the
list posted (and submit any changes needed to make it build).
J-S
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Hi again,
I am trying to compile OSG using VS9 (2008) on WinXP and getting 2
errors which seem to be related to the most recent changes:
Now that the TextureObject and TextureObjectManager classes have
non-inline methods (defined in Texture.cpp) they need OSG_EXPORT added
to their class
Thanks J-S,
I'll give it a try myself - for the exercise, but look forward to your update
when my attempts go awry :-)
:-)
John Montgomery, Glassel, Scotland.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On
Hello world,
I'm making a study on how integrate OSG inside an external openGL engine.
I know it's not the best use of osg, ok... :)
So I used osgViewer::Viewer::setUpViewerAsEmbeddedInWindow() as a start.
It's ok, as long as I don't modify the opengl state outside OSG.
= how may I force OSG to
Hi John et. al,
On Wed, Sep 23, 2009 at 3:44 PM, Montgomery, John T.
j.t.montgom...@abdn.ac.uk wrote:
I'll give it a try myself - for the exercise, but look forward to your update
when my attempts go awry :-)
J-S was spot on, an OSG_EXPORT was missing from the two new nested
classes. J-S
Hi Fred,
You won't be able to do threading and the GraphicsWindowEmbedded
functionality, the two are mutually exclusive as the embedded feature
is just a crude non op implementation of a proper GraphicsWindow, so
there isn't an implementation of makeCurrent, releaseContext and
swapBuffers that
photex wrote:
Hi Folks,
New to OSG but osgCompute is incredibly exciting to me. I see that there is
some CUDA action happening but was hoping to hear about in progress or
planned support for OpenCL as well.
Has anyone started working with OpenCL yet?
Cheers,
Chip
Hi photex,
we
Frederic Marmond wrote on Wednesday, September 23, 2009 10:03 AM:
I'm making a study on how integrate OSG inside an external openGL
engine.
I know it's not the best use of osg, ok... :)
So I used osgViewer::Viewer::setUpViewerAsEmbeddedInWindow() as a
start.
It's ok, as long as I don't
Thank you Roland. It would be great to see loading of collada animations in OSG.
Cheers,
Pradeep
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Hi Robert, thanks for the answer
I know that, from the OSG's point of view, it would be cleaner (and
safer) to keep it as the 'host' application, and embedd the 3rd party
into it.
On the other side, we think exactly the same, except that OSG IS the
3rd party soft, and our own is the host :)
For
Success!
Build: 84 succeeded, 0 failed, 5 up-to-date, 0 skipped
I did J-S's alterations. ( I download the update later, Robert. )
Thanks Robert and J-S.
:-)
John Montgomery, Glassel, Scotland.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Cool. I'm not entirely sure how fit I am for the task of working out an OpenCL
version, but I develop on mac and linux and have the linux opencl drivers so
I'm anxious to experiment. :)
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Hi Sebastian,
I must admit, I have never tried to resize unit's in realtime, however the
functionality for this should be already implemented.
Try to mark the unit graph as dirty. This can be done with
Processor::dirtyUnitSubgraph(). I think this should do the trick. If not, then
try to mark
Not sure why this isn't working. Look at a .osg file to see if you can
figure out how you've (mis-)constructed things, and if you can't figure
that out, then post the .osg file. (It would be easier for me, at least,
to look at a .osg file than wade through the code.)
I'm not sure why you are
Hi Paul,
I am familiar with OpenGL and I have read (rather a lot) about the lighting.
The code probably contains some artifiacts of some desperate stuff I tried to
fix it. The dircetional lights were something I tried to see if when I could
not get rid of the direction I could at least change
Hi Roland
Is there a possibility for me to have a look at the partial work on loading
collada animations in OSG and to probably contribute to further development?
Thank you!
Cheers,
Pradeep
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Hi,
Can anyone tell me what has been the most successful/common pipeline for
loading animations in to OSG?
Thank you!
Cheers,
Pradeep
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Brett Thomas Lee wrote:
I want to know how the paged LOD in osg works since I want to do
texturing on the terrain.Are there any specific papers or implementation
details regarding this.
That's pretty vague. Can you explain more what you're asking?
Cheers,
Brett
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Chris 'Xenon'
Hi again,
I'm afraid something's not quite right with my compilation.
With both osgviewer and present3D it's the same behavior:
If I directly view a Dicom data set e.g. present3D CARDIX.dicom
- it displays fine (using present3D the 4 render methods , etc. all the
keypresses work too.).
' All I want is to know how osg paged LOD is implemented.'
You have full access to All the source code so you can readily see how is
implemented by looking at the source
Examples that use it :
OpenSceneGraph\examples\osgpagedlod
OpenSceneGraph\examples\osgphotoalbum
Also see Virtual Planet
Hi Andrew,
You will need a separate camera for just rendering the 3D Axis. And implement a
update callback for the camera.
Something like this:
Code:
class AxisCameraUpdateCallback:public osg::NodeCallback
{
public:
/** Callback method called by the NodeVisitor when visiting a node.*/
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