Hi,
Should this be done within VertexShader using GLSL? I tried to create a light
following the osglight example, but it did not make any difference.
Cheers,
Maurizio
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Thrall, Bryan wrote:
p...@graphics.cs.uni-sb.de wrote on Monday, October 19, 2009 3:14 AM:
The reason you get no update callback in the .osg file is that
osganimationnode uses a custom callback, AnimtkUpdateCallback, that
the
.osg writer doesn't know about.
From the
Hi Sergey,
did you forget to attach it?
jp
sergey leontyev wrote:
I have created an example for the memory growth problem.
If you have a chance can you please run it with the following command arguments
:
-3, where is your database main txp file.
It creates 3 views. In order to
Hey all,
I have a problem using osgEarthUtil::FadeLayerNode in osgearth_1.2_T2009-08-12
compiled against osg 2.8.2.
I try using the following code:
Code:
osgEarthUtil::FadeLayerNode *fadeLayerNode =
osgEarthUtil::FadeLayerNode(osgEarthNode-getMap());
for (unsigned int i = 1; i
Hi all,
see also this thread for maybe a different idea. We also need multiple
(but variable) passes for an image processing algorithm.
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/49423
regards
jp
Paul Martz wrote:
Art Tevs wrote:
P.S. The solution is practicaly for
Hi all,
is it OK to create a viewer in e.g. the main thread and then call
frame() from a different thread? We're getting erratic results on Linux
vs Windows vs Mac. So I just want to know if this use case is legal.
thanks
jp
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Art Tevs wrote:
Hi Peter,
pp wrote:
Hi Cedric and thx for fast answer.
I replied in the forum already, but waiting for approval.
...
Wonder why your message was still not approved? Peter, please change your profile according to our forum rules.
I see your email is from our
Hi,
Here 's my problem. My scenegraph contains some big an little objects.
But when rendering, I have some Z fighting with coplanar triangles and also,
when I place my camera around a little object the znear is to big and my object
is cutted.
So I have used setNearFarRatio with 0.1. Like
Hi Fred,
By far the easiest way to do what you want is to use a post draw
callback on the RTT Camera, or a pre draw callback on the master
callback, and have this draw callback do your custom OpenGL code
calls.
Robert.
On Mon, Oct 19, 2009 at 9:19 PM, Frederic Marmond fmarm...@gmail.com wrote:
Hi J.P,
On Tue, Oct 20, 2009 at 7:44 AM, J.P. Delport jpdelp...@csir.co.za wrote:
is it OK to create a viewer in e.g. the main thread and then call frame()
from a different thread? We're getting erratic results on Linux vs Windows
vs Mac. So I just want to know if this use case is legal.
I've
Hi Miguel,
The OSG will try to do it's best at optimizing the near/far planes out
of the box, but it isn't a magic wand that solves all z fighting
issues. There are a range of strategies that you can use to help
avoid z fighting, from using depth partitioning (see the
osgdepthpartion example) to
Hi Robert,
Robert Osfield wrote:
Hi J.P,
On Tue, Oct 20, 2009 at 7:44 AM, J.P. Delport jpdelp...@csir.co.za wrote:
is it OK to create a viewer in e.g. the main thread and then call frame()
from a different thread? We're getting erratic results on Linux vs Windows
vs Mac. So I just want to
Hi Dat,
tien dat tienda...@gmail.com wrote:
Hi all,
I need to open a wrl model with OpenSceneGraph, but it doesn't have
the right plug-in to do the job. I try to search on internet and find
this discussion:
http://forum.openscenegraph.org/viewtopic.php?t=3576
(about a month ago). I try to
Hi,
Jan Ciger wrote:
2. If there is no way, what is the best solution? I'm thinking of
converting wrl models to obj or 3ds models, but I need some tools to
If your models are relatively simple, you can do it using Blender or 3DS Max.
Both can import some limited subset of VRML and export
Hi Robert,
I already had a look at this, but it's not an option in my case : I
really need a way to have 2 distinct calls, one for all pre_render
cameras, one for others, each call may be callbacks from the main app.
(by the way, I think this would be very helpful for all who use 2
homogeneous 3d
Hi pp,
Did you try to modify an osgAnimation example and add a
osgDB::writeNodeFile of the root node to see if it writes the animation
correctly in a osg file ?
Cheers,
Cedric
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+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Tue, 2009-10-20 at
is it OK to create a viewer in e.g. the main thread and then call frame()
from a different thread? We're getting erratic results on Linux vs
Windows
vs Mac. So I just want to know if this use case is legal.
I've done this under Linux - the osgqtbrowser example in svn/trunk has
the option
Hi Simon,
Simon Hammett wrote:
I will try osgqtbrowser on Windows and
see what happens.
Anyone else have reports on osgqtbrowser on Windows?
thanks
jp
Windozes is same as Mac, only the owner thread can retrieve events for windows.
can you expand on what you mean by owner. If a thread
How long is a piece of string, that's the sort of answer to your
question..
The are a plethora of techniques you can used to try and mitigate the
artifacts of z-fight and lack of precision in the z/depth buffer , a
quick Google should throw up quite a lot, as this has been discussed
adnosium on
2009/10/20 J.P. Delport jpdelp...@csir.co.za:
Hi Simon,
Simon Hammett wrote:
I will try osgqtbrowser on Windows and
see what happens.
Anyone else have reports on osgqtbrowser on Windows?
thanks
jp
Windozes is same as Mac, only the owner thread can retrieve events for
windows.
can
I tried out the file below, and I can confirm all of John's results. Since I
use SGI's Inventor instead of Coin, it appears that the bug is in the
Inventor plugin, and not Coin. I wonder if it's a problem with 64-bit
builds? I have been using Centos 5.2/5.3 on a 64-bit machine for a while
now, and
Yes, though I haven't gone down that route, CMake can generate the Eclipse
Mingw files.
:-)
John Montgomery
Medi-CAL Unit, CLSM, Polwarth Bldg., Forresterhill, Aberdeen AB25 2ZD.
Web: http://www.abdn.ac.uk/JMVP/ | http://www.abdn.ac.uk/clsm/
The University of Aberdeen is a charity registered in
Hi,
:-* looks like I did forget to attach the file,
Thank you!
Cheers,
sergey
BTW are aware of any publicly available Terra Page terrain?
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/* OpenSceneGraph example,
Thank you for the glPolygonOffset. I haven't though about it.
That works well.
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Hi David,
The osgviewer run as you describe, 60 htz etch and I can also see the
tearing problem. (Quadro NVS 295)
I thinks it's a Qt related problem:
I use the viewerQT / adapterWidget from the osg exemple, so The paint
event is call by a Qtimer and force OSG to run in singleThread mode.
I dont
Hi Linares,
I believe the issue you are up against is pretty common for single
threaded multi-context applications, each swap buffers being issued in
a different frame. This behavior will vary across drivers so you may
will see variations as you move your applications to different
Hi,
I'm currently trying to render lots of instanced geometry and i need to setup
some data for each instance (at least one 4x4 matrix :)
Is there support for using uniform buffer objects in OSG? Or may be there are
some another way to set per instance data in OSG to get it in shader without
Hi folks,
J.P: thanks, but it seems that this is a little bit different problem.
Hmm, it seems that state sorting prevents me of repeated rendering of several
things at the same time. For example: two nodes are being gathered by the
CullVisitor and placed into the stategraph for rendering.
Hi Art,
The support for SceneGraphOrderRenderBin is only in svn/trunk.
Robert.
On Tue, Oct 20, 2009 at 5:41 PM, Art Tevs arti_t...@yahoo.de wrote:
Hi folks,
J.P: thanks, but it seems that this is a little bit different problem.
Hmm, it seems that state sorting prevents me of repeated
Hello everyone,
I've implemented a feature that is similar to shadow mapping in that I first
have to render the scene from another point of view, and this rendering is
depth-only. I'm not using it for shadows, but this first depth-only pass is
conceptually the same.
So right now, I have all
Sergey Polischuk wrote:
I'm currently trying to render lots of instanced geometry and i need to setup
some data for each instance (at least one 4x4 matrix :)
Is there support for using uniform buffer objects in OSG? Or may be there are
some another way to set per instance data in OSG to get it
Frank Sullivan wrote:
Is it possible to perhaps override the normal rendering of the entire subgraph
by, perhaps, setting the objects to use a simple set of shaders that does
nothing but transform the vertices and render the depth? Could I do this using
the camera node?
Yes, that'sexactly
Hi,
We just tried it on a 32 bit system and had the same incorrect results.
John
On Tue, 20 Oct 2009, Eric Sokolowsky wrote:
I tried out the file below, and I can confirm all of John's results. Since I
use SGI's Inventor instead of Coin, it appears that the bug is in the Inventor
plugin,
I am using svn/trunk.
Ok, I found it, it calls TraversalOrderBin, not SceneGraphOrderRenderBin,
hence was not able to see it quickly.
Perfect, setting up the sort mode of the renderbin to TRAVERSAL_ORDER helps
to solve my problem. Very usefull thing, thanks!
art
robertosfield wrote:
Hi
Hi, I'm new to OpenSceneGraph, but we're considering replacing our custom
OpenGL graphics engine with OSG as the base. We're also considering Vega Prime
as an option, but it has a much higher price tag.
Has anyone tried integrating OSG with the Presagis CDB (Common Data Base)
format? We
Hi folks,
current svn/trunk version has this nice option for rendering the nodes in the
same order as they are traversed by a nodevisitor. This is very nice feature,
which makes my life almost simpler.
However, currently any node visitor is going in depth-first-search (DFS)
manner. Does
Hi Art --
Art Tevs wrote:
However, currently any node visitor is going in depth-first-search (DFS) manner. Does anybody has already tried to implement breadth-first-search (BFS) in osg?
Rather than calling NodeVisitor::traverse() from your overridden apply()
methods, iterate over the child
Hi Paul,
Yes, that is what I meant, thank you. So, I guess the thing I'm wondering about
is, if I add a shader to the camera's state set, how do I ensure that this
shader isn't overridden by the child nodes? For instance, if there is a Geode
in this subgraph with a conflicting state set (let's
J.P. Delport jpdelp...@csir.co.za wrote:
You could also install VirtualBox + Ubuntu + OSG + VRML plugin and then
do the conversion straight to .osg. Or just keep a Linux box around for
conversion.
I think that is quite an overkill. Compiling the VRML plugin even on Windows
is not *THAT*
Hi,
I'm trying to convert an osg::Image to a PNG file in memory (byte array). I
know I could write it to a file, then read it back in, but I was hoping for a
more direct route. The goal is to then have another library read in the byte
array directly. I tried just using the image-data()
Hi,
i belive i solved this issue.
I had to use:
osg::Uniform* uniform = stateSet-getOrCreateUniform(matrices[0],
osg::Uniform::FLOAT_MAT4);
instead of:
osg::Uniform* uniform = stateSet-getOrCreateUniform(matrices,
Frank Sullivan wrote:
Yes, that is what I meant, thank you. So, I guess the thing I'm wondering about
is, if I add a shader to the camera's state set, how do I ensure that this
shader isn't overridden by the child nodes? For instance, if there is a Geode
in this subgraph with a conflicting
Hi,
I got the last version of 2.8.2, but osgUtil does not compile.
Errors
Compiling...
Tessellator.cpp
..\..\..\src\osgUtil\Tessellator.cpp(44) : error C2664: 'gluTessCallback' :
cannot convert parameter 3 from 'GLU_TESS_CALLBACK' to 'void (__stdcall
*)(void)'
This conversion requires
Thanks again, Paul. That looks like it will work nicely.
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