Hi All,
I am using Light Space Perspective Shadow Maps for shadowing. I would
like to render the shadowed scene to a texture, so I have another camera
on top of the shadowed scene. It looks like following:
root
|
RTTCamera
|
ShadowedScene
I also render a small sized screen aligned quad which
I found out that one can simply call
stateset-setMode( GL_FRAMEBUFFER_SRGB_EXT , osg::StateAttribute::ON);
to enable sRGB mode. An explicit OSG support is not necessary.
I didn't try something like this with sRGB texture formats yet.
tugkan
Tugkan Calapoglu wrote:
Hi,
I couldn't find sRGB
Hi Paul,
Paul Martz schrieb:
Thanks, not sure about a 2.8.3, but it's under consideration. Good to
know you're interested.
I understand you can build 2.8.2 against the 10.5 SDK and still run on
Snow Leopard. My understanding is the changes to OSG for Snow Leopard
will allow someone to
Hi Kim:
I have downloaded the newest version through SVN, and also compiled the code
successfully.
When I turn on the oceanExample's testCollision, I found that the
boat.3ds model is just white, the same situation I met before. Is this what
the example just want to show us?
In the
Hi Tugkan,
Somebody recently, also mentioned that nested cams not work with LiSPSM.
Frankly, I have no time to investigate this. I would recommend using RTT
slave views instead of nested RTT cam. I think this will have more chance to
work as intended. I apologize for trouble.
Wojtek
Hi Paul,
I tried to compile osg/trunk as a static library on Snow Leopard this week
and it failed somewhere with a message about the quicktime library if I
remember correctly. I could build trunk again (shared or static) and send
the results to the cdash server if you are interested. It is a
Hi,
Paul Martz schrieb:
Hi Robert -- The code submission by Wojciech and I for MSFBO has opened
a small can of worms on declaring bits and bitmasks. I hope you can
weigh in and put an end to the debate.
Has anybody had a look at Qt's QFlags?
http://doc.trolltech.com/4.5/qflags.html
They
Hi,
Having trouble with osg not finding libOpenThreads.11.dylib. The library is
present in /opt/local/lib however when I try to use osgviewer to run a example
I get this:
Code:
raptorjesus-imac52:osgexport-2.42b raptorjesus$ osgviewer monkeyears.osg
dyld: Library not loaded:
Hi Keith,
I think /opt/local/lib is not in the default library path search. You
can add it or you can do:
$ export DYLD_LIBRARY_PATH=$DYLD_LIBRARY_PATH:/opt/local/lib
so osg apps can find the libraríes.
Greetz,
Rafa.
On Tue, Nov 3, 2009 at 8:58 AM, Keith Ewan
Hi MT,
If you open boat.3ds in osgviewer you will notice that the model
itself is white. It doesn't have any textures on it and it's there
purely as a test case for the collision. But yes the default shader
has been added to it.
Will you please give us a example about how to add a model to
Hi Vincent,
On 2/11/09 5:49 PM, Vincent Bourdier wrote:
I have a transparency issue on a very simple sceneGraph and I do not
understand how that problem can be there.
I set all the mode in the stateSet to make the group transparent... but
no way !
The node file is in attached file.
Any
If you switch your xcode-projects to gcc 4.0
the current 2.8.x source builds fine for 10.4 on Snow Leopard.
Nope, switching to gcc 4.0 does not make any difference for me. And BTW there
is no 10.4 SDK on snow leopard.
/stefan
stefan hechenberger
Hi stefan
Nope, switching to gcc 4.0 does not make any difference for me. And BTW
there is no 10.4 SDK on snow leopard.
/stefan
It is possible to have a 10.4 SDK in snowleopard if you have activated
compatibility when you did the migration from Leopard to SnowLeopard.
However the only
Hi,
I submitted an experimental test. It shows on the cdash site, but it doesn't
show the errors. I took the current trunk, applied the Atomic patch, that
was previously sent to this list and ran the test with no arguments to
cmake.
It fails in ReaderWriterQT.cpp, which is probably easy to fix.
Hi Kim, Chris,
.osg files are forward compatible and in limited cases backward compatible
(as long as
the older OSG has all the necessary feature support).
And that's the catch really, some VPB versions introduced usage of some
new features that were added to OSG at that moment, for
Chris,
I want to thank you again for all your help on this issue. I've got my fingers
crossed for this to work, but we've already come up with some ideas of how to
cut this down for the next run. My manager knows I've been in contact with you
on this, and she was wondering if you part of
Hi all,
I'm having a difficulty understanding whats goes wrong with my scene
setting.
I tried merge between the osghud example and the osgdistortion example.
The result I expected was to have object in the background which
responds to the mouse movement, HUD in front of it, and the
HI
We work with 100's Millions of Points in our OSG base applications,
along with large amount of imagery (Giga terra bytes), elevation and
feature data in one scene
We do have to manage them through various LOD, Memory and paging
techniques we have etc
Gordon
Product Manager 3d
Yes you can by using the -d option followed by the terrain file in VPB.
VPB will stitch in the terrain (if it's geospecific) into the ellipsoid...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
lucas Grijander wrote:
Hi
all!
I am using the collada plugin to export my geometries in .dae
format. I would like to know if there is an option of specifying the
name of Ids, such as shapes, primitives, materials, etc... It's
important to better differenciate in another application
Tugkan Calapoglu wrote:
I found out that one can simply call
stateset-setMode( GL_FRAMEBUFFER_SRGB_EXT , osg::StateAttribute::ON);
to enable sRGB mode. An explicit OSG support is not necessary.
I didn't try something like this with sRGB texture formats yet.
Glad to hear you got it
Thanks a lot! That got it. :D
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19110#19110
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Peter Hrenka wrote:
Has anybody had a look at Qt's QFlags?
http://doc.trolltech.com/4.5/qflags.html
They provide a type-safe way of dealing with bit-mask-style enums.
The implementation is mostly a template class with overloaded
operators. Once you have the idea, it should be rather trivial
Jean-Sébastien Guay wrote:
.ive files ar coded with the file version they are built by, and
will not be loaded by
any other version of OSG.
Shouldn't that be any *older* version? Because .ive files created with
OSG version X should be readable with OSG version Y if Y = X. It's just
the
Jacob Armstrong wrote:
I want to thank you again for all your help on this issue. I've got my
fingers crossed for this to work, but we've already come up with some
ideas of how to cut this down for the next run. My manager knows I've
been in contact with you on this, and she was wondering if
I am going through the osgprerender example to try to understand how
it works, and I think I am starting to understand a bit more, but i
have some questions.
If I instantiate a viewer, as is done in osgprerender...
osgViewer::Viewer viewer(arguments);
I assume this has a default camera right?
Hi,
I found the following on the NVIDIA developers site and thought it might be
what you are looking for.
1) How do I start using OpenGL 3 in my code base?
In order to use OpenGL 3.0 and later versions, an application should opt in
to use these versions. There is a new context creation call
Hi Chris,
Chris 'Xenon' Hanson schrieb:
Peter Hrenka wrote:
Has anybody had a look at Qt's QFlags?
http://doc.trolltech.com/4.5/qflags.html
They provide a type-safe way of dealing with bit-mask-style enums.
The implementation is mostly a template class with overloaded
operators. Once you have
Peter Hrenka wrote:
Nothing needs to be virtual here. It's just a template class
with overloaded operators which means everything is effectively
inlined. We could also use an unsigned int as internal storage type
(Qt seems to use a signed int).
But doesn't RTTI embed a hidden pointer
IMHO This is the best option so far ;-). I like it.
Wojtek
- Original Message -
From: Peter Hrenka p.hre...@science-computing.de
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, November 03, 2009 6:31 PM
Subject: Re: [osg-users] Change to Optimizer
Chris, J-S,
Cheers chaps, far more detail that I was expecting!
K.
2009/11/3 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com:
Hi Kim, Chris,
.osg files are forward compatible and in limited cases backward
compatible (as long as
the older OSG has all the necessary feature support).
No, they are just different resolutions of the model. Use the one
without res.
On Tue, Nov 3, 2009 at 4:54 PM, Brett Thomas Lee brettle...@hotmail.com wrote:
Hi,
Thank you very much for the quick reply. There are lots of ply files.Do I
need all the files ???
Thank you!
Cheers,
Brett
Well, that's not what I was hoping to hear, but it certainly answers my
question, so thanks again for that! By the way, it turns out that we do utilize
the 3D capabilities of this data in our software for a separate page that shows
the Helicopter from a out-of-copter view, flying over the
osgviewer can view ply files without any problem, and you can convert
it with osgconv.
ftp://graphics.stanford.edu/pub/3Dscanrep/bunny.tar.gz
Cheers,
-- A.
On Tue, Nov 3, 2009 at 3:55 PM, Brett Thomas Lee brettle...@hotmail.com wrote:
Hi,
I want to load bunny model into osg. Does someone
Hi,
Thank you for both of your help. It seems that PagedLOD is what I need to use
to reduce CPU memory usage. I have tried to use PagedLOD briefly before, but I
am not clear how I can make PagedLOD unload the unused child nodes once those
child nodes are loaded. It seems that my PagedLOD nodes
Hey,
I would like to build a simple panorma program with osg.
I used a Cylinder and a similiar Code to sampleshape:
osg::Geode* geode = new osg::Geode();
// ---
// Set up a StateSet to texture the objects
//
Sorry to butt in the conversation here, but I also am working on an app with
memory issues and we are considering Paged LOD.
For a scene with millions of objects, won't there be a huge performance hit
as geometry is loaded/unloaded?
I imagine the sort of scene like a city scape where detail is
Hi Chris,
Shouldn't that be any *older* version? Because .ive files created with
OSG version X should be readable with OSG version Y if Y = X. It's just
the opposite which isn't true.
I don't remember. Are IVEs forward-compatible or not? I had some reason to
think they
were not.
Yes, I
Regarding your questions on what osgdem does if it crashes...
1) No, it cannot pick back up from where it left off and continue on. You
would have to start over and hope for better results. I always suffered from
laughable experiences where it would be on the 10th day of a build and the
power
Hi,
I've been very happy developing using OSG but unfortunately, even
“simple” graphics¹ tend to result in very low performance on Intel
GPUs (which happen to be very common on wide-spread desktops and
laptops); while I ACK that well, there are better GPUs available, it'd
still be nice to be able
Hi Kim:
Thank you for the useful informations!
I could understand the default shader code a little now.
When I apply the default shader to the model, it looks a little bit too
shinning and glaring Can I weaken the glaring thing?
Regards,
MT
Kim Bale wrote:
Hi MT,
If
sth wrote:
stefan nortd schrieb:
Nope, switching to gcc 4.0 does not make any difference for me. And BTW
there is no 10.4 SDK on snow leopard.
It's an install option when installing xcode.
Stephan
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Hi,
Wyatt Earp wrote:
I am going through the osgprerender example to try to understand how
it works, and I think I am starting to understand a bit more, but i
have some questions.
If I instantiate a viewer, as is done in osgprerender...
osgViewer::Viewer viewer(arguments);
I assume this has
Hi Angus,
Angus Lau wrote:
Hi,
Thank you for both of your help. It seems that PagedLOD is what I
need to use to reduce CPU memory usage. I have tried to use PagedLOD
briefly before, but I am not clear how I can make PagedLOD unload the
unused child nodes once those child nodes are loaded. It
Hi,
Andrew Burnett-Thompson wrote:
Sorry to butt in the conversation here, but I also am working on an app
with memory issues and we are considering Paged LOD.
For a scene with millions of objects, won't there be a huge performance
hit as geometry is loaded/unloaded?
possibly, but if you
Hi Chris,
Chris 'Xenon' Hanson schrieb:
Peter Hrenka wrote:
Nothing needs to be virtual here. It's just a template class
with overloaded operators which means everything is effectively
inlined. We could also use an unsigned int as internal storage type
(Qt seems to use a signed int).
But
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