Hi,
Andrew Cunningham wrote:
Hi, I am struggling with the most efficient way to render
"finite-element" models with the best speed/memory tradeoff. These
models may have milllions of "nodes" and "elements" ( triangles and
quads), with usually simple shading. I am replacing some custom
OpenGL co
Hi,
a few pointers...
For just a screenshot type app, look at osgscreenshot example.
To get depth information you would have to attach a texture to a Render
to Texture (RTT) camera's depth buffer. An RTT camera can also give you
a copy of the rendered view.
Search the archives for "RTT" "re
I just tried using a color gradient in my osgText::Text. The problem
is that I can't fade from a color with a definite hue to a gray
accurately. For example, fading from green on the top to gray on the
bottom ((0, 1, 0) to (0.5, 0.5, 0.5)) works for the capital letters.
But lower-case letters end
Hi Kim,
Thank you!
Yes, that workds. Look better now.
Cheers,
MT.
Kim Bale wrote:
> Hi Tian,
>
> Disabling depth of field should fix that. If it doesn't let me know
> and I'll see if something has got broken.
>
> Cheers,
>
> Kim.
>
>
> 2009/11/16 Tian Ma <>:
>
> > Hi,
> >
> > I h
Hi,
how add the sdl lib to my project?
...
Thank you!
Cheers,
Ivan
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Hi,
now i am using osg 2.8.2 but some .lib like image doesn't have the methods that
osgmovie said .. . what i need for use osgmovie?
...
Thank you!
Cheers,
Ivan
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Hi there,
>From my (short) experience with OSG, to reduce memory consumption, get the
number of vertices down (Optimise geometry using TRI_STRIP), share state
sets (or just use vertex colours for shading) and as you said turn off
display lists. Also reduce (or remove) Transform nodes.
As for opti
Hi all,
Here's my second question... where I make it painfully obvious just how
extremely noob I am with OSG...
I have OSGviewer incorporated into my own application, and responding nicely to
viewpoint changes coming from a separate flight simulator. I want to extract
the current image ("imag
Hi all,
I am reasonably new to shaders. I intend to implement a floating point
lookup table. The aim is to write a fragment shader that takes an in coming RGB
Color, Lookup a floating value from the table and write it to the frame buffer
pixel. I tried using a GL_FLOAT type 1-D LUMINANCE t
Hi,
I am struggling with the most efficient way to render "finite-element" models
with the best speed/memory tradeoff. These models may have milllions of "nodes"
and "elements" ( triangles and quads), with usually simple shading.
I am replacing some custom OpenGL code (hard to maintain, not clea
Hi Thorsten,
textobj is a local object in your constructor, not a member of your
class. Here are the changes you need.
class TGTextNode : public osg::Geode
{
public:
TGTextNode(std::string T_Text, int T_Size, int T_Res, int T_PosX,
int T_PosY, int T_PosZ);
void addOutline();
Hi,
Here's the code first:
class TGTextNode : public osg::Geode
{
public:
TGTextNode(std::string T_Text, int T_Size, int T_Res, int T_PosX,
int T_PosY, int T_PosZ);
void addOutline();
};
TGTextNode::TGTextNode(std::string T_Text, int T_Size, int T_Res, int T_PosX,
int T_
Given a nodepath, what is the correct way to extract the effective material
that will be used to render the node? i.e. to take into account the attribute
inheritance and overrides etc.
My first stab looked like the code below, which seemed to work for simple
cases, but not when the graph contain
Hi Bart,
The node mask idea also works fine. However, I saw in osgViewer::View a
function computeIntersections. The function gave me the impression that it
could also fix my problem, without using a node visitor. My idea was to
construct an empty NodePath, push the Cloth's node in this NodePa
Hi Glenn,
On Mon, Nov 16, 2009 at 3:42 PM, Glenn Waldron wrote:
> Hi all, I have a questions about DataVariance in DrawThreadPerContext mode.
> I understand conceptually how it is supposed to work, but I am unclear on a
> detail:
>
> Does setting the data variance on a Node affect the drawables/s
Cyril Brulebois wrote:
> Wu Hui <> (16/11/2009):
>
> > I add an Text to the HUD, and want to updata this text every frame
> > in a callback function using settext every frame. However, the
> > program will crash, the error is " map/set not dereferenceable"
> > "vector iterator not decrementable "
Hi all, I have a questions about DataVariance in DrawThreadPerContext mode.
I understand conceptually how it is supposed to work, but I am unclear on a
detail:
Does setting the data variance on a Node affect the drawables/statesets in
the render graph?
When you call View::setSceneData(), it runs
Thanks! It worked.
The vertex buffer objects, in combination with an element buffer object, was a
bit of figuring out, but it works now. The osgparametric example in the
Examples section got me on the way. It was the only example using vertex buffer
objects together with an element buffer objec
Haha well I've never played with them so I was rather sketchy on the theory.
Using MRTs would actually make for a pretty easy fix. I shall see if I
can do that this week.
K.
2009/11/16 Jean-Sébastien Guay :
> Hi Kim,
>
>> I'm not sure if Ogls multiple render target
>> implementation is any mor
Hi Kim,
I'm not sure if Ogls multiple render target
implementation is any more efficient than using a completely separate
pass but rendering the ocean twice would be very costly.
Yes, of course MRT is more efficient than multiple passes... It's only
one pass of the geometry, but with multiple
Hi Shiina,
On Mon, Nov 16, 2009 at 1:17 PM, Shiina Ringo wrote:
> By the way , is the center position of the "movie quad" at (0.0,0.0,0.0)?
> And is there any rotation attach to the "movie quad"? It seem that I cannot
> easily make the quad fullscreen by changing the position of view point.
You
Hi,Robert
Thank you for your advice!
If using "--interactive" argument, then could I make the movie fullscreen by
changing the view point to an appropriate position?
By the way , is the center position of the "movie quad" at (0.0,0.0,0.0)?
And is there any rotation attach to the "movie quad"? I
Hey Jens,
Thanks for you quick reply. As I have been away from the project for a while
due to illness I hadn’t been able to really act upon your comments until now.
It had also been a while since I worked with Cuda and I had forgotten that Cuda
actually makes a crucial distinction between me
Hi Shiina,
The projection setting is only to set up the viewer as a fullscreen
style movie player, if you want to have a scene that you can twirl
around simply run the app with --interactive option. This is the
information you get when you do:
> osgmovie -h
--interactive
Hi,
I have just compiled the example "osgmovie", and found that the code used the
"setProjectionMatrixAsOrtho2D" to set the ProjectionMatrix of viewer.
But what I want to implement is: while playing the video clip using the
osgmoive's method , I want to switch the movie to the scene graph as be
Hi Maxim,
On Mon, Nov 16, 2009 at 12:05 PM, Maxim Gammer wrote:
> Should we get back to that problem later?
> Could you tell me, where to look for a solution? Wht to begin with?
I'm just guessing, I haven't actual tried what you after. I'm not the
original author of osgParticle either so please
Should we get back to that problem later?
Could you tell me, where to look for a solution? Wht to begin with?
Thanx for help.
2009/11/16 Robert Osfield
> On Mon, Nov 16, 2009 at 11:09 AM, Maxim Gammer
> wrote:
> > What do you mean by "switching off"?
> > And can it be done automatically when t
Hi,
I think you mean 2.8.0. Remember that even you had osg.lib specified as
a library in the project, you also have to set in the linker options the
path where that file is found. Take a look at the projects for the OSG
examples.
--
Alberto
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On Mon, Nov 16, 2009 at 11:09 AM, Maxim Gammer wrote:
> What do you mean by "switching off"?
> And can it be done automatically when the object's parents get hidden?
I would have though that would work, or just setting the NodeMask of
the ParticleSystem.
Robert.
_
Hi Kim ,
Thanks a lot again :)
I will try it tomorrow at work!
Thank you!
Cheers,
Tian
Kim Bale wrote:
> Hi Tian,
>
> Disabling depth of field should fix that. If it doesn't let me know
> and I'll see if something has got broken.
>
> Cheers,
>
> Kim.
>
>
> 2009/11/16 Tian Ma <>:
What do you mean by "switching off"?
And can it be done automatically when the object's parents get hidden?
2009/11/16 Robert Osfield
> Hi Maxim,
>
> Have you tried switching off the ParticleSystem node? It's the
> ParticleSystem that does the rendering, the rest of the nodes just
> control h
Hi Maxim,
Have you tried switching off the ParticleSystem node? It's the
ParticleSystem that does the rendering, the rest of the nodes just
control how the particles are generated and moved.
Robert.
On Mon, Nov 16, 2009 at 10:52 AM, Maxim Gammer wrote:
> Hi Robert,
>
> I've tried 3 different w
Hi Robert,
I've tried 3 different ways.
1 - Both particles and emitter are children of the hidden/unhidden object
2 - Particles is the child of object, and emitter is in the root.
3 - Emitter is a child of the object and particles is in the root.
Hiding/unhiding is done by SetNodeMask. (FF or
Hi Tian,
Disabling depth of field should fix that. If it doesn't let me know
and I'll see if something has got broken.
Cheers,
Kim.
2009/11/16 Tian Ma :
> Hi,
>
> I have turn off all the underwater effects, but still blurry.
>
> I want to know that: which parameter or functions can make
Hi Erik,
Unfortunately there aren't any tricks for this. Getting transparencies
and glare to work together is quite an involved problem and would
require quite a few changes to OceanScene.
The problem is that the glare should only really affect the sea,
otherwise everything glimmers and it all lo
Hi J-S,
On 13/11/09 3:48 PM, Jean-Sébastien Guay wrote:
I would very much like to hear if there's a solution to this problem.
There is osgUtil::DisplayRequirementsVisitor but this apparently isn't
used anywhere.
I wouldn't worry about it. Requiring that the stencil buffer be enabled
is a sound
Hi,
I have turn off all the underwater effects, but still blurry.
I want to know that: which parameter or functions can make the blurry
underwater ground clear?
Thank you!
Cheers,
Tian
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HI Max,
The particle system is set between several nodes, so which ones are
you attempting to "hide"/"unhide" and how?
Robert.
On Mon, Nov 16, 2009 at 8:22 AM, Maxim Gammer wrote:
> Hello all,
>
> I came across the following situation.
> Let us have an object with particles child and that objec
Hi,
I have a scene with a node which is a 3d model loaded from a file and I simply
want during an update callback, if a condition occurs, to load a deifferent
model from a file to that node. So I want to replace my node/model in the scene
during an update callback. Any suggestions/examples?
..
hi
i am using osg 2.0.8 and i sure about the linking osg.lib but and not sure what
happen with some .lib
...
Thank you!
Cheers,
Ivan
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