Hi,
well, must of this forum's users are not chinese aware ;) can you translate the
error message into english?
Thank you!
Cheers,
Torben
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Hi, Paul and Michael
Frist Thank you for your suggestion.
I use the your method, and output show correctly in normal rendering, but when
I use my deferred render, it has aliasing, I use a TextureRectangle as
normal_sampler, below is my fragment shader:
#version 120
uniform sampler2D
Hi Kim,
from where I can download that code? I try the googlecode trunk, but not
seeing the VBO example
-Nick
On Wed, Mar 24, 2010 at 12:11 AM, Kim Bale kcb...@googlemail.com wrote:
Nick,
One thing I forgot. To test the VBO code use the flag --vbo when running
the examples.
Kim.
On
Hi Paul,
On Wed, Mar 24, 2010 at 12:29 AM, Paul Martz pma...@skew-matrix.com wrote:
Great news, thanks! Are you building any of ffmpeg, fbx, or the Inventor
plugin, by any chance?
I'm compiling ffmpeg and Inventor (using Coin) but not fbx.
Robert.
Oceansurface wasn't initialised, I've fixed and checked this in to the
branch.
Only additional hardware requirement is VBO support which I gather is pretty
standard. If you find that you have problems with this you can disable the
use of VBOs in the FFTOceanSurfaceVBO constructor and recompile.
http://osgocean.googlecode.com/svn/branches/osgOcean-VBO/
Kim
On 24 March 2010 08:06, Trajce (Nick) Nikolov nikolov.tra...@gmail.comwrote:
Hi Kim,
from where I can download that code? I try the googlecode trunk, but not
seeing the VBO example
-Nick
On Wed, Mar 24, 2010 at 12:11 AM,
Hi,
I try to use shaders with osgText to make some effects with text. But how I can
set up uniform variable with font texture to process it in fragment shader? Or
may be I should do something another to have result?
Primitive fragment shader:
Code:
uniform sampler2D bitmap;
varying vec2
Hi,
4 graphics cards have been installed in my system thru PCI extension board.
In my application I want to associate individual camera with each context
created on each card. I wud like to know how to create context for specific
graphics card/display.
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HI Akilan,
The OSG by default will open up windows right across all the attached
screens with the assumption that are all working side be side like a
powerwall. However, it won't necessarily know the screen layout so
you well may need to adjust the set up the slave Camera view and
projection
Thanks Robert,
to close the thread, I am putting more info based what you have written
and my experiments:
- LightSource with Light attached - can be far down in the scene graph
while it shines on whole scene.
It uses PositionalStateContainer of RenderState to store light position.
take a look at pagedLOD
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PCJohn writes:
Thanks Robert,
to close the thread, I am putting more info based what you have written and
my experiments:
- LightSource with Light attached - can be far down in the scene graph while
it shines on whole scene.
[...]
- Light (just StateSet attribute) - shines just on
It sounds like the change is worthwhile, so I'd be glad to make the changes. I
will coordinate with Cedric.
Thanks,
Jamie
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Hi Roland,
Thanks much, that was exactly what I was looking for. I was missing the fact
that a different channel would be required for each animated transition. Thanks
for the help!
--jamie
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Hi John,
Actually LightSource doesn't illuminate by itself, it just provides
the settings for glLight and position it correctly and uniquely in
space. In OpenGL you don't actually get illumination even when you
set glLight, you only get illumination once you enable GL_LIGHTING and
GL_LIGHTi. In
Hi Kim,
Great work in getting a new ocean technique into osgOcean, I'm sure it
will be an excellent improvement once the kinks are worked out.
Oceansurface wasn't initialised, I've fixed and checked this in to the
branch.
Even after this fix, I'm getting a crash in
Hi,
there seems to be an error using proxyNodes. If you setup a proxyNode
using multiple filenames, not all files may get paged in correctly.
This is related to the sequence the databasepager loads nodes, which may
vary if you load nodes using curl. There is no association between the
filename
Ok, thanks for testing JS I'll do some digging tonight.
K.
On 24 March 2010 13:19, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
wrote:
Hi Kim,
Great work in getting a new ocean technique into osgOcean, I'm sure it will
be an excellent improvement once the kinks are worked out.
Hi,
i´ve got an application with a osgViewer::Viewer* for the rendering. i´d like
to know if is possible to grab the render image of that viewer and set it up as
an another object´s texture
i know how to set a texture for an object, so what i´d like to know is how to
access the color buffer
Hi,
there is an error in the osgDB::Databasepager::run method.
groupForAddingLoadedSubgraph-getParentalNodePaths();
Is not threadsafe, because the user might delete a parent of
groupForAddingLoaded in the UpdateTraversal.
Regards,
Richard
Hi,
does anyone know where the examples are for using osgPPU? I can not find any on
his sight. And documentation, too, that is more than the class layout offered
on the sight. I need deeper explanations than just class/method blurbs.
Thank you!
Cheers,
Allen
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Hi Art,
do you know of any examples on how to use osgPPU? I can not find any on the
website and the class/method documentaiton is simply not enough for me to
understand how to use this plug-in.
I have been able in at least compile and link against the osgPPU in windows
under MSVS 2005, so
Hi Richard,
Interesting bug... fixing it is likely to be a bit awkward given the
currently implementation of ProxyNode/DatabasePager, doing one file at
a time won't even address all the potential issues as the ordering can
sit get out of sync if early children fail to load but later children
HI Akilan,
On Wed, Mar 24, 2010 at 1:34 PM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
Will this method of setting create individual context on each card if at all
I connected 4 monitors to my cards?
I'm not 100% clear on what you mean in this sentence, but I can
confirm that the
Hi Richard,
On Wed, Mar 24, 2010 at 2:00 PM, Schmidt, Richard
richard.schm...@eads.com wrote:
there is an error in the osgDB::Databasepager::run method.
groupForAddingLoadedSubgraph-getParentalNodePaths();
Is not threadsafe, because the user might delete a parent of
groupForAddingLoaded in
Stephan Huber wrote:
FBX and PLY are not part of the xcode project file, because of the
external dependencies. If PLY has no external dependencies I can add to
the xcode-project-file.
FBX does have an external dependency, and I understand that dependency
is available on OS X. PLY doesn't
Hi Robert,
i am using 2.8.2
The method getParentalNodePaths is used to retrieve the parent node paths.
This is done in the database pager thread. However these node paths might
change while traversing them, because the user may change the scenegraph in the
update loop.
Richard
Hi Art,
Your osgPPU does an awesome job of blurring! I just got the example listed
above to work by using your view.cpp code. Thanks for posting it!
I have a question: I am trying to blur my entire scene. Is that possible with
osgPPU? If so, would you mind showing me how? I can not find
Stephan,
Have you made any progress on this? I tried your files and got
similar behavior with respect to the osgViewer headers in the
framework. Although I don't even get an api directory in
osgViewer.framework/headers/
Let me know if you have any news files to test. I'll continue to
Hi,
So, the questions are:
1) Do you go to ITEC and/ or I/ITSEC? (Please specify which one)
If this type of event does not occur in Huntsville, AL, I would not be able to
attend as my company does not support training or things of this nature, either.
2) Would you go to a OSG
I'm trying to use the new serialization support and getting a compile error I
don't really understand.
For the following code:
-
class Foo : public osg::Group {
public:
Foo() {}
void setNote(std::string s) {
Hi David,
Take a look at osgprerender example, it is what you are looking for.
Mourad
On Wed, Mar 24, 2010 at 2:35 PM, David Martín solid_david...@hotmail.comwrote:
Hi,
i´ve got an application with a osgViewer::Viewer* for the rendering. i´d
like to know if is possible to grab the render
Hi Butler,
To make use of serializers, your class requires a namespace, for
example, NS::Foo. And then override className() and libraryName(), the
META_Object macro would help a lot.
To use ADD_STRING_SERIALIZER. Your should have a pair of suitable functions:
void setNote(const std::string);
Hi Richard,
On Wed, Mar 24, 2010 at 2:54 PM, Schmidt, Richard
richard.schm...@eads.com wrote:
Hi Robert,
i am using 2.8.2
The method getParentalNodePaths is used to retrieve the parent node paths.
This is done in the database pager thread. However these node paths might
change while
Hi Martins,
Am 24.03.10 16:03, schrieb Martins Innus:
Have you made any progress on this? I tried your files and got
similar behavior with respect to the osgViewer headers in the
framework. Although I don't even get an api directory in
osgViewer.framework/headers/
Let me know if
On Mar 24, 2010, at 1:19 AM, Stephan Huber wrote:
OpenThreads is still part of the xcode-project (there should be a
target
for it) and may not be removed. Paul removed the redundant OpenThreads
folder from the xcode folder because it doesn't make sense, to have a
separate xcode-project file
As for limitation osg::Light/LightSource/OpenGL lighting all work with
the same limitations - that is there is only ever guaranteed to be 8
fixed function pipeline light supported. If you want to use more than
8 then you'll need to use shaders, or localize the lights to
difference subgraphs
Hi Yuriy,
The default freetype font uses alpha textures, so only the alpha component
of the texture contains the font data. Here is a basic fragment shader that
should work with the freetype font plugin:
uniform sampler2D bitmap;
void main()
{
gl_FragColor = texture2D(bitmap,
Hi Ronny,
It looks like the stencil buffer is not being properly setup. Are you sure
that your application allocates a stencil buffer when creating the OpenGL
context?
Cheers,
Farshid
On Mon, Mar 22, 2010 at 2:04 PM, Ronny Hatteland
ronnyhattel...@gmail.comwrote:
Hi,
When activating
Thanks for the response Farshid,
That might be the case. How/Where can I check if the stencil buffer is set
correctly?
Btw I just tried on another computer with Nvidia graphics (8800GTX) using OSG
2.8.3-rc1 (I used 2.8.2 previously),
also being unable to draw the patterns. I imagine this is a
Hi,
well, I found the examples... in of all places, the downloaded files for the
osgPPU project.
Art, I have a problem installing, I think. Everything compiles except for
one project: cudakernel.
The MSVS 2005 tells:
1C:/Program Files/OpenSceneGraph-2.8.2/include\osg/GL(93): error:
Hi,
Thx! I found them.
Cheers,
Allen
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Guy and Julia
I still can not get this code snippet to work.
Would you please tell me what I might be missing? I've provided my sample code
and have commented out the code snippet below because I could never see any
changes.
Guy wrote:
Julia,
I never tried it but you should enable
Hi,
Has anyone experienced the slowing down of video (approx half speed)
after it loops? ie, the movie plays at regular speed the first
iteration, but once it loops, the speed is slow.
This is an FFMPEG plugin issue. I can reproduce this with the osgmovie
example (unmodified) in OSG 2.9.7
The
I got the osgScreenCapture example working with horizontal interlace, so
probably there must be something wrong with how I have implemented it in my
project.
I will look into it, maybe I'll sort out my mistake by going scrupulously
through the example ;)
Cheers,
Ronny
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Hi,
I am wondering how I may incorporate custom windows messages into an osg-based
application that creates several windows using
GraphicsContext::createGraphicsContext(). What I'm trying to do is, to
implement multitouch capabilities, therefore I have to handle the native
WM_TOUCH messages
zonk wrote:
Hi,
well, must of this forum's users are not chinese aware ;) can you translate
the error message into english?
Thank you!
Cheers,
Torben
Hi Torben:
Sorry about that! I was a little wrought-up when I met this problem.
I have translate the error!
-MT
Kim Bale wrote:
Oceansurface wasn't initialised, I've fixed and checked this in to the branch.
Only additional hardware requirement is VBO support which I gather is pretty
standard. If you find that you have problems with this you can disable the
use of VBOs in the FFTOceanSurfaceVBO
HI all,
I have now resolved the issue. I am not sure exactly what the PBO issue was but
I suspect I failed properly clean my build.
The artefacts were present as it seems that the default behaviour of PRE_RENDER
cameras has changed with respect to their clear masks.
To fix my issue all I had
Hi Kim,
getting the same exception as Jean Sebastian from the other thread
-Nick
On Wed, Mar 24, 2010 at 10:50 AM, Kim Bale kcb...@googlemail.com wrote:
http://osgocean.googlecode.com/svn/branches/osgOcean-VBO/
Kim
On 24 March 2010 08:06, Trajce (Nick) Nikolov
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