Hi,
My screen resolution is 1920*1200 and I rendered a texture with the geometry as
top_left(0.0,1.2), top_right(1.92, 1.2), bottom_left(0.0, 0.0) and
bottom_right(1.92, 0.0). Camera is set as,
...
..
camera-setViewPort(0,0, 1920, 1200);
post your code. someone might help you
-Nick
On Fri, Mar 26, 2010 at 8:11 AM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
Hi,
My screen resolution is 1920*1200 and I rendered a texture with the
geometry as top_left(0.0,1.2), top_right(1.92, 1.2), bottom_left(0.0, 0.0)
and
Tracked it down, sort of. Using setAxisAlignment(TextBase::SCREEN)
causes my Text to be culled out sometimes when it shouldn't be. Other
axis alignment modes that have _autoRotateToScreen set to false appear
to work. The Text seems to first appear when some other type of
drawable becomes a
Hi,
The code written is,
.
int numCameras=2;
int numScreens=2;
int width=1920 * numScreens;
int height=1200;
void setView(osgViewer::View* view, int screen_no)
{
double aspectRatioScale = 1.0;
osg::ref_ptrosg::GraphicsContext::Traits traits = new
could you attach your whole file so I can compile it?
-Nick
On Fri, Mar 26, 2010 at 9:27 AM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
Hi,
The code written is,
.
int numCameras=2;
int numScreens=2;
int width=1920 * numScreens;
int height=1200;
void
Hi,
your geometry and ortho projection should match if you want to view the
complete geometry. So either make both 1920x1080 or both 1.92x1.2.
jp
Akilan Thangamani wrote:
Hi,
My screen resolution is 1920*1200 and I rendered a texture with the geometry as
top_left(0.0,1.2),
Hi Cristina,
To save a custom node you'll need to implement serializers for it
otherwise the .osg plugin won't know how to write it out. In
svn/trunk we have a new serialization scheme that supports writing to
ascii, xml and binary formats but it requires a different set of API
for doing the
Hi Brad,
On Thu, Mar 25, 2010 at 8:17 PM, Brad Colbert bcolb...@rscusa.com wrote:
Where is the best place to update application level things before the
frame is drawn? (ie. network reads/writes, model updates, text
setting... )
The answer will depend upon your viewer/application and the scene
Hi Allen,
ok you started new forum thread for the issue, as I see.
The nvcc cuda build rules should be setted up automatically by the cmake file.
I just tried it again and it works. Has cmake found CUDA_DIR and CUDA_INCLUDE?
The one thing which do not work now, is that compiling with cuda I
Hi Sean,
On Thu, Mar 25, 2010 at 7:34 PM, Sean Spicer sean.spi...@aqumin.com wrote:
I came across a nasty little bug today:
(a) Create an osg::Geometry and assign a vertex array that is an
osg::Vec4Array
(b) Try to pick with a LineSegmentIntersector
(c) CRASH
Ouch.
Digging a little bit,
Hi Terry,
Good to hear that you've narrowed the problem down to the view
dependent case. Without diving into the code and testing it with an
app that reproduces the problem I can't add much in the way of
specific suggestions.
One thing I've wondered about doing for a while now is to simplify
Hi Nick
Find my code below to compile,
Code:
#include osg/Node
#include osg/Geometry
#include osg/Notify
#include osg/MatrixTransform
#include osg/Texture2D
#include osg/DrawPixels
#include osg/PolygonOffset
#include osg/Geode
#include osgDB/Registry
#include osgDB/ReadFile
#include
if (visible==false)
{
node-setNodeMask(0x00);
}
else
{
node-setNodeMask(0xff);
}
2010/3/26 Martin Beckett m...@mgbeckett.com
Specifically set the CullMask in the camera with eg.
Code:
#define DRAW 0x8000
viewer-getCamera()-setCullMask(DRAW);
Then just toggle the bit
Hi Akilan,
it is the camera manipulator that resets the position of the main camera.
Have a look at osghud example how to set up screen aligned views
-Nick
On Fri, Mar 26, 2010 at 12:56 PM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
Hi Nick
Find my code below to compile,
Code:
Hello.
I have discovered some problem using InheritCursor with
osgViewer::GraphicsWindowWin32 to make possible WM_SETCURSOR handling
in my application.
If _mouseCursor == InheritCursor then WM_SETCURSOR handler in
GraphicsWindowWin32::handleNativeWindowingEvent do nothing and
WM_SETCURSOR
Hi,
I have a large terrain with other geometries on it, and im trying to do some
culling on this scene. One of the things i´ve been trying is to keep a minimun
far plane distance, but mountains on terrain are cut due to the far plane.
For solving this i tried to render terrain and the geometry
This works for me as well. Thanks! I wasn't getting Openthreads
compiled as a framework and noticed the:
INCLUDE(ModuleInstall OPTIONAL)
line commented out in its CMakeLists.txt.
Adding it back in and now everything seems to be ok. Not sure why that
was. Will do some tests on compiling
Hi all,
I've been using Softimage XSI to create Collada files which I'm reading
with the OSG dae plugin, and I've hit an interesting case I'd like to
discuss to see what the behavior should be.
My XSI scene has an instanced node, that is to say the same object is
used in one place and then
if you are going to render whole scene again, i did not understand where
culling is?
and also i dont believe culling far plane is a good idea if you are
rendering large area, the increment of performance will not be dramatic.
i suggest you to draw terrain in different levels of details. i render
Cedric,
Thanks for making the changes. I had made them locally as well, but was too
slow with getting them to you - sorry! It works well for me now.
Thanks again,
Jamie
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26195#26195
you can also control the LOD scale by
viewer-getCamera()-setLODScale(value). Higher the value lower LODs will be
closer
-Nick
On Fri, Mar 26, 2010 at 3:57 PM, Ufuk Gun ufuk...@gmail.com wrote:
if you are going to render whole scene again, i did not understand where
culling is?
and also i
Hi,
Am 26.03.10 14:22, schrieb Martins Innus:
This works for me as well. Thanks! I wasn't getting Openthreads
compiled as a framework and noticed the:
INCLUDE(ModuleInstall OPTIONAL)
line commented out in its CMakeLists.txt.
Adding it back in and now everything seems to be ok. Not
Hi Ufuk, Joseba,
and also i dont believe culling far plane is a good idea if you are
rendering large area, the increment of performance will not be dramatic.
Actually I've been in a similar position in the past, and my reason to
do it in two passes was so that the very large node (in my case
Hi all,
Along the same lines, is there a freely downloadable reference viewer
for Collada files?
I've found a viewer which, while I couldn't say it's a reference
viewer, at least gives me another opinion on the issue I'm looking at.
This raises the question, when running in the different threading modes,
ThreadPerContext, etc., is it safe to modify the graph in the update
traversals or could there be a rendering thread working on the graph? I
would assume the update phase is safe from conflict, but it's not clear.
John
On
Thank you Art cr333, I really appreciate your response. Hum, I will have to
check CUDA_DIR and CUDA_INCLUDE. I never knew there was a cuda compiler. Now
I know what nvcc means.
I have checked my CMake configuration. I have included a pic of what cmake
finds.
1st: I placed osgPPU in my
Hi Allen,
oh, I see you are using osgPPU-0.4 with osg-2.8.2 together. This constelation
wasn't tested before. I haven't submitted any new osgPPU version, because I am
waiting for new osg major release. Just take osgPPU from svn maybe this will
solve your problems then.
As to the
In the toplevel CMakeLists.txt there is this clause(line 497-512) to remove the
check for certain image libraries on OSX.
# Image readers/writers depend on 3rd party libraries except for OS X which
# can use Quicktime.
IF(NOT APPLE)
FIND_PACKAGE(GIFLIB)
FIND_PACKAGE(JPEG)
Hi,
I'm coding an OSG / OpenGL-based renderer, and trying to figure out what
percentage of machines out there support OpenGL 2.0, (as well as ES 2.0 on
mobiles). I thought there must be resources or databases out there for that
kind of info, but couldn't find any. My target is to release it
Chris,
I just did a quick search on this website: http://www.gpureview.com/database.php
Looking at a few cards from ATI and NVIDIA, it looks like they put out OpenGL
2.0 compliant cards around late 2002/ early 2003. Intel chips are a different
story. You would need a G35 or better chipset in
I thought about this a bit more and think I have a good solution. We already do a 64-bit check in FindQuickTime.cmake for OSX, so reordering things a little will give us what we need. Here is the resulting check in trunk/CMakeLists.txt# Image readers/writers depend on 3rd party libraries except
Hey All,
Right now I am using OSG to code a cube for viewing an IR LED in 3DOF
using 2 wiimotes. The problem I am running into right now is how to turn the
walls of the cube transparent and interlace a grid in the cube to see three
dimensional movement based on the vectors I have
Hi,
Am 26.03.10 19:25, schrieb Chuck Seberino:
I would like to propose we switch to the former approach. I can see 64-bit
compilation being more prevalent going forward.
Thoughts?
With current trunk you should get the cocoa-backend and the
imageio-plugin automatically when using the 10.6
Hi Robert,
I can send you a pretty simple example of this problem if you like,
but after what you said I don't know if there's any point. I didn't
know vertex positions were being recomputed to orient the text to the
screen. I supposed lots of transforms can slow down drawing pretty
bad, but
Assuming your cube is an osg shape primitive, I guess you would create
the grid as a texture (with transparency), and add it to the cube. eg,
osg::Texture2D* cubeTexture = new osg::Texture2D();
cubeTexture-setImage(osgDB::readImageFile(somePath));
osg::StateSet *ss =
wiki does a good job for the
intel chipsets http://en.wikipedia.org/wiki/Intel_GMA
Nvidia
http://en.wikipedia.org/wiki/Comparison_of_Nvidia_graphics_processing_units
Ati http://en.wikipedia.org/wiki/Comparison_of_ATI_graphics_processing_units
Of course there is supports OpenGL2.1 and
I guess Intel is a special case, but with such large market share it can't be
ignored.
thanks for your replies, the info was quite helpful :)
Chris
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26214#26214
Thaks for your suggestions, ill make some research and think about it. Igive my
camera a projection matrix, as my terrain is quite big (at this time i dont use
PagedLod) and i dont want to loose too much precission on depth buffer. The far
plane culling is also a reason for this.
Anyway, how
tarigarringer wrote:
Hi. I am glad to see Koreans here. I am not Korean but I love your country. I
want to go back again this year. :)
HaHa, I just wonder where you are from. :)
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26216#26216
Hi,
I am trying to find mouse positions on a window when I use slave cameras.
Firstly, I tested the positions with camera manuplator.
In this case, if I check the position of left - bottom on windows,
it used to be 0.0, 0.0.
And if the windows size are width = 100 and height = 100, the position
Anyone tried to build osg 2.8.2 with visual studio 2010?
Seems that there quite some files missing:
#include iterator
Lots of errors related to:
back_insert() not part of std::
These are the files where I had to add #include iterator
include/osg/NodeTrackerCallback
Skylark wrote:
Hi Nick, Tian,
I am using the latest code from the trunk and having the same issues as
Jean S down in this thread.
I think Tian, you did not add the --vbo command line option, that's why
you're not getting the crash. If I remove that option, i.e. the ocean is
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