Hi,
search for osgposter on the submissions list/forum.
jp
On 22/04/10 18:06, Iñaki García wrote:
Hi,
I have developed an OSG-based application that renders a scene to a
window. That works fine.
But my client has required the scene printed to paper (A3). The solution
I've tried is using the
Hi,
are you saving in the camera callback?
jp
On 22/04/10 19:29, Vedran Pavlic wrote:
Hi,
I need to render the same scene from two angles. So i tried to create a
osg::Viewer and set its scene data. Then I add the first camera to the viewer. And
the scene renders fine. After that i tried to
Hi all,
Yesterday the osgWrappers/serializers/osg/Object.cpp was modified to
add a new UserData property. This changes the osgb reader/writer
format and makes it fail to read older .osgb files. That's because the
new Object wrapper will traverse its serializers, which are
reading/writing of their
Hello everybody,
I am sorry for posting this message .. the mistake I had done was that I
was using wild cards like *.a which actually didn't behave as expected ...
So it was effectively not adding any archive files to the command line .. I
fixed that .. Thanks though ..
Sunil
On Thu, Apr 22,
Oh, just as a supplement, I would say that using serializer revisions
is not all-purpose. It could NOT handle backwards compatibility, The
old version serializers don't have multi-versions yet, so it will fail
if reading a file generated by new OSG distributions. And it also
can't handle unknown
Hi All,
as a follow-up I discovered that the limitation seems to depend on the
internalTextureFormat of the images loaded.
I succeded in fixing the TGA settings but not the DDS.
Here the setting for the different image types as read from the plugins:
PNG (works fine)
_dataType = GL_UNSIGNED_BYTE
Hi Alok,
Interesting issue... when I implemented the GLES support I did so with
assumption of dynamic GL libs, and with the aim of minimizing the code
differences between the various OpenGL targets - hence the use of
functions pointers for all targets. You are of course correct that
when
Hi all,
I have been playing a bit with osgPPU, and I have a couple of questions/issues.
Note that I am on the last stable reelase, that is 0.4, so I don't know if
there are more recent changes in the trunk that might fix these things.
The main problem I have is with the HDR example, which I
Hi Riccardo,
On Fri, Apr 23, 2010 at 8:27 AM, Riccardo Corsi
riccardo.co...@kairos3d.it wrote:
as a follow-up I discovered that the limitation seems to depend on the
internalTextureFormat of the images loaded.
I succeded in fixing the TGA settings but not the DDS.
Here the setting for the
Hi everybody
i would to know osg version 2.2.0 osgdem(vpb) 0.9.1 can support vertical
multiplier or vertical exaggration (-v) option ?
...
Thank you!
Cheers,
Raghu
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On Fri, Apr 23, 2010 at 9:53 AM, Raghu Chandra raghu_c...@yahoo.com wrote:
Hi everybody
i would to know osg version 2.2.0 osgdem(vpb) 0.9.1 can support vertical
multiplier or vertical exaggration (-v) option ?
I don't recall when it was added, but you can always just do osgdem
--help and look
Hi Ricardo,
Current texture2DArray implementation does not handle loading and generation
of mipmaps for compressed formats. If you can rebuild OSG you may try
attached patch to Texture2DArray class. I intend to post it ultimately to
submissions list, but lets say its in alpha version and I
Hi All,
On Thu, Apr 22, 2010 at 10:37 PM, Mourad Boufarguine
mourad.boufargu...@gmail.com wrote:
I'll submit a fix for the osgAnimation serializer to osg-submission.
I've now merged Mourad's fixes so it should be safe to update to svn/trunk.
Cheers,
Robert.
Hi All,
The company I'm working for has recently moved all their graphics
development from Vega over to OSG (currently 2.8.2) which has all gone
pretty smoothly.
However, we're now looking at ways of stream lining the work flow
between modellers and programmers. At the moment the big sticking
I finally got the ALL_BUILD.vcproj successfully compile
I use thes libs and headers:
http://www.ogre3d.org/forums/viewtopic.php?f=4t=48202#p331625
I will report on my progress ...
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Hi Wojtek and Robert,
thanks for your replies.
I'll try the patch in the evening and let you know if it fixes the problem
on my side.
Robert, the restricion on the values 1, 2, 3 or 4 that you mention is
related to ES profile only, or even to openGL 3.x and 4.x ??
That might be an issue to
Hi,
basically like so:
* get block of data from camera
* insert into osg::Image (or more accurately, point image to data)
* attach image to osg::Texture*
* attach texture to geometry in scene
* render frame
* repeat
If you need more detail, ask for specifics. E.g. what's the interface to
the
yeah your first instruction is my doubt ! get block of data from camera
How do I get this block ?
what's the interface to the camera?
thanks !
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Hello All:
I don't know about sony, but some camera use a Raw proprietary form of format
and so are not supported by some. For example there are Phase One formats that
use Raw Tiff but aren't really a valid tiff. There is a library called libraw
that wraps dcraw at http://www.libraw.org/.
Hi,
do you have a camera or are you going to buy one? If buy, how much money?
You can use gigabit ethernet cameras, you can get the block of data with
their SDK.
You can use 1394 cameras and get the data with 1394 libraries.
You can use a normal analog camera, plug it into a capture card and
Hi,
on fedora 12 x86 with latest nvidia with fftw3f I see perfect surface with
experimental VBO branch, but in this bug is still present when I try to
compile from svn/trunk directory.
Thank you!
Cheers,
Roman
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Hi !
we have a camera already . is a panasonic HVX200
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Hi,
i solved the problem today, everything is working just fine now. thanks for
your input.
Thank you!
Cheers,
Vedran
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Hi,
looks like it has a 1394 interface. You'll have to see if you can use it
for live streaming or if the interface is just for getting already
recorded data off the camera.
Install a recent Linux distro and coriander:
http://sourceforge.net/projects/coriander/
plug it into a firewire card
I ll try . I know that this camera do stream in windows using an other
software.
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Hi Luca,
I'm working with the average value, I've found some problems, just
like you. For me the two problems are :
- for each new mipmap level, where you have to perform the mean of the
four pixels of the previous level, the mipmap_shader use values of the
first mipmap level of the
HI
For Max you can use Deep Exploration from Right Hemisphere ( YOU Need a
copy of Max for it to work though ) and it will allow you to convert to
OpenFlight for instance which will get you into OSG nicely, Deep
Exploration is a nice program, on a side note they also prove the 3d
engine for the
Hi guys,
I, myself, have been working with the blur effect in the hdr example as well as
the glow example. I have not encountered issues with the hdr example except
that it crashes for unknown reasons for me while running it.
This info is good to know if ever I must implement the average
Hi Kim,
So, I would be very interested to know what exporters (commercial or
free) people are using to get their models out of Max and Maya and
into OSG.
Right now our own content pipeline is a bit convoluted (modeling in
Maya, then convert to flt to insert DOF nodes in Creator, and read
Hi Carlos,
I d like to read images from a real camera like sony for example and put
them in a 3D object like a texture.
In addition to the other suggestions, I've had good results using
cameras that support a streaming web interface, and using the OSG ffmpeg
plugin to connect to that
Hi Gordon, J-S,
Thanks for your comments guys, your experiences and suggestions were
exactly what I was looking for.
I'll do some experimentation.
Cheers,
Kim.
On 23 April 2010 14:03, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Kim,
So, I would be very interested to
Can someone please post a working example of
rendering 100k+ instanced objects using OSG?
I have seen quite a few posts saying you need to
use shaders or some other advanced technique,
but haven't found any concrete examples.
I need to render around 100k boxes without killing
the framerate.
I
the osgdrawinstanced sample uses OpenGL draw instancing. Refer to this
one instead of osgforest.
Christian
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Thanks, Christian --
I have tried modifying the osgdrawinstanced example as well.
Do you have an example that sets the positions of the instances?
I tried passing positions in as a uniform sampler2D texture,
but that didn't work out. (I had planned on breaking the position
dataset into some
Hi Hui,
I have learned through dissecting the examples that any output to the UnitOut
ppu goes directly to the frame buffer for immediate display on the screen.
So, I typically perform any shading techniques before sending anything to
UnitOut, which, for me, is the final output which goes to
Hi,
the current osgTerrain code has some bugs and will lead to deadlocks.
Two bugs are fixed in the appended file, while for the deadlocks the solution
is not clear to me.
One deadlock can be avoided by setting updateNeighboursImmediately = false -
but I don't think this is the right solution.
Hi,
I have some problems with render to texture, I made a code and I don't
understand why it didn't work. I try to take a screenshot with a render to
texture. This is my code
the first part :
Code:
int osgBuilder::start()
{
osg::ref_ptrosgViewer::Viewer viewer =
HI Andreas,
Could you explain how you can reproduce these deadlocks/bugs so that I
might be able to reproduce them at my end and investigate.
Thanks,
Robert.
On Fri, Apr 23, 2010 at 3:51 PM, Andreas Malzahn
andreas.malz...@fastprotect.net wrote:
Hi,
the current osgTerrain code has some bugs
sorry guys, major mistake on my part. DO NOT use the code I previously posted!
Here is the correct version that actually works correctly.
Cheers,
Allen
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Attachments:
Nicholas Vidovich wrote:
Thanks, Christian --
I have tried modifying the osgdrawinstanced example as well.
Do you have an example that sets the positions of the instances?
I tried passing positions in as a uniform sampler2D texture,
but that didn't work out.
I have done instanced rendering
Hi Paul --
I didn't mean to imply that the technique wasn't viable --
due to my errors and lack of experience I was unable
to correctly implement instanced rendering by passing
the data in a floating point texture.
Do you have an example you would be willing to post?
Thanks,
Nick
On Fri, Apr
On 4/23/2010 6:03 AM, Jean-Sébastien Guay wrote:
What I've found is that both the fbx and Collada formats work well. I've
tested with Maya 2009 and XSI Mod Tool 7.5 (which is pretty much the
same as XSI 7.5 for my purposes, since it exports Collada and fbx just
fine and I don't need to do any
Nicholas Vidovich wrote:
Hi Paul --
I didn't mean to imply that the technique wasn't viable --
due to my errors and lack of experience I was unable
to correctly implement instanced rendering by passing
the data in a floating point texture.
OK. Yeah, it's definitely possible. Sounds like you
Hi Robert,
Unfortunalely, reproducing deadlocks is not consistent, but after some time I
will get the system to lock up.
I start our viewer (which is now internally not much different from osgViewer)
with a 7GB vpb generated earth database, and after some moving around in the
scene it will
Kim Bale wrote:
Hi All,
The company I'm working for has recently moved all their graphics
development from Vega over to OSG (currently 2.8.2) which has all gone
pretty smoothly.
However, we're now looking at ways of stream lining the work flow
between modellers and programmers. At the moment
Hi Robert,
Thanks for your response. I will play with a few options and send you
a patch for which works best.
-Alok
On Fri, Apr 23, 2010 at 1:56 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
Hi Alok,
Interesting issue... when I implemented the GLES support I did so with
assumption of
I am working on an MDI app in .net that uses osg windows embedded in .net
forms. The forms are created okay, but I am getting erratic behavior on the key
up/down event processing. Sometimes it works, and other times it does not. Here
is a link to my VS project
Works good now, thanks both.
Martin.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 23 April 2010 10:09
To: OpenSceneGraph Users
Subject: Re: [osg-users] build errors VS2010 osgdb
Hello,
I've been using the frameworks generated by the latest CMake
updates in my own projects under osx, and it works great. However it
doesn't seem like its working for the osg provided applications. I build
the frameworks and application bundles using svn from yesterday. Then
when i
Hi Jason,
Yes this was one of my first ports of call but the particular model
set we were testing against was causing osgviewer (2.8.2) to crash
when exported from max2010. I need to experiment with newer versions
of osg as I've noticed quite a bit of progress with model loaders
since 2.8.2.
Hi Roman,
Do you mean the non VBO surface in the VBO branch works? or the VBO
version in the branch?
Kim
On 23 April 2010 12:49, Roman Grigoriev grigor...@gosniias.ru wrote:
Hi,
on fedora 12 x86 with latest nvidia with fftw3f I see perfect surface with
experimental VBO branch, but in this
Hi folks,
during the last days I tried to merge the current osgPPU svn trunk with the 0.4
version, and I think I did it. So, I would like you to ask to test the 0.4.1
version.
So to get it, type in:
svn co http://svn.tevs.eu/osgPPU/tags/osgPPU-0.4.1 osgPPU-0.4.1
New features are not
Hi Robert,
Thanks for your reply, I was able to restructure how I was doing things and got
the shader partially working. A few more kinks to iron out and it should be
good to go.
Thanks again,
Matt
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Hi Kim,
Yes this was one of my first ports of call but the particular model
set we were testing against was causing osgviewer (2.8.2) to crash
when exported from max2010. I need to experiment with newer versions
of osg as I've noticed quite a bit of progress with model loaders
since 2.8.2.
josselin wrote:
Hi Luca,
The way I found is :
1. compute the log10 values of the entire texture in a first shader
2. then perform the mipmap with:
osgPPU::UnitInMipmapOut* sceneLuminance = new osgPPU::UnitInMipmapOut();
sceneLuminance-setName(ComputeSceneLuminance);
{
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