Hi,
I have a texture problem. I use memcpy() to copy a buffer from a camera to the
texture. This work but the image is reverse.
How can i change it?
Thx you!
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27271#27271
Hello,
I use a texture to show an 1000x1000 px image. OSG rescale the image. I know we
can ask to the GPU to do it and that will upgrade my framerate, but how to do
this?
Thanks to you !
--
Read this topic online here:
Hi,
OpenGL (for identity projection) has 0,0 at bottom left. Your cam prob
has 0,0 at top left (first pos in the buffer). Easiest is to just swap
to top/bottom texture coordinates when you apply the texture.
jp
On 26/04/10 08:32, Anthony Face wrote:
Hi,
I have a texture problem. I use
Hi,
see
Texture-setResizeNonPowerOfTwoHint
set to false.
jp
On 26/04/10 08:34, Anthony Face wrote:
Hello,
I use a texture to show an 1000x1000 px image. OSG rescale the image. I know we
can ask to the GPU to do it and that will upgrade my framerate, but how to do
this?
Thanks to you !
Sorry, what I mean is are you using the --vbo flag or not? Or does it work
fine with both?
Cheers.
Kim.
2010/4/26 Roman Grigoriev grigor...@gosniias.ru
I simply compile vbo branch from /branches/osgOcean-VBO and oceanexample
works fine.
-Original Message-
From:
Hello Sarah,
I believe you must set the environment variables required by MSVC
before CMake will be able to find it. On my machine, with VS 2008
Express it is this script:
C:\Program Files\Microsoft Visual Studio 9.0\VC\vcvarsall.bat
As you are trying to run the thing under Cygwin, you will need
Hi Eillot,
You either need to write your own callback to update the
PossitionAttitudeTransform's rotation directly yourself, composing the
two rotation using the osg::Quat class, or use two seperate transforms
arranged in a parent child relationship.
Robert.
On Mon, Apr 26, 2010 at 3:51 AM,
Hi Robert,
i fixed the deadlock using a separate mutex on the updateList in Terrain.
Another option would be using a ReadWriteMutex, so the read operations
(traversal and get) don't block each other.
I think there are also some not thread safe operations in the code, e.g. the
Hi,
Thanks for the hint, it seems to fit my needs very well.
**
Ignacio Garcia
J.P. Delport escribió:
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
Thanks you JP. D.
J.P. Delport wrote:
to just swap to top/bottom texture coordinates when you apply the texture.
This will work and will be easy.
Tanks a lot...
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27281#27281
Hi Ricky,
I have just succesfully compiled osg trunk with this file. I am on windows and
have not checked GLES compatibility though. Texture2DArray.cpp attached (the
same as before)
Wojtek
- Original Message -
From: Wojciech Lewandowski
To: OpenSceneGraph Users
Sent: Monday,
Hello everybody,
I am trying to get osg work with qt .. So, I basically almost copied
QOSGWidget from the examples ... However, the function
osg::GraphicsContext::createGraphicsContext
returns null..
any ideas as to why this could be happening ..
Regards,
Sunil.
Hi,
I looked through a lot of documentation on the OSG and did not find how to use
correctly draw instancing in the OSG. I want to load the model tree in a
format tree.3ds or tree.osg and draw more than 10,000 copies.
Please tell my classes for what I need to pay attention to the OSG to use
Hi Ulrich,
I tried that and well so far so good. I ran the application and for quite long
and didn't get that error. I'll crash test it again and hope that the problem's
been solved.
Assuming that this caused the bug to be fixed, can you tell me what is the
reasoning behind it making it work?
What's the preferred way to do this? I need to separate a shader into
an H and V pass. I suppose I could double the scene in the graph, but
since the first pass needs to be to a texture that wouldn't do it,
would it.
So I suppose I need another camera with an FBO using the same scene -
Hi,
we're using OSG here to render offscreen and save the generated
images. Currently, we render to a pbuffer, but we'd like to switch to
FBOs. Is there a plattform-independent way to do this without opening
a visible onscreen window? If there's a plattform-independent way to
make the
Bruce Wheaton wrote:
What's the preferred way to do this? I need to separate a shader into an
H and V pass. I suppose I could double the scene in the graph, but since
the first pass needs to be to a texture that wouldn't do it, would it.
So I suppose I need another camera with an FBO using
Hi, Tim
Tim here again...
Just letting you know what I came up with...
Since I couldn't figure out how to talk to an individual drawable text node
attached as one of many to a geode, and I couldn't add a switch to the geode
and add a bunch of text objects to the switch, I went to what I
Thank you for your reply, Though i still cant get the code correct to make two
rotations.
I just cant get any of the code combinations that I've tried to perform two
rotations.
If anyone has any sample code which illustrates rotations it would be very much
appreciated.
--
Hi I don't have code to hand but this old creator tutorial I put
together along time ago explains the concept of 2
PositionAttitudeTransform (DOF's)
http://www.vis-sim.com/creator/creator_dof1_ex_04.pdf
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating
Chris 'Xenon' Hanson wrote:
I'll second this -- we recently did some character modeling in Lightwave and
exported to
OSG via FBX. FBX is part of the AutoDesk empire now, so they are supporting
it in Max,
Maya and SoftImage fairly well and it is supported well by osgAnimation in
the
Cedric Pinson wrote:
I am doing a deferred shading and i have a problem to use the depth
buffer as i would like. Here the order of drawing:
consider using a scene A
1 Draw only in the zbuffer
2 setup a camera with mtr and draw normal and color into two render
target. Dont touch to the depth
well!! i dont have any option other than cygwin cz i have been assigned a
project and OSG is one of the modules to be compiled... i have compiled most of
the modules...
plz plz if somebody could guide me in an exact way to install it with cmake by
use of cygwin ... i have little programming
23 matches
Mail list logo