Hi Robert,
- "Robert Osfield" a écrit :
> HI Fred,
>
> > I would like to use the glFramebufferTextureEXT function introduced
> in the EXT_geometry_shader4 extension. My need is to control the layer
> of the 3D texture target with the gl_Layer variable present in
> geometry shaders. For the m
HI Fred,
> I would like to use the glFramebufferTextureEXT function introduced in the
> EXT_geometry_shader4 extension. My need is to control the layer of the 3D
> texture target with the gl_Layer variable present in geometry shaders. For
> the moment, I hacked the FrameBufferObject sources to
Hi Colin,
On Wed, May 19, 2010 at 10:13 PM, Colin Cochran wrote:
> Actually, I believe the particle.rgb texture is in fact not rendering
> correctly...
>
> Should I be seeing simple colored squares? Or should I see particles that are
> a little more complex?
They should render as large points
Ok. I figured it out. Maybe it will be helpful to others...
http://dwightdesign.com/2009/05/installing-openscenegraph-280/ says to download
the binaries from
http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/.
I am using Visual C++ Expr
Hi Vincent,
I had tried the nodetrackermanipulator before, but my implementation may have
been faulty. I had it as: (i've also attached my original source file in the
earlier post)
//Setting up the Viewer and attaching keyboard handler to the Viewer:
viewer.setSceneData(root);
//making viewer
Hi Nick,
I tried following your lead but I think I'm doing something wrong as I can see
only a blank screen.
Here's my code for that part: (i've also attached my .cpp file in case you
prefer going through it in its original form)
//Setting up the Viewer and attaching keyboard handler to the Vi
Hi,
I would like to use the glFramebufferTextureEXT function introduced in the
EXT_geometry_shader4 extension. My need is to control the layer of the 3D
texture target with the gl_Layer variable present in geometry shaders. For the
moment, I hacked the FrameBufferObject sources to replace the c
Hi Robert,
Actually, I believe the particle.rgb texture is in fact not rendering
correctly...
Should I be seeing simple colored squares? Or should I see particles that are a
little more complex?
Does Open GL ES1.1 support point sprites? I'm afraid that might be the
problem...
Thank you!
Ch
Hi Art,
I believe I have encountered a bug in osgPPU and using terrain. I have
included code and a small terrain terrain file with this post. Would you
please test what I am testing to see if you, also, encounter this strange
anomaly?
The problem:
1. Whenever I use terrain (a .ive file with
Hi Sanat,
following the node is simple. You can do it in the update traversal,
- get the object position
- set the camera view matrix to follow the node
camera->setViewMatrixAsLookAt
seeing the scene from another camera - perhaps in another view, have a look
at the compositeviewer example
-Nick
Hi,
Have a look at osgGA::nodeTrackerManipulator for the camera following
the node.
And for the multiples camera, there are examples in OSG sources on how
to manage that.
Vincent.
Le 19/05/2010 18:47, Sanat Talmaki a écrit :
Hi,
I am just learning osg and have been able to create a scene
Hi,
I am just learning osg and have been able to create a scene in which I have 2
objects that I can control via keyboard.
I can change focus with which object I control using TAB key. My question is:
If I want to follow one of the objects while it moves and also show the global
scene through a
Hi Vin,
On Wed, May 19, 2010 at 5:08 PM, vin baines wrote:
> well, updated my local copy a few hours ago and will leave it running again
> tonight.
>
> seeing a few different outputs now:
>
> DatabasePager::removeExpiredSubgraphs() _inactivePagedLOD has been
> invalidated,but ignored
> Database
well, updated my local copy a few hours ago and will leave it running again
tonight.
seeing a few different outputs now:
DatabasePager::removeExpiredSubgraphs() _inactivePagedLOD has been
invalidated,but ignored
DatabasePager::removeExpiredSubgraphs() _activePagedLOD has been invalidated,
but
if you want to see the effect : http://www.megaupload.com/?d=X6A0H1NK
Thanks =)
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Hi Frank,
Il 5/19/2010 5:13 PM, Frank Miller ha scritto:
const osg::ref_ptr< MyObject>is like MyObject * const
osg::ref_ptr< const MyObject>is like const MyObject *
Thanks for clarifying this.
MyObject const * is a "pointer to a const MyObject"
MyObject * const
Hi,
I am doing a render to texture system that have to take several screenshots at
different location without changing the main view frame. In the scene there is
a lot of Node that are affected by the camera position, so to update them I use
cullcallback (osgUtil::CullVisitor::getCurrentCamera(
No problem. Not sure if it's the most optimal way though!!!
Good luck.
Martin.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Manuel
Garea
Sent: 19 May 2010 13:10
To: osg-users@lists.openscenegraph.org
It looks like you have figured out what you need. I would like to
belabor this a tad bit more to point out a common confusion with
pointers. It took me a long time to get my head around this when I was
learning C++ and it delayed my adoption of copious const usage.
const osg::ref_ptr< MyObject >
post your code. Someone might help you
-Nick
On Wed, May 19, 2010 at 4:07 PM, Fabian Gutierrez wrote:
> Hi,
>
> I'm trying to display a simple osgText in the space basically following
> examples i find out there, however, only the text is not getting shown and
> every thing else is working just
Hi,
I'm trying to display a simple osgText in the space basically following
examples i find out there, however, only the text is not getting shown and
every thing else is working just fine, i mean, i can read nodes, and add all
kind of shapes (cubes, spheres, lines,...) and transformations.
Is
Hello !
I'm relatively newbie to OSG, sometimes coding that or that...
I would like to ask, if there a way to project an arbitary surface
into a given mesh ?
For example, suppose we have a Terrain mesh in flight simulator, and
we would like
to project a Runway surface onto the Terrain. Ans since
Hi,
If you are looking for fast isosurface generation, take a look at this thread:
http://forum.openscenegraph.org/viewtopic.php?t=5655
If that is what you need, I can give you the missing pieces of code (slightly
modified HPMC library). Code is for nVidia GPUs (ATI's approach to Transform
Feed
That was it. It built with no errors. Thanks!
I clicked the ">" button to start debugging, and when I do that I get an error
"The application failed to initialize properly (0xc0150002). Click OK to
terminate the application.
I'm trying to run the code from
http://www.openscenegraph.org/proj
Hi,
Yes, it's what I was looking for!
Now I'm trying to show images instead of colored squares and modifying the
PickHandler to do what I need
Thank you Martin!
Cheers,
Manuel
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Hi Michael,
Il 5/19/2010 11:55 AM, Michael Platings ha scritto:
Hi Gianni,
what you're looking for is this:
std::vector >
This means the pointer can change, but it can't be used to alter the
object it points at.
Thanks for the suggestion. That's good.
Thanks also Peter and Alberto for thei
Hi Vin,
Thanks for the testing. I did some more check-ins of fixes during
yesterday so there is a chance that issue has been addressed. We've
also spotted another possible deadlock in observer_ptr<> and there may
be a fix for this shortly. So for now I would say assume that it's a
bug rather th
Il 5/19/2010 11:16 AM, Alberto Luaces ha scritto:
Gianni Ambrosio writes:
I guess you would have errors even if you
declared a std::vector.
No, that's not true. It works fine.
I have checked with gcc. It doesn't work. Furthermore, I would like to
point you to Frank and Pete
Hi Gianni,
what you're looking for is this:
std::vector >
This means the pointer can change, but it can't be used to alter the object
it points at.
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Hi Gianni,
Gianni Ambrosio schrieb:
Il 5/18/2010 6:23 PM, Alberto Luaces ha scritto:
Gianni Ambrosio writes:
can anybody tell my why I get a bounch of compile errors declaring a
std::vector< const osg::ref_ptr > ?
If I remove the const statement it works fine.
Why do you want do
Hi,
Hmm. Well it ran fine for about 5 hours, I left it running over night and its
crashed out. I was running release mode otherwise it is seriously slow, so not
much debug available, but the call stack is
msvcr90.dll!7223c8bb()
msvcr90.dll!72233a58()
msvcr90.dll!7223
Gianni Ambrosio writes:
>> I guess you would have errors even if you
>> declared a std::vector.
>>
>
> No, that's not true. It works fine.
I have checked with gcc. It doesn't work. Furthermore, I would like to
point you to Frank and Peter comments about what the standard says about
the requir
Il 5/18/2010 6:23 PM, Alberto Luaces ha scritto:
Gianni Ambrosio writes:
can anybody tell my why I get a bounch of compile errors declaring a
std::vector< const osg::ref_ptr > ?
If I remove the const statement it works fine.
Why do you want do to that?
Simply, to use the const c
Hi,
I see that in all the examples there is a call like:
Code:
camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
Now, that disables the standard automatic computation of clipping planes. I
have tried to remove that call in my code and the whole thing gets a crazy
beha
Hi Colin,
On Wed, May 19, 2010 at 1:01 AM, Colin Cochran wrote:
> I'm now using point sprites (following the online example) but I'd like to be
> able to use a texture that I have created that has an alpha channel. Im only
> able to render the example suppled particle.rgb texture in my scene.
>
This is a copy of the legendary Sullivans osgTutorial, they probably missed a
few files...
Go to the original tutorials which are much more readable further down on the
same page search for External links
* osgTutorials Joseph Sullivan (integrated into this Wiki) Dimi
__
Hi Colin,
in the past I did selection of huge set of primitives with selection buffer.
I had one graph optimized for rendering, and another for selection. It asks
for higher mem usage but it works in real-time
-Nick
On Wed, May 19, 2010 at 2:01 AM, Colin Cochran wrote:
> Hi Robert,
>
> I like
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