On Thu, Sep 2, 2010 at 11:59 PM, Frank Sullivan knarf.navil...@gmail.comwrote:
Hi,
I am working on an ocean water effect that basically consists of a
tessellated plane that undulates in a wave-like motion. It's just a flat
plane, but it has a vertex shader that creates the wave motion by
Hi,
I am trying to use COLLADA DOM parser on Ubuntu using Opengl ES 2.0.
So could someone help me on how to proceed with the same.
We have a small sample application and a sample .dae collada file.So we want to
load the sample collada file in our application using collada dom parser on
Hi Paul,
osgUtil::IntersectVisitor is deprecated. osgUtil::IntersectionVisitor
coupled with LineSegmentIntersector is more flexible and has the
support for using KdTree to improve performance significantly - you'll
need to enable the build of KdTree's in the DatabasePager to use them.
This
Hi Andrew,
On Thu, Sep 2, 2010 at 8:31 PM, Andrew Lett andr...@yahoo.com wrote:
export DYLD_LIBRARY_PATH=/usr/local/lib:/usr/local/lib/osgPlugins-2.9.9
If you do need to add this line then you should point it to the parent
directory to the osgPlugins-2.9.9 rather than the osgPlugins directory
Hi Parmar,
There are docs on the OSG wiki about using the COLLADA DOM, please go
read them. If you have a problem then explain these and then people
will be able to help you. The community aren't going to hand hold
every step of the way, we all have jobs to do. You really needs to
start making
Hi Tat,
Thanks for the tip, I recompiled for only target 'i386' and the compile link
worked for Qt 4.6.3 now.
I believe there are still some issues with the Qt examples, there are a number
of warnings and errors in the terminal (osgQtBrowser, osgviewerQtContext,
osgQtWidgets,
A couple more comments:
It's probably a good idea to use 'i386' compiles from now on (perhaps this
should be the default for all Intel architecture machines, as Apple has not sold
PPC machines for over 4 years now).
I've used Qt under Windows and it appears to be quite stable with the OSG
Hi Robert,
Thanks for your quick reply .
I will read the docs for that.
Cheers,
Rakesh
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Hallo,
Have a look at osgUtils SceneView and search for this:
/** Callback for overidding the default method for compute the offset
projection and view matrices.*/
struct ComputeStereoMatricesCallback : public osg::Referenced
{
virtual osg::Matrixd
Thanks J-S,
Interesting. I will keep it mind. I remember that case I reported to NVidia
was also doing good as long as light number was less than 4. I guess
compiler was implicitly unrolling the loop, but when number got above 3, it
could not unroll and the problem started to show.
In the
Hi,
Am 03.09.10 10:03, schrieb Robert Osfield:
It might be for simplicity we just go with the slow and build for only
for intel by default as well, and leave it to users to build for both
(via the ccmake architecture option) if they want to retain
portability to both architectures.
Hi Robert,
Sorry my question was not complete.
By envelope I mean convex hull. BB and BS are too simple to approximate
any 3D model to my mind.
The convex is not necessary, just a hull could be fine.
I'll be interested in every code/idea/suggestion about that.
Thanks a lot.
Regards,
Hi Wojtek,
In the meantime I changed the code to use my own (non gl_) uniforms and
this also seems to work. However, instead of array of LightStructs I
rather use a set of arrays each containing single light attribute (for
example diffuse) for all lights. I did it because it allows for better
Hi Andrew,
I've used Qt under Windows and it appears to be quite stable with the OSG
environment; I'm concerned with Qt + OSG stability under Mac. Has anyone
successfully used this combination out there?
I've been working on osgQtBrowser and osgQtWidgets (and the classes they
demonstrate -
Hi Ricardo,
I have to shame that I still haven't officially tagged new osgppu version which
supports resizing. All the changes are only in the svn.
As to your suggestions, I think it should be set to user to change the aspect
ratio. The reason is that the osgPPU does actually not know anything
Olaf Hasemann wrote:
Hallo,
Have a look at osgUtils SceneView and search for this:
/** Callback for overidding the default method for compute the offset
projection and view matrices.*/
struct ComputeStereoMatricesCallback : public osg::Referenced
{
virtual
All,
I made a couple of changes to the osgFX::Outline class (SVN patch
attached). I had a couple of issues with it that I was trying to resolve:
1. When an outline object was occluded by another object, the backfacing
wireframe was exposed. To fix that, I removed the disabling of
Hi,
Thank you very much for your replies. I'll try to get along with your
indications.
Cheers,
lucie
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Hello all,
I'm working on project where a viewer is running in one thread, and user
input/physics simulations/external devices/etc. are happening in one or more
other threads, but need to modify the scene graph. Currently, we use mutexes
which the other threads modify, and update callbacks
Hi J-S,
Responses below:
[...]
Actually someone on that thread said that bugs in deprecated functionality
were likely to appear often, which to me suggests that nVidia might never
fix this bug because it relates to built-in uniforms which are deprecated,
and just using your own uniforms
Hi Wojtek,
I think that breaking gl_LightSource usage in fragment shaders is
actually a major problem. On this forum there are three of us who
admitted it affected them. Probably few more did not mention it. How
many OpenGL developers outside OSG community do pixel lighting ? I bet
there
Hi J-S,
Thanks for the information, and your work is very much appreciated.
The Qt integration with Delta3D 2.3.0 under Windows is incredibly stable, so
perhaps this should be something to have a look at (I speak from experience on
using this package with Qt). Delta3D uses OpenSceneGraph for its
That is some incredible information, thank you very much! =D
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Hello Andrew,
The Qt integration with Delta3D 2.3.0 under Windows is incredibly stable, so
perhaps this should be something to have a look at (I speak from experience on
using this package with Qt). Delta3D uses OpenSceneGraph for its rendering (see
the particle editor example). However, I
Hi,
I was wondering if there was any tutorials that anyone knows of for the
creation and exporting of OSG models with Switch nodes.
I am working on a driving simulator that for the creation of objects such as
traffic lights, the different colour lights must be created with OSG switches.
Only
Tom Pearce wrote:
Hello all,
I'm working on project where a viewer is running in one thread, and user
input/physics simulations/external devices/etc. are happening in one or more
other threads, but need to modify the scene graph. Currently, we use mutexes
which the other threads modify, and
nice reading ... :) .. I agree about the DirectX part .. Let start talking
to Robert to make OSG DirectX compatible :)
-Nick
On Fri, Sep 3, 2010 at 7:29 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Wojtek,
I think that breaking gl_LightSource usage in fragment shaders
Hi Nick,
nice reading ... :) .. I agree about the DirectX part .. Let start
talking to Robert to make OSG DirectX compatible :)
-Nick
Haven't you been here for a while now? You should know by now that's not
going to happen :-) Search the archives if you're interested, this has
been
hi J-S,
I was just kidding :) .. I think I know Robert's view on Microsoft. My
opinion is, even the fact the DirectX is kind of further then OpenGL, what
osg is on top of opengl is my favorite, and not only osg but all the rest of
opensource projects around that are on top of it (vpb, osgEarth,
Hi
I think I have seen OpenFlight exporter for max. You can build your
hierarchy with it including the switches ...
-Nick
On Fri, Sep 3, 2010 at 9:40 AM, Luke Daly melbdemon...@hotmail.com wrote:
Hi,
I was wondering if there was any tutorials that anyone knows of for the
creation and
Ooh, nice - thanks for pointing me that way. I'm going to implement a triple
buffer of some sort in my project - if I use some of the techniques in
osgBullet as a pattern but don't actually copy code, what's the best/proper way
to give credit? Right now the project is totally internal for an
Tom Pearce wrote:
Ooh, nice - thanks for pointing me that way. I'm going to implement a triple
buffer of some sort in my project - if I use some of the techniques in
osgBullet as a pattern but don't actually copy code, what's the best/proper way
to give credit? Right now the project is
Hi,
I am looking at a performance slow-down introduced after using some
osg::Switch groups.
I did some performance benchmarking on std::vectorbool and I found push_backs
are 10x slower than std::vectorint, and more importantly, the simple []
operator is about 20x slower(*). I am not sure it
This is the only doc that I've seen:
http://www.openscenegraph.org/projects/osg/wiki/Community/OSGExp/Documentation/OSGSwitch
-mike
On 10-09-03 1:40 AM, Luke Daly wrote:
Hi,
I was wondering if there was any tutorials that anyone knows of for the
creation and exporting of OSG models with
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