Hi all,
In a recent thread it was commented the differences between Billboards and
AutoTransforms. For lightweight models (like trees) Billboard is a very
efficient solution. AutoTransform, on the other side, is a Group node that
orient the scene graph behind it towards the screen (or the
I asked this question in gamedev forum, and they would suggest the following:
You can not do it like you have in your example. You need to set up an FBO
with multiple render targets, and bind your editedMap as one of the targets.
But I dont have idea how can I do this... How can I configure
Hi, I'm hoping someone can help - I'm calculating a scaling value in my cull
traversal using the pixelSize() function. I then set my scaling matrix in the
update traversal.
The problem with this is that the scale calculated is always one frame out
when it get's applied - so there's a
Hi Vincent,
your idea about using ping pong wiht osgPPU is nice. I have already tried to do
something similar and had no time to finish the example.
I am not sure if I get your osgPPu graph structure right, no I think I didn't
get it. Can you give some drawing or similar thing showing you
Hi Paul,
On Tue, Oct 5, 2010 at 1:25 PM, paul graham pd...@hotmail.com wrote:
Hi, I'm hoping someone can help - I'm calculating a scaling value in my cull
traversal using the pixelSize() function. I then set my scaling matrix in the
update traversal.
The problem with this is that the scale
Hi Ricardo,
hmm, since I do not know your unit graph setup I could not give the right
answer on this. Actually any stalling is not a correct behaviour and shouldn't
be a consequence of wrong unit graph. Unit graphs are actually static, so if
they start well, they should also work well without
Hi Vincent,
take a look into the osgreflection example shipped with OSG. One of this
examples shows the cubemap reflection implementation. You cannot achieve
reflection with osgPPU, since it does not know anything about your cameras or
other stuff.
The cubemap exampel showed with osgPPU is
Hi Art and Vincent,
On Tue, Oct 5, 2010 at 2:18 PM, Art Tevs arti_t...@yahoo.de wrote:
take a look into the osgreflection example shipped with OSG. One of this
examples shows the cubemap reflection implementation.
Just for clarification, the osgreflection examples use a multi-pass
stencil
On Tue, Oct 5, 2010 at 3:12 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Paul,
On Tue, Oct 5, 2010 at 1:25 PM, paul graham pd...@hotmail.com wrote:
Hi, I'm hoping someone can help - I'm calculating a scaling value in my
cull traversal using the pixelSize() function. I then set my
Hi Art,
I got my example of ping pong working. Here is the structure
processor
|- unitTexture (to initialize or change the input texture through the cpu)
|- processSimulationUnitInOut (will contain the shader for the processing of
the simulation)
|- blurUnitInOut
|- computeNormalsUnitInOut
|-
Hi Art,
I agree, I couldn't get it working. The only way I found was to let
osgPPU process my computation until the normals and then use it as
output texture on the geometry that has the reflection and refraction
shader like one do in the example osgvertexprogram.
Vincent
Le 05/10/2010
Hi,
your are right Robert. I got something working by having a look to
osgvertexprogram (for reflection/refraction, I just converted the ARB shader
into a glsl one) and some other shader examples that process normals.
Thanks !
Vincent
...
Thank you!
Cheers,
Vincent
--
Hi,
The osgviewerQtWidget is built with the examples in OSG 2.9.9 to demonstrate a
Qt/OSG combination. The example loads 4 osg files in 4 separate views (in a Qt
window), grouped in a composite view. The example code requires the usage of 3
classes: QOSGWidget, ViewQOSG and
Many thanks for the prompt responses. I've got a clear way forward now.
Cheers
Paul
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Hello, Christian.
If you overload the virtual function, QOSGWidget::paintEngine, to
return 0, you may see improvement. In the past, that is what has
worked for me, and the option has been discussed in this list. Do a
search on the archives for paintEngine and/or Qt paint for more
detail. Also,
The virtual paintEngine is actually already in place. I believe that this
virtual paint engine helped a flickering problem. In my case, there is no
flickering, but only a solid black view.
Any other suggestions?
Thanks,
Christian
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Hi Art,
you're right about the output order of the units... I really don't know why
the order is mixed...
What I'm sure about is that all the cameras which are input to the PPU are
updated every frame, because for debug reasons I use their (attached)
texture on another quad without pipeline, and
Hi, Christian,
I am using OSG 2.8.3, and I haven't had a chance to work with the
newer code and examples. Your suggestion of reorganizing the classes
might help, but since I haven't looked at the code myself, that's as
much as I can say about that.
With more detail about your source code, maybe
Hello.
How do i split animations in Blender so they can be exported as separate by
osgExport? Also how do i join multiple object animations in one?
Like, nathan.osg has different animations, not just one continuous animation,
nor he has separate animations for each geode.
Thanks.
On 10/5/2010 7:41 AM, Tim Moore wrote:
In your cull traversal you can push a matrix on the ModelView stack, traverse
the subgraph, and then pop the matrix without modifying the scene graph at all.
Take a look at osgUtil::CullVisitor::apply(Transform) to see how this is done.
You do need to be
Hi,
I've got an .FLT file that I need to load into OSG. I am loading it with the
following code:
Code:
osg::Node* pLoadedModel = osgDB::readNodeFile([mypath]/campus08-19.flt);
However when I compile and run the program I get the following error:
Unknown record, opcode=91 size=88
I have
Matt,
Just for giggles, have you tried loading your .FLT file in osgviewer? In
other words, try osgviewer campus08-19.flt and see what happens. It should
just load your openflight file for viewing...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
HI
I means that the Openflight(tm) reader has found a node/data type in the
flight file it does not know about and is simple going to skip that data as
it does not know what to do with it
This typically comes from using a flight file whos format maybe newer than
what the reader supports or from
FYI if I remember right the opcode 91 is a sound node
Other programs will be ignoring this node as well they are just not telling
you
__
Gordon Tomlinson
gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com
It turns out the model was just incredibly large and it took some 20 minutes to
load on my machine - thats why I figured the unknown record line was an error.
Thanks.
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I'm trying to write my own camera manipulator and I'm having a difficult time
figuring out how the current camera manipulators work.
I have read through source code for a number of the manipulator classes
including FlightManipulator, FirstPersonManipulator, StandardManipulator, and
On Tue, 2010-10-05 at 20:13 +0200, Matt Caron wrote:
I'm trying to write my own camera manipulator and I'm having a difficult time
figuring out how the current camera manipulators work.
I have read through source code for a number of the manipulator classes
including FlightManipulator,
Hi Matt,
What is being manipulated is the matrix that is returned from the manipulator.
The parameters that you've found all are used ultimately in computing the
matrix. Have a look at FirstPersonManipulator::getMatrix() for example -
matrices are made from _trans and _rotate parameters and
Hi Tom,
[...] so that next time getMatrix() is called, the updated matrix reflects the
changes that were made.
That's almost right - getInverseMatrix() is the method that's called by
the view(er) each frame. ;-)
J-S
--
__
Jean-Sebastien
Hi,
I was wondering if Cedric or anyone else has gotten the
TimelineAnimationManager to work with skinned animations (RigGeometry -
hardware or software)? I am trying to port my functional BasicAnimationManager
implementation over to TimelineAnimationManager as shown in the
All,
Thank you in advance. My application needs to capture an image (that part
works), turn parts of it transparent (that part doesn’t), and redisplay the
image. I have the capture working, and, with a workaround, I have the
transparency working. The problem is that the workaround involves
Hi,
Ok, I need a small program to go through an openflight database and produce
tile images of the database at a specified size of 2250x2250. Each pixel will
correspond to 1ft in my database. I have an example program that I made that
will run with a small FLT file that is less than a tile
Hi,
In looking into this a little bit more, it appears that it is not picking up a
lot of the externally referenced textures and flt files. When i load the main
FLT file, it will load in OSGViewer and show properly, but when I load it with
my program, it seems to only load the the last
Hi Jamie,
I have started the Timeline Animation manager with pokme project... It
worked when I used it, so I guess you can have a look to the source of
pokme http://hg.plopbyte.net/pokme
I know that this manager needs more work but I didn't have the time to
improve it... anyway if you have
Hi,
Does anyone have a faster method of creating a box selection tool than using
the PolytopeIntersector?
Thanks,
Scott
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I think the function the original poster is looking for is, e.g.: bool
DriveManipulator::calcMovement().
Eduardo
On Tue, Oct 5, 2010 at 12:00 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Tom,
[...] so that next time getMatrix() is called, the updated matrix reflects
Hi Philip,
On 6/10/10 6:13 , Philip Tessier wrote:
My function, ConvertImageColorToAlphaValue, is apparently setting the alpha
values
correctly. I’ve checked Ball.rgba, using gimp, and the black corners are
transparent,
as expected. But, image doesn’t render transparently until I read it
Hi Eduardo,
I think the function the original poster is looking for is, e.g.: bool
DriveManipulator::calcMovement().
Well, that method and the equivalents in other manipulators do calculate
some parts of the final camera view matrix, but the final calculations
are done directly inside the
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