Hello Dimi,
the driver ist NOT provided by Microsoft, but by Primesense, the producer
In my opinion Microsofts attitude towards the Kinect drivers is just a good
face to the matters. Kinect was hacked, and they had to decide whether they
pursue the modifications or to allow them and open Kinect
Thanks Yurii,
I did have that, also with OVERRIDE | ON.
_state->setMode( GL_BLEND,
osg::StateAttribute::OVERRIDE|osg::StateAttribute::ON );
_state->setRenderBinDetails(10, "DepthSortedBin",
osg::StateSet::OVERRIDE_RENDERBIN_DETAILS );
Still stumped, but distracted by other t
Hi Cedric,
of course the patch doesn't make sense like this,
if I get a chance to work more on that I'll share the code.
Thanks,
ricky
On Thu, Dec 16, 2010 at 14:19, Cedric Pinson wrote:
> Hi Ricky,
>
> Sure it could make sense to setup a default nodemask when exporting from
> the gui. I can't a
Hi Everyone,
Working off the OSG trunk this afternoon, I tried some experiments
with VertexBufferObjects and our geometry (all on the fast path). The
only deltas in our code are as follows...all timing as measured by OSG
stats:
geometry->setUseDisplayList(true)
geometry->setUseVertexBufferObject
Greetings Chriss10!
Hay I was thinking it over and since OSG is OpenGL based, it might be a good
idea to bring it up on the Khronos OpenGL Forum as an approach of how would you
do this in OpenGL. Then you might use the solution as part of a OSG rapper or
added function to the view somehow! Well
Hi Don!
I think that you can try enabling GL_BLEND mode in your StateSet (if
it is not already enabled).
Best regards,
Yurii Monakov
2010/12/16 Don Leich :
> Hi all,
>
> I've got a problem that I haven't been able to find a solution
> for and could use some help. I'm using the standard texture
Chriss10 wrote:
> I added eventhandler, but it doesn't work for me!
>
> It does not matter how many times I pess 'f', my application will only be
> shown on one screen.
>
> Can somebody help?
> Other ideas? I think it should be possible to span it over 2 fullscreens.
Well I'll tell you what I
Hi all,
I've got a problem that I haven't been able to find a solution
for and could use some help. I'm using the standard texture file
"OpenSceneGraph-Data/Images/sphere.gif" as the source image for
point sprites. The file is an image of a shaded sphere against
a fully transparent background.
I added eventhandler, but it doesn't work for me!
It does not matter how many times I pess 'f', my application will only be shown
on one screen.
Can somebody help?
Other ideas? I think it should be possible to span it over 2 fullscreens.
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Yes that sounds reasonable..
After the initial report of Torben I began to wonder how M$ became suddenly so
generous and Open Source
Thank you Christian for the news and for reminding us that there is no such
thing as a free meal..
Dimi
- Original Message
From: Christian Ric
Hi Ricky,
Sure it could make sense to setup a default nodemask when exporting from
the gui. I can't apply your patch in the current state. It would need to
be more general, like putting it in the gui or option ...
I have added an issue
https://bitbucket.org/cedricpinson/osgexport/issue/3/add-defa
Hi Christian,
thanks for this report, I ordered my Kinect some hours ago :)
Best regards,
Torben
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Hi Cedric and all,
I'm currently using Blender and osgExport and I've seen that the exporter
doesn't assign any nodemask to the exported scenegraph.
Setting nodemasks from blender might be useful to identify/preprocess some
imported models in osg.
I'm a total noob in python, but the modified vers
I've used the OpenNI framework and it doesn't work with the Kinect out
of the box. The reason for that is that OpenNI targets PrimeSense's
reference platform, not the Kinect, which is a product based on it and
not actually produced by PrimeSence, as far as I know.
However, some people have already
Hi Guys,
Do anyone know how to change background color in OSG for IPhone...
its not work to use viewer.setClearColor
...
Thank you!
Cheers,
Laith
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Am 15.12.2010 08:57, schrieb Duan Linghao:
Hi,
I want to control the color of shadow.How can I change the RGBA value of the
shadow?
...
You'll have to be a little more specific.
Why shadowing technique are you using?
In case you use standard shadow-mapping you can set a emissive ambient
color
Ok..I correct this: There is a difference of ~1 frame ;) ...now I will
stop replying to my own messages :D
Am 16.12.2010 12:31, schrieb Thorsten Roth:
By the way: There are two CUDA-capable devices in the computer, but I
have tried using the rendering device as well as the "CUDA-only" device
->
Hi all,
In PixelDataBufferObject::bindBufferInWriteMode() I was surprised to see
glBindBuffer(GL_PIXEL_PACK_BUFFER_ARB,...). According to the OpenGL spec
"Pack" refers to *reading* pixels from the GPU into main memory.
Is this a bug? The comment for the function explicitly says "note:
GL_PIXEL_PAC
By the way: There are two CUDA-capable devices in the computer, but I
have tried using the rendering device as well as the "CUDA-only" device
-> no difference!
-Thorsten
Am 16.12.2010 12:25, schrieb Thorsten Roth:
Hi,
as I explained in some other mail to this list, I am currently working
on
Hi,
as I explained in some other mail to this list, I am currently working
on a graph based image processing framework using CUDA. Basically, this
is independent from OSG, but I am using OSG for my example application :-)
For my first implemented postprocessing algorithm I need color and dept
if this is your code (with all the comments) then here is what you should
do:
- forget about your osg::Camera* camera = new Camera; // there is already a
Camera attached to the View
- use view.getCamera()->setProjectionMatrixAsPerspective(45,1,1,1000);
- no need to attach any CameraManipulator if
Hi,
Its sound like a bug in the compiler,
http://support.microsoft.com/kb/240866.
See if the workaround will fix it?
Regards
Martin.
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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Holger
Krumm
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