Hi John,
I don't know of a reason why the .ive format should be size limited,
everything is allocated dynamically on demand by the plugin. I
haven't seen reports from the community w.r.t size issues with ive
either, your experience is the first I've seen pop up.
To investigate further try the
Hi Kim,
I have attached the screenshot (
http://tinypic.com/r/wwnqmp/7%20http://tinypic.com/r/wwnqmp/7) of
the image, can you please tell me why am i getting these water like
highlights on the model, my shaders for the model just set a red color.
Regards,
Hi Kim,
I have attached the
Hi Craig,
Hmm, at a short firtst glance the server and its raid seems to be ok...
I'm not shure if I have the V3 package oin my laptop, so today evening I'll do
a testbuild with a fresh downloaded 3rdParty Package. That will explain if you
have a problem with you tools or if the packages are
Hi Mahendra,
This look like you haven't taken into account the glare rendering in your
shader.
If you want the glare pass to ignore your model you need to set the value in
the glare buffer to zero
See:
http://code.google.com/p/osgocean/source/browse/trunk/resources/shaders/terrain.frag#119
Hi Tim,
Could you send a screenshot, as it's hard to picture the issue from the
description.
Cheers,
Kim.
On 25 February 2011 23:26, tim paige tpa...@interfacedisplays.com wrote:
Hi,
When moving underwater at long last... found that upon using the '-' key to
move underwater... a white bar
Hi Bawenang,
You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR.
I'm not familiar with Delta3D but last time I heard about the osgOcean actor
that was generated for it, it was using osgOcean 1.0. The version in the
trunk now contains quite a few changes.
The glare RTT camera
You should need to use osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR.
*shouldn't
K.
On 28 February 2011 06:25, Bawenang Rukmoko ben...@cs.its.ac.id wrote:
No reply yet? I guess I've got to do this the hard way, researching them
myself. :(
Thanks anyway guys.
Thank you!
Cheers,
Bawenang
hi, Sergey,
Thank you for your help. I used Texture2D, not use mipmap.
I need to render the camera frame to the whole size of viewer.
Do you think it will improve my program's efficiency to use mipmap?
TANG
hybr wrote:
Hi, Tang
First thing that comes to mind - check if you disabled resizing
Hi Kim,
Still im getting the glare effect, this is my fragment shader..
//
varying vec3 v_V;
varying vec3 v_N;
uniform bool osgOcean_EnableGlare;
void main() {
vec3 N = normalize(v_N);
vec3 V = normalize(v_V);
vec3 R = reflect(V, N);
vec3 L = normalize(vec3(gl_LightSource[0].position));
Hi,
i would like to apply 2 textures on the same quad,
2nd texture is type format of .inta with alfa channel.
Could you help me how o set these textures to correct mixing on the same quat?
First image is my solution of correct texturing on the quad.
[Image:
Hi Kim,
Thank you very much, i found out the problem, i had to disable the glare in
my code as well.
Regards,
On Tue, Mar 1, 2011 at 10:48 AM, Mahendra G.R mahen...@mahendragr.comwrote:
Hi Kim,
Still im getting the glare effect, this is my fragment shader..
//
varying vec3 v_V;
Hi,
could you explain what the texgen is for?
You could also try osg::TexEnv::DECAL instead of BLEND. This should make
the bottom texture appear in all transparent regions. You might have to
set a border with 0 alpha for the mask texture depending on the tex
coordinates generated.
jp
On
Hi,
I have an osg based application that was working fine with Nvidia card.
I have a serious problem, I have recently purchased a pc with ATI Mobility
Radeon 5730 and the textures do not appear correct or not appear at all!!!
Any ideas?
Thank you!
Cheers,
Nectarios
--
Read
Hi,
I am looking for an efficient general mesh data structure.
Having feature like Generating normal arrays and texture coordinate for
model,Parameterization of Triangulated Surface Meshes ; texture mapping
and that can easily integrate with OSG.
I know some of them like :
openMesh
osgmodeling
Joel Skelton writes:
Hi,
I'm looking for alternate ideas on how to achieve a particular
result. I've figured out a couple of ways to do it but each
has issues.
What I'd like to end up with is a scenegraph that renders
something that is sort of like a web page with a 3D rendering
Anders olofsson writes:
Hi,
Is there some specification for the file format? I was thinking about using
the same files I use for my meshes for collision/physics too but dont know
how to parse out the triangles.
There isn't, except for the code. Anyway, for parsing purposes it is
easier
Hi, Nectarios
There are bug on some ATI drivers versions that mess texture coodrinates when
using display lists. It is fixed in recent drivers. Try update drivers or try
turn off display lists to see if it is same problem.
Cheers, Sergey.
01.03.2011, 14:24, Nectarios Pelekanos
Hi Shayne, Ralf,
Thanks for the suggestion. I generated osg terrain with and without geocentric
options and compared. In geocentric terrain ellipsoid modal is there so I
assume it is ECEF terrain. In flat database the center point lat lon are
matching with acutal lat lon but z value is
Hi Nectarios!
We recently debug an osg application that have an issue with textures only
in ATI cars. Our problem is that we render the same texture for different
geometries and some of them have a texture matrix applied. We debugged our
application with gDEBugger and notice that the mipmaps are
Hi,
.ive is deprecated. The new formats are .osgt, .osgb and .osgx.
These youe the serializer function, whhich should make it possible to parse it
because you can learn on .osgt or .osgx files and then use it also for your
binary (.osgb) file.
If you have your model/database only in .ive
Hi, Tang
Camera frame texture is likely to be not power of two size. Osg by default
resize textures to be power of two size, this can take a lot of time each frame
in your case. You can disable resizing by calling
setResizeNonPowerOfTwoHint(false) on your texture. Also use linear filtering as
Hi,
@Sergey, I am using the latest drivers for the GPU and the ltest version of
Catalyst 11.2
@Maria, I will try to test that, but i load thmodels in osg in .obj and 3ds
format, i dont draw them in osg.
Thank you!
Cheers,
Nectarios
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J.P.,thanks for answer, your post make me to check texture coords, i have
added tcoords for second texture (same as for the first texture), what a simple:
screenQuad-setTexCoordArray(0, tcoords);
screenQuad-setTexCoordArray(1, tcoords);
and result:
[Image:
Hi,
if you don't set texenv for texture unit 0, the osg default is MODULATE
which will then modify the underlying geometry's colour. Do you set a
colour for the geometry? If not, set it to white. Otherwise change the
texture unit 0 to DECAL too.
cheers
jp
On 01/03/11 14:39, Petr Srom
Hi Tang,
just some tips:
* disable the autoresizing of NPOT-images via
texture-setResizeNonPowerOfTwoHint(false);
* set the internal format of the image to GL_RGBA and the format of the
image to GL_BGRA, so the conversion is done by hardware/driver.
image-setInternalTextureFormat(GL_RGBA);
problem solved
[Image: http://www.imgshare.cz/images/multipyty.jpg ]
osg::StateSet *quadState = quadGeode-getOrCreateStateSet();
osg::TexEnv *texenv = new osg::TexEnv;
texenv-setMode(osg::TexEnv::DECAL);
Update:
We are sending the Cmake/android to osg-submissions in two steps. As it is
right now the Osg Cmake Script the code changes in the script made it hard
to mantain so we decided to propose new OSG Cmake script which could be more
cleaner and better in handling platform issues. If that is
Hello Jorge,
As for today we are publishing a note on the gvsig3d page and some
videos of HTC Nexus One and Archos 70 IT runing my examples. Also we are
publishing an apk for the people to test. It will be great to know
issues on different kinds of devices.
This is really good news! I will
Hi Jean-Sébastien,
2011/3/1 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com:
Hello Jorge,
Will you be testing the OSG GLES2 path as well? I guess it should compile
well once the initial bits are in place for GLES1...
Yes of course :) but we first want to submit the changes so anyone can
Hi all,
I was wanting to use an AutoTransform as a label for 3D elements in my scene.
I have been able to create the Autotransform and add text, etc.
However when I try to draw a line between the position of the autotransform and
the bound of the object, I don't see any line drawn.
I found
I was perusing the source code and was surprised to see that in
osgDB/ReaderWriter there are stub functions for reading images from streams
but that they are all disabled, returning
ReadResult(ReadResult::NOT_IMPLEMENTED). Is it the case that nobody has
needed this functionality yet, or are there
Hello Everyone,
im using .flt files to load terrain. i loaded a sample terrain from the OSG
data.(Joedirt.flt).
i was wondering if there is a way to obtain the heightfield/heightmap for the
terrain?
i googled for .flt file format. i could not get any information on it. Could ot
be a closed
Hi Eric,
The functions are virtual, so it is up to each loader to override it and
implement the functionality. Most of the image loaders should support
reading from streams. I have been using this feature for a long time now and
it works really well.
Cheers,
Farshid
On Tue, Mar 1, 2011 at
Hi,
i want to create some cone shapes in different part of my scene.
and i want them rotate according to incoming orientation data on their
translated places.
But when i added my scene a simple osg::Cone with a radius 10 and height 100 at
(0,0,0) that cone is drawn with tip at upper and base
Hi Andrea,
Positional state like clip planes are handled in a special way by the
OSG as they have to be assigned a particular modelview matrix to
position them correctly, and this means that you can't arbitarily
state sort them and have any modelview matrix current when they are
applied. The
Hi Mukend,
OpenFlight just stores terrain and meshes, not height fields.
Robert.
On Tue, Mar 1, 2011 at 7:08 PM, Mukund Keshav osgfo...@tevs.eu wrote:
Hello Everyone,
im using .flt files to load terrain. i loaded a sample terrain from the OSG
data.(Joedirt.flt).
i was wondering if there
Hi,
I need help understanding what may be at play here...
With the testCollision option to secure a boat for myself on the ocean, I
promptly used a different boat I got from a collada dae file (a wooden dory
from google sketchup 3dwarehouse), and ignored the one coming with the example
Hi Jorge
Downloaded the example apk 'OSG Viewer GLES1 example'. The triangle example
runs fine and my single touch input is working to rotate the view. I also
get a file saved.osgt on my sdcard containing the following
#Ascii Scene
#Version 71
#Generator OpenSceneGraph 2.9.11
I can't however
Hi Robert,
Thanks for the reply. Could you please tell where i can find the exact file
format for flt files?
Thanks,
Mukund
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___
Hi, Stephan and Sergey
Thank you for your helps!!!
Finally i got a good fps on my iphone4 according to your advices. It is so
great!!! Now I can go on working on my mobile AR project.
Appreciate you very much again!
Cheers,
Tang
--
Read this topic online here:
On 3/1/2011 7:54 PM, Mukund Keshav wrote:
Hi Robert,
Thanks for the reply. Could you please tell where i can find the exact file
format for flt files?
FLT isn't really an OSG format, it's a MultiGen format. Documentation on it
is very poor
and sparse. I wouldn't pursue this unless you
Thanks for the reply.
Well I know I shouldn't and I wouldn't if I don't have this artefact of the tip
of the ship was not culled. I noticed that you're replying as a guest, not a
member of this forum, so I'm not sure that you can see all of my screenshots
that I've put here. If not, then I'll
Hi Mukund,
OpenFlight is quite complicated yes, but actually more well documented
nowadays. However, if you want to extract a regular terrain height
raster from an OpenFlight database, I would say the best solution is to
write an OSG application that simply intersects vertically with the
terrain
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