Re: [osg-users] website down
Hi, ... It looks like the website is been a while now since the website got down. It is a good thing to see that the website is on stable. Anyway, I think it is good that there is a backup for the forum for better information for OSG. Thank you! Cheers, bein -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39624#39624 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Invisibility Effect with Material Color Problem
Bonjour, I make a shape disappear by setting an attribute Material with an Alpha equal to 0. I would like to animate its appearance. I increase the Alpha value until 1, but the original color of the shape is not back, rather than that I get a metallic color. What should I do ? thanks ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] model placing using osgdem
On Sun, May 22, 2011 at 11:28 PM, Vijeesh Theningaledathil vije...@nal.res.in wrote: Hi Robert, Thanks for your reply. Can you tell me such a terrain post processing software. Is there any open source tools available? Thank you! Cheers, Vijeesh Vijeesh, You could do this with osgEarth. The new marker symbology lets you replace geographic points with 3D models in a variety of ways. Glenn Waldron / Pelican Mapping / @glennwaldron ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Performace issue with nVidia 400 series
Hi, now we discovered that the fps drop down is related to the two sided lightning. If we disable the support for the two sided lightning we have the expected performance. But this is not a really good solution for us. Is there any assumption why this happens? ... Thank you! Cheers, Michael -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39628#39628 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg chinese forums
hi here some very usefull chinese forums like with some very materials inside : http://bbs.osgchina.org/ http://bbs.vrchina.net/ i am not sure about that but when i tried to register i was asked for an invitation code or something like that can somebodyhelp me on that ? thanks and good day -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39629#39629 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to make attenuation of Points?
~ it doesn't work setDistanceAttenuation function is not clear... anybody can explain this function? Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39630#39630 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to make attenuation of Points?
Hi Nan, On Mon, May 23, 2011 at 3:10 PM, Nan WANG nan.c...@gmail.com wrote: ~ it doesn't work setDistanceAttenuation function is not clear... anybody can explain this function? The best place to learn about osg::Point is from online resoures that explan how to use glPointParamter documention about GL_POINT_DISTANCE_ATTENUATION as this is how it's implemented inside osg::Point. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg chinese forums
Hi Issam, I'm the manager of the osgchina forum. Input glider.osg when you are asked for the invitation code (in fact it is a question to make sure you are OSG developers :-) at the last of the register page. Welcome to the Chinese forum! And contact me if you have problems (My ID is array). Wang Rui 2011/5/23 issam boughanmi amigof...@gmail.com: hi here some very usefull chinese forums like with some very materials inside : http://bbs.osgchina.org/ http://bbs.vrchina.net/ i am not sure about that but when i tried to register i was asked for an invitation code or something like that can somebodyhelp me on that ? thanks and good day -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39629#39629 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg chinese forums
Hi Wang, thousands of many thanks !!! this worked also for the vr forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39633#39633 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange Transparent effect [image provided]
hello Delport you mean i have to split my model into lots of parts~ I could not do that, because all the millions objects are all real-time generated in GPU... Do you have another idea of that? Thank you! Cheers, Nan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39635#39635 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strange Transparent effect [image provided]
On 5/23/2011 9:59 AM, Nan WANG wrote: hello Delport you mean i have to split my model into lots of parts~ I could not do that, because all the millions objects are all real-time generated in GPU... Do you have another idea of that? If you can't split and sort then you will have to use Order Independent Transparency, as JP suggested. See osgoit. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg Widget image transparent
Hi, is there a way to put a semitransparent image in a widget? I build my widget as: Code: widget = new osgWidget::Widget(imageSrc,notifySize[0],notifySize[1]); widget-setColor(1.0,1.0,1.0,1.0); widget-setImage(imageSrc); widget-setSize(notifySize); widget-setTexCoord(0.0f, 0.0f, osgWidget::Widget::LOWER_LEFT); widget-setTexCoord(1.0f, 0.0f, osgWidget::Widget::LOWER_RIGHT); widget-setTexCoord(1.0f, 1.0f, osgWidget::Widget::UPPER_RIGHT); widget-setTexCoord(0.0f, 1.0f, osgWidget::Widget::UPPER_LEFT); widget-setAlignHorizontal(osgWidget::Widget::HA_CENTER); widget-setAlignVertical(osgWidget::Widget::VA_CENTER); widget-setLayer(osgWidget::Widget::LAYER_TOP ); imageSrc is a PNG transparent file, but I can't see the trasparence. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39637#39637 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSGExp patch for texture clamp and mirror
Thanks again. On Mon, May 23, 2011 at 3:44 AM, Laurens Voerman l.voer...@rug.nl wrote: Hi Farshid, seems to me your version is working perfectly fine. I had to create a testmodel to see the sharing for different max materials, it's not something that happens in our models often. I attach a few unrelated small fixes: src\Helpers\OSGHelper.def src\OSGExp\OSGExp.def src\OSGExp\Export.cpp src\OSGExp\Util.cpp The .def files fix a (innocent) warning from visual studio: OSGExp.exp : warning LNK4070: /OUT:OSGExp.dll directive in .EXP differs from output filename 'C:\Users\laurens\osg2\osgExp\sourceforge_svn_modtrunk_2010_vc91\src\OSGExp\Release\OSGExp.dle'; ignoring directive The change in Export.cpp (tri-DeleteThis instead of delete tri 2x) is probably from a time I tested with a compliler not matching the compiler used to compile 3dstudio. The change in util avoids a double dynamic_cast and fixes a memory leak. Laurens. On 5/20/2011 7:58 PM, Farshid Lashkari wrote: Hi Laurens, I just committed your patch, but with a small change to support texture caching. The texture cache now takes the wrap mode of the texture into account, so it should be able to reuse textures that use the same wrap mode (which is the more common case). Can you please test out the changes and let me know if it work with your models? Cheers, Farshid On Fri, May 20, 2011 at 10:17 AM, Farshid Lashkari fla...@gmail.com mailto:fla...@gmail.com wrote: Thanks Laurens. I have a concern though. Your change to createTexture2D breaks the texture caching feature. I believe I understand why you made that change, since the texture wrap modes might be different per texture instance. Maybe a better approach would be to only create a new texture instance if the wrap mode is different? I wish OSG supported setting the wrap mode independently of the texture. Cheers, Farshid On Fri, May 20, 2011 at 5:46 AM, Laurens Voerman l.voer...@rug.nl mailto:l.voer...@rug.nl wrote: Hi Farshid, attached is a patch for svn revision 205 (current Fri 20 May) for setting the texture repeat/tile mirror options according to the max material settings. Regards, Laurens. ___ osg-users mailing list osg-users@lists.openscenegraph.org mailto:osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG image representation in memory
Hello OSG users, How are OSG images stored in memory, top row first or bottom row first (in memory order)? Thanks. Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG image representation in memory
Hi Eric, On Mon, May 23, 2011 at 11:46 AM, Eric Sokolowsky esok@gmail.comwrote: How are OSG images stored in memory, top row first or bottom row first (in memory order)? Thanks. Every image loader I have used places the bottom row first. Cheers, Farshid ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Backporting help from trunk to 2.8.x, osg::State::drawQuads and osg::State::color
Hello OSG users, I'm attempting to backport a patch made in osg trunk (specifically r11768 that fixes some text clipping problems using osgText), and the official trunk patch calls two functions that seem to be not yet present in 2.8. It seems that the call to osg::State::Color() can be replaced by a call to glColor4f(). Is there an equivalent to osg::State::drawQuads()? How was this done before? Any pointers or help would be greatly appreciated. Thanks. Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG image representation in memory
Farshid Lashkari wrote: Hi Eric, On Mon, May 23, 2011 at 11:46 AM, Eric Sokolowsky esok@gmail.com mailto:esok@gmail.com wrote: How are OSG images stored in memory, top row first or bottom row first (in memory order)? Thanks. Every image loader I have used places the bottom row first. Thank you! This explains my problem. Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Backporting help from trunk to 2.8.x, osg::State::drawQuads and osg::State::color
On 5/23/2011 12:56 PM, Eric Sokolowsky wrote: Hello OSG users, I'm attempting to backport a patch made in osg trunk (specifically r11768 that fixes some text clipping problems using osgText), and the official trunk patch calls two functions that seem to be not yet present in 2.8. It seems that the call to osg::State::Color() can be replaced by a call to glColor4f(). Is there an equivalent to osg::State::drawQuads()? How was this done before? Any pointers or help would be greatly appreciated. Thanks. Possibly you could take the trunk source function bodies, and put them in 2.8 osgText instead of in State, thereby having the functionality available to osgText, but not impacting core OSG. -Paul ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Backporting help from trunk to 2.8.x, osg::State::drawQuads and osg::State::color
Paul Martz wrote: On 5/23/2011 12:56 PM, Eric Sokolowsky wrote: Hello OSG users, I'm attempting to backport a patch made in osg trunk (specifically r11768 that fixes some text clipping problems using osgText), and the official trunk patch calls two functions that seem to be not yet present in 2.8. It seems that the call to osg::State::Color() can be replaced by a call to glColor4f(). Is there an equivalent to osg::State::drawQuads()? How was this done before? Any pointers or help would be greatly appreciated. Thanks. Possibly you could take the trunk source function bodies, and put them in 2.8 osgText instead of in State, thereby having the functionality available to osgText, but not impacting core OSG. -Paul Yes, that is a good idea. I'll look into that next. I hope it doesn't pull in too much. Eric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] model placing using osgdem
Hi Glenn Waldron But will osgearth can render the terrain at 60Hz. The terrain is required for a flight simulator. so the timing is very important. ... Thank you! Cheers, Vijeesh -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39645#39645 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Best way to use osg::Switch
Hi, I need some info for using switches. So I need to simulate visual and thermal images and user can press a key to switch between views so I create a matrixtransform to move objects and add switch child to switch between modes and add two child nodes to simulate two signatures and add my matrix transform to main viewnode. Also I created switch that switches camera because I use RTT and add first camera that render to texture to my main viewnode. But in ths configuration I double viewnode because I add viewnode to visual camera and thermal camera. Is there a way to avoid doubles in memory or there is another way? Thank you! Cheers, Roman -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39646#39646 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org