Hi,
I would like to know if it is possible to selects vertices of an osg::Geometry
and to transform them (translation and rotation).
I know that it is possible to select objects (osgpick example) but don-t know
about vertices.
Is there an example or documentation dealing with vertices
Hi community,
I've bumped into using osgWidget for an application I'm developing. It seems
very powerful and customizable, yet I can't find any documentation / tutorial
on how to use it.
Is there any documentation available for osgWidget?
Thank you!
Cheers,
Daniel
--
Read
Hi,
In osgpick example for selection
LineSegmentIntersectorhttp://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00388.htmlis
used. To pick a point you need to use
PolytopeIntersectorhttp://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00526.htmlso
that you
Hi,
check in MovieEventHandler::handle in osgmovie example. There is an
example of how you can get vertex indices for the part of the geometry
that was picked.
jp
On 22/07/2011 09:58, Miguel Lokida wrote:
Hi,
I would like to know if it is possible to selects vertices of an osg::Geometry
On 7/21/2011 10:31 PM, caijun2002108 wrote:
Hello,everyone!
I've used the OSG in my project for one week.And I found it is powerful,and
it's cool.
My project is a 3D GIS system,I want to make the manipulator like google
earth(GE).So I
used the trackballmanipulator.But it has some
Hello,
I developped a texture projective mapping (TPM) using vertex and fragment
shader and what I would like to do now is to get the information whether an
object has been lit or not by the TPM.
I was thinking of setting a uniform value to 0 in osg through the setUniform
function and change
On 7/22/2011 9:32 AM, Fred Maulir wrote:
I developped a texture projective mapping (TPM) using vertex and fragment
shader and what I would like to do now is to get the information whether an
object has been lit or not by the TPM.
I was thinking of setting a uniform value to 0 in osg through
Great advice. Do you mean than I can I retrieve the modified texture through a
getUniform call after the update() call ?
In fact I'll have about 200 objects that I need to know if each of them have
been lit or not.
Do you think I can do a 15*15 texture and associate one pixel with each object
On Fri, 2011-07-22 at 10:50 +0200, Daniel Cámpora wrote:
Hi community,
I've bumped into using osgWidget for an application I'm developing. It seems
very powerful and customizable, yet I can't find any documentation / tutorial
on how to use it.
Is there any documentation available for
Hello everybody,
I'm new to osg and glsl but I wrote a shader for Texture Projection. So far
everything is working as expected but I'd like now to implement the occlusion
of different objects (depth order).
Can any one help me with this. I couldn't managed to find a osg/glsl tutorial
about
Hi John,
37 days till OpenScengraph BOF at SIGGRAPH 2011.
10 AM Wed 10 Aug 2011.
Anyone thinking of presenting at the BOF? Slots are 5 to 20 minutes.
Sorry for not getting back to you sooner. Our presence at Siggraph was
not certain until pretty recently, and I didn't want to prepare stuff
Hi John,
Unfortunately I won't be attending this years BOF. Do you, or others,
wish for me to prepare a presentation, or perhaps coordinate with
another person to convey a few key points that might be of use to the
attendees?
Is there going to be any web access at the BOF? I'm just wondering
On 7/22/2011 10:09 AM, Fred Maulir wrote:
Great advice. Do you mean than I can I retrieve the modified texture through
a getUniform call after the update() call ?
Not through getUniform, but you can retrieve the modified texture after
rendering
completes. I'm trying to remember which
Thanks for the ObjectID Uniform idea. It is working well.
However, I still can't find a way to retrieve data from the shader. The texture
seems a good idea but I don't know how to do it. Any idea ?
As for the screencapture examples they are doing one pass to render the scene
in the texture
Hi Robert,
Unfortunately I won't be attending this years BOF. Do you, or others,
wish for me to prepare a presentation, or perhaps coordinate with
another person to convey a few key points that might be of use to the
attendees?
If you want I can volunteer to present this. I know in past
On 7/22/2011 1:39 PM, Fred Maulir wrote:
However, I still can't find a way to retrieve data from the shader. The
texture seems a good idea but I don't know how to do it. Any idea ?
As for the screencapture examples they are doing one pass to render the scene
in the texture although I think
In fact it seems very painful as I have to render the scene twice: the first
time render the scene in the texture file to retrieve the data, and the second
time for the actual viewer.
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On 7/22/2011 2:22 PM, Fred Maulir wrote:
In fact it seems very painful as I have to render the scene twice: the first
time render the scene in the texture file to retrieve the data, and the
second time for the actual viewer.
I see. I didn't realized you wanted to see AND analyze the scene
Exact, that's what I would like to do. I have a scene I want to render and in
the same time I have a value I want to get back from the shader.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41586#41586
I've been told that to solve my issue I should maybe use Frame Buffer Object
(FBO). I don't know FBO at all but I wonder whether it could work or not.
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