On 8/2/2011 2:49 PM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> It is true that QUAD is an OpenGL primitive but the GL driver
> tessellates it into two triangles underneath the hood.
> As for how OSG handles quads relative to intersections, it is my
> understanding that the intersector
I need to be able to read in a geotiff and use it as an osg::Texture. I
made sure I had libgdal built and installed and then rebuilt OSG against
it. I am then making a call to osgDB::readImageFile(pathToGeotiff). But
it always returns NULL. What am I missing here? Shouldn't I be able to
do this?
I'm trying the Javier's "CappingEffect" example and it seems to work fine...but
only when I look at the scene from one side...if I move the camera to the
opposite side I still see the cappings that are drawn over my geometry (they
should be hidden instead)...please refer to the attachments to se
It is true that QUAD is an OpenGL primitive but the GL driver
tessellates it into two triangles underneath the hood.
As for how OSG handles quads relative to intersections, it is my
understanding that the intersector works with line/triangle
intersections. If you're trying to intersect a quad, how
Hello all! I am writing a custom Drawable that uses some new OpenGL
extension functions. I have an Extensions class (essentially copied from
the one defined in PixelBufferObject) that does the standard binding of
extension name string to function pointer.
However, these are members of the Extensio
I noticed that in the osgb format the database path of the ProxyNode is no
longer determined at runtime. This is different than the ive format, which if
you don't set the database path it will determine the database path by using
the osgDB::Options' database path list. This was nice because it e
Hi S2LR,
I thought QUAD is a OpenGL primitive. Your statement make sence to me. But then
OSG hides the substitution by 2 triangles quite good, also in the wiremode of
osgViewer the quads are displayed.
I thought (even when not to often used as triangles) that quads are natively
supported and w
Torben,
My guess is that the quads are geometrically represented by two
triangles with a shared edge. I believe the intersector is returning a
ray/triangle intersection so one (that is hit) of the two triangles that
make up the quad is being returned.
This probably doesn't solve your problem but
Hi,
I have a mesh of quads. If i intersect them, it hits the face and returns me
the results (osgUtil::LineSegmentIntersector::Intersection& result)
As I tried to access the indices I realized that it only returns 3 vertices.
( result.indexList.size() == 3 )
Is this a bug or do I miss something
OSG-3.0.0: In CMAKE, it only has CURL_LIBRARY (no DEBUG version). To get debug
to work without crashing (heap corruption) in Windows (I am using VS2008), I
had to go to the solution file and manually caused the debug version of
osgdb_curl to use the debug version of curllib. I am not sure if I
Hi,
I'm trying to add text labels, and I haven't been able to get osgText to
display what I want. The rest of the scene shows correctly, it's only that
text does not appear. I can display the bounding box and the alignment mark,
not the text. A reduced version of my code is attached.
I am usi
Once i spend several hours resolving same problem, now i know :D
02.08.2011, 20:10, "Jason Daly" :
> On 08/02/2011 05:35 AM, Joe Abreu wrote:
>
>> hybr wrote:
>>> Seems like you mess up sampler uniforms setup. You unit declared as
>>> unsigned int, and osg uses different gl functions to set uni
On 08/02/2011 07:44 AM, Martin Haffner wrote:
Hi,
Guys, you are great! Thanks to both of you for your good explanations! :D
Another little question: I guess a Camera::DrawCallback is a callback that gets
added to a osg::Camera and that gets called (operator()) every time the camera
renders t
On 08/02/2011 05:35 AM, Joe Abreu wrote:
hybr wrote:
Seems like you mess up sampler uniforms setup. You unit declared as unsigned int,
and osg uses different gl functions to set uniform with int and unsigned values
(which is right thing), and samplers uniforms must be set with signed int versi
Hi all
PSM technique with double sided projection transform dont have this problems
and dont require scene analysis, there are article about it in gpugems 3. It is
not implemented in osgShadows though. I have osg implementation, but cant share
source. But if you are up to writing osgShadow psm
Thank you for your answers. I tried all LightSpacePerspective shadow techniques
with the same result :/
Changing the MinLightMargin didn't solve the problem either. Can it be a
setting on the light or the camera?
I wanted to write a short program you could try, but i couldn't reproduce the
probl
Hi Cyril,
have you tried setting the MinLightMargin of the shadowmap to a high value?
I didn't look to closely, but i recall having such problems when using
the standard settings.
Also the LightSpacePerspective shadow mapping works very well for me, so
maybe try this one for the bigger outdoor
Hello everyone!
I'm trying to write a Manipulator like TerrainManipulator.And My Manipulator is
written by TerrainManipulator.When I read the codes in TerrainManipulator,I
felt confused by some codes,such as:
CoordinateFrame coordinateFrame =
getCoordinateFrame(_center);
Hi Cyril,
I'm afraid I don't have an immeditate solutions for you but if you can
wait a few weeks I should hopefully have an improved view depedent
shadow technique implemented.
Robert.
On Tue, Aug 2, 2011 at 1:45 PM, Cyril Bondue wrote:
> Hello fellow coders :)
>
> I'm asking for you help one
Hi Thomas,
On Tue, Aug 2, 2011 at 1:38 PM, Thomas Canipel wrote:
> Actually, the main thing is just to understand the way the .osg format is
> holding the informations.
I would recommend targetting to the new .osgx or .osgt formats
supported by OpenSceneGraph-3.0 as these formats are support by
Hi Jeremy :)
Just a follow up. Finally I went for a custom Event Handler, it made more sense
to me to keep the GUIAction and Event adapters, seems more flexible.
I didn't try the getEventQueue, it might be another possibility to implement
this if only the generation of events are needed.
Yet I
Hello fellow coders :)
I'm asking for you help one more time. I have a problem with shadows, it seems
like I have a "view dependent shadow clipping plane".
I have an osgShadow::ShadowedScene with a city and a light following the player
in it. The problem is that, when we move the camera, the sha
Actually, the main thing is just to understand the way the .osg format is
holding the informations.
I dont know yet what I will have to export so as the main information to show
something (doesnt matter of the tech) are the positions,the coord,the normals
and the indices I tried to understand w
Hi Thomas,
Do you want ot parse the textfile? I think it would be more robust if you link
against the OSG libraries and use the native acess functions instead parsing
the plain file format yourself.
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/
Hi all,
Just getting into a new convert for an exporter :
What I need :
vertexPosition
vertexTextureCoords
vertexNormals
indices
I was able to find the vertexPosition easily, as for the texture coords and the
normal ( taking for example the cow.osg) but I got an issue trying to deduce
the ind
Hi Michael,
you might want to use
http://tetgen.berlios.de/
it has examples - the triangulation will take just one call (it allows to
define contstrains in natural way ), or
http://gts.sourceforge.net/
or as it was advised use osgUtil::DelauneyTriangulator ( thouht I personally
never tried it
Michael,
Perhaps you could use the osgUtil::DelauneyTriangulator to triangulate your
point mesh. This will create a convex mesh. You can try to use the
Constraints to define the boundaries, and then remove the exterior triangles
afterwards. Just an idea.
Glenn Waldron / Pelican Mapping / @glennwa
Hi, Martin
Texture classes is just handle to opengl textures, they store filtering modes,
texture coords wrap settings etc. They dont have buffer with actual texture
data - thats what image for. You can load osg::Image data to opengl texture
with use of osg::Texture, but image still hold data o
Hi,
Guys, you are great! Thanks to both of you for your good explanations! :D
Another little question: I guess a Camera::DrawCallback is a callback that gets
added to a osg::Camera and that gets called (operator()) every time the camera
renders the scene?
Thank you!
Cheers,
Martin
Hello,
there are a class image and a class texture (texture2D) in OpenSceneGraph. I
would like to know what is the generell difference between an image and a
texture? Why don't you only provide a texture class? Is the reason the texture
is on the graphics card memory and the image on the cpu me
hybr wrote:
> Seems like you mess up sampler uniforms setup. You unit declared as unsigned
> int, and osg uses different gl functions to set uniform with int and unsigned
> values (which is right thing), and samplers uniforms must be set with signed
> int version. So just cast it to int when us
Hi, I'm trying to compile OSG 3.0.1 on MacOSX Lion (10.7).
I got errors at compile time due to changes in some framework API.
But I haven't got any error if I define
CMAKE_OSX_SYSROOT=/Developer/SDKs/MacOSX10.6.sdk
If I compile using Makefiles and also define
CMAKE_BUILD_TYPE=Debug
CMAKE_OSX_A
Hi, Joe
Seems like you mess up sampler uniforms setup. You unit declared as unsigned
int, and osg uses different gl functions to set uniform with int and unsigned
values (which is right thing), and samplers uniforms must be set with signed
int version. So just cast it to int when use uniform->s
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