Hi Brad,
Thanks for your answer.
Currently, I place the decal on the road segment without depth testing. For
flat surfaces (planes) it works fine. When the road has a bump or has an
incline the depth test seems to be needed. Some lane markers are drawn where
they should be hidden (depth test
Hi,
it seems there is no osgga event being fired when the mouse is moved over the
3d window. This would be useful for applications with multiple 3d windows.
I have implemented this as a user event in my qt based app, but maybe it would
be interesting to have that feature for the standard osg
Hi Cedric,
With Blender 2.6, for some 3D models, the model is exported (xxx.osg is created
on the Blender interface) but there are bugs in writing the file on disk (the
file is 0K on disk). Here are some bugs reporting:
- ..\osgdata.py, line 497, in write, self.root.write(sfile);
-
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi,
Can you report send the model in order I reproduce the problem ? or a
model that produces similar problems ?
Cedric
On 11/30/2011 03:28 PM, Maia Randria wrote:
Hi Cedric,
With Blender 2.6, for some 3D models, the model is exported
(xxx.osg
Hello everybody,
I'm updating some of my projects from V2.8.3 to V3.0.1 of OSG and i'm
struggling with a shadow problem. In fact,
osgShadow::LightSpacePerspectiveShadowMapCB produces opaque black shadows,
while in previous version it darkened the objects. I've tried to change ambiant
in light
Hi Cyril,
None of the View Dependent Techniques was using Ambient Bias before. So
thats not the case here I suppose.
I am not sure if thats it but look at the shaders located in
StandardShadowMap.cpp. I believe that Robert has switched the shadow
shaders to use only fragment shaders somewhere
Hi George,
The effect of removing the _logmessage suggests to me that the MS
implementation does something odd making it unreliable when being
called from multiple threads. Try replacing the _logmessage with a
fprintf or equivalent C function to see if that helps.
Robert.
On 29 November 2011
thank you for the tip. i tried locating the libpng library and i found there
was a file libpng15.dll in the system path. i don't really know how this
library file-name-thing really works so i renamed it to libpng.dll and tried
running my osg app again, but without any success.
i will try the
hello good people!
i need a bit of advice ragarding some more advanced rendering techniques.
advanced for me, anyway.
i am trying to build a simple ray tracing application on top of the basic
osgviewer program.
to start off, i am trying to look at the loaded model and decide where to
cast
Hi Laurens,
I just committed your patch. Thanks a lot!
Cheers,
Farshid
On Thu, Nov 17, 2011 at 4:34 AM, Laurens Voerman l.voer...@rug.nl wrote:
Hi Farshid,
I experienced a crash while exporting a file from max2012 (x64).
I traced the problem to a mixmap having no texture on one of the
Thank you for your answer.
We've changed our code from holding ten thousands of pre-generated
text labels to a code that dynamically creates them.
Because we do single threaded rendering in a Qt window, it is not much
of a problem to modify the scene graph at runtime and to create them
on an
Hi Andrey,
Just a thought, but wouldn't this only work for orthographic projections?
I believe the traditional ray tracing approach to this problem is to use an
octree.
Kim.
On 30 November 2011 17:53, Andrey Ibe xry...@gmail.com wrote:
hello good people!
i need a bit of advice ragarding
Hello to all,
I know that this is sort of a newbie question but i need to clear this one out.
I have these two matrice
Object near the camera:
0.00581384 -0.997389 -0.0719816 0
0.99705 0.0112907 -0.0759159 0
0.0765305 -0.0713279 0.994513 0
-10.7682 9.27382 -316.446 1
Object far from camera
On 11/30/2011 1:37 PM, Jean-Sébastien Guay wrote:
Distance from one object to the other? Simply subtract the translation of each
matrix, which gives you the vector from one to the other. Then take the length
of that. In OSG, you would do:
osg::Vec3 o1_to_o2 = o1Matrix.getTrans() -
Hi. I'm trying to port an OpenGL augmented reality program based on
the ArUco library (http://www.uco.es/investiga/grupos/ava/node/26) to
OSG (I'm not trying OSGArToolkit yet). The original OpenGL program
shows a perfect overlap between the AR marker and the geometric model.
The OSG version
basically, what i want to do is to cast primary rays from the camera (for each
pixel on the screen) into the scene using line intersectors. then i want to
retrieve normal of the intersection to be able to compute the direction of the
secondary ray and then to cast it the way i cast the primary
I am also experiencing the same thing upgrading from 2.8.5 to 3.0.1. For a
while I thought it was completely opaque until I looked closely at my lcd
monitor where I found it to be just really really dark instead.
Here is the relevant frag shader code from 3.0.1:
Code:
void main(void)
{
vec4
Hi Michael,
Haven't you just skipped addition of gl_FrontLightProduct[0].ambient which
should contain contribution of light 0 ambient * material ambient ? So
final colorAmbientEmissive is gl_FrontLightModelProduct.sceneColor
+ gl_FrontLightProduct[0].ambient. This should produce
similar
Hi Sebastian,
Unfortuantely I do not have enough time to get as deep as neccessary into
this complex problem you are considering. There could be many approaches to
integration of deffered shading with OSG. And I guess algorithms and data
structures used in such implementations would most probably
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