Hi
try to attach depth buffer
pCamera->attach(osg::Camera::DEPTH_BUFFER, GL_DEPTH_COMPONENT32)
or set
pCamera->setImplicitBufferAttachmentMask(osg::Camera::IMPLICIT_DEPTH_BUFFER_ATTACHMENT)
if you use stencil, you need to attach packed depth stencil buffer instead. If
you dont need depth buffer
Hiya,
I've been trying to run the osgViewerQt example. I have osg (including
osgQt) built from git. I'm able to use osgviewer without any issues.
When I try to run osgViewerQt, here's the output:
[preet@icarus osgviewerQt]$ ./osgViewerQt cessna.osg
[xcb] Unknown request in queue while dequeuing
[
Hi,
To remove heavy in destruction objects (which will free large buffers
and etc.) I use method like in DatabasePager - hold object references
and pass they to another thread for destructing.
But there is one case which cause crash.
(root)
|
(some nodes)
(.
Hi,
I am using MFC to display osg volume data. If the sample data is 30 * 30 *
20 voxel, it is quite smooth on rotating the image on viewer. If the sample
data is 350 * 350 * 60 voxel, I can't rotate the image as smooth as before. If
I used higher voxel data, the rotation become very hard
Hi Alex,
The composite viewer can have multiple views of different scene graph on
different windows. Setup the Traits of each separated window and set it to
each view's camera, and setup your scenes with the View::setSceneData()
method.
Wang Rui
2012/2/17 Pecoraro, Alexander N
> What is the b
What is the best way to have multiple windows with different views of the same
scene graph? I took a look at the composite viewer example, but it has
different views of the same scene graph with a single window. So not quite what
I want.
Thanks.
Alex
___
Hi Ethan,
All you should need to do is attach your osg::Texture to the osg::Stateset that
you are attaching your osg::Program to and then you also need to add an
osg::Uniform to the Stateset for the texture sampler that you use in your
shader program to access the texture:
Code:
osg::ref_ptr
Hey all.
I have an OpenSceneGraph tree I'd like to have displayed in QtQuick.
I'd like the user to be able to interact with the scene where the
mouse can zoom/pan/rotate the camera, just like osgViewer allows. I
saw that there were a couple of examples (osgQtWidgets and
osgQtBrowser), but they're
Hi,
I'm attempting to create an osg::Camera that renders to a texture via a frame
buffer object, but it is not working. When I debug it I see that the after
attempting to bind the FBO in RenderStage::runCameraSetup() it checks the FBO
status and it is returned as GL_FRAMEBUFFER_INCOMPLETE_MISSI
Chris Hanson wrote:
> OpenGL FFP lights are point light sources only.
>
> Generally you have to simulate non-point light sources with arrays of lights
> (FFP) or a custom shader (GLSL). No examples of either of these are included
> in OSG.
>
> What are you trying to accomplish?
>
>
>
> --
Hello all,
I believe that I may have discovered a bug in the GUI abstraction
library; although this may be a known issue. Here are the steps to
reproduce it. I performed these steps on 64bit Windows 7, as well as
64bit Vista, both using version 3.0.0 built in 32 bit on Visual Studio
2008 sp1.
1.
On 02/16/2012 08:46 AM, John Simpson wrote:
Hi,
For info: this can be achieved using...
osgViewer::ViewerBase::Windows windows;
viewer.getWindow(windows);
windows[0]->setWindowDecoration(false);
But this also prevents the window being moved - not ideal.
Hi, John,
There should be a better wa
Hi all,
I'm having some difficulty setting up a GLSL lookup table shader with my osg
program and am hoping for some help. I've looked at every opengl, glsl, osg
and other forum posting I could find online and think I am pretty close to
getting things working. I could put a ton of code here bu
On 02/16/2012 07:57 AM, Sajjadul Islam wrote:
Hi,
Is there any example of extended light source for example , rectangular light
source inside the osg repository. I could not locate it in the repository,
please help me to locate if i missed it there.
I think OSG is currently limited to the Op
On 02/16/2012 08:22 AM, Sajjadul Islam wrote:
Hi,
I am going through an osg example and one point there is a statement as follows:
Code:
stateset->setRenderBinDetails(-1,"RenderBin");
When OSG traverses a scene for rendering, it organizes geometry into
separate render bins. Each bin has a
Hi,
I'm new using osgAnimation. I would like to control the state of the animation,
I mean, I would like to know which frame or time of the animation is happening
in order to stop it whenever I want.
I've tried setting the duration in half the time, and setting a callback as
follows:
anim->se
OpenGL FFP lights are point light sources only.
Generally you have to simulate non-point light sources with arrays of
lights (FFP) or a custom shader (GLSL). No examples of either of these are
included in OSG.
What are you trying to accomplish?
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...
Hi
If you use osgParticle for this, both particles and emitter have lifetime in
seconds, which is configurable through their interface. For emitter you should
also call emitter->setEndless(false); as it is endless by default iirc
Cheers,
Sergey.
16.02.2012, 18:36, "Tolga Yilmaz" :
> Hi,
> I'm
Hi,
I'm creating an explosion effect with it is fire and smoke trail it is ok but i
want to set a duration that determines how many seconds/miliseconds this effect
will be shown. Does fire smoke and explosion effect classes have such control
or how we can achieve this implementation?
Thank you!
Hi,
For info: this can be achieved using...
osgViewer::ViewerBase::Windows windows;
viewer.getWindow(windows);
windows[0]->setWindowDecoration(false);
But this also prevents the window being moved - not ideal.
John
--
Read this topic online here:
http://forum.openscenegraph.or
Hi,
I am going through an osg example and one point there is a statement as follows:
Code:
stateset->setRenderBinDetails(-1,"RenderBin");
Commenting the above statement did not make any changes to the scene.
Any explanation when one should call this function ?
Thank you!
Cheers,
Sajjadu
Hi Werner
Thanks for the reply. No I'm not using Qt, it's cross-platform at the console
level so I'm relying on OSG's viewer windowing.
John
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=45506#45506
___
Hi,
Is there any example of extended light source for example , rectangular light
source inside the osg repository. I could not locate it in the repository,
please help me to locate if i missed it there.
Thank you!
Cheers,
Sajjadul
--
Read this topic online here:
http://forum
Does cross platform mean you are using Qt framework? In this case just
assign a fixed size to the embedding window.
Am 16.02.2012 13:40, schrieb John Simpson:
> Hi,
>
> I need to display a viewer window that the user can't resize. Tried all
> sorts. I assume it's the viewer's graphics context t
Hi,
I need to display a viewer window that the user can't resize. Tried all sorts.
I assume it's the viewer's graphics context traits resize boolean but can't
figure out a way to change it. This is a cross-platform app and I guess there
will be a way of messing with the underlying Windows an
Hi,
Thank you Nick!
it help a lot.
I found one more tip, so i introduce here.
(im in OSG 2.8.3)
When i put your code outside of while loop, then it didn't work.
Still trackball manipulator ignore assigned camera position.
(I don't know why)
So, i just put the code in while loop.
while(!vi
Hi,
I'm working on a IK system to use in the transition between different
animations. I have already implemented the IK CCD algorithm, but I need to know
the bones position at animations initial frame.
It is posible to get it from osgAnimation::TimelineAnimationManager animation
list? or from
27 matches
Mail list logo