On Tue, Apr 24, 2012 at 4:44 AM, Robert Osfield
wrote:
> However, you can use the OSG with OpenGL 2.0 with a purely shader
> based state and if you do this the actual shaders you use for OpenGL
> or OpenGL ES 2.0 will be very similar. This similarity means you can
> prototype an OpenGL ES applic
Thomas, great to see games for Apple.
Seeing games that actually exist I wonder why is Games -> Album empty
then. Its emptiness gives false impression of abandonment.
OGRE forums has Showcase forum where people advertise their work. I
see Announcments here, but it's 99% of job postings.
Also, the
Shayne, yeah, I've found Delta3D, but I saw the same simulations in there.
As for OGRE, it's only rendering engine, it's so only for rendering,
that it uses external library for input which actually gives me most
headaches.
Terry, that's some very nice looking game! Good luck with that! Our
team is
Just throwing out ideas -- what about using a fade LOD technique? I know it
temporarily incurs a higher draw overhead of drawing a tile at two
different LODs at the same time, but perhaps it would be worthwhile in your
case.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://
Maybe it's some kind of error in the light commands executated by OSG for
GLES1. Still maybe you'll need to use the Notify to obtain errors through
LogCat and that way maybe we can find the source of trouble.
Good Luck
2012/4/24 Maurizio Lodo
> These models display perfectly in the Viewer in Li
Hi,
As others have pointed out, OSG is not a game engine. It's a scene graph and
should be used in this context (no pun intended). There are plenty of rendering
technologies that use OSG under the hood. When I went to IITSEC last year,
there were a lot of vendors using OSG underneath for render
Hi,
The popping is the effect of an abrupt change from one LOD to another. The
typical solution is to "geomorph" the terrain over several frames with the LOD
change. It smooths out the transition so that LOD changes are subtle.
High end visual IGs have been doing geomorphing a long time with te
Hi,
this is probably a daft question, but as I am a noob to the Android-OSG combo,
I hope you will be gentle. I have built the android osgAndroidExampleGiLES1 and
I tried to load, one of my osg models (nothing fancy, just a bunch of cubes
and cylinders). These models display perfectly in the V
Nice, lunar lander and thrust, :-), ok I am showing my age!
I assume that will be available on Iphone/Android?
Martin
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Terry Welsh
Sent: 24 April 2012 18:25
Hi Robert,
Thank you for the answer!
Cheers,
walter
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On 04/24/2012 03:21 PM, Chris Long wrote:
Hi,
I'd like to request that someone patch OverlayNode with this one-line fix. We
are still having to work around it in our OSG application.
You'll probably get quicker results if you patch the file yourself and
post it (the whole modified file) to t
Hi,
I'd like to request that someone patch OverlayNode with this one-line fix. We
are still having to work around it in our OSG application.
Thank you!
Cheers,
Chris
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On 04/24/2012 01:24 PM, Terry Welsh wrote:
And I recall seeing screenshots for Pirates of the XXI Century, but I
don't know if that game was ever finished. Anyone know what happened
to it?
I was going to mention it, but I couldn't find any active links for it
either. I saw it being demoed in
Hi Robert,
Just curious if you ever got around to looking at this and if so what your
conclusions/thoughts were.
Thanks,
James
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osg-use
Well, my game is called Retrobooster, but it isn't finished yet. It's
at www.reallyslick.com and it's all for fun; absolutely not for
simulation, training, or education of any kind. Yuck! OSG has been a
good tool for this so far, but I have little experience with game
engines such as Ogre. I ca
Hi Clement,
You simply need to attach a TransferFunctionProperty to the Layer
assigned VolumeTile and set up this to map floating point intensity
value to the colour/alpha value required. The osgvolume has example of
it's setup.
Robert.
On 12 April 2012 03:52, wrote:
> Hi,
>
> I am using osgV
Hello,
I am new to Open Scene Graph and have some installing problems. First I tried
the 3.0.1 version from homebrew with some custom fixes to make it compile
(https://github.com/mxcl/homebrew/issues/11391). However, the
osgDB::readNodeFile function got stuck in an infinite loop when loading fi
Hello,
I've got it!
I initialise all in the first draw implementation call and then all works fine.
I have to set all members to "mutable", that was the tricky part!
Cheers
Martin
Original-Nachricht
> Datum: Tue, 24 Apr 2012 15:48:53 +0200
> Von: "Martin Großer"
> An: osg-u
Hi Glenn,
On 24 April 2012 15:07, Glenn Waldron wrote:
> I see that Viewer::checkNeedToDoFrame() does not check the _updateOperations
> queue. Therefore, ON_DEMAND mode doesn't account for update ops. Is this by
> design, or is it an oversight? If the latter, I will submit a patch.
My guess is t
Hi John,
Avoiding popping is a challenge for sure. However even with the
popping it's a rather nice model BTW :-)
Given the lighting changes looked to be the most obvious perhaps
directly addressing this by using a normal map texture as well as a
colour texture would be appropriate. This would
Hi Andy,
One could adapt LineSegmentIntersector and IntersectionVisitor to take
account of ClipNodes and Scissor tests, but would require tracking of
state and clipping the intersector against the Scissor or ClipPlane
(stored at the ClipPane). In the case of a Scissor test this could be
treated a
Hi Micheal
I've completed a few games with OSG
http://itunes.apple.com/gb/app/apptoyz-alien-attack/id412615924?mt=8
http://itunes.apple.com/us/app/apptoyz-tin-can-alley/id457520117?mt=8
I find no problem using osg for games, if you just treat osg as a wrapper
around OpenGL and not a game engin
Hi Martin
code where are you initialize your extensions and opengl stuff (atm all this
happens in your drawable constructor) needs active opengl context
It's better to move such initialization out of constructor and do it on first
draw or some other place where opengl context already created and
Robert,
I see that Viewer::checkNeedToDoFrame() does not check the
_updateOperations queue. Therefore, ON_DEMAND mode doesn't account for
update ops. Is this by design, or is it an oversight? If the latter, I will
submit a patch.
Glenn Waldron / @glennwaldron
_
Hello,
I have tried to implement transform feedback in openscenegraph. I posted this
few weeks ago. Now I have a nice OpenGL example and want to transfer this to an
osg implementation. In a first (more simple) example, I want to create a vertex
array object and a vertex buffer object. I create
Should we expect the picking Intersectors to look at the clipping planes set up
by ClipNodes and Scissors? We can clip the results, but it seems like the sort
of thing the Intersectors would be good at.
Basically, we've been getting points picked that should have been clipped by a
clip box. T
John,
osgEarth's "LOD Blending" function does this for imagery - it references
two LOD textures per tile (level n and level n+1) and blends then in the
shader based on camera distance.
We are (once again) considering implementing something similar for
heightfield data in the next version of osgEar
Hi Michael,
I don't believe you'll find too many games, but you'll find a
respectable number of completed simulations and other projects, along
with a good number of people working professionally with it.
Coming from an OGRE background you'll probably appreciate the number of
included examp
Hi Michael,
I guess that there some reasons we don't see OSG for games so much.
First, OGRE is more than a render kit if I remember correctly and OSG is
not a game engine per se.
As most people starting with games want to see fast progress they often
stick to a game engine where they don't have
Hi,
Thankfully, there's a lot of people on this list using osgTerrain, which
means that hopefully others have pondered about the same issue that we
are currently having when rendering high resolution terrain: the visual
"popping" of terrain tiles in the terrain.
In the sample videos below, w
Thanks, Eduardo.
We already learned a bit on GLES but will certainly look for IOS specifics.
Wojtek
2012/4/22 Eduardo Poyart
> Hi,
>
> Stephan made great work helping iOS development with OSG. I've been
> extending it by providing Xcode projects built from scratch from Xcode
> 4.3's template
Yes, that's what I meant by "simulations and other non-game stuff".
I mean games like Half-Life, Morrowind, Garsharp, Proun, for end users
to relax, not for any kind of training.
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Hi Preet,
On 23 April 2012 22:43, Preet wrote:
> I'm new to OSG and OpenGL but I
> understand that ES2 has some pretty significant changes in how things
> are drawn.
OpenGL ES 2 is entirely shader based, no fixed function pipeline to
fullback on, which is a big difference to using OSG/OpenGL wit
Hi. "games for training" examples
http://www.openscenegraph.org/projects/osg/wiki/Screenshots/RI
http://www.openscenegraph.org/projects/osg/wiki/Screenshots/TSOGU
2012/4/24 michael kapelko :
> Hi.
> I'm new to OSG. I use OGRE for my game currently, but due to various
> issues I would like to
Hi.
I'm new to OSG. I use OGRE for my game currently, but due to various
issues I would like to switch to OSG.
I coudn't find any info on games made with OSG, no pictures in OSG
Forum -> Album -> Games, no Google results, only some simulations and
other non-game stuff. The only game I found is Flig
Hi all,
I am migrating our simulation environment from OSG 2.8.3 to OSG
3.0.0-rc1 and have some problems with a quite huge multi LOD
database we use daily. Indeed we receive continuously an openGL
error "Warning: detected OpenGL error 'invalid enumerant' at after
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