iirc osg can statically link with opengl lib, so you can make 2 binaries: one with mesa statically linked in, and other using whatever opengl32.dll system have. Cheers. 31.05.2012, 23:04, "Simon Hammett" :On 31 May 2012 17:17, Andrew Cunningham wrote:When running a Windows OSG 3.0
Hi
You can set your own notify handler like this to check if you ever get messages
from osg:
class NH : public osg::NotifyHandler
{
public:
NH()
: m_out("osg_log.txt")
{
}
~NH()
{
m_out.close();
}
void notify
Hi Preet,
On 1/06/12 4:25 , Preet wrote:
> That's what I'm currently doing (ie using stack traces to try and
> figure stuff out), but I was wondering why osg doesn't give me *any*
> output at all. For instance, I'm apparently able to do a bunch of
> stuff: Load an *.osg model, setup an animation p
robertosfield wrote:
> Hi Ron,
> OpenGL fixed function pipeline doesn't support using clip planes and lighting
> in the way you want. This means you will need use either multiples or
> projective texturing to achieve the result you want.
> Robert On May 30, 2012 4:29 PM, "Ron Mayer" < ()> wrot
Ok, thanks for that idea. I will definitely look into using Mesa.
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Hi,
I wanted to experiment a little bit with osg::Image, but when I used
osgDB::readImageFile("..."); in my beginner's guide to read a png, I got the
following message:
> Warning: Could not find plugin to read objects from file "clockface.jpg".
I installed osg-library according to osg guide
On 31 May 2012 17:17, Andrew Cunningham wrote:
> When running a Windows OSG 3.0.1 application under Windows Remote Desktop
> the OpenGL driver defaults to the (ancient) software MS OpenGL GDI renderer
> v1.1. Unfortunately, I need to make the basics of our app work under RDC.
>
> I am finding th
Hi John,
>I want to design a way to detect which rendered object user is touching in
the screen.
I would suggest to take a look at existing solutions:
http://www.mvps.org/directx/articles/improved_ray_picking.htm ( it uses DX
but explains an approach )
http://uncommoncode.wordpress.com/2010/09/
Hi Robert,
That's what I'm currently doing (ie using stack traces to try and
figure stuff out), but I was wondering why osg doesn't give me *any*
output at all. For instance, I'm apparently able to do a bunch of
stuff: Load an *.osg model, setup an animation path, create nodes,
etc, pretty much al
Quick follow up:
The error seems to occur when linking using GCC 4.4.2, which is part
of the tool chain I use. When I use my distro's GCC 4.7 to do a static
build with the same CMake settings, I don't get the error. To get
around it in 4.4.2, I explicitly defined requestRedraw() in
GraphicsWindowE
>
> When you load data from a file like an obj using the function
> osgDB::readNodeFile is there any way to access the arrays containing vertex
> coordinates, normal coordinates and texture coordinates associated to the
> object? I want to design a way to detect which rendered object user is
> touc
Hi,
When you load data from a file like an obj using the function
osgDB::readNodeFile is there any way to access the arrays containing vertex
coordinates, normal coordinates and texture coordinates associated to the
object? I want to design a way to detect which rendered object user is touching
I have PNGs that were created with libpng. When I view the with most
applications, they look great. A black image with a gray line starting in the
upper & lower right corners, traveling at t 45 degree angle until it hits an
edge, and finally bounces in the opposite direction. The actual image is
When running a Windows OSG 3.0.1 application under Windows Remote Desktop the
OpenGL driver defaults to the (ancient) software MS OpenGL GDI renderer v1.1.
Unfortunately, I need to make the basics of our app work under RDC.
I am finding that glDrawElements ( called from void DrawElementsUInt::d
Hi Preet
Not too sure what exactly your issue is but the error
(.rodata._ZTVN9osgViewer22GraphicsWindowEmbeddedE[_ZTVN9osgViewer22GraphicsWindowEmbeddedE]+0xcc):-1:
error: undefined reference to `non-virtual thunk to
osgViewer::GraphicsWindow::requestRedraw()'
Suggests that your osgViewer li
Hi, Filip
Huge count of unique statesets can have big influence on framerate. Also
implementing just transform in vertex shader, but still drawing each object
separately would not help you much.
Dont know how you can implement picking with instanced drawing (may be keep
another scenegraph with
Hi Filip,
I don't understand very well why instanced rendering is not an option, but
anyway if you are reaching the limits of your hardware you can make an
extra pass and use a geometry shader to discard instances (something like
it's done in [1]).
Other way is going for a multiresolution strateg
Hi,
I have similar problem. But instanced rendering is not an option, because I
want to draw different huge number of objects from time to time. Now I share
geometry (can't share Geode because of picking - every object has to be
different) between PositionAtitudeTransforms. It's pretty fast, but
the image processing effect should work in realtime (i.e. blur shading). shall
I send the texture coordinates from vertex shader into fragment shader or is it
ok to just use a fragment shader for image processing?
My intenstion:
I have to create a scene where I can freely move my camera. I can
Hi Preet,
On 31 May 2012 08:10, Preet wrote:
> Hiya,
>
> In the osgstaticviewer.cpp example, there are three sets of macros:
>
> USE_OSGPLUGIN()...
> USE_DOTOSGWRAPPER_LIBRARY()...
> USE_SERIALIZER_WRAPPER_LIBRARY()...
>
> When compiling a static application, how do we know which ones we need
> t
Hello,
In osgUtils::LineSegmentIntersector, there is a function "enter()" which
invokes function " intersects( node.getBound()) ". That serves to check
whether the LineSegment has intersection with the bounding sphere of the
node.
However, if I put LineSegmentIntersector into a IntersectionV
Hi Preet,
The osg::notify system isn't related to handling of std exceptions
except where some specific code might catch an exception and report
the output to osg::notify. This means that upping the notify level
won't effect how exceptions are handled.
The best thing to do is run a debugger and
Hi Oliver,
Any chance you could send me the modified files so I can run it and get a
feel for it?
Cheers,
Kim.
On 30 May 2012 13:32, Oliver Neumann wrote:
> Hi,
>
> I added a user-definable mask functionallity to FFTOceanSurface. The mask
> applies a height offset to the ocean tiles which all
Hiya,
In the osgstaticviewer.cpp example, there are three sets of macros:
USE_OSGPLUGIN()...
USE_DOTOSGWRAPPER_LIBRARY()...
USE_SERIALIZER_WRAPPER_LIBRARY()...
When compiling a static application, how do we know which ones we need
to include? It seems like they're all related to osgDB with
USE_O
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