Hi Randall
All color attachments must have same size, format, and channels count.
Cheers.
14.09.2012, 08:29, Randall Hand randall.h...@gmail.com:
I'm trying to write a simple app to render a scene and drop out 3
buffers : Depth, Color (RGB), and Alpha. I've pasted the code below,
and
Hi Kirill,
the Optimizer class has some code to aggregate geometry to reduce the number of
separate drawcalls. You can try if it works in your case by running your *.osg
file with the osgconv application and look at the output file with osgViewer.
Also play with the optimizer options that you
Hi Tassilo,
Thank you for your time! I've used class optimizer - unfortunately there is no
result. As we can see
https://github.com/xarray/osgRecipes/blob/master/cookbook/chapter8/ch08_01/merge_geom.cpp
- 4 vertices and 9 objects is enough for 30 FPS on my computer. My model
has 36
Hi Randall,
The warning Pbuffer does not support multiple color outputs. is
telling, it suggests that your are requesting, or the OSG is falling
back on, PixelBuffers to implement the render to texture. The warning
tells you all your need to know about PixelBuffer support for multiple
buffers,
Hi Kirill,
can you post source code and maybe the *.osgfile?
Is it a static scene (300 positions do not change)? If yes, merging should work
and accelerate the rendering sufficiently. Did you try optimizing with
ALL_OPTIMIZATIONS (replicates geometry subnodes and applies transformations)?
Hi all,
I have a problem that if I put the contents of the function 'findVertices'
directly here, it runs perfectly. But if I separate it out and just call it
here, it compiles well but when it runs, it gets the error of Segmentation
fault (core dumped)
strange?
int main( int argc,
Hi Fan,
You seem to be newbie at understanding what level of information is
required to debug stuff locally, let alone remotely as you are
expecting the community to do here. We aren't clairvoyant.
If you get a seg fault the first thing you do is use a debugger to get
a stack trace. This stack
Hello!
I'm stuck on one problem.
There is kind of big project, and I need to make Qt interface on it. What I try
to do is make a camera for Qt-interface element. The problem comes with using
OpenThreads: I'm trying to run OSG rendering inside new thread, yielding to
rendering of Qt element,
followup:
just use rgba texture for your case.
multiple render targets work only if you render stuff with shaders and in
fragment shader output values separately for each render target with
gl_FragData[attachment_index] = value; (instead of gl_FragColor or whatever).
As i've said, all render
Alright, I thought that might be the answer..
As for FBO vs PBuffer, I'm running right now on a LAte 2011 MAcbook Pro,
with the ATI chipset.. I thought FBO's were supported but maybe not...
Sergey Polischuk wrote:
followup:
just use rgba texture for your case.
multiple render targets work
Hi Randall,
Am 14.09.12 13:54, schrieb Randall Hand:
As for FBO vs PBuffer, I'm running right now on a LAte 2011 MAcbook Pro,
with the ATI chipset.. I thought FBO's were supported but maybe not...
FBOs do work on MacBookPro 2011 and OS X. How is your setup of the
graphic-context looking like?
It's all the in the code below.. That code is a full complete example
of my testbed program.. So the GC part looks like:
// Establish the base Graphics Context
osg::ref_ptrosg::GraphicsContext::Traits traits = new
osg::GraphicsContext::Traits;
traits-x = 0;
traits-y = HEIGHT_OFFSET;
fbo works on your machine, it's just incorrect attachments - osg fails to configure fbos because of incorrect attachments formats, then fall back to pbuffers, fail those because pbuffers does not support multiple outputs, and then you get your wrong output. 14.09.2012, 16:15, "Randall Hand"
Roman,
Have you tried view-getCamera()-setNodeMask(0x0)?
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman
Grigoriev
Sent: Thursday, September 13, 2012 11:09 PM
To:
Hello.
I create a class which inherits from drawble and i implement the
drawImplenetation method.
But as it seems it is called only once at start.
I want it to be called in every frame.
Do i have to create a DrawCallback and set it to Drawable ?
and what would the Drawable::drawImplementation
Hi Peteakos,
The osg::Drawable by default creates an OpenGL display list to wrap up
the OpenGL calls done in the drawImplementation() and then calls this
OpenGL display list on subsequent frames.
You can disable the use of display lists by calling
drawable-setUseDisplayList(false);
Robert.
On
Hello,
I would be interested in this as well.
Currently I have instancing working more or less and would like to
implement instance cloud culling based on geometry shaders.
Anyone?
Hello,
there are anyone who has experience with the
osg::TransformFeedbackBufferBinding class? How can I use
Hi.
The example osgviewerFOX, does not compile the last snapshot of FOX:
fox-1.7.37
File FOX_OSG_MDIView.cpp:28
FXGLVisual(getApp(),VISUAL_DOUBLEBUFFER|VISUAL_STEREO);
It must be: VISUAL_DOUBLE_BUFFER
Regards.
--
Daniel T. Borelli
___
osg-users
Hi,
Yes, at the moment I need static objects.
Yes, I’ve tried ALL_OPTIMIZATIONS
I can merge simple geometry. But in other case i have a problem.
I’ll try to load some data later.
Thank you!
--
Read this topic online here:
yes I tried to do this but I have active second context and have qt warnings
QOpenGLContext::swapBuffers() called with non-exposed window, behavior is
undefined
so it doesn't help
even more if I have Vsync On to 60fps I have only 30 fps in null scenegraph in
both windows and if I add to
Ok, I updated my code to
just use 2 textures attached to the camera (COLOR_BUFFER and
DEPTH_BUFFER), and a fragment shader to set gl_FragColor.xyz =
texture(depth).aaa , and that seems to work when I set my implementation
to FRAME_BUFFER_OBJECT.
However, I had to add another slave camera to
Hi Kirill,
I would recommend taking a step back from doing specific attempts at
optimization and work out from high level what you are trying to
achieve and the performance you require and the hardware/OS/OpenGL
version combinations that you must target.
So could you please tell us what you
Hi all,
regarding Flash I've seen that somebody successfully integrated OSG to
Hikari,
a library originally written to integrate Flash into Ogre.
Here are related forum topics:
1. http://agelessanime.com/hikari/forum/topic.php?id=72
2. http://agelessanime.com/hikari/forum/topic.php?id=97
Hikari
Hi,
I would like to create a glow or halo effect around my geometry. What is the
most efficient way to create this effect in OSG?
The attached screenshot shows the effect I am trying to achieve. The left X is
the original geometry and the right X has the glow effect.
...
Thank you!
I have been trying to modify my CMakeList.txt file to find the osgEarth
package. I added the line:
FIND_PACKAGE(osgEarth)
It tells me the following:
CMake Warning at CMakeLists.txt:128 (FIND_PACKAGE):
Could not find module FindOsgEarth.cmake or a configuration file for
package OsgEarth.
Yes, you need a cmake file.
A quick Google on FindOsgEarth.cmake turns up some potential candidates.
Glenn Waldron / @glennwaldron
On Fri, Sep 14, 2012 at 1:49 PM, Michael W. Hall hal...@att.net wrote:
I have been trying to modify my CMakeList.txt file to find the osgEarth
package. I added
I am receiving the following errors after switching to reading files
with osgEarth:
[osgEarth]* [GDAL driver] Dataset has no spatial reference
information:
/home/hallmw/Projects/osgMap/Build/bin/Data/land_shallow_topo_east.tif
[osgEarth]* Could not initialize TileSource for layer east-tiff
ERROR
Hikari is Windows only:
http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Comparison+of+GUIsstructure=Libraries
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Michael,
May I suggest you post osgEarth questions to the osgEarth forum at:
http://forum.osgearth.org
Please go there and post your earth file. Thanks.
Glenn Waldron / @glennwaldron
On Fri, Sep 14, 2012 at 7:30 PM, Michael W. Hall hal...@att.net wrote:
I am receiving the following errors
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