My question is as an offset to a discovery that osgEarth does not allow saving
a map it generates, to the hard disk.
So I was wondering that if osgEarth is only for displaying maps, and virtual
planet builder was to split up a map into tiles and lod's, and osgEdit was
meant only for minor modell
Hi Ethan,
You may found the osgeffectcompositor in osgRecipes project as Jeremy says.
I'm currently working on a better version of ViewDependentShadowMap and
will try to provide a complete pipeline using forward shadows and deferred
shading work. It is always appreciated if you and others could pr
On 01/07/2013 04:25 PM, Conan Doyle wrote:
Hi,
I find myself in need of building OSG/Producer/OT 1.2 to support a legacy
project. I am using gcc 4.4.5. I am getting numerous compile errors regarding
undeclared functions such as memset, memcpy, getenv and so on. These seem easy
enough to co
Hi,
I find myself in need of building OSG/Producer/OT 1.2 to support a legacy
project. I am using gcc 4.4.5. I am getting numerous compile errors regarding
undeclared functions such as memset, memcpy, getenv and so on. These seem easy
enough to correct by adding the proper includes to the .c
We're working on updating our builds as well, which will include the
COLLADA loader, if we can ever get it to compile. ;)
On Sun, Jan 6, 2013 at 6:49 AM, Mohamed Alji wrote:
> **
> Excellent Philip your solution worked !
>
>
> --
>
> Mohamed ALJI
> Blog http://aljilo
Well, my New Years resolution of publishing more stuff so far has fallen
flat on its face. :(
I have a whitepaper detailing how (I think) VPB/OSG/PagedLOD structures,
build and uses data which I think many people would find useful, but I
haven't polished it up and published it yet. Soon...
Also,
Hello all,
I am attempting to build the trunk version of osgPPU against the trunk version
of osg and cuda 5.0 using Visual Studio 2010 SP1 on Windows 7 x64. I am trying
to build in 32-bit mode and so I'm pointing to the 32-bit versions of the CUDA
libraries that come with CUDA 5.0. I also bui
Thank you Jeremy I'll have a look at that implementation (I was actually just
reading through Rui Wang's cookbook when you posted this). In the meantime
I'll also try compiling osgPPU and osgCompute and go through some examples to
assess which of these can accomplish what I am looking to do.
-
Hi,
thank you for the tip, but now I have the Effekt that my transparent
object is first transparent to the video and then gets its full color,
like the color gets added each time
David.
Hi David,
If you want to blend the 3D objects ontop of a background image/video
then the best way would
Hi,
for example: I have a video of a football game, the teal camera always
stays in its place and force the same point.
Now I want to add a virtual football field on the one in the video.
So how can i get the camera parameters the real camera had(unknown) for
my virtual camera so that their vi
Hi David,
If you want to blend the 3D objects ontop of a background image/video
then the best way would be to change the background Camera RenderOrder
to PRE_RENDER and disable the clear of the colour buffer for the main
Camera so that is doesn't overwrite the background.
Robert.
On 7 January 20
Hi David,
On 7 January 2013 11:21, DavidHornung wrote:
> how can I map a rectangle in my osg world on a rectangle with the same size
> in a Video? The Video is behind the OSG Scene.
Probably solve this in a similar way to one would answer the generic
question "how long is a piece of string?"
Th
Hi Chris,
I merged some changes to the OSC plugin from Stephan this morning, and
Aurlien's fix to the dae plugin so could you try out the latest
svn/trunk and see what the status is?
Thanks,
Robert.
On 5 January 2013 19:35, Chris Hanson wrote:
> Anyone else encountering this? I have no clue, we
On 6 January 2013 09:37, Aurelien Albert wrote:
> Hi,
>
> I've sent a fix for that :
>
> http://forum.openscenegraph.org/viewtopic.php?t=11204
>
>
> The fix is not yet merged into trunk.
It is now :-)
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Hi Glenn,
Just a quick reply as I'm just back from holiday season and rather
cold on techy topics. Currently the OSG's culling is based around
testing a internal nodes bounding sphere against the view frustum
polytope and the geometry leaves bounding boxes. With shaders having
the ability to mo
HI Marcin,
Have you come up with a fix? I have plenty of stuff to get through so
any assistance on resolving this bug would be appreciated.
Thanks,
Robert.
On 28 December 2012 12:57, Marcin Prus wrote:
> Hi all,
> there's a bug in Image::computeImageSizeInBytes(int width,int height, int
> dep
Hi Peterakos,
The bulk of the OSG loaders assume that world coordinates have +ve Z
upwards, +ve Y north and +ve X to the east.
The majority Camera Manipulators assume the world has Z up as well,
then set up Camera's view matrix so the Z up aligns with vertical
access of the screen, +ve Y into scr
HI Michael,
The old .osg format won't support osgManipulator NodeKit, have you
tried the modern replacement .osgt that leverages the new serializer
support?
Robert.
On 27 December 2012 02:03, Michael Schanne wrote:
> Sorry for the thread bump, but has anybody ever gotten the osgManipulator
> s
Hi Michael,
BIND_PER_PRIMITIVE is indeed a really poor way to drive the OSG/OpenGL
as modern OpenGL doesn't support this binding directly to the OSG has
to jump through hoops to recreate this feature. Moving to
BIND_PER_PRIMITIVE would be provide better peformance so you have my
blessing if you w
Hi Kevin,
>From the scant details provided I don't see how others can guess at
what the issue might be. The type of difference between the two
images could one of many different things, the code segment or
description doesn't provide any clues to which of these it might be.
Have you got further
Hi Simon,
I'm just adding a reply for completeness as I believe the build issue
was just a temporary glitch should have been resolved already (back
last year :-).
Could you test out the latest svn/trunk just to confirm that it's now OK?
Thanks,
Robert.
On 14 December 2012 12:56, Simon Lemaitre
Hi Rishabh,
The ref_ptr<> is smart pointer that will automatically manage the ref
and unref of OSG objects, and when the ref() count of these objects
goes to 0 they will be automatically deleted. If an object is shared
then it's ref count will be 2 or more (one per reference) and will not
be dele
Hi Raphael,
On 21 December 2012 14:10, raphael cano wrote:
> After a quick look on the osgUtil::Smoothingvisitor class, it seems to be
> that it uses the "normal" openGL pipeline, i.e. the nomals are pushed into
> the drawable with setNormalArray.
> Is there a possibility to use this functionna
Hi Sameer,
Issue like this are typically down to the scene graph being used
contain OpenGL state that simply isn't supported on your target OpenGL
ES version, with a quick look at the .osg file I can see an
osg::Program object which isn't supported by GLES 1, this should be a
implemented as non op
Hello,
I implemented the example from the book OSG3 Cookbook where is described
how to play a Video in background of a 3D Scene. There they used
POST_RENDER to achieve the behind effekt. Is it so possible to use BLEND
in this setup, so that a 3D Object is semitransparent to the Video ?
Cheer
Hi Mateo,
I'm a bit confused as to what you are actually doing, my best guess is
that it's something like shadow mapping. The best place to start is
to have a look at the osgprerender example and others similar to it.
Have a look at all examples that use osg::Camera when doing render to
texture,
On 1 January 2013 19:48, Chris Hanson wrote:
>
> I'm sure everyone, like myself is recovering, and playing, and spending
> non-work time, but I wanted to give a shout-out to everyone for a great and
> prosperous 2013.
My I pass on my new years greetings to yourself and everyone else in
the comm
Hi Chris,
the osc-plugin compiles fine on my end with VS 2005. Is this a 64bit build?
cheers,
Stephan
Am 05.01.13 20:35, schrieb Chris Hanson:
> Anyone else encountering this? I have no clue, we're just trying to
> batch-build.
>
> d:\osg\trunk_vs9_x64_debug\src\osg\trunk\build\product\src\osgp
Hello,
how can I map a rectangle in my osg world on a rectangle with the same
size in a Video? The Video is behind the OSG Scene.
Cheers,
David
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