Hi all,
I have some kind of quality problem with the textured glyphs from osgText. For
a display I would like to have text on every node in the scene, with the text
staying on top. So I disabled the depth test for all text geodes. Looks good.
But when I start to change the text with setText()
2013/6/11 Robert Osfield robert.osfi...@gmail.com
You can use osg::PixelBufferObject to assist with transferring data to and
from the GPU. The
OpenSceneGraph/osgscreencapture example illustrates the use of PBO's
including buffering.
Hmm, strange. The osgscreencapture sample does not use
HI Tim,
You don't say how you are disabling the depth test, or how this might
be affecting the result, so I'm rather left grasping at straws at what
might be going on. The only thing I can think of that you are
modifying the state attached to the osgText::Text drawable, but as
Text plays games
Hi Robert,
here is my code so far:
_font = osgText::readFontFile( fonts/arial.ttf );
_text = new osgText::Text;
_text-setFont( _font );
_text-setAxisAlignment( osgText::Text::XZ_PLANE );
_textGeode = new osg::Geode;
_textGeode-addDrawable( _text );
_textGeode-getOrCreateStateSet()-setMode(
On 14 June 2013 11:56, Christian Buchner christian.buch...@gmail.com wrote:
Is there any particular reason why it's done this way, instead of relying on
the osg PixelBufferObject?
I don't recall the specific decision when osgscreencapture was
written, but in sometimes for very specific purposes
On 14 June 2013 12:11, Tim Rambau osgfo...@tevs.eu wrote:
I think I tried everything I found about this topic: different bins,
different GlyphImageMargins, etc.. It looks like a problem with the alpha
values in combination with small text. Text three times the size does not
show this
Hi Jan,
I have a reasonable package compiled with visual studio express 2012,
currently I have 64 bit versions only, a x86 version for winXP is still
on my todo list.
also still todo is to clean up my the modifications to the sources.
the include and relase lib files take 21.7 MB in .7z
Hi All,
My opinions about what to do in about osg::Geometry and the old
deprecated functionality is continuing to evolve. I'm starting to
feel that have an osg::GeometryDeprecated is going to be awkward to
maintain and for end users, while the new cleaned up osg::Geometry is
clearly much better
Hi Laurens
On Fri, Jun 14, 2013 at 2:04 PM, Laurens Voerman l.voer...@rug.nl wrote:
Hi Jan,
I have a reasonable package compiled with visual studio express 2012,
currently I have 64 bit versions only, a x86 version for winXP is still on
my todo list.
also still todo is to clean up my the
Hi Robert,
I found a dirty hack...
I use the good looking version with GL_DEPTH_TEST enabled, but apply a vertex
shader for all text nodes with gl_Position.z = 0.0
=D
Tim.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=54613#54613
Hi Tim,
On 14 June 2013 13:40, Tim Rambau osgfo...@tevs.eu wrote:
I found a dirty hack...
I use the good looking version with GL_DEPTH_TEST enabled, but apply a vertex
shader for all text nodes with gl_Position.z = 0.0
Glad to hear that you've found a workaround, it still sounds like a
Hi Robert,
you are right. I do not like this solution either. I think I have to look
deeper inside the osgText::Text.cpp, because the dirty textures only happen, if
you change the text.
I have two text nodes added to an object, one changes its text, the other does
not. The first one gets more
Hi Robert,
On Friday, June 14, 2013 13:08:43 Robert Osfield wrote:
My opinions about what to do in about osg::Geometry and the old
deprecated functionality is continuing to evolve. I'm starting to
feel that have an osg::GeometryDeprecated is going to be awkward to
maintain and for end
Hi Jan, and whomever else it may concern,
For VC++ builds, it is also important to keep track of the iterator
debugging settings for the build. Otherwise you may end up with
incompatible binaries. Relevant flags are _SECURE_SCL and newer
_ITERATOR_DEBUG_LEVEL. This is a bit of a wrinkle when
On Fri, Jun 14, 2013 at 4:36 PM, Judson Weissert jud...@mfrac.com wrote:
Hi Jan, and whomever else it may concern,
For VC++ builds, it is also important to keep track of the iterator
debugging settings for the build. Otherwise you may end up with incompatible
binaries. Relevant flags are
Hi,
I'm using still now OsgOcean rev 208. I'm update to the last rev 258.
Refraction seems don't work. I have a scene with refraction enabled, withe
rev208 I can see the refraction, not with the rev258.
Someone has reported this issue? I'm looking now around the refracition code,
but is a
Hi kcbale
I've fixed the problem implementing a simple setLightColor with no stateSet
dirty: i've updated the uniform value only. This work.
Right now, I look around another issue on the last ocean revision (258). Your
ideas are really appreciated:
All,
This question may have already been asked, but has anyone successfully
converted/exported a VPB terrain (*.ive file) to an OpenFlight (*.flt)
file? Is this possible to do?
If so, is it better to use osgconv or to do it programmatically?
Thanks,
-Shayne
Hi Shayne,
On 14 June 2013 18:35, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil wrote:
This question may have already been asked, but has anyone successfully
converted/exported a VPB terrain (*.ive file) to an OpenFlight (*.flt)
file? Is this possible to do?
If
Robert,
Thanks for the timely reply. That's basically what I needed to know.
I'm assuming if I had a database with a single LOD (e.g. a heightfield) then
that might come across okay?
Thanks,
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Hi Shayne,
On 14 June 2013 19:05, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil wrote:
Thanks for the timely reply. That's basically what I needed to know.
I'm assuming if I had a database with a single LOD (e.g. a heightfield) then
that might come across okay?
Hi Mattias et. al,
On 14 June 2013 14:23, Mathias Fröhlich mathias.froehl...@gmx.net wrote:
I really like the idea of GeometryDeprecated. It takes somehow more work to
make this happen for users. But at very first it's just about changing a
single
datatype. Once it compiles with
Got it. I'll give that a try and see how things shake out.
Thanks for the help...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, June 14, 2013 12:44 PM
To:
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