Hi Robert,
Robert Osfield a écrit :
Hi Tim,
Forgot to asks. Which openscenegraph components will the next release
of FlightGear rely on? The bit I'm particular curious about is what
OSG packages you'll need, I presume it'll be libopenscenegraph for
runtime, and libopenscenegraph-dev for
pulled in.
Under Windows do you plan to roll OpenSceneGraph/OpenThreads and
dependencies directly into your installer?
Robert.
On Sat, Dec 13, 2008 at 10:42 AM, Frederic Bouvier wrote:
Hi Robert,
Robert Osfield a écrit :
Hi Tim,
Forgot to asks. Which openscenegraph components
Jumping into the thread,
Robert Osfield a écrit :
Second question
It also rains inside my car. I tried adding a node mask for that, but it
didn't seem to work. Is it possible not to make it rain inside the cars
(which are on a separete osg::Group)?
PrecipitationEffect doesn't have an
Robert Osfield a écrit :
Hi FlightGear-er's,
On Fri, Dec 12, 2008 at 6:46 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
What time frame are you working to?
No answer, but it's important for me to have an idea. If you are
pushing out a release this weekend then there is no
Hi Robert,
Robert Osfield a écrit :
Hi Fred,
On Sat, Dec 13, 2008 at 4:02 PM, Frederic Bouvier fredlis...@free.fr wrote:
The same problem affect FlightGear too : it rains into the cockpit.
Would it be possible to kill a particle when it comes under a certain
distance from the viewer
Hi Robert,
Robert Osfield a écrit :
ps. FlightGear contributors... you guys have gone quite over the last
two days, no doubt busy with other pressing work... any chance of an
update? Is FG going for a release today? Is 2.7.8 sufficient for
your purposes? Do you need a 2.8 branch?
The
Robert Osfield a écrit :
Hi Fred,
On Sat, Dec 20, 2008 at 8:32 AM, Frederic Bouvier wrote:
The release is still schedule for later today. There will be 2.7.8 in
the binary release. But as flightgear has a huge display bug when
compiled with OSG versions older than 2.7.3, we can predict
Hi Robert,
I have a problem trying to build 2.7.8 on Linux (Debian etch). CMake
(2.4.5) complains that FindPkgConfig ( .cmake ? ) is not found. It is
referenced in src/osgViewer/CMakeLists.txt
-Fred
--
Frédéric Bouvier
http://my.fotolia.com/frfoto/ Photo gallery
http://fgsd.sourceforge.net/
Hi Robert,
Robert Osfield a écrit :
Hi Fred,
On Sat, Dec 20, 2008 at 11:06 AM, Frederic Bouvier fredlis...@free.fr wrote:
There shouldn't be a long period before 1.9.1 ( this one is flagged
1.9.0 ). Usually, we don't produce binary release for Linux. So the
distro maintainers may want
Robert Osfield a écrit :
Hi Fred,
On Sat, Dec 20, 2008 at 1:57 PM, Frederic Bouvier fredlis...@free.fr wrote:
Thank you. Here is another one, in main CMakeLists.txt:25
IF had incorrect arguments : POLICY CMP0008 ( Unknown arguments specified )
I checked if there is a newer than 2.4.5
Hi Robert,
as far as I can see, only GraphicsWindowCarbon makes use of it (vsync)
-Fred
- Robert Osfield a écrit :
HI Xam,
When setting up the GraphicsWindow you pass in a
GraphicsContext::Traits object, this has a field vsync that defaults
to true.
The other route would be to use
James Moliere a écrit :
Hello,
I'm looking at documentation for OpenThreads and am wondering if
OpenThreads is anticipated library of the future in OSG?
When trying to download the latest version of OpenThreads, I get an
error...
cvs -d
Frederic Bouvier a écrit :
Csaba Halász a écrit :
On Fri, Feb 6, 2009 at 1:18 PM, Robert Osfield robert.osfi...@gmail.com
wrote:
Could you please try out the svn/trunk or OSG-2.8 branch to double
check that the lwo plugin is now behaving itself.
Hi Robert
Robert Osfield a écrit :
On Sat, Feb 7, 2009 at 6:10 PM, Frederic Bouvier wrote:
I disabled optimisations in the release mode ( /Od ) and the model shows
up as expected. This code beats the compiler :-(
Is this another VS compiler bug then?
Maybe. Someone reported success
Hi Romain,
if you followed the thread I initiated on osg-submissions list, you'd realize
that the current code can only show the left arrow.
So in other words, don't change your code, and apply the patches I submitted.
I am sure Robert will take care of this soon.
Regards,
-Fred
- Romain
Hi,
- Nathan Monteleone a écrit :
Mathias Fröhlich wrote:
Well, as far as I understand, and as far as I have my own applications for
such kind of scenes. You will need an own render bin number for each object
if every object just depends on the previous object to be rendered before.
Hi,
it looks like TangentSpaceGenerator doesn't support POLYGON (mode 9), and
outputs this warning.
Is there a possibility that the tangent could be computed for polygons ?
Thank you,
-Fred
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Hi,
I would like to use the glFramebufferTextureEXT function introduced in the
EXT_geometry_shader4 extension. My need is to control the layer of the 3D
texture target with the gl_Layer variable present in geometry shaders. For the
moment, I hacked the FrameBufferObject sources to replace the
Hi Robert,
- Robert Osfield a écrit :
HI Fred,
I would like to use the glFramebufferTextureEXT function introduced
in the EXT_geometry_shader4 extension. My need is to control the layer
of the 3D texture target with the gl_Layer variable present in
geometry shaders. For the moment, I
Fred,
Are you aware of RangeMode PIXEL_SIZE_ON_SCREEN in osg::LOD ?
it's not using the position on screen, but it is efficiently
calculating
the diameter of the bounding sphere in pixels on screen, and switches
lod level on that basis.
Laurens.
On 6/1/2010 6:34 PM, Frederic Bouvier wrote
Hi Julien,
aren't you supposed to attach a texture to the framebuffer ? I don't see a call
to glFramebufferTexture2D or something equivalent in your code.
In OSG term, it's the Camera::attach method that should be called.
-Fred
- Julien Valentin julienvalenti...@gmail.com a écrit :
Hi Martin,
you can look at the osgprerender example when use_image is set. You attach an
image to the camera and read the image data in a postdraw callback
-Fred
- Martin Aasen a écrit :
Hi all!
I am currently rendering to a texture by attaching it to a camera as
As far as I can tell, glGetTexImage retrieve the whole texture data.
If you want to read a subset of that, you'll have to read the framebuffer
object with glReadBuffer/glReadPixels as suggested by Gordon.
-Fred
- Martin Aasen martin-ferstad.aa...@ffi.no a écrit :
Hi,
Thanks for the
Hi Robert,
- Robert Osfield a écrit :
As for the area, if you can come to Scotland be sure to visit the
north west coast, the 3 hours drive there was stunning all the way
and
the final destination topped it all. Sure the weather can be stormy
sometimes, but that's what you get when the
Hi,
Maybe you already have a Matrix/Camera Manipulator that override your update
callback ?
-Fred
- Thomas Klemmer klem...@uni-weimar.de a écrit :
Hi folks
I'm sitting here trying to set up a head tracking...
I got an api that spits out a viewmatrix for the camera and now I have
to
- Kris Dale a écrit :
ReaderWriterPNG.obj : error LNK2019: unresolved external symbol
png_get_io_ptr referenced in function void __cdecl
png_read_istream(struct png_struct_def *,unsigned char *,unsigned
__int64) (?png_read_istream@@YAXPEAUpng_struct_def@@pea...@z)
I fixed that by
- Emmanuel Roche a écrit :
Just let me know if you need some code to have a better idea of what
I'm doing (but almost everything is written in Lua).
If you have OSG 2.9.8, there is a new possible value for the face parameter :
osg::Camera::FACE_CONTROLLED_BY_GEOMETRY_SHADER
To render to
- Emmanuel Roche roche.emman...@gmail.com a écrit :
Hey, thanks for the info Frederic!
Actually, the atmospheric scattering effect you're pointing me at is
what I've been trying to integrate into OSG for a few days now and the
reason why I ask those questions :-)
So have a look here
Hi Jason,
- Jason Alexander a écrit :
Recently Brad Christiansen uploaded some 3rd party binaries built with
Visual Studio 2010. (Thanks!) He noted problems with iostream. I
still have iostream problems when linking in OSG into my application
in specific places under Visual Studio
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Frederic Bouvier
Sent: 06 August 2010 13:44
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Visual Studio 2010 and iostream
Hi Jason,
- Jason Alexander a écrit :
Recently Brad Christiansen
back).
I might have a go at building flightgear later, let you know how it
goes or doesn’t!
Regards
Martin.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Frederic Bouvier
Sent: 06 August
I used:
view-setUpViewOnSingleScreen(1); //for views 1,2,3 with graphics context gc
view-setUpViewOnSingleScreen(2); //for view 4 with graphics context gc2
In my dual screen setup, screens are numbered 0 and 1, not 1 and 2
HTH
-Fred
___
osg-users
Hi,
I discovered recently that it is a bounding box that is first calculated for
drawables.
Then the bounding sphere of nodes is the bounding sphere of the bounding boxes.
-Fred
- paul graham a écrit :
Hi, I've modified the osg billboard example and am examining the pixel
size computed
- paul graham a écrit :
Thanks Frederic - as you say, for the case of a square, you'd expect
the bounding sphere diameter to contain the bounding box - ie. in this
case the square itself.
Only if your geometry is axis-aligned, but I supposed it is in your case.
-Fred
- paul graham a écrit :
Thanks Frederic - as you say, for the case of a square, you'd expect
the bounding sphere diameter to contain the bounding box - ie. in
this
case the square itself.
Only if your geometry is axis-aligned, but I supposed it is in your
case.
I did a small
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Frederic Bouvier
Sent: Saturday, 7 August 2010 12:16 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Visual Studio 2010 and iostream
This error is gone
.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Frederic Bouvier
Sent: 06 August 2010 17:16
To: OpenSceneGraph Users
Subject: Re: [osg-users] Visual Studio 2010 and iostream
This error is gone with CMake
Hi Alice,
- Alice Yin a écrit :
Hi,
I am rewriting my code into OSG. One function I want to use is to
specify each level of the mipmap image by myself, just as
glTexImage2D(GL_TEXTURE_2D, level, GL_RGB, cols, rows, 0, GL_RGB,
GL_FLOAT, Data) does.
Is there a function in OSG like
- Robert Osfield a écrit :
Hi Ricky,
On Tue, Aug 10, 2010 at 6:34 PM, Ricky Flintoff
rickyflint...@gmail.com wrote:
So there is no way I can capture focal length effects in OSG using
the Prespective projection matrix?
By focal length effects do you mean depth of field?
One can
Hi,
often you can see in depends that some registered dll are loaded dynamically.
This shouldn't cause any arm because the error is usually catched.
What you should do to really find your problem is to start your test
application inside depends and do a profiling. You can do that by loading
Hi,
- Vivien Delage vdel...@gmail.com a écrit :
Hi,
I have an issue with rendering transparent textures and activating
linear filtering on them. I am using TRANSPARENT_BIN with
DepthSortedBin.
My textures are not semi transparent, they only have parts with either
alpha 1 or with
Le 05/09/2010 19:06, Tomas Starka a écrit :
Thanks, but as I've wrote earlier: Driver change isn't an option. I believe,
that OSG have some clean way to do this. I just can't figure it out.
I don't think OSG is able to override driver settings. You have to
switch it off in the user settings
- Licheng Zhang zlc19...@163.com a écrit :
Hi,
I encountered the same problem in
http://forum.openscenegraph.org/viewtopic.php?t=4527
according to robertosfield's suggestion.
In terms of manually forcing the discard of all the GL handles you can
do a scene-releaseGLObjects() and
There is still a bad flicker when, in osgViewer, I drag with the mouse in one
screen, stop the drag, and restart in the other screen.
No flicker as long as drags occur in the same screen.
-Fred
- Martin Naylor a écrit :
Mmmm, I think I may have found the problem!
Download the latest
Hi Renesis,
- Jean-Sébastien Guay a écrit :
Hi Renesis,
[...] but now when the program runs I get this runtime error:
Code:
Windows has triggered a breakpoint in test.exe.
This may be due to a corruption of the heap, which indicates a bug
in test.exe or any of the DLLs it
Hi,
- Jean-Sébastien Guay a écrit :
Hello Mike,
I would like to create a 2D background (can this be done using the
main camera? If so how?) I would then like to have other multiple
cameras each rendering their own 3D sub scene with a transparent
background (how does each camera have
if(!aniModel-getAvatar()-getOrCreateStateSet()-getUniform(eyePosition)-setElement(0,osg::Vec3(eye._v[0],eye._v[1],eye._v[2])))
why not :
if(!aniModel-getAvatar()-getOrCreateStateSet()-getUniform(eyePosition)-set(eye))
?
-Fred
___
Hi,
An advanced way to do that is to combine layered rendering with a geometry
shader and geometry instancing to generate the slices. OSG SVN has support to
let the geometry shader choose the right layer via the gl_Layer variable.
-Fred
- Mahendra G.R mahen...@mahendragr.com a écrit :
// load texture as an image
imgTexture = osgDB::readImageFile(model/BAKE_OVERRIDE.jpg);
// if the image is successfully loaded
if (imgTexture)
{
imgTexture-allocateImage(3500, 3500, 1, GL_RGBA,
GL_UNSIGNED_BYTE);
Why are you reallocating space for an image loaded from file ?
Hi Fred,
- Fred Smith a écrit :
The following works fine:
camera-attach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER,
GL_DEPTH_STENCIL_EXT);
Why doesn't it work if I create a texture? I need to create a texture
and an image, as I want to retrieve stencil buffer data after frame()
has
Maybe :
textureDepthStencil-setInternalFormat( GL_DEPTH_STENCIL_EXT );
...
camera-attach(osg::Camera::PACKED_DEPTH_STENCIL_BUFFER, textureDepthStencil);
Could work. As the depth and stencil buffer are packed, so should the texture.
(re)read
Hi Sukender,
Add /FORCE:MULTIPLE to your link options
-Fred
- Sukender a écrit :
Hi all,
Any update on this side? I've got the same issue (I use fstream in my
project which depends on osgDB, under VC2010 x64).
Or is there a way to temporarily workaround this in OSG with an ugly
Hi Peter,
try
stateSet - addUniform( new osg::Uniform( stTexture , 0 ) ) ;
instead;
Regards,
-Fred
- Peter Wrobrl particlepe...@gmx.de a écrit :
Hi,
yes, it should use texture 0, but how do I specify this ? The 1 in
this code line :
stateSet - addUniform( new osg::Uniform(
Hi Sukender,
I never tried them, but I know there are some interesting stuff here :
http://ftp.acc.umu.se/pub/gnome/binaries/win64/dependencies/
Regards,
-Fred
- Sukender a écrit :
Hi all,
I was using gettext-intl to handle translated strings in my apps, but
now I'm compiling 64 bits
Hi Robert,
I recently implemented a shader technique in FlightGear that needed to
compute the mipmaps levels with the min operator on the alpha channel
instead of the classical average that is usually used. For that technique,
I computed the mipmaps on the CPU.
If you design a new function
- Aitor Ardanza a écrit :
Ulrich Hertlein wrote:
I believe your pixel address calculation is wrong; try this
instead:
// i==row/y, j==column/x
unsigned char* pixel = texture-getImage(0)-data() + ((i *
tex_width) + j) * 4;
*(pixel+0) = r;
*(pixel+1) = g;
*(pixel+2) = b;
Hi Joel,
layout (traingle_strip, max_vertices = 3) out;
I doubt this valid GLSL. Try
layout (triangle_strip, max_vertices = 3) out;
instead ;-)
Regards,
-Fred
- Joel Graff pair_o_gra...@comcast.net a écrit :
Hi,
I've been developing an app in OpenSceneGraph to help me learn
Hi Igor,
did you search in the example folder ? I am sure that more than one use a
pbuffer. More use framebuffer objects.
You can have a look to osgscreencapture
Regards,
-Fred
- Igor Galochkin isee...@yandex.com a écrit :
I am still stuck. Guys, any suggestions?
My colleague tried to
Hi Fred,
- Fred Smith a écrit :
Hi,
In a drawable cull callback, I have found that
State::getModelViewMatrix() and State::getProjectionMatrix() are
different from the matrices returned by Camera::getViewMatrix() and
Camera::getProjectionMatrix().
I actually can't perform world to
Hi Axel,
- Axel Spirtaat a écrit :
Hi Torben,
thanks for your answer. I imagined it, but when i loaded the cow model
in my scene, the model was bigger than my room (that is, 8x5x3), so
I've had this doubt :-)
So the right question is : In what unit is the cow ? and the room ?
-Fred
Hi Julien,
It's me that submitted this change at
http://www.mail-archive.com/osg-submissions@lists.openscenegraph.org/msg05568.html
It's hard to tell what's going wrong without the full code of your camera setup.
In http://www.opengl.org/registry/specs/ARB/geometry_shader4.txt
error 0x8da8
initialize RenderBuffer
with GL_DEPTH_COMPONENT24_SGIX, but with GL_RGBA
Could it be a problem with it? Strange because it dont bother the
only one slice version...
Could it be because I use CORE 330 shaders?
Please help
Frederic Bouvier wrote:
Hi Julien,
It's me that submitted
Hi Sukender,
Actually, OpenGL can do this binding (even if it's slow), so why not
supporting it if it's not that difficult? Should we name it
differently?
it is my understanding that OpenGL can only do BIND_PER_VERTEX natively.
There is no such thing as a face normal or color. There is only
Hi Laith,
OSG defines the osg_ViewMatrixInverse uniform. You have to add
uniform mat4 osg_ViewMatrixInverse;
in your shader to use it and find the camera location in world coordinates.
Otherwise, there is the gl_ModelViewMatrixInverse uniform if you want to
transform the camera position from
Using ref_ptr everywhere is a good way to be exception safe because you know
the pointer will be deleted even it it wasn't added to another OSG object.
There is a possible pitfall if you want to return a ref_ptr in a function that
returns a pointer, because the object will be deleted before the
Hi,
yes, adding /FORCE:MULTIPLE to the linker command line was the only workaround
I found
Regards,
-Fred
- Brad Christiansen a écrit :
Hi,
This seems to be the same / related to an issue raised some time ago
with VS2010.
When I build VirtualPlanetBuilder with VS2010 I
Hi Robert Thorsten,
I simply merged r12395 in my 2.9.14 branch and got this :
http://frbouvi.free.fr/flightsim/fgfs-txf-fonts.jpg
oversized font!
Regards,
-Fred
- Robert Osfield a écrit :
Hi Thorsten,
I have tracked down the problem to the txf plugin not setting the
width and
Hi John,
De: John Doves evage...@gmail.com
Wrong calculation a bounding box of model which contains biped or bones. I'm
used this code to calculate bounding box:
Code:
model = (osg::Geode*) osgDB::readNodeFile(testmodel.fbx);
//calculating bounding box of model
Hi All,
I need to initialize the content of the depth buffer of a FBO with the result
of a RTT pass where I setup a DEPTH_ATTACHMENT to a depth texture.
IOW, I want two fbos with the same depth buffer, the second being read only.
AFAICS in gDebugger, the attachment to the second fbo cancels the
-
De: Sebastian Messerschmidt sebastian.messerschm...@gmx.de
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Cc: Frederic Bouvier fredlis...@free.fr
Envoyé: Lundi 5 Décembre 2011 17:02:17
Objet: Re: [osg-users] Sharing depth buffer between fbos
Hi Frederic,
I'm using a similar setup. I
I double checked and it appears to work now. I guess I have not tried hard
enough the first time.
Thank you
-Fred
- Mail original -
De: Sebastian Messerschmidt
Objet: Re: [osg-users] Sharing depth buffer between fbos
They are set up in the exact same way.
So both are using frame buffer
Hi Peter,
Le 04/01/2012 10:52, Peter Bako a écrit :
Hi,
I get errors, when I try to compile my project on visual studio for 64bit
platform. Before on ANYCPU configurations I had no problems. The error which
I get is
variable WINGDIAPI is not a type name
c:\program files
Hi Sebastian,
De: Sebastian Messerschmidt
I know this question has been asked before, but I didn't extract
enough information out of the answers to understand it fully.
What I want to achive seems simple. I have separate renderpasses with
the same viewpoint to render different parts of the
Hi Robert,
Le 10/02/2012 16:45, Robert Osfield a écrit :
Hi Adrian,
I've not got most of the way through my submissions backlog - can
finally see the light at the end of the tunnel :-) So I'm now in much
better place to start looking at your Ambient Occlusion work. Do you
have any updates
Hi,
FlightGear now includes a deferred renderer that produce shadows. As the
lighting is done from a Gbuffer in a fullscreen quad render, I can't (correct
me if I'm wrong) use osgShadow.
So in my implementation, I render the geometry of the whole scenegraph to a
depth texture using an
to try Sergey's
suggestion of LODScale() which would achieve rather different results.
Robert.
On 2 April 2012 13:12, Frederic Bouvier wrote:
Hi,
FlightGear now includes a deferred renderer that produce shadows. As the
lighting is done from a Gbuffer in a fullscreen quad render, I can't
On 2 April 2012 14:21, Frederic Bouvier fredlis...@free.fr wrote:
may I ask how a camera can inherit the viewpoint of a sister (slave) camera ?
Or does it inherit the viewpoint of the master camera ?
The OSG inherits state/settings from parents, there isn't any sibling
inheritance.
Ok, thank
Hi Robert,
On 2 April 2012 14:21, Frederic Bouvier fredlis...@free.fr wrote:
may I ask how a camera can inherit the viewpoint of a sister (slave) camera ?
Or does it inherit the viewpoint of the master camera ?
The OSG inherits state/settings from parents, there isn't any sibling
inheritance
Hi Robert,
On 2 April 2012 14:21, Frederic Bouvier fredlis...@free.fr wrote:
may I ask how a camera can inherit the viewpoint of a sister (slave)
camera ?
Or does it inherit the viewpoint of the master camera ?
The OSG inherits state/settings from parents, there isn't any sibling
On 2 April 2012 14:21, Frederic Bouvier fredlis...@free.fr wrote:
may I ask how a camera can inherit the viewpoint of a sister (slave)
camera ?
Or does it inherit the viewpoint of the master camera ?
The OSG inherits state/settings from parents, there isn't any sibling
Hi Robert,
as I understand it, this feature enables one to put unconnected
strips in a single primitive, while degenerated triangles may
add a line between the end of a strip and the next.
Regards,
-Fred
- Mail original -
De: Robert Osfield robert.osfi...@gmail.com
À: OpenSceneGraph
Hi,
I am pretty sure it has been discussed before, but I am unable to
retrieve the right thread, so ...
I have a dual card setup, each driving a single monitor. When I start
osgViewer, the viewer span on both screen, an initial image is displayed
on both too, but only the primary display is
? What versions of OSG have you tested?
-Paul
On 5/19/2012 9:03 AM, Frederic Bouvier wrote:
Hi,
I am pretty sure it has been discussed before, but I am unable to retrieve the
right thread, so ...
I have a dual card setup, each driving a single monitor. When I start
osgViewer,
the viewer
Paul,
I see the same issue with 3.1.2
Regards,
-Fred
- Mail original -
De: Frederic Bouvier fredlis...@free.fr
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Envoyé: Dimanche 20 Mai 2012 10:10:42
Objet: Re: [osg-users] Multiple GPU/monitor issue on Windows 7/NVidia
Hi Paul
off / fullscreen mode to avoid DWM quirks
HTH,
Wojtek Lewandowski
2012/5/20 Frederic Bouvier fredlis...@free.fr
Paul,
I see the same issue with 3.1.2
Regards,
-Fred
- Mail original -
De: Frederic Bouvier fredlis...@free.fr
À: OpenSceneGraph Users osg-users
I was going to raise that point. Flightgear has for some years now a system
where designers can express their statesets in XML files called effects. A
statesets is called a Pass in FG (or a FG Pass is implemented with a
stateset). You can add multiple passes in a Technique, allowing you to
Hi,
sourceFormat and sourceType are used if you read back the texture in CPU
memory. To ease my debug in gDebugger, I use sourceType=GL_FLOAT
It doesn't change how the fbo works, but I can read floats between 0 and 1 in
the debugger.
Regards,
-Fred
- Mail original -
De: Sergey
Hi Robert,
I was reported a problem in fgrun (the flightgear launcher) where camera
manipulation in the aircraft viewer is broken using OSG trunk, on Linux, but I
was able to reproduce it on Windows too. This video explain the problem :
http://youtu.be/xN1hTGte1EM
After bisecting, I found
the example that should be passing on parameters to
osgViewer. I have plenty of others tasks on my plate so I'll defer to
others for tracking down this issue.
Cheers,
Robert.
On 6 September 2012 09:27, Frederic Bouvier fredlis...@free.fr wrote:
Hi Robert,
I was reported a problem in fgrun
- Mail original -
De: Frederic Bouvier fredlis...@free.fr
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Envoyé: Jeudi 6 Septembre 2012 14:55:12
Objet: Re: [osg-users] Rev 13092 broke osgViewerFLTK
Hi Robert,
rev 13092 is a change in osgViewer::Viewer only. Your comment
dimensions. I think the correct fix will probably be
along these lines.
Just reverting the code as you have done will re-introduce a bug so is
not appropriate.
Robert.
On 6 September 2012 14:10, Frederic Bouvier fredlis...@free.fr wrote:
Well, restoring this block at the new frame call location fix
osg-users@lists.openscenegraph.org
Envoyé: Vendredi 7 Septembre 2012 11:35:30
Objet: Re: [osg-users] Rev 13092 broke osgViewerFLTK
Hi Frederic,
On 6 September 2012 15:02, Frederic Bouvier fredlis...@free.fr wrote:
I don't revert the code. I moved the setInputRange block where you put
Trunk build OK with MSVC 2012, at least for the plugins I am able to resolve
dependencies.
Regards,
-Fred
- Mail original -
De: Robert Osfield robert.osfi...@gmail.com
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Envoyé: Vendredi 7 Septembre 2012 11:28:11
Objet:
Hi Peterakos,
See the small patch in this message :
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg58476.html
(Included in OSG 3.1.3 BTW)
Regards,
-Fred
- Mail original -
De: Peterakos hay...@gmail.com
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Hi Jeremy,
De: Jeremy Moles
I'm testing this out, but you appear to have left noise_tex.jpg out of
the zip. :)
You should be able to use this one :
https://gitorious.org/fg/fgdata/blobs/master/Textures/noise_tex.jpg
;-)
Regards,
-Fred
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