On 01/11/2013 09:00 AM, Lukasz Izdebski wrote:
Hi,
But for example we have 512x512 dds texture compressed with DXT1 and in header
we have 4 mipmaps.
In this example is meaningless to compute number of mipmaps, because OpenGL
,with my knowledge, does not generate mipmaps for compressed textures
On 01/11/2013 08:26 AM, Christian Schulte wrote:
Hi,
I think it is used as cross-checking method. Indeed, if the calculated
number (using osg::Image) is less than the number of mipmaps specified
in the dds file, the calculated value is kept. On the other hand if the
theoretical number of possibl
On 01/11/2013 04:48 AM, Jan Ciger wrote:
On Fri, Jan 11, 2013 at 1:28 AM, Jason Daly <mailto:jd...@ist.ucf.edu>> wrote:
Actually, we've got shared library loading working already.
A lot of our software is plugin-based (using dlopen), and it's
working fine on A
On 01/10/2013 06:32 PM, Jan Ciger wrote:
On 01/10/2013 11:49 PM, Jason Daly wrote:
OK, if that's all it is, I'm going to give it a shot.
After fighting a bit with the platform, we've had some luck with getting
other libraries working as shared libraries, so I think we'
On 01/10/2013 05:16 PM, Jorge Izquierdo Ciges wrote:
Because the shared linker at execution time in Android works as hell
on a bench. It just doesn't call the dependencies of a library... and
also your shared libraries are not installed on the system... etc
The system is just not friendly to
Hi, all,
I had a question about compiling OSG on Android. I understand that the
current advice is to build static libraries instead of shared. I was
just wondering why this was the case. Is there some reason that the OSG
can't be built with shared libraries instead?
The main reason I'm a
I was about to ask why we aren't just using the log2 function here, but
apparently Microsoft doesn't consider this C99-standard function to be
important (ie: it's not included in Microsoft's math.h).
Seems like cmath is indeed the best solution.
--"J"
On 01/09/2013 11:39 AM, Christian Schu
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
On 12/14/2012 07:16 PM, Jason Daly wrote:
The textures also don't need to be square. The mip levels stop when
any of the dimensions reaches 1, so you shouldn't create any mipmaps
that are, for example, 4x1.
Actually, this isn't exactly correct. You should create mipmaps unti
On 12/14/2012 06:08 PM, Aurelien Albert wrote:
Hi,
I have a set of pre-computed procedurals textures, and my texture generation
system can produce high-quality downsampled textures.
So I would like to use them as mipmaps for my textures :
- is it possible to allocate and load mipmaps from CPU
On 12/14/2012 01:19 PM, Gianluca Natale wrote:
Unfortunately it crashed with any version of cairo library (gotten
from http://ftp.acc.umu.se/pub/gnome/binaries/win32), and any .svg
file I tested.
I ended up looking deeper at documentation of cairo library.
Specifically, since the crash happ
On 12/10/2012 08:06 AM, Anders Backman wrote:
Hi all.
Does anyone know about sample code for creating texture coordinates
for a general triangle mesh?
OpenGL can do this when using TexGen, but if I would like to generate
this myself given coordinates, indices (and normals), is there a
libra
On 11/20/2012 09:50 AM, Jeremy Moles wrote:
Hey guys--anyone using OSG with the Collada reader on Linux? Although I
doubt this is a Linux-centric issue.
I've tried the 2.2 (won't even build), 2.3 and 2.4 (neither of which
work with the OSG code) to no avail. Is there something obvious I'm
missin
On 11/02/2012 02:53 AM, Bob Smith wrote:
Hi,
I compiled the TIFF library with JPEG compression support. When I now build
OpenSceneGraph, the plugin tiff fails because it has linker errors and cannot
find JPEG library... Is there a workaround?
The CMakeLists.txt for the TIFF plugin only links a
On 10/27/2012 02:09 AM, Christoph Heindl wrote:
This sounds like a clever idea, but I have to keep exporting the mesh
in mind. When exporting I think I should have the UV coordinates ready
on the CPU. Is there a way to transmit the output of the shader (i.e
vertex ST coordinates) back to the
On 10/26/2012 01:19 PM, Glenn Waldron wrote:
For cases where the ST coordinates can't be computed in object or eye
coordinates then you'll need to rely upon the UV coords that you've
computed. The OSG supports as many texture units as the underlying
OpenGL implementation suppor
On 10/25/2012 12:17 PM, Christoph Heindl wrote:
I think you'd need to do an initial pass to see which photos cover
which vertices, then divide up the mesh accordingly. Only one
(maybe two or three) textures will need to be active for each
patch, which means you'd only need at mo
On 10/24/2012 11:35 AM, Jason Daly wrote:
On 10/24/2012 05:28 AM, Daniel Schmid wrote:
Since the material code is unique within geometries, so actually I
would need to transfer it only once per Geometry. If I change to
BIND_OVERALL, the data is no longer transferred, or at least my
shader
On 10/24/2012 05:28 AM, Daniel Schmid wrote:
Since the material code is unique within geometries, so actually I
would need to transfer it only once per Geometry. If I change to
BIND_OVERALL, the data is no longer transferred, or at least my shader
cannot detect it anymore. I thought i should
On 10/24/2012 03:03 AM, Christoph Heindl wrote:
Thanks for the hints. From browsing the documentation it seems though
that this would also texture non-visible triangles (i.e backfacing
triangles)? This however would lead to messy texturing, since I have
photos from around the mesh.
Shouldn
On 10/23/2012 11:59 AM, Christoph Heindl wrote:
Hi Jason,
On Tue, Oct 23, 2012 at 5:27 PM, Jason Daly <mailto:jd...@ist.ucf.edu>> wrote:
There's no difference between these two. ARB_multitexture is a
15-year old extension that simply provides the specificati
On 10/23/2012 02:35 AM, Christoph Heindl wrote:
After a bit of research I stumbled upon the following approaches to
multi-texturing
- using ARB_multitexture extension. Seems to be limited by available
hardware units.
- using GPU multitexturing using separate texture units. Also limited
by a
On 10/22/2012 11:15 PM, wh_xiexing wrote:
> i have hundreds of millions of points to render. i think the Geometry
> 's setVertexArray (Vec3Array) is time consuming .
> for every point , it must construct a Vec3 class, and put it into the
> array.
Not true, you can create a Vec3Array out of an arr
On 10/19/2012 09:28 AM, Michael Schanne wrote:
Hi,
I have a model that I converted from an .stl file to .osg. I wanted to apply a
scaling to the model, so I added a MatrixTransform with a scaling matrix above
the model's root node. For maximum efficiency I wanted to apply the transform
dire
On 10/05/2012 04:55 AM, paul graham wrote:
Hi all, we've been having some intermittent deadlock issues and as part of my
investigation I noticed that our (albeit quite old - 2.9.8, we shall be
upgrading imminently) OSG libs were being compiled with
_OPENTHREADS_ATOMIC_USE_MUTEX.
On further in
On 09/25/2012 05:45 PM, Christoffer Pettersson wrote:
The cin in the render thread is not supposed to be there. They were just put
there to see if they would block or not, which they did. The problem i have is
that if i write cin in any other thread than the render thread, then the thread
con
On 9/25/2012 5:27 PM, Christoffer Pettersson wrote:
The cin in the thread is only there for demonstration purposes. It was used to
test the blocking of the cin function. If i write cin in the render thread then
the program is halted. If i write it in the main thread it is not halted. The
model
On 9/25/2012 5:01 PM, Christoffer Pettersson wrote:
Hi Jason,
That is pretty much what I'm doing, just the other way around. The main thread
is responsible for handling standard inputs, while the second thread is
responsible for handling the renderer.
I didn't see the code you posted ear
On 09/25/2012 12:04 PM, Christoffer Pettersson wrote:
hmm ok. I tried the code on another computer with specifications between the
two computers mentioned before. This one running Slackware as well. And the
code ran fine on this one. Theyre using the same terminal and as far as I know
they als
On 09/11/2012 09:41 AM, Sergey Polischuk wrote:
Hi
you can take a look at Geometry::computeFastPathsUsed() source and
check yourself. As a general rule you are going to be slow, if your
geometry uses separate indices in osg::Geometry for vertex attribs
(not those in DrawElements*** primitive s
On 09/07/2012 05:28 AM, Robert Osfield wrote:
Hi All,
I plan to tag a developer release this afternoon, but before I do I'd
like some feedback from testing out in the community to make sure that
it's building a running OK.
This dev release won't contain all the submissions that have
accumulated
On 08/20/2012 09:00 AM, Peterakos wrote:
Hello.
In the example osganimationviewer in main there is the following line:
osg::Group* node =
dynamic_cast(osgDB::readNodeFiles(arguments));
How safe is this if i use only 1 model in arguments and it is not Group ?
osgDB::readNodeFiles inserts a g
On 08/13/2012 05:26 PM, Nick Jones wrote:
Hello,
I am experiencing a performance decrease when OSG culls new objects into
view for the first time. My current assumption is that the objects' textures
and/or geometry must be pushed down to the GPU before it can be used. Once they
are cached
On 07/25/2012 12:15 PM, Jeremy Graham wrote:
Thanks for the input. I am a total novice to CMake and pretty new to make files in general. In
order to follow your suggestion, would I add a line like SET(CMAKE_CXX_FLAGS
"-D__STDC_CONSTANT_MACROS") to one of the CMake files? Perhaps the one name
On 07/20/2012 04:36 PM, Jeremy Graham wrote:
Thanks for responding, Alberto. I updated ffmpeg using the information from
the Ubuntu Compilation Guide at the ffmpeg website and attempted the
compilation and install with a fresh start. It still gave me the same error
upon halting. Would you h
On 06/25/2012 12:59 AM, GeeKer Wang wrote:
Hi, all
I want to use two GTS 250 cards to do the parallel rendering job based
on OpenSceneGraph。
In my experiment, a scene full of complex models is split to 2 parts
according to viewport。
The 2 parts are rendered in seperated windows (actually tw
On 06/06/2012 11:34 PM, Jordan Sparks wrote:
Hi,
I work in a research lab that uses a CAVE. We were recently given a large 3D
model made in Google SketchUp to work with by a client. Unfortunately, we keep
having issues when running it in the CAVE on OSG. The model seems to have it's
ambient l
On 06/05/2012 05:50 AM, Bob Slobodan wrote:
Basically yes. My problem is that I don't really get how the tesselation works
and how to create new polygons using the geometry modified by the tessellation.
I thought that the tesselation would simply add new PrimitiveSet such as
DrawArrays and tha
On 05/10/2012 08:26 PM, Jonathan Diaz wrote:
Hi,
I am having the same problem with uniform vec4 arrays with new nvidia driver.
We are still back on a pretty old version of osg, 2.8.3. Which files from the
current subversion contain the fix. Program, Uniform, some others?
Hi, Jonathan,
The
Hi, Janosch,
Picking works based on traversing the scene, and not necessarily just
what's drawn on the screen. You said that you render part of your scene
to a texture. Are you sure you're not picking from that same scene?
--"J"
On 05/22/2012 03:47 PM, Janosch Machowinski wrote:
Hi,
sor
On 05/10/2012 02:42 PM, Scott Wasinger wrote:
osgviewer: No match.
then the viewer promptly exits without rendering even the booster model.
Hi, Scott,
The "No match" error suggests to me that you're on some kind of
UNIX-style system, and that the command line shell is trying to do
regex-
OK, disregard everything I said about using osgscribe and Polygon Offset.
Having just read the link I posted myself, I realized that glPolygonOffset only
works for filled polygons and not lines or points. Sorry for the misdirection.
Unfortunately, you'll have to come up with something a bit mo
On 05/10/2012 07:21 AM, Bob Slobodan wrote:
Hi,
First of all, thank you for your answer. I took a look at osgscribe and I tried
to do the same thing, but it doesn't really work. I tried many things but this
is my last attempt:
You may need to tweak the factor and units numbers for your parti
On 05/09/2012 12:39 PM, Sean K wrote:
Hi Rafa
Thank you so much for looking at the problem -- having a second set of
eyes look at a problem is so valuable.
You were right -- The OSG and VPB -- I was using release builds. But
my own DLL -- I had it in the DEBUG build.
After I changed to RELEA
On 05/09/2012 07:34 AM, Bob Slobodan wrote:
I finally figured out what was the problem with the camera. It was just that I
had really large coordinates (for example : 510, 510, 100). So I
finally subtsracted an offset (510, 510, 0) to all my points and the
manipulator now works
On 05/09/2012 05:37 AM, Eldar Insafutdinov wrote:
Well, adding "[0]" actually did the trick! Mismatch of the array sizes did not
matter in the end(I want to pass arrays of variable length to glsl with sizes up to 20
elements, so that's fine with me). Not sure why my drivers don't work here, I'm
On 05/06/2012 02:38 AM, Pete Black wrote:
How suitable will OpenSceneGraph be for this kind of task? - i would have up to
5 million triangles visible at once (though a large number of these will be
overdrawn) , and this dataset could be split into arbitrary-sized chunks, to
optimise batch size
On 05/02/2012 07:38 AM, Helen Wang wrote:
Thank you for your reply.
I have set OSG_FILE_PATH environment variable and checked the graphic card
driver.
does it mean that the only sultion is to change a better graphic card?
My current graphic card is quite poor, but since my models is quite simp
On 04/27/2012 03:55 PM, Thomas Lerman wrote:
Hi,
I am trying to get JasPer to work with osg so I can have the jp2 plugin. I have
tried the standard distribution from their website and the modified files in
this thread. I am getting the following linker errors (I am only showing the
errors fro
On 04/27/2012 01:46 PM, dan marshal wrote:
Hi,
I am porting a java3d app to OSG and have to implement RotateToPoint.
My model is an airplane and I have its location and the point I want to rotate
to. Is there an OSG function similar to RotateToPoint? Have you seen a good
example of this imp
On 04/25/2012 03:21 PM, Rafa Gaitan wrote:
Hi Maurizio,
I think the problem could be that glColorMaterial is not supported in
OpenGLES 1.1. When you use ColorArray in a Geometry, I think it uses
glColorMaterial to enable lighting using the color of the geometry.
If you want to use Colors + Ligh
If you're just using one overall color per drawable, try switching that
for an osg::Material with the DIFFUSE color set to the same color. You
might have better luck that way.
--"J"
On 04/25/2012 01:08 PM, Maurizio Lodo wrote:
Thanks Jason,
true, I was using ShapeDrawables. However, I was
Hi, Maurizio,
It probably comes from the fact that you're using ShapeDrawables for
your geometry. ShapeDrawable was never intended for serious work, and
as such, probably wasn't high on the list for support when OSG was
ported to work with OpenGL ES. If you converted your geometry to use
a
On 04/24/2012 03:21 PM, Chris Long wrote:
Hi,
I'd like to request that someone patch OverlayNode with this one-line fix. We
are still having to work around it in our OSG application.
You'll probably get quicker results if you patch the file yourself and
post it (the whole modified file) to t
On 04/24/2012 01:24 PM, Terry Welsh wrote:
And I recall seeing screenshots for Pirates of the XXI Century, but I
don't know if that game was ever finished. Anyone know what happened
to it?
I was going to mention it, but I couldn't find any active links for it
either. I saw it being demoed in
On 04/12/2012 07:34 PM, Preet wrote:
I need to render a bunch of different objects using layer data and I'm
doing it by disabling depth test and specifying a render bin to
control render order... something like
myObject->getOrCreateStateSet()->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
myO
Hi, Robert,
On 04/12/2012 06:39 AM, Robert Osfield wrote:
Hi All,
Those who haven't received their activation email I have used the
joomla admin pages for the registered users to activate and enable the
accounts for you. We still need to sort out the issue with the mails
being eaten as spam,
On 04/11/2012 07:17 PM, Thomas Hogarth wrote:
Also on the subject of accounts, are we planning to use the joomla
accounts to login to MediaWiki?
Not sure what the plan is myself, but there's a Joomla extension that
provides this functionality:
http://goo.gl/b4kLk
--"J"
On 04/11/2012 04:57 PM, Zachary Hilbun wrote:
Hi,
Would still like to know the answer to this question.
I'm not aware of any documentation on this, other than the source code
itself.
--"J"
___
osg-users mailing list
osg-users@lists.openscenegraph
FWIW, I'm in the same boat as Paul. I registered around 11:30 and still
haven't gotten the activation e-mail. I've checked the spam filter.
I'll keep an eye out for it...
--"J"
On 04/11/2012 01:05 PM, Paul Martz wrote:
Well, I'm glad it's working for most people. Happy website editing! :
I remember it being something more generic ("interactive virtual
environment", or something like that), and not tied to any kind of
history. I vaguely recall the e-mail thread about what to call the
format, but I can't remember any specifics. We don't seem to have mail
archives that go back
On 04/02/2012 10:57 AM, Robert Osfield wrote:
Hi All,
I am currently looking at Joomla, while I read up about it, has anyone
else out there worked with Joomla? Thoughts?
Hi, Robert,
We use Joomla for pretty much all of our web presence here in our lab,
as well as for some additional work we
On 03/26/2012 12:44 PM, Robert Osfield wrote:
Hi Jason,
On 26 March 2012 16:43, Jason Daly wrote:
On 03/22/2012 04:29 PM, Robert Osfield wrote:
I sent these to you last week (off-list). No rush it getting it posted, but
I just wanted to make sure that you did actually receive them.
I got it
On 03/26/2012 09:03 AM, Michael Schanne wrote:
Hi,
I want to use OSG to create an overlay where I have different symbols marking certain
points in my scene. I want these symbols to remain a constant size in screen
coordinates until crossing certain thresholds (for example, they are size A whe
On 03/22/2012 04:29 PM, Robert Osfield wrote:
I can also just submit the app if that's the preferred way of doing it.
You could just send the entry text and link to me and I could add it for you.
Hi, Robert,
I sent these to you last week (off-list). No rush it getting it posted,
but I just
I'm finishing up some work for a sponsor, and they'd like me to
contribute the application I ended up writing to the community.
I'd like to post it on the Community/Software page of the wiki. How
would I go about doing that? I tried editing the page myself, but my
account (username: lycee
Very nice, Terry!
Looks like the human characters need a "stop drop and roll" behavior,
though... ;-)
--"J"
On 03/21/2012 01:50 PM, Terry Welsh wrote:
At the risk of sounding like a shameless self-promoter, here's level
playthrough video from a hobby project I've been working on. I'd be
ZacharyH wrote:
>
> You mentioned that "you need the libpng development libraries installed on
> your system". The closest thing I have to that is ReaderWriterPNG.cpp under
> OpenSceneGraph-3.0.1/src/osgPlugins/png. Is that it? If not, where would I
> download what I need for my version of
On 03/12/2012 08:49 AM, David De Weerdt wrote:
Hi,
I have the following osg file. If I load this in my application, it loads fine.
If I use osgDB::writeNodeFile to write the scenegraph to a collada (.dae) file,
the cube is not added to the collada file.
I do not get any errors/warnings and I h
On 03/13/2012 06:04 PM, Zachary Hilbun wrote:
Hi,
This is a Linux machine and I am using Eclipse for development of a Qt app.
I installed OSG V 3.0.0 and found it did not have the Qt integration in it. I
then downloaded and built OSG V 3.0.1. I need to read a PNG image but find
that I have
On 03/02/2012 02:32 PM, Antony Tomarelli wrote:
(Sorry, couldn't figure out how to be specific but concise with the title)
I created a class (called Test) that derived from PositionAttitudeTransform
which would control the position of a shape (so a geode) in the scene. I wanted
to then update
Chris Hanson wrote:
>
> I would think the osg4web work is the best place to start as it claims:
>
>
> > Currently the supported browsers are Firefox and IE and the OS platform is
> > Windows XP-Vista. Nevertheless, most part of the code is OS neutral.
> >
>
>
There's also osg.js (osgjs.or
On 03/13/2012 12:52 PM, Christian Buchner wrote:
Attention, almost anything that is BIND_PER_PRIMITIVE will force osg
into a slow render path that does make use of immediate draw calls.
I mentioned this up a bit higher in the thread.
The question of whether or not it will be slow is different
On 03/13/2012 07:14 AM, Ethan Fahy wrote:
Jason, it looks like something went wrong with your last post since it's
awaiting approval. There was a file attached but it was identical to the last
file. Was there something important in that message that I missed? Thanks
again.
No, it's fine.
I typically just use the mailing list instead of the forum. I guess the
Mail2Forum gateway doesn't handle attachments very well.
Here it is...
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=46206#46206
Attachments:
http://forum.openscenegrap
On 03/12/2012 03:40 PM, Jason Daly wrote:
On 03/12/2012 02:21 PM, Ethan Fahy wrote:
Thanks Jason,
So, since I can't combine programs (I didn't necessarily mean multiple shaders,
I just meant multiple programs), I decided to take this line of code:
program->addBindAttribLocation
On 03/12/2012 02:21 PM, Ethan Fahy wrote:
Thanks Jason,
So, since I can't combine programs (I didn't necessarily mean multiple shaders,
I just meant multiple programs), I decided to take this line of code:
program->addBindAttribLocation("indices", 6);
and move it to where I assemble my shader
On 03/12/2012 02:02 PM, Jason Daly wrote:
You can also define a function in one shader, and have it called from
another shader. This way, you can switch behavior by using different
implementations of the same function. Shader A implements the shader's
main() function and defines the prot
On 03/12/2012 01:15 PM, Ethan Fahy wrote:
Does that mean that an osg::StateSet can only have one osg::Program? I have
one application that uses a nodeVisitor to assign my generic vertex attribute
and sets a program with the generic vertex names. After saving the result as
an ive file I have
On 03/12/2012 10:04 AM, Ethan Fahy wrote:
Thanks Jason,
I understand about the interpolation. I have been operating under the
assumption that if I use a node visitor to loop over each primitive in my
object, create a floatArray of index numbers of size=size(primitive array), and
then bind_pe
On 03/09/2012 02:08 PM, Ethan Fahy wrote:
So I decided to go again and try to use a generic vertex attribute to store my
index numbers. I noticed from another osg forum thread that there is currently
a problem using int values for vertex attributes but that floats are working
and can be conve
On 03/07/2012 04:42 PM, Renato Oliveira wrote:
Hi,
sure i understand, sorry about that. i just wanted to know if someone already
experienced the same issue before. what i am actually doing is i created a obj
loader similar to the obj loader plugin from openscenegraph (the mojoraity of
the cod
On 03/07/2012 04:15 PM, Renato Oliveira wrote:
Hi,
I am having a problem in which i get an exception when OSG is trying to render my
manually created geode. The crash happens in sceneView.cpp when calling
cullVisitor->traverse(*_camera). Does anyone have any ideias what might be?
Hi, Renato,
On 03/06/2012 01:42 PM, Jan Ciger wrote:
OK, it is this thread:
http://lists.nongnu.org/archive/html/bino-list/2011-03/msg00058.html
Interesting stuff, if this works, a 3D projector or TV could be an
interesting option these days.
Here's another one with specific ModeLine values:
http://li
On 03/06/2012 11:58 AM, Ethan Fahy wrote:
Thanks for the info guys. I'll have to think about the best way forward a bit.
I'm still hesitant to add generic vertex attributes just because it seems like
it would add to a given node's memory usage and since I don't use the node's
color values fo
On 03/06/2012 10:56 AM, Jan Ciger wrote:
>From what I've read in several forums. If you create the
1280x1470 format (or 1920x2205 format) directly, you can get a
GeForce card to render 3D content on a 3D monitor.
Jason, could you post links to this info, please? I am interested in
On 03/06/2012 07:39 AM, Ethan Fahy wrote:
I was also wary of using generic attributes after reading the bottom of this
page:
http://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/attributes.php
Just seemed like more trouble than it was worth. But I'm really just learning
OpenGL and osg so
On 03/05/2012 03:17 PM, Ethan Fahy wrote:
Thanks Jason,
I may do some testing with floats to see if they work out, but most likely I'll
play it safe and use unsigned ints for r,g,and b and come up with an indexing
scheme that can theoretically host up to 16.7 million discrete values.
Just cu
On 03/05/2012 10:54 AM, Ethan Fahy wrote:
If I were to set the color of a vertex of an osg::Node using floats between 0-1
and then accessed the color of that same vertex in a GLSL shader, would I get
back the exact same floating point value? I am worried that at some point in
the pipeline tha
On 03/03/2012 10:38 AM, Christian Buchner wrote:
Geforce cards support stereoscopic 3D through HDMI as part of the
3DVision support for DirectX gaming only.
It is called 3DTV Play and it isn't free (there's a 14 day trial
version available). And this does not include OpenGL.
Sure, but that's a
On 03/01/2012 07:58 PM, Erin Morrow wrote:
Jason,
Thanks for the response. That link is helpful and i have done some research on
the anatomy of modelines but no success yet. I am running my code on windows
and while we occasionally build for Linux I'm hoping I don't NEED to go that
route to
On 03/01/2012 05:01 PM, Erin Morrow wrote:
Hi,
I am trying to get OSG to output in 720p 3D frame packed format. My
understanding is that this requires a screen resolution of 1280x1470 (
2x(1280x720) + 30 buffer) but I must be missing something as the Sony HMD I am
sending the output to is not
On 02/29/2012 09:22 AM, "Martin Großer" wrote:
Hello,
I tried this in my camera draw callback:
virtual void operator()(const osg::Camera& camera) const
{
// GL-Context-ID
GLuint gcID = _gc->getState()->getContextID();
// GL-Program-Handle
osg::Program::PerContextPr
On 02/28/2012 10:49 PM, Sean O'Connell wrote:
I'm currently working on a project where I have to integrate library into a
3rd party application's source code. The library consists of a custom osg
Camera that takes 9 snapshots of the user's scene. The headache's I've run
into are the followi
On 02/28/2012 06:20 PM, Sean O'Connell wrote:
In my application I have a bunch of cameras that render to textures. Is there a
way for me to trigger them to render without calling osgViewer::frame or going
through the osgViewer class? Ideally I could simply call camera->renderView()
or someth
On 02/28/2012 04:04 PM, Cary, Karl A. wrote:
I would be very interested in this as well. I have been having this
issue for a long time. Our development systems all have one widescreen
monitor at 1920x1080 and then one SD monitor at 1280x1024. If we want to
run a 1280x1024 window on the widescreen
On 02/26/2012 06:58 AM, Cao Wenjie wrote:
Hi,
As OSG newbie, I'm working on a terrain texture brush task.
My goal:
Use mouse controlled brush paint grass area on a prebuild terrain(has original
texture)
Progress:
Now I successfully complete a demo, but the method I use seems unattractive.
M
On 02/27/2012 02:12 PM, Chris Hanson wrote:
On Mon, Feb 27, 2012 at 11:34 AM, Shayne Tueller
mailto:shayne.tuel...@hill.af.mil>> wrote:
All,
I believe this issue has been addressed before but I can't find
the previous discussion. Therefore I will ask again...
Is there a way to
On 02/24/2012 04:13 AM, Robert Osfield wrote:
You should be able to do the cross platform route, but if there is a
bug on the OSG side on one particular platform we as a community just
need to fix it. I just have access to Linux, and have very little
Windows experience so can't help out with deb
On 02/23/2012 10:53 PM, John Simpson wrote:
Jason
I know it's possible if I dig into the windowing system for a specific
platform, but I was hoping to do it using an OSG cross-platfom method (see
first post).
I think you misunderstood me. What I meant was that OSG should be able
to provide
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