Middleton, Colin (GE Intelligent Platforms) wrote:
PS I've only tested 7600 and 9400 properly, but I've seen symptoms of
latency on GeForce 8 series cards too. I think Geforce 5 and 6 didn't
have this 'feature' though. Interestingly, I also found that there were
some monitors that had over 66
On 8/8/2010 6:45 PM, Robert Youngren wrote:
Hi,
Right, I understand that I can make a call to osg::Image::getColor(s,t),
however how do I convert from world coordinates (intersection on the object) to
texture coordinates? Is there a method in osg to do this, or do I need to come
up with a
Anders Backman wrote:
Hi all.
Is there anyone on the list that could elaborate on this:
http://developer.download.nvidia.com/presentations/2009/SIGGRAPH/Siggraph-SceniX-2009.pdf
I get the feeling that it is possible to take an OpenSceneGraph app
and use Optix to render the scene to get
Anders Backman wrote:
If so, its nothing but a huge leap forward, being able to render
hi-quality stuff to get screenshots, movies using the same code/app as
in realtime.
I should also mention that it wouldn't be using the same code as in
realtime. You have to write the OptiX code to get
Anders Backman wrote:
I think you are wrong, having ray tracing in the same scenegraph which
you use for real-time rendering is not because you want to use it for
the every day simulator. The purpose mainly (until it is fast enough)
is for engineering, movie making, screenshots etc. where real
Alice Yin wrote:
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 this? I haven't found yet.
Igor Lebedev wrote:
Hi,
Oh, i thought indexed vbo is fastest. I just wanna try alternate, faster method.
For Indexed VBO's, you don't use IndexArray's at all. Instead, you'll
use one of the DrawElements primitive sets (look in the osggeometry
example for how these work). These allow
Rafa Gaitan wrote:
Hi Robert,
I'm trying to build OSG with the android ndk (android-ndk-r4-crystax).
I have made some changes in the code to allow the build, but I think
recent changes in Texture.cpp have broken the build against
GLES/GLES2.
Igor Lebedev wrote:
Hi,
Okay...
I get indices like that:
_indices =
temp-asGroup()-getChild(0)-asGroup()-getChild(i)-asGeode()-getDrawable(0)-asGeometry()-getPrimitiveSet(0);
//temporary; data existence is checked; i know it's bad
and then
indices[i] = (int*)(*_indices).getDataPointer();
Hi, David,
David Wilson wrote:
Hi all,
First of all, thanks to the folks who built this library.
I'm building a 3D game engine based on osg::CompositeViewer featuring rather
larger worlds built using cubes. I've attached an image of what I'm trying to
create.
I was using ShapeDrawable
Rafa Gaitan wrote:
My first approach is trying to get all built, I've made some changes
into CMake for osgViewer, to not build if the system is not supported.
I know is not the best approach, but I thing that using
GraphicsWindowsEmbedded and using android sdk/ndk to create the
graphics context
Igor Lebedev wrote:
_indices is osg::PrimitiveSet, so it throws an error:
error C2676: binary '[' : 'osg::PrimitiveSet' does not define this operator or
a conversion to a type acceptable to the predefined operator
So i've got the wrong primitive set?
Not necessarily. What you have is the
Igor Lebedev wrote:
Hi,
Ok. I did it like that. The same thing. Weird index values and bunch of
polygons. So i should search in render function?
I'm not sure I can help you any more than that. You've made statements
that you know the structure and organization of the geometry that
David Wilson wrote:
One last question though - I'm implementing the cube faces as triangles. Would
I be able to scrounge a little more performance by implementing them as quads
instead? I'm guessing it would probably be marginal but might decrease memory
use a little.
I doubt you'll
Yun-Ta Tsai wrote:
Hi,
I am trying to figure out how to make billboard automatic rotate to the screen
like osg::Text.
It's similar to: [Image:
http://edu.kde.org/marble/screenshots/0.8/onlineservice2.png ].
Should I reimplement the code for osg::Billboard or there is similar function
Bruno Dias wrote:
Hi,
I'm kind a new in OSG context. I would like to know if someone know or has an
sample of how can i move the bones of an .FBX model.
I'm trying to develop a virtual hand that you can translate and move your
fingers trough some sensors in your real hand. I'm already
Eric Pouliquen wrote:
Hi Robert,
thanks for your answer. I completely understand what you mean, but I've read in
the doc about getEyePoint :
Get the eye point in the local coordinate frame a given traversal point.
So I don't understand in which coordinate frame these local coords are given
lucie lemonnier wrote:
Hi,
I want to create a virtual reality application with OSG in an immersive
environment (workbench cf. attached file) with head-tracking and stereoscopy,
...
I want to implement the head-tracking with the stereoscopy. I get the values
of position and orientation of
lucie lemonnier wrote:
Hi,
Thank you for your reply!
I didn't specify that I used the mode QUAD_BUFFER for the stereo.
I don't understand why would I need two cameras per surface, why one would not
suffice?
Don't worry, I guessed that you were intending to do quad-buffered
stereo :-)
Olaf Hasemann wrote:
Hallo,
Have a look at osgUtils SceneView and search for this:
/** Callback for overidding the default method for compute the offset
projection and view matrices.*/
struct ComputeStereoMatricesCallback : public osg::Referenced
{
virtual
ting zhang wrote:
Hi, all
I successfully compiled the osgAL project, but the examples in osgAL solution
didn't work. They all notify me that:
No Generic Hardware in :
OpenAL++: couldn't open sound device.
If you're using Vista or later, there will be no Generic Hardware
device because
Aitor Ardanza wrote:
Ok, sorry...
I have the following scene:
[Image: http://img810.imageshack.us/img810/8789/armn.jpg ]
Now I can not put a picture with the problem, because the movement of the arm
is connected to a motion capture system that I haven't connected right now ...
When you move
On 9/29/2010 6:32 AM, Jan Ciger wrote:
How can I tweak OSG red/cyan?
I suppose you will need to change the rendering code, I am not aware
of this being tweakable anywhere, as only OpenGL color masks are
being used - which basically say render everything into red or blue
channel (or some
On 9/30/2010 10:39 PM, Jason Daly wrote:
Just a thought... All you need to do is modify the final output color of
each pixel. I was wondering if the color matrix could be used for this,
assuming OSG even supports that (I've never looked, and I don't have
easy access to the source right now
Matt Caron wrote:
If I can split up a quaternion to rotations about arbitrary axes then thats
fine - I just need to know how to make that split.
For example if I have a quaternion with some rotation about some axis, I might
need to grab the rotation around (0,0,1) from that quaternion. But I
Chris 'Xenon' Hanson wrote:
I'm wondering if there's a canonical example of translating a non-continuous
noise
amplitude function (let's ignore anti-aliasing for now) into a normal in a GLSL
shader?
I've kludged mine to work for now, but I don't think it's best practice to do
it the way I
daniele argiolas wrote:
yes, I've looked all examples.
I need a bezier path animation with constant speed from first to last keyframe.
Is it more clear?
You might need to implement it yourself if OSG's spline interpolation
doesn't provide a constant velocity. Here's a link I found on
Matt Caron wrote:
I found a solution for this task using a HUD:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/HudsAndText
Although I do still have an issue. I am using the Cessna.osg model in the HUD
but when I do
Code:
myPlaneTrans-setStateSet(hudStateSet);
On 11/22/2010 12:51 PM, lance leon wrote:
Hi,
I'm not sure if this is the right place for this, but I'm using stereo graphics
under linux, ubuntu 8.04 LTS, and am using a Quadro FX 3500 Nvidia driver - and
I installed the real 'nvidia' drivers (not 'nv').
Stereo 'works' in the sense that I can
On 11/30/2010 04:23 PM, Keith Parkins wrote:
Okay, DrawArrays also uses the slow path. I was under the impression that
only DrawArrayLengths were. The only hint I had of this before digging
through the source was a posting here that said not to use
DrawArrayLengths.
My understanding was that
On 11/30/2010 08:09 PM, Keith Parkins wrote:
I am using geo-setNormalBinding(osg::Geometry::BIND_OVERALL);
and I did see a model with NormalBinding PER_VERTEX. Should I be setting
these to BIND_OFF or is it just BIND_PER_PRIMITIVE?
No, BIND_PER_PRIMITIVE is the bad binding. All of the others
On 12/01/2010 06:18 AM, Robert Osfield wrote:
If you do a build of svn/trunk let me know how you get on and what
platforms you've tested, I want to know success and failures as it's
important to know how well things are converging for the release.
Hi, Robert,
Building on the brand new Red Hat
On 12/01/2010 12:01 PM, Jason Daly wrote:
On 12/01/2010 06:18 AM, Robert Osfield wrote:
If you do a build of svn/trunk let me know how you get on and what
platforms you've tested, I want to know success and failures as it's
important to know how well things are converging for the release.
Hi
On 12/02/2010 01:39 PM, Jean-Sébastien Guay wrote:
Generalities like the above are most often wrong because so many
exceptions exist... It always depends on the situation. You're the
developer, you make your decisions with hopefully as much information as
required to make the right ones.
One
On 12/02/2010 05:18 PM, Guy Volckaert wrote:
I have a newby question to ask... so please be gentil
Let's say I have 2 cameras running in different draw threads. Each camera is
also associated with a different graphic context. If I load a 2D texture then
each context will have its own
On 12/03/2010 10:35 AM, John Farmer wrote:
Okay, the aircraft has a skin or texture that I would like to change. I
would like to change the color and how it looks on the model but I don't know how. The
.IVE has everything in it. So How would I edit/modify the texture and still keep the
On 12/08/2010 10:36 AM, Paavo M??kel?? wrote:
Hi,
I recently started learning OSG and everything has worked Ok, but I ran into a
(possibly trivial) problem. I have a simple scenegraph with 2 models in it
(osg::Node) and they have osg::MatrixTransformation parents. This works just
fine..
On 01/07/2011 10:52 AM, Jean-Sébastien Guay wrote:
I don't have reliable info to add, but I wonder 2 things:
First, does OpenGL interpret one primitive as one draw call (= one
*PrimitiveSet*) ? If so, then that's your answer, BIND_PER_PRIMITIVE
would mean one normal for the whole triangle
On 01/07/2011 11:33 AM, Jason Daly wrote:
I suppose you could change the normal in the middle of the strip with pure
OpenGL, but I
have no idea what it would end up looking like (might have to check an
older spec for that). My guess is that it wouldn't be what you're
looking for, though
On 01/07/2011 03:34 PM, Art Tevs wrote:
Hi Thorsten,
the problem which you experience is because of lacking direct memory mapping between
OpenGL and CUDA memory. Even if CUDA (at least it was in version 2 so) supports
GPU-GPU memory mapping, whenever you access to OpenGL textures there is a
On 1/8/2011 6:19 AM, Robert Osfield wrote:
Hi All,
Perhaps we should be asking the question what was the behavior prior
to the refactor to I did for GL3/OpenGLES support. Sukender did your
Geometry work previously? Is this a regression or just a behaviour
that you weren't expecting?
Good
On 01/09/2011 05:37 AM, Wojciech Lewandowski wrote:
Well... what you write sounds like you don't agree with me, because I
postulate that that BIND_PER_PRIMITIVE should differ from
BIND_PER_PRIMITIVE_SET and BIND_PER_VERTEX. And yes I will say that again,
its possible to make faceted apperance
On 01/10/2011 03:46 AM, Wojciech Lewandowski wrote:
Hi, Sukender,
I think we fully agree both on whats a 'Primitive' and binding
interpretations.
I don't think we agree at all...
man glBegin
NAME
glBegin, glEnd - delimit the vertices of a primitive or a group
of like
Sorry, I'm skipping around a lot. Not sure why I'm not getting a single
thread here...
On 01/10/2011 05:52 AM, Wojciech Lewandowski wrote:
Hi Sukender,
What for ? If we agreed on Primitive meaning a single Triangle from
TriangleStrip then we don't need to change the enums. Current binding
On 01/10/2011 11:26 AM, Robert Osfield wrote:
Hi Guys,
For reference on this discussion, non of BIND_PER_PRIMITIVE or the
proposed BIND_PER_ELEMENT are supported by modern OpenGL/OpenGL ES,
the old BIND_PER_PRIMITIVE is very much deprecated and only kept
around for backwards compatibility.
On 01/17/2011 09:27 AM, Jean-Sébastien Guay wrote:
I compiled OSG with the NDK, it was pretty easy. You'll need the
modified NDK that has support for RTTI, exceptions and a more complete
standard library, which you can find here:
http://smartctl.net/android/ndk-r4.php
Just curious,
Has
On 01/21/2011 11:31 AM, john song wrote:
i am suppose to implement flocking but im not sure how can anyone help??
I don't have time to debug your code for you, but this site is an
excellent reference for steering behaviors like flocking:
http://www.red3d.com/cwr/steer/
They also have a
On 01/26/2011 03:23 AM, Alberto Luaces wrote:
Mike Hatcher writes:
I see SceneView is deprecated. SceneView is something the app I'm working on
uses. Can anyone tell me what has replaced it?
Well, from include/osgUtil/SceneView:
/**
* SceneView is deprecated, and is now just kept for
On 01/27/2011 12:58 PM, Steven Powers wrote:
I'm working with some legacy code that uses ARBv1.0 shader code for some of the
leaf nodes.
The ARB shaders work just fine but they are never envoked when I place a GLSL
shader (simple shadowing shader) on the root node.
I've tried setting the
On 01/27/2011 03:54 PM, Steven Powers wrote:
Brilliant!
That did the trick. Luckily the code to apply an ARB shader is consolidated to
a single function. Otherwise I'd have to add these lines everywhere and ARB
shader was added.
It was mostly a guess :-) Glad it worked for you.
--J
On 01/27/2011 11:47 AM, Chuck Shaw wrote:
Hi,
Just as an FYI, it seems the new NDK r5 really targets graphical applications.
Specifically games, and allows you to build the entire app without any java.
Yeah, I just downloaded and looked through it. There's an example
without a single Java
On 01/28/2011 10:01 AM, Jean-Sébastien Guay wrote:
Yeah, really nice. Anyone try to compile OSG with this NDK? I guess
since they say it supports RTTI and has STLPort for the STL, it should
work fine...
Actually, there are four different C++ libraries available in NDK 5, and
the only one
On 01/28/2011 11:53 PM, Lilinx wrote:
hi,all
same as tile!!
Not yet, to my knowledge. I was going to tackle it at one point on my
own, but it turned out to be a bigger job than I first thought.
--J
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osg-users mailing list
On 02/16/2011 10:44 AM, Eric Sokolowsky wrote:
Hello,
Does anyone have suggestions on getting the textured version brighter,
hopefully as bright as the DrawPixels version?
The textured version is probably getting dimmer because of the linear
magnification filter. Since your background is
On 02/03/2011 04:53 AM, Jorge Izquierdo Ciges wrote:
I've been working with ndk r-5 and compiles without many changes. The
main trouble i've seen so far it's that following ndk-build script,
the library osg goes up to 36 mb (libosg.a). The worst thing it's that
it seems that you cannot use a
On 02/23/2011 11:35 AM, Cedric Pinson wrote:
Hi,
Try those link to enable webgl.
http://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation
Note that on chromium webgl is enable by default
Cedric
On Wed, 2011-02-23 at 17:06 +0100, Neil Neilson wrote:
Hi Cedric
Very interesting
On 02/23/2011 07:29 PM, Neil Neilson wrote:
Trying the examples in ..\share\OpenSceneGraph\bin
None of them work now but did with the pre-built 2.9.9 that does not have the
osg71-.
osg.dll was not found
OpenThreads.dll was not found
The fact that the examples don't work, but osgviewer.exe
On 02/25/2011 05:22 AM, Stephan Maximilian Huber wrote:
2) your width and height doesn't make sense to me. the native resolution
of an iphone 4 is 480x640 or 960x1280. Use
osg::GraphicsContext::getWindowingSystemInterface()-getScreenResolution(0,w,h)
instead.
Umm, the iPhone 4's resolution is
On 03/19/2011 10:38 PM, Jitrapon Tiachunpun wrote:
Hi Jason Daly,
I have a similar question to pradeep.
I know that you wrote the mdl plug-in for Valve's model to be read in osg.
However, after I've done extracting all the model files and texture (vtf) files
as exactly as how the original
On 03/22/2011 12:31 PM, Chris 'Xenon' Hanson wrote:
You should be able to do what you're looking for on-GPU. There are some
cache and
read/write issues when you need to write to a data store and then immediately
read it back
and use it for drawing. Others can comment on that.
I haven't
On 03/22/2011 04:44 PM, tim paige wrote:
And... I'm sure you or others might suggest the ultimate shading tutorial...
This one seems good. I haven't read the whole thing, but I've used
sections of it in the past...
http://www.lighthouse3d.com/opengl/glsl/
That, together with the
On 03/22/2011 10:53 PM, Jitrapon Tiachunpun wrote:
Hi again,
Thank you for your reply!
I've tried to set the path to what you have suggested me. In my case, I set it
to point at the hl2 root as you said.. well, apparently some models are
successfully loaded with all textures correctly applied
On 3/23/2011 3:37 PM, Simon Kolciter wrote:
Ok, no access to the whole geometry in geometry shader.
However, since you can access to gl_Position of every vertex for a given
primitive, can't you also access gl_Normal of these vertices?
Accessing gl_Normal only makes sense if you've
On 03/25/2011 03:00 PM, Gordon Tomlinson wrote:
I would expect Creator to handle things better than OSG as Creator has a
quite a robust and forgiving FLT file reader ( as it should : ) ) , and it
can handle malformed files quite well, it will skip records it does not know
etc. and try to create
On 03/26/2011 04:39 PM, Jean-Sébastien Guay wrote:
We're using 2.8.3, but we have no real problem waiting for an eventual
3.0 or whatever comes. Off the top of my head, there are no fixes that
we absolutely need. That's why I didn't respond to your questions about
2.8.3.1 or 2.8.4... And I guess
On 3/28/2011 6:38 PM, Chris 'Xenon' Hanson wrote:
Please, everyone who cares about this, grab and build this so we can have
confidence
it's done properly and solid and can call it complete.
Builds fine on RHEL 6, including the dae and ffmpeg plugins.
--J
On 03/29/2011 03:52 PM, Jitrapon Tiachunpun wrote:
Hi,
Thank you for your answers!
What I was asking was, could osg load mdl model files into any obj or osg files
with all the textures in as part of an object in the world?
Yes, definitely. In fact the .bsp loader relies on this in order to
On 03/29/2011 04:14 PM, Ryan Atkins wrote:
I'm trying to build the latest source from Git for the iPhone
https://github.com/openscenegraph/osg.git
'GL_COMPILE' was not declared in scope
'glNewList' was not declared in this scope
'glEndList' was not declared in this scope
'glCallList' was not
On 03/31/2011 09:35 AM, Paul Martz wrote:
Rotate 90 degrees around the x axis (or -90, depends on right- versus
left-handed coordinates; try one, then the other, to see which one works).
This is not a secret. :-) There is plenty of OSG code that does this. Most of
the OSG plugins support an
On 04/01/2011 08:36 AM, Aitor Ardanza wrote:
snip Sorry but I need to disconnect with this issue until Monday...
I haven't gotten the animations work well, even putting Y up or with the
formula R' = M * R * Minv...
On Monday I will try to summarize all my tests with pictures and videos ...
Yeah, I remember that feeling of elation when the coordinate systems
finally lined up and started behaving :-)
Nice work!
--J
On 04/05/2011 11:15 AM, Raymond de Vries wrote:
Congrats, Aitor! You must be a happy man! :-)
On 4/5/2011 5:03 PM, Aitor Ardanza wrote:
Ok, I got
On 04/06/2011 10:43 PM, Chris 'Xenon' Hanson wrote:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc3
This is intended to be the final 2.8.4. It now builds successfully on
VS2010, and the
ffmpeg changes Robert put in have been tested on Windows.
We need
On 04/15/2011 01:22 PM, ahmed salah wrote:
ya i am using OSG 1.2 for some compatibility reasons with other tool
is there anything like OSGWidget in older versions ?
No. You'll have to use a 3rd party toolkit.
--J
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osg-users mailing list
On 05/17/2011 11:36 AM, Michael Rohn wrote:
Is there a known issue? I searched the board but I had no success.
The problem is also present on a nVidia GTX480.
Look at the links on the Wikipedia page (especially the link to the
OpenGL forum discussion). I haven't seen any official statement
On 05/18/2011 05:14 AM, Fred Smith wrote:
Hi,
The only problem that I personally heard about is about the slow transfer speed
to/from GPU memory on Fermi cards. DMA transfers are said to be slower than on
GTX 2xx hardware. I haven't seen anything related to computing.
I think it's
On 05/19/2011 12:07 PM, David Glenn wrote
Well I'm using a far chunk of terrain that is very texture based and I haven't
seen any issues. Maybe I'm making a mistake getting the 460's and sould try the
GTX 280.
By texture-based do you mean you're reading the texture image from the
GPU back
On 06/09/2011 01:03 PM, basil huffman wrote:
Ok, I deleted the build folder and restarted with the method you listed above
and I am still getting massive amounts of errors (including the cannot find
*.lib).
Here is what I am doing:
-downloaded OSG 2.4.8 zipped file, extract to D: and rename
On 07/06/2011 01:32 PM, Christian Buchner wrote:
Hi,
I've just tested our app against OSG 3.0.0, mostly because it has some
rudimentary Multitouch support which I hope to extend on. During the
upgrade we only stumbled across a renamed header file
(MatrixManipulator to CameraManipulator). No big
On 07/06/2011 08:38 AM, Aitor Ardanza wrote:
I'm confused ... not sure if xna and osg use the same axes (xyz or xzy).
getBoneMatrixFromKinectNuiControl give me a local rotation matrix, but do I
need to change these to global?
I know that in pBoneUpdate.at (i) - getStackedTransforms ().
On 07/07/2011 03:02 PM, Jordan Sparks wrote:
We originally exported it to OBJ format considering I work on a mac and there is no mac
exporter for OSG. What is this Wavefront OBJ? Is that just another name for
OBJs or is that another thing altogether?
They're referring to the same thing. The
On 07/11/2011 11:47 AM, Martin Großer wrote:
Hello,
I have written a little application, which renders a scene into a texture. I
use the frame buffer object, but my problem is, I need the data on the cpu
after the rendering. I know that is the bottleneck, but I hope someone can give
me a
On 07/14/2011 10:08 AM, Bolstad, Mark wrote:
I like the idea of combining the passes into one, but if I had a blue
object and had to mask it into the red channel, wouldn't it just be black?
Yes, it would be black on the red and green passes, but it would show up
on the blue pass. When you
On 07/27/2011 08:46 AM, ramy panda wrote:
Hi,
Now i have a problem in my codes that i want to get a large number of thumnail
picture of the models. But i don't know when the model renderer progress is
over and the model is show in the OSG viewport, because until the model
renderer progress
On 07/27/2011 02:48 PM, Frank Sullivan wrote:
Greetings,
My understanding is that most OpenGL implementations will not load a texture into VRAM
until the time that it is first used. I was wondering, will a call to glBindTexture
suffice for using a texture? If so, could I write a node visitor
On 07/27/2011 06:01 PM, Robert Kern wrote:
I just need to change the fov to match the specs of the HMD I am using for a
virtual reality application.
All you should need to do is call setProjectionMatrixAsPerspective() on
each camera. The FOV you know, the aspect you can compute from the
On 07/27/2011 06:17 PM, Jason Daly wrote:
On 07/27/2011 06:01 PM, Robert Kern wrote:
I just need to change the fov to match the specs of the HMD I am using for a
virtual reality application.
All you should need to do is call setProjectionMatrixAsPerspective() on
each camera. The FOV you know
On 07/28/2011 11:31 AM, Carlos Sanches wrote:
Hi !
I m trying to detect wich object is selected with
LineSegmentIntersector . I m using the example osgpick to help.
The problem is that I can only see where the line is intersected but I
want to execute some command only if a test objet is
On 07/29/2011 11:42 AM, Joe Abreu wrote:
Hi,
I have a problem that I have got my mind stuck at working out what is going
wrong. I have a simple vertex and fragment shader I am trying to test. which
look as follows:
vertex:
Code:
varying vec3 normal, eyeVec, reflectVec;
void main()
{
On 07/29/2011 03:52 PM, Oren Fromberg wrote:
Howdy everyone,
I have objects under a group node called Objects that are rendered. When the objects get too far
away, Z-fighting occurs. Would it be possible to fix the Z-fighting by instead of adding the objects as a
child of Objects, create two
On 08/01/2011 11:05 AM, Martin Haffner wrote:
Hi,
I have problems with understanding the use of a NodeCallback.
Can anyone explain me what a Nodecallback is doing?
A NodeCallback is a class that implements a method ( operator() ), which
is called when a particular traversal (update, cull,
On 08/01/2011 11:44 AM, Joe Abreu wrote:
One more point to add onto the problem is that I guess the actual problem is
that in the debugger I receive the message:
Warning: detected OpenGL error 'invalid operation' at after RenderBin::draw(..)
Is there any way to actually working out what is
On 08/01/2011 12:04 PM, Joe Abreu wrote:
I'm running a NVidia GeForce GTX 460 on my i7 machine, I've done plenty of
other shader stuff before with multiple textures, for some reason in this
example I'm running it just isn't working. It's the first time trying to link
to OSG 3.0.0, but I've
On 08/01/2011 01:43 PM, Jason Daly wrote:
Yeah, that should definitely be enough (not that that's saying much, a
GeForce 3 from 2001 would be enough...)
Hmm, only other thing that comes to mind is the two sampler uniforms.
Are they set to different values in the CPU code? That's all I can
On 08/02/2011 05:35 AM, Joe Abreu wrote:
hybr wrote:
Seems like you mess up sampler uniforms setup. You unit declared as unsigned int,
and osg uses different gl functions to set uniform with int and unsigned values
(which is right thing), and samplers uniforms must be set with signed int
On 08/02/2011 07:44 AM, Martin Haffner wrote:
Hi,
Guys, you are great! Thanks to both of you for your good explanations! :D
Another little question: I guess a Camera::DrawCallback is a callback that gets
added to a osg::Camera and that gets called (operator()) every time the camera
renders
On 08/03/2011 04:58 AM, Martin Haffner wrote:
Ok, but what do these 4 types exactly mean?
I guess a PreDraw callback gets called BEFORE the camera renderes and PostDraw
AFTER the camera has been rendered its subtree. But what means Initial? And
whats the difference between PostDraw and
On 08/31/2011 02:16 PM, Brad Colbert wrote:
Hi folks,
I have a simple rocket model with a SmokeTrailEffect added and the
trail is more like a train of puffs. How do I control the density
or closeness of the puffs to make it look more like a trail?
The SmokeTrailEffect's ModularEmitter
On 09/02/2011 08:56 AM, Paul Martz wrote:
I suspect glPolygonMode is not supported in any flavor of OpenGL ES.
http://www.khronos.org/opengles/
...but you should check the spec.
Paul's right. I checked the spec. glPolygonMode is not supported by
OpenGL ES. That was a surprise to me as
On 09/02/2011 04:30 PM, Cary, Karl A. wrote:
I just confirmed that it happens with all tiffs, not just geotiffs. I created
something in gimp and used that. Worked in 5.5, not in 5.6. I honestly have no
idea what to do other than to roll my own custom tiff loader, which I don't
have time to do
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
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