Hi,
It's me again.
In order to implement a nice Projective Texture Mapping, I want to project on
all visible primitives, and only it.
Maybe I'm wrong, and if I am, please tell me, but I projective-texture-map
using osg::TexGen that I only can apply on Groups or Geodes (well, anything
scene, a single one
attached to a single TexGenNode is all that you require, so it really
isn't an issue of Geodes vs Shaders, projective texturing in the OSG
is completely orthogonal, you can use it with or without shaders.
Robert.
On Mon, May 11, 2009 at 3:27 PM, Maxime BOUCHER wrote
Thus, the question remains...
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Well, thanks anyway and I apologize if I bothered you.
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Hi!
jojo wrote:
As I understand, the command camera-attach(osg::Camera::COLOR_BUFFER,
depth.get(),0,0); tells osg, that I want the color buffer of the camera to be
stored in the image depth. This works, but when I change it to
camera-attach(osg::Camera::DEPTH_BUFFER, depth.get(),0,0); I
Thanks.
I tried but it does'nt change the results.
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jojo wrote:
GL_LUMINANCE is for gray scale images. For example if you want to save the
depth buffer.
Ok, thus, I should use GL_RGBA.
jojo wrote:
Besides you should post a little bit more code. I don't know how much
experience your have with open scene graph. Maybe you didn't call the
I forgot: thanks for everything!
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Alright, for whom it may concerns, it's all in the GraphicsContext especially
in the pixel buffer.
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Hi,
What I did:
I created a class in which I setted frames from the video as textures (using
setImage), and refreshed these textures using a callback.
It works fine, but is maybe unadapted to your problem.
About setImage: I used GL_RGB8 where you tried 3, and GL_BGR as the following
argument (I
Hi,
Please excuse all my spam...
I tried the almost same code than mister Jojo.
I tried 2 instances:
-One using a created camera diffrent from the viewer's one.
-The other using the viewer's camera.
In the first case, I can grab the color image, but the camera isn't oriented at
all as I tell it
Well, these are things I ignore.
I just can suggest you to grab each frame, using a timer to retrieve at the
good time and skip some if the process isn't fast enough, and to dirty your
image so that you call setImage only once (because it's heavy and unnecessary).
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omaralvi wrote:
Hello guys,
I am new to osg. I have loaded an obj file using osgDB but I don't know how
to access vertex and texture indices. I can get the vertex array from the
geometry using
pGeo.get()-getVertexArray() method but pGeo.get()-getVertexIndices()
returns null. I cant
Hi,
I'm currently attacking the primitives of my scene and I would like to remove
some of them from my one of my PrimitiveSets.
A very ugly and heavy solution would be to copy the existing one but the
indices I want to remove . As I say, it's very ugly and as I want to remove a
lot of
Thanks for replying!
Paul Melis wrote:
What kind of PrimitiveSet do you want to erase elements from? E.g. all
DrawElementsXXX classes derive from std::vector, so you should be able
to use the methods from vector on those.
OK, it's interesting.
I mainly work on DrawArrayLength. What can
Paul Melis wrote:
class OSG_EXPORT DrawArrayLengths : public PrimitiveSet, public
VectorGLsizei
{
public:
[...]
where VectorGLsizei is (basically) std::vectorGLsizei. So you can just do
osg::DrawArrayLengths *arr = new osg::DrawArrayLengths();
arr-push_back(5);
Hi,
I wonder:
While using osgconv (for example on a .dae to .osg) is it possible to restrain
the type of the PrimitiveSet ?
Thank you!
Cheers,
Maxime
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You're right, it 's not that hard.
Actually, indices are stored in a VertexIndices IntArray.
Whereas they are directly stored in the PrimitiveSet for a DrawElement.
If someone knows why there are these several types for PrimitiveSets, and
especially this difference between DrawArrayLengths and
Hello everybody,
I have 2 questions for you today ;).
1) The BIG one:
What is the max number of primitives I can put in a single PrimitiveSet in
order to get an efficient rendering?
2)Really less important:
I created a geode to which I added a geometry.
To this geometry I added:
-A
Hi,
Your X-rotation is pure in the quaternion.
In the matrix all rotations in each plane will be mixed and, except in the case
where Y-rotation and Z-rotation are equal to 0, you will get a very perturbated
information.
But if you really want to get a matrix, you can declare one and then call
You really should work with the quaternion.
I tried once to avoid it, it was a very bad idea.
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Shaitan wrote:
Hi all,
Sorry for not providing much information about the interest of changing text
coords. Im working on animating avatar impostors for which im using a
billboard with a texture (sprite) of an avatar. With OSG its easy to
implement a special kind of billboard for managing
Hi,
I have a lot of questions for you!
But, there is one really more critical than the others.
Let me just introduce the problem :).
(I am sorry if I bother, but I searched on the net, in the doc and examples
and didn't find answers. I apologize if this is because I badly searched.)
I want
Hi,
I am new in GLSL, and all OpenGL GLSL examples I saw needed a heavy
preparation, whereas in OSG it's really nice. Thanks a lot and
congratulations!
As always I have a few questions.
1) OSG considers vectors as lines, OpenGL as columns. Thus every matrix/vector
mutltiplication have to
Alright, thanks.
Max
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Hi,
Really quick question.
In a shader I get back a gl_FragCoord.
I use it to try getting back in world space. I did it several ways and I really
have the impression that piece of code:
Code:
ref_ptr osgGA::MatrixManipulator cammanipulator = new
osgGA::TrackballManipulator();
Hola,
Let me ask it another way.
I'm in a fragment shader.
I have the vec4 gl_FragCoord.
I do:
Code:
vec3 windowcoord = vec3(gl_FragCoord.xy, 1.0);
vec3 clipcoord = viewportMatrixInverse * windowcoord;
vec4 eyecoord = gl_ProjectionMatrixInverse * vec4(clipcoord, 1.0);
eyecoord = eyecoord /
eatpepsi wrote:
Hi,
I have two problems with texturing in osg.
1)The first problem is to create a procedural 2D texture.The setImage
function doesnt work for me.
I created a 2D texture array image[64][64][4];
image-setImage(64,64,1,4,GL_RGBA,GL_UNSIGNED_BYTE,(unsigned
Hi computer graphics masters,
I experience my first Z fighting, so I don't really know how to handle it.
I firstly searched for posts and advises on both osgforum and google.
My problem:
I'm working on projective texture mapping through a shader.
I do an offscreen rendering to get an image
Hi,
eatpepsi wrote:
2)Considering second question I want to find texture coordinate of a
particular point on the model.Using picking I can find the 3d position of an
object,Similarly can I get the assigned texture coordinates at an arbitrary
point using osg??This is similar to
Hi,
JoeK wrote:
Hello,
I am using osg with Python for some computer vision related tasks. I was
wondering if anyone else is doing the same.
What would be really nice would be to integrate osg with an existing computer
vision library like opencv.
Joe
I don't think there
Hi,
I'm looking for reloading the texture I send to a shader I put on the top of
the scene graph.
As every geode/drawable (it depends on the model) as a different texture, I'd
like to reload the good one for each.
I tried to do so using the geodes' drawables' update callbacks in the
Hi,
Thanks for the reply.
bthrall wrote:
The shader has a sampler2D uniform that needs to be set to the texture
unit you want to use; as long as you attach a different Texture2D to
each geode/drawable on that texture unit, the shader will see that
geode/drawable's texture.
Well, the
Oooh... right!
Thank you!
Cheers,
Maxime
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Simon Hammett wrote:
http://www.typhoonlabs.com/
Download chapters 1 through 5 and ShaderDesigner.
Very very handy.
There's also the orange book: (though I've not read it myself)
http://www.amazon.com/OpenGL-Shading-Language-Randi-Rost/dp/0321637631
That's exactly what I've
Hi,
The quickest way is through shaders I think.
Cheers,
Maxime
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Hi,
@btrall:
Where do you find this ShaderGen? I found it neither in the classlist nor the
osg examples.
@carnibirdy:
Rewritting the lights effects and texture mapping in the shader is quite easy.
You can find implementation examples here (http://www.typhoonlabs.com/), in the
OpenGL Shading
Well,
I'm doing an internship too.
At the beginning I didn't know osg at all, neither shaders.
There are still an extraordinary amount of things I ignore about OSG (my
advice: when you try to do or understand something, take a look at how it's
done in OpenGL).
Shaders aren't as hard to use as
Hi,
carnibirdy wrote:
For now, I'm still blocked with OSG.
I want to map the same texture to the 6 faces of a cube.
I made a Geometry called cube and 6 DrawElementsUInt called face1/2/.../6.
I don't know how to setTexCoords to each QUADS.
I thought about making 6 Geometry so I can use
Hi,
I know Z-buffer isn't very in fond of transparency, and actually, when I
capture it on a model having transparent faces it stores strange things (a kind
of luminance image of some textures on parts corresponding to these
transparents faces).
Thus, I tried to deactivate it, but I didn't
Hi Ulrich,
Ulrich Hertlein wrote:
Hi Maxime,
I'm extremely irritated by what you write and maybe I'm not the only one.
I am very sorry, please apologize.
Maybe could you tell me why so that I won't do it again.
Ulrich Hertlein wrote:
Why do you suspect that the Z-buffer is influenced
Hi,
Ulrich Hertlein wrote:
Hi Maxime,
On 7/08/09 12:02 PM, Maxime BOUCHER wrote:
Ulrich Hertlein wrote:
Hi Maxime, I'm extremely irritated by what you write and maybe I'm not
the only one.
I am very sorry, please apologize. Maybe could you tell me why so that I
wrote:
Hi,
Can someone show me how to do offscreen rendering?
What I have so far is a shader that render the texture on the screen after
processing. I would like to render it offscreen and save it as a texture map.
Any reference will also be appreciated
Thank you!
Cheers,
Rabbi
wrote:
Hi,
I have a code that creates a temporary viewer and uses it to render one frame
and copy from the color buffer to an image. When I call viewer.frame() the
rendered image is only half done. Is there anyone to tell the viewer to
complete a frame, save it and close itself?
Hi,
This problem is far over my little knowledges, I'm sorry I can't help you.
Good luck.
Cheers,
Maxime
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Hi,
I discovered something I find really strange.
I exported my scene from .ive to .osg.
I opened it with a text editor and I replaced all GL_BLEND ON statements by
GL_BLEND OFF.
When I load my project with this .osg here's what the camera see (placed at
the projective camera place):
[Image:
Hello there again,
Thanks J.P for answering, but no, there is no protected stateattribute.
Max wrote:
Hi,
I discovered something I find really strange.
I exported my scene from .ive to .osg.
I opened it with a text editor and I replaced all GL_BLEND ON statements by
GL_BLEND OFF.
carnibirdy wrote:
Hello everybody!
Afeter some research on the net, I gathered some clues, day after day and I
managed to make the shader i had to... just in part.
I have no more problem with shaders! My only concern is now Openscenegraph.
I don't understand AT ALL who has the
J.P. Delport wrote:
Hi,
Maxime BOUCHER wrote:
Hello there again,
Thanks J.P for answering, but no, there is no protected stateattribute.
I made another test.
I converted the .ive to .osg and I made no change to the file.
I executed the same code on both and for the .osg I
Alright, I found the problem.
During the conversion, textures are lost, then when the shader reads a texture
it finds nothing.
- Do you know how can I test it? I mean, if the texture slot (the specified
unit) is empty, I would like to fill the fragment with the object color.
Too bad my
hybr wrote:
Hi,
If u didn't solved that yet - try 2 things:
1st: when doing prerender - on root stateset set GL_DEPTH_TEST to ON|OVERRIDE
and DEPTH attrib to LESS and turn it ON|OVERRIDE(seems like depth write
turned off for transparent objects by default, which is right thing in
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