Hi,
I recently found the GUI library - libAgar. Has anyone used it together with
OpenSceneGraph?
Thank you!
Cheers,
Nickolai
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Hi, Daniel
You found the solution?
I try to make similarity of game with OSG, but
also it isn't clear to me how to make dynamic
terrain. Vertex Displacement through a shader
looks very well, but there is a problem - vertices
heights don't remain in geode, they is generated
in the course of work
Hi, Chris
I don't think that osgEarth and VirtualPlanetBuilder are suitable for creation
of games. They have too many unnecessary bindings.
Thank you!
Cheers,
Nickolai
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Hello, Robert.
In VirtualPlanetBuilder there is no "manual" control, to be exact - it is
impossible to specify the fixed quantity of triangles or vertices, or the
landscape size. Why so?
Thank you!
Cheers,
Nickolai
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Actually, not everything is as good as it seemed.
When loading large Nodes, in case of turn of the camera to it, GUI disappears.
Cheers,
Nickolai
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The problem is solved! It is necessary to setup the camera and Geode:
geode->setCullingActive( false );
geode->addDrawable( mygui.get() );
geode->getOrCreateStateSet()->setMode( GL_BLEND, osg::StateAttribute::ON );
geode->getOrCreateStateSet()->setRenderingHint( osg::StateSet::TRANSPARENT_BIN
Trajce, thank you very much! I hope, it help.
Have a nice day!
Cheers,
Nickolai
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Hi Trajce,
You clarified this problem with background? Why only GUI is visible?
If you solved a problem, it is possible an example?
Thank you!
Cheers,
Nickolai
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Oops, sorry, my mistake...
I used bad model. Everything perfectly works with others!
Thank you!
Cheers,
Nickolai
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Well, we can deceive viewer if we make so:
Code:
viewer.getLight()->setAmbient(osg::Vec4(0.0,0.0,0.0,1.0));
viewer.getLight()->setPosition(osg::Vec4(0.0,0.0,0.0,1.0));
viewer.getLight()->setDiffuse(osg::Vec4(0.0,0.0,0.0,1.0));
viewer.getLight()->setConstantAttenuation(0.003);
Trajce, :D
I use MyGUI Manager from osgRecipes(HUGE thanks to Wang Rui).
Everything perfectly works, except for one: all loaded nodes aren't visible,
only blue clear color from viewer.
Forgive me for my bad English(if it is bad).
Thank you!
Cheers,
Nickolai
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Hi, all!
Well, if nobody responded, it is my test with GLFW3.
Thank you!
Cheers,
Nickolai
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osgGLFW3.rar
Description: application/rar-compressed
Hi, guys!
The fix works! I had linker error at integration of MYGUI associated
with fstream, now everything is all right. Thank you!
Cheers,
Nickolai
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Hi, guys!
I will tell one - OpenSceneGraph is good start. I recommend to use him, instead
of Ogre3D or something similar. OSG is really fast, don't doubt.
Thank you!
Cheers,
Nickolai
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Hi, all!
I recently have found a wrapper of IMGUI for OSG.
https://gist.github.com/megaton/52ac227f77e8accf96cf/
Somebody can tell me how to use him?
Thank you!
Cheers,
Nickolai
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Hello, Trajce!
As far as I have understood, a problem with near/far?
Try to increase them.
By the way, I will be glad to see shaders, publish them, please.
Thank you!
Cheers,
Nickolai
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Hello, Robert!
Maybe, you include this example into OSG?
Use it as part of OSG, as far it is possible.
Thank you!
Cheers,
Nickolai
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Hi, Ninnin.
By means of the osgConv program you can convert into any known osg model.
It is simple:
osgconv.exe model.osgb model.dae
It must work. Hope, it help you. Good luck!
Cheers,
Nickolai
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Hi, Julien.
Yes, the box filtering implemented here(3x3).
I had no purpose to add tessellation, or something like that.
My example - it's just a terrain generation. In future, perhaps, i may add
tessellation.
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Hi, Robert.
osgTerrainGenerator creates terrain from heightmap and creates
the specified quantity of LODs(simplified VPB).
Of course, you can use it as a part of OSG.
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Hi, Robert.
Transition to Vulkan will be difficult. Partly because, that all graphics is
based on shaders. But I think that the new system for OpenSceneGraph - it is
good.
I will try to help, as far as I will be able.
Cheers,
Nickolai
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So, Robert, if you if you are going to use C++11, it means that
OpenThreads won't be used anymore(use std::thread)?
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Hi, Robert.
And it is good that you have ideas.
First of all, it is necessary to refuse opengl fixed pipeline.
It is necessary to create shader-based lighting system.
I already try to create deferred rendering with various models of lighting
(phong, cook-torrance, etc.), but now it isn't a lot of
Hi, guys!
Let's remember, what exactly it std::fstream:
typedef basic_ifstream< char, char_traits< char > > ifstream;
typedef basic_ofstream< char, char_traits< char > > ofstream;
typedef basic_fstream< char, char_traits< char > > fstream;
So, if problem is names, maybe do something like:
Hi,
https://github.com/xarray/osgRecipes
Chapter 6 - it's all what you need.
Cheers,
Nickolai
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Hi, Robert!
Where in VirtualPlanetBuilder i can get float array of the heights to process
it in the BoxFilter?
Thank you!
Cheers,
Nickolai
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Hi, Nick!
If you create something like a game, i don't advise to use VPB.
I created own example. Now need to divide terrain into parts, then simplify,
then write into LODs.
Here my test program:
http://forum.openscenegraph.org/viewtopic.php?t=16155
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|-) Unfortunately, Nick, my English is still bad.
Oh, and one more thing...
Site, where i get heightmaps:
http://terrain.party/
You know how to divide a terrain into pieces, that i could
simplify, and then write into LODs? You understand what I want to do?
If yes, i would glad, if you help
Hi, Nam.
Not enough info's...
Please, specify file size, an operating system and its digit capacity.
Cheers,
Nickolai
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Yes, i checked, i have a similar problem. Shall be, a problem in a zip-plugin.
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Hi, Trajce!
Here i found:
https://github.com/bcrusco/Forward-Plus-Renderer
Well, deferred renderer is more suitable for a large number of light sources.
And it is necessary to create also new materials system...
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Hi, community!
I have a question: how i can create more than 8 lights in scene. Need new
shader-based light system? If so, how i can make these?
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Hi, Jannik.
Thanks! OpenMW - amazing project! Good luck to you and your team!
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I need colour of the surface geometry of objects in the scene.
I experiment with shaders and trying to create light sources with their help.
And, Robert, thank you for your patience.
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Hi, Robert.
If we need diffuse lighting, we need get color of the scene, send him into
shader as uniform, then, for example, if we need point light, add color with
radius.
So, question is: how to get our scene color? Need create light shader for each
light?
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Hi, Andrew.
You can try one of this:
GLFW
SFML
http://www.dhpoware.com/source/gl3framework.html
OGLPlus
http://openframeworks.cc
if you are interested in development of games:
http://softpixelengine.sourceforge.net
https://www.game-coder.de/page/pixellight
http://www.maratis3d.org
Good
Hi, Rambabu.
In the osgOcean example use both osgViewer::Viewer and osgViewer::View.
You need use osgViewer::Viewer only.
oceanExample:
//
// Set up the viewer
Hi, Nick! :)
You try to create the implementation of a terrain?
Try this example.
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18_FindingTriangles.7z
Description: Binary data
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Hi, all.
Source file and header in archive.
To use a class a compass:
osg::ref_ptr node = osgDB::readNodeFile("arrow.osgb"); // any node
looking to the north
if(node.valid())
{
node->getOrCreateStateSet()->setMode( GL_LIGHTING,
osg::StateAttribute::OFF );
Hi, rebootl.
I think, you need create SFML graphic context, then set he to camera.
I advise you to make normal support of a SFML window, like a SDL-window in
OpenMW.
https://github.com/OpenMW/openmw/blob/master/components/sdlutil/sdlgraphicswindow.hpp
Hi, all.
This is very good site about lighting and another graphic effects:
http://sunandblackcat.com/other.php
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Thanks for councils, Robert. I will try to look for the necessary array of
heights in a VPB code.
Good luck!
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I try to create similarity of a game, and in the future i will need to realize
the big open world too. I experimented with creation of a terrain from a
heightmap, i managed to create it, but inconsistencies still are.
My problem - i nothing understand in the math, it would help me.
About your
Hi, Nick.
Code:
osg::ref_ptr visible_group = new osg::Group;
visible_group->addChild(lod.get());
viewer.setSceneData(visible_group.get());
I hope, I correctly understood...
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Hi, Nick!
I think, it would be simpler to write the new program of creation of a terrain,
than to change existing VPB.
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Hi, guys!
Sorry about Russian talking, Trajce! :D
Денис, если будут ещё вопросы по OSG, пиши мне, я разъясню тебе, что знаю, на
понятном языке.
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Привет, Денис.
GLUT в OpenSceneGraph так никто не использует. Если он тебе действительно
нужен, смотри пример examples/osgviewerGLUT.
Удачи!
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Hi, Terry.
You should pay attention to Proland:
http://proland.inrialpes.fr/index.html
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You can unclench your fingers, now everything works. The error has been fixed.
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I tested on osgviewer. Logs are attached.
Your last-revised boolean defines nothing to do with it. Before the changes,
StatsHandler also did not work.
When i press 's', appears text with FrameRate. When I press 's' again, the
program crashes.
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> It's a stack trace rather than console output is what we need to start
> looking at the cause of the crash.
There is nothing in the console.
> Do you mean the CMakeLists.txt changes relating to GL.in?
Yes.
> Did this happen with 3.4.0 or OSG master?
No. With 3.4.1 branch.
You welcome. I would help more often if I had more free time.
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Hi, Robert.
I built OSG with Visual Studio 2010 and everything works fine. I checked
examples too, everything works.
Cheers,
Nickolai
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Do you mean this stack?
> ntdll.dll!779315ee()
[Указанные ниже фреймы могут быть неверны и (или) отсутствовать,
символы для ntdll.dll не загружены]
ntdll.dll!779315ee()
ntdll.dll!7792015e()
nvoglv32.dll!5e627fed()
Hi, Robert.
Maybe, all problems in driver. Although, with OSG 3.4.0 everything works fine.
My computer data:
NVidia GeForce 640M
OpenGL Driver version: 365.19
It is necessary, that someone else has checked up a branch 3.4.1 on Visual
Studio. If on another computer everything will work well,
Hi, Robert.
All right, now i see. Probably, something wrong with my code.
I'm use new OSG 3.5.6, trying to port deferred renderer with light system to
OpenGL 3.3.
Thank you for your answer.
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I found problem. HUD-Camera does not work when i create OpenGL 3.3 core
context. Only clear color is visible. If not create context, all is worked.
Code:
const int width(1920), height(1080);
const std::string version("3.3");
osg::ref_ptr< osg::GraphicsContext::Traits > traits = new
Hi, community!
How to correctly create a render to texture in GL3 context?
What is the difference between RTT GL2 and GL3 in OSG.
Thank you!
Cheers,
Nickolai
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Allright, let's see... Give me a hour, i rebuild all, then i will test.
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Hi, Robert.
I checked. Now everything builded is fine.
There was another problem. When i run StatsHandler, the program crashes. I use
GL2 settings.
Cheers,
Nickolai
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