OSG has a number of places where it use shaders in its
implementation, and number of examples as well.
Robert.
On Tue, Apr 28, 2009 at 8:32 AM, ami guru wrote:
> Hello Robert,
>
> After going through the archives i have found that it has already
discussed
> the issue that is not presen
Osfield
Date: Mon, Apr 27, 2009 at 9:57 AM
Subject: Re: [osg-users] Fwd: shader implementation - newbie
To: OpenSceneGraph Users
Hi Sajjad,
A lot has been written about shaders and OSG over the years, so rather
than me waste time going over old ground please could you search the
archi
st any example with in OSG that does that state changes in an
interactive way?
Regards
Sajjad
-- Forwarded message --
From: ami guru
Date: Sun, Apr 26, 2009 at 7:30 AM
Subject: Fwd: [osg-users] shader implementation - newbie
To: OpenSceneGraph Users
Hello Robert,
Thanks for the fe
ink them together with
separate osg::Program, or use a single osg::Program and uniforms to
option select different paths in the shaders.
Robert.
On Sat, Apr 25, 2009 at 7:54 AM, ami guru wrote:
> Hello forum,
>
> I am trying to implement some of the shaders in a single OSG application.
Hello forum,
I am using the Qt's GUI framework to interact with the osg scene.
i am using AdapterWidget and i would like to capture the GUI events from the
Qt and pass that
to the OSG's key-board handler.
in the AdapterWidget.cpp there is a function :
*'
void Ada
Hello forum,
I am trying to implement some of the shaders in a single OSG application.
At the same time i was going through the osgshaders example and if i have
understood that correctly,
i saw that the example has separate osg::program for different shaders
I was wondering if it is possible to
Thanks for all the feedback
I wondering if osgvolume is doing ray tracing and what is its type.
Did that framework follow any published paper?
Sajjad
On Tue, Apr 14, 2009 at 4:12 PM, Paul Melis wrote:
> ami guru wrote:
>
>> Hello Forum,
>>
>>
>> I was won
compiled fine on Ubuntu 64 -bit (8.04) - dual core AMD 64-bit
osgviewer worked fine
Sajjad
On Sun, Apr 12, 2009 at 10:01 PM, Cedric Pinson wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Compile fine on gentoo 32 bits with gcc (Gentoo 4.3.2-r3 p1.6,
> pie-10.1.5) 4.3.2 dual core2
using the GPU and the OSG framework.
Any of your suggestion would be a great help i believe
Thanks
Sajjad
On Sat, Apr 11, 2009 at 10:53 PM, ami guru wrote:
> Hello Adrian
>
>
> I am afraid that i will be getting into off-topic now, so you can mail me
> at dosto.wa...@gmail.com
>>
>> Well i don't know, i just build my raytracer this morning on mac os/x
>>> with osg trunk. (svn )
>>>
>>> i will send the code and cmake file
>>>
>>> /adrian
>>>
>>>
>>> 2009/4/11 ami guru
>>>
posted earlier (by Adrian Egli?) with
>> his first cut at raytracing using a kd tree. I saved all the links
>> to the various posts/threads on this subject, also, which can share
>> with you if interested.
>>
>> Charles
>>
>> On Fri, Apr 10, 2009 at 10:16 P
Hello forum,
The shader string in the vertex program example in the assembly code i
guess.
And it is not making much sense to me.
Is that possible to provide the high-level shader (GLSL) snippet and update
the patch?
Regards
Sajjad
___
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Hello Forum,
I was wondering if there is anyone have done ray tracing using OSG.
So far i have got from the forum Jean-Sébastien Guay did his Masters thesis
on that domain and it would be really nice
if he provide the link to the report, at least it would be a starting point
for me.
What do yo
you can do:
>
> osg::ref_ptr switch = group->asSwitch();
>
> Now you are using a virtual table to get the right type:
>
> if the object is a Switch you will get the this-pointer of the Switch
> if it is not you will get 0.
>
> Usually there are always better ways then
Hello Forum,
I have a LightManager class that tracks the number of lights(OpenGL Lights)
that have been created.
Inside the class the have the following member
osg::ref_ptr groupOfLights;
vector > lights;
the member groupOfLights contain the LightSource as child.
In the application i
Sorry J-S,
It was so stupid to make such a mistake .
It did work now.
Thanks a lot.
On Wed, Apr 8, 2009 at 4:09 PM, ami guru wrote:
> Hello J-S,
>
>
> I have already tried that , but i am not getting the output that i am
> looking for.
>
> The
Hello J-S,
I have already tried that , but i am not getting the output that i am
looking for.
The snippet is as follows:
'''
if (buttonMask == GUIEventAdapter::LEFT_MOUSE_BUTTON)
{
// rotate camera.
osg::Quat new_rotate;
osg::Quat new_rotate1;
I have some new issue related to the camera manipulator - subclass of
MatrixManipulator that is used in the osgimpostor example.
If you have tried the osgimpostor example you will notice that the camera
rotate against Z axis when we click the left mouse
and drag it from left to right or vice versa
Thanks Jean, Alberto,
It did help.
I have some new issue related to the camera manipulator.
If you have tried the osgimpostor example you will notice that the camera
rotate against Z axis when we click the left mouse
and drag it left to right or vice versa.
I want to rotate the camera against
Hello forum,
I am going through the example osgimpostor to get the idea of how the
quaternion camera is implemented there.
The camera manipulator has been derived from the MatrixManipulator class and
one of the function that has been over-ridden is
setNode();
I would like to find out when th
Hello Roman,
I think i did something similar to what you did.
I designed a main window in the Qt Designer and i have created dialog as
well where the user can choose the model
and load it.
I did the whole thing by promoting the Adapter Widget
Regards
Sajjad
-- Forwarded message ---
Hello Martin,
I have tried the way you have suggested i believe:
But ended up having error:
AdapterWidget.o: In function `AdapterWidget::AdapterWidget(QWidget*, char
const*, QGLWidget const*, QFlags)':
AdapterWidget.cpp:(.text+0x6c4): undefined reference to
t;< "The up vector is: " << up.x() << " " << up.y() << " " << up.z()
<< endl;
***
-- Forwarded message --
From: ami guru
Date: Thu, Apr 2, 2009 at 2:39 AM
Subject: Fwd: [o
scene fits within a 50 degree FOV (I think it's 50,
not sure).
Paul Martz
*Skew Matrix Software LLC*
http://www.skew-matrix.com
+1 303 859 9466
--
*From:* osg-users-boun...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] *On Beh
Hello forum,
osgViewer , by default uses the world coordinate system that is oriented
with positive X to right , positive Z up, and positive Y into the screen.
Does that mean the camera' s defualt position is at the origin looking down
into the screen which is positive Y?
I have tried to ex
s.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *ami guru
*Sent:* Saturday, March 28, 2009 4:40 PM
*To:* OpenSceneGraph Users
*Subject:* [osg-users] osgshadow not functional
Hello forum,
osgshadow is giving the following error:
*
Hello forum,
osgshadow is giving the following error:
*
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,)
Warning: detected OpenGL error 'invalid operation' afte
--
From: Ulrich Hertlein
Date: Sat, Mar 28, 2009 at 12:26 PM
Subject: Re: [osg-users] Fwd: Fwd: CallBack issue
To: OpenSceneGraph Users
Hello Sajjad,
On 28/3/09 10:00 PM, ami guru wrote:
> The following snippet may elaborate more:
>
> **
,
On 28/3/09 12:01 PM, ami guru wrote:
> With callbacks we dynamically modify the node during the update
> traversal.So any node that has already gone through some affine
> transformation will be replaced in the call backs, but not concatenated.
>
> On the other hand if we specify an
misunderstood the concept.
Regards
Sajjad
-- Forwarded message --
From: Ulrich Hertlein
Date: Sat, Mar 28, 2009 at 12:24 AM
Subject: Re: [osg-users] CallBack issue
To: OpenSceneGraph Users
Hello Ami,
On 28/3/09 8:50 AM, ami guru wrote:
> virtual void operator()(osg::Node *n
Hello forum,
I am trying to rorate an object continuously through a call back. Before
calling the calback i am doing some affine transformation over that object
The final rendered the scaled down to a tiny object . In the callback
subclass i am overloading the () operator and i am performing the
Hello Forum,
Could some one provide more reference to the trackball functionality
Is there any connection to the
osgGA::TrackballManipulator* tbm = new osgGA::TrackballManipulator();
I did not find enough information on that and its usage. in the
osganimationmakepath i have commented that
essna and the glider circling above the
checkerboard.
Cory
ami guru wrote:
Thanks Cory,
I already have the path set as follows:
#OpenSceneGraph related flags
OPENSCENEGRAPH_PATH=/usr/local/share/OpenSceneGraph/bin
OSG_FILE_PATH=/home/sajjad/downloads/OpenSceneGraph/OpenSceneGraph-Data-2.6.0
OSG
According to this page:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examples
you need to have OSG_FILE_PATH set. Then "osganimate --overlay" should work.
It does for me.
Cory
ami guru wrote:
Hello forum,
I am going through the osg examples and i have an issu
Hello forum,
I am going through the osg examples and i have an issue with one of the
following
osganimate
What is the expected output of that example? - It should be some kind of
animation
I used the following commands , but getting no animation except the
rendering of the base.
osganimat
e flexible (you can run them through the Simplifier, for example).
Paul Martz
*Skew Matrix Software LLC*
http://www.skew-matrix.com
+1 303 859 9466
--
*From:* osg-users-boun...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] *On Beha
Hello forum,
I have been using the Paul's article about generating terrain using fractals
http://gameprogrammer.com/fractal.html
I am populating the values in the osg height map structure.
But The rendering is giving me a flat surface.
I hope that Paul sees that as well.
**
Hello Ivan,
What is the difference betwen the AdapterWidget and QOSGWidget.
I found one to be the subclass of GLWidget and the other is QWidget.
Which one is better ?
Any explanation?
Regards
Sajjad
-- Forwarded message --
From: Iván Cuevas
Date: 2009/3/19
Subject: Re: [o
Forwarded message --
From: Robert Osfield
Date: 2009/3/19
Subject: Re: [osg-users] OpenGL EXTENSION support
To: OpenSceneGraph Users
HI Sajjad,
2009/3/18 ami guru
> Is there any class or interface in OSG that can query and print out the
> supported extensions within the OpenGL d
Hello Ben,
I have the same question as well.
I personally using the AdapterWidget with Qt.
The only diffrence i found is that AdapterWidget is derived from GLWidget
and the other
from QWidget.
The former one is more concrete than the latter one i guess, GLwidget is
using the OpenGL framework.
Hello forum,
Is there any class or interface in OSG that can query and print out the
supported extensions within the OpenGL driver ?
Regards
Sajjad
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-- Forwarded message --
From: ami guru
Date: Tue, Mar 17, 2009 at 1:04 PM
Subject: Fwd: [osg-users] creating widget for Qt
To: qt-inter...@trolltech.com
Hello Ivan
i shall try to elaborate the way i implemented that and your feedback is
most welcome on that.
1. Separated the following files
Hello Ivan,
In the pro file do i have to include OpenGL module
or just the library linker for Openscenegraph will suffice
Regards
Sajjad
-- Forwarded message --
From: Iván
Date: Wed, Mar 4, 2009 at 11:27 PM
Subject: Re: [osg-users] creating widget for Qt
To: osg-users@lists.op
Hello forum,
I would like to create a viewer widget for osg using the Qt designer.
To promote it i need the corresponding header file to that.
As i see in the source you have the class declaration and definition in a
sigle .cpp file.
Do i have to separate them or the header file is located s
Does OSG has any support node to load X3D content?
Sajjad
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me four!!!
[EMAIL PROTECTED]
sajjad
On Fri, Oct 31, 2008 at 8:32 PM, Charles Cossé <[EMAIL PROTECTED]> wrote:
> me three!
>
> On Fri, Oct 31, 2008 at 12:43 PM, Mario Mango Furnari
> <[EMAIL PROTECTED]> wrote:
> > Quoting Wang Rui <[EMAIL PROTECTED]>:
> > Hi Wang,
> >
> > I'm interested too ([EM
Hello forum,
I would like to load and apply different shaders(written in GLSL) to the
same model with the differet GUI events(may be keypress event).
I shall have also have the option of different light source type as
well(directional,point ,area) and their numbers.
The Geometry node will be sa
);
capsuleState->addUniform(new osg::Uniform("WarmColor",osg::Vec3(1,0,0)));
capsuleState->addUniform(new
osg::Uniform("CoolColor",osg::Vec3(0,0,0.6)));
capsuleState->addUniform(new osg::Uniform("DiffuseWarm",0.45f));
capsuleState->addUniform(new osg
before glLinkProgram() was
called. Link failed.
Warning: detected OpenGL error 'invalid operation' after RenderBin::draw(,
'''
But works fine if i have the following instead...
ref_ptr nodess3 (myshapegeode3->getOrCreateStat
"CoolColor",osg::Vec3(0,0,0.6)));
capsuleState->addUniform(new osg::Uniform("DiffuseWarm",0.45f));
capsuleState->addUniform(new osg::Uniform("DiffuseCool", 0.45f));
root->addChild(capsuleGeode.get());
Any hint?
Sajjad
On
Hello forum
Is there any difference between these following:
1. osg::ref_ptr nodess3 = new
StateSet((myshapegeode3->getOrCreateStateSet()));
2. osg::ref_ptr
nodess3((myshapegeode3->getOrCreateStateSet()));
The the second one works fine
and the first one gives error:
***
OpenSceneGraph has put quite a lot of abstraction over the rendering
pipeline that have made the development process faster and efficient.
But sometimes it is nice to realize and understand the tips and tricks
behind it and there is no other way than go down to the source code and
studying the
ERY* much for this beautiful guide!
>
> Good luck,
>
> Hans.
>
> ------
> *From:* [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] *On Behalf Of *ami guru
> *Sent:* woensdag 10 september 2008 4:59
> *To:* OpenSceneGraph Users
> *Subject:* [osg-users] Refere
Hello Forum,
OSG Transform allows to specify its reference frame and by default the
reference frame is relative. and the other one is the absolute.
And the two are specified by different code identifier.
We can view transformation in 2 ways.
1. relative to the fixed coordinate system.
2. Local
Hello forum,
Are there any utility functions for drawing spheres, planes , boxes ,cubes
etc. within OSG's framework?
Sajjad
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c uniforms that have 4x3 matrices.
> > There are no 2D or 1D matrices in either the OSG or OpenGL.
> >
> > Could you please explain what you are trying to achieve, then perhaps
> > others will be able to point you in the right direction.
> >
> > Robert.
> &
Hello forum,
Quite new to this rendering system.
I would like to know which file does contain the mapping of the OSG
matrix(2D) to the OpenGL matrix(1D) in the Source?
Regards
Sajjad
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