[osg-users] Vertex Buffer Object (Multi Window)

2008-03-16 Thread selman duatepe
Hi everyone, I have implemented Terrain library using Geometry Clipmap algorithm. In my project, I have to display terrain two different windows. And, I have used vertex buffer object to render the terrain. When I use to second display, float* cachedData =

[osg-users] shadow mapping on multiple viewport

2008-03-20 Thread selman duatepe
Hi everyone, I have integrated osg shadow mapping algorithm in my multiple window application with same scene but different FOV. Because of different FOV, one window renders exact shadow, the other is not. Any ideas about this problem practical solution? Thanks.

Re: [osg-users] Vertex Buffer Object (Multi Window)

2008-03-21 Thread selman duatepe
this all for you. Robert. On Sun, Mar 16, 2008 at 4:11 PM, selman duatepe [EMAIL PROTECTED] wrote: Hi everyone, I have implemented Terrain library using Geometry Clipmap algorithm. In my project, I have to display terrain two different windows. And, I have used vertex buffer object

[osg-users] Terrain Texturing

2008-03-25 Thread selman duatepe
Hi everyone, I've implemented Terrain Rendering Using GPU-Based GeometryClipmaps algorithm with frustum culling, instancing, normal maps, procedural texturing etc... And now I want to implement texturing of terrain other than procedural texturing. Because I want to cover terrain area with

[osg-users] Multiple Monitor Full Screen Mode

2008-04-01 Thread selman duatepe
Hi, i need to place my two windows into my 2 monitors in fullscreen mode. Whenever i call this code: mRenderSurface2 goes to monitor 1 even if it is placed on monitor 2. - mRenderSurface2--fullScreen(true);

[osg-users] Speed Interpolation

2008-05-20 Thread selman duatepe
Hi everyone, I have an animation path which has a lot of way points and these way points have some tracker information like speed. I want to interpolate speed of tracker between these way points. Has anyone else experienced this issue? Thanks... ___

[osg-users] rendering ive model (shaders)

2009-01-13 Thread selman duatepe
Hi everyone, I want to render *ive* model with textures by shaders. But, I can't pass the textures to fragment or vertex shader. Any ideas? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] rendering ive model (shaders)

2009-01-14 Thread selman duatepe
* WARN * NOTICE * DEBUG_INFO * DEBUG_FP * DEBUG * INFO, will also enable validation of shader programs On Tue, Jan 13, 2009 at 05:33:27PM +0200, selman duatepe wrote: Hi everyone, I want to render *ive* model with textures by shaders. But, I can't pass the textures

[osg-users] osg max exporter

2008-07-10 Thread selman duatepe
Hi everyone, Are there any support of OpenSceneGraph Max Exporter for Studio Max 2009 or Studio Max 2009 Design? Thanks. Selman Duatepe ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users

[osg-users] Flickering Multiple Monitor

2008-09-09 Thread selman duatepe
Hi everyone, I have a problem about rendering Terrain on Multiple Monitor using VBO at NVIDIA cards. I have no problem NVIDIA 7900 GTX with 84.21 driver. When I render my Terrain Application the other drivers for 7900 GTX or the other NVIDIA cards (8800 GT, 8800 GTX), flicker appears secondary

Re: [osg-users] Precipitation Effect

2008-09-10 Thread selman duatepe
Hi Robert, Thank you for quick response. I have three PrecipitationEffect active at one time. I am trying for snow, rain, hail effect active at one time. Selman On Wed, Sep 10, 2008 at 3:35 PM, Robert Osfield [EMAIL PROTECTED]wrote: Hi Selman, On Wed, Sep 10, 2008 at 1:13 PM, selman duatepe

[osg-users] model opacity problem

2008-09-13 Thread selman duatepe
Hi everyone, In our projects, we make lots of 3d models by using 3d Studio Max that has opacity map. And then, we convert these models from 3ds format to ive format by using ive exporter. But, when we integrate (osgDB::readNodeFile) these models in our osg and Qt application, the program

Re: [osg-users] HUD-Problem

2009-12-29 Thread selman duatepe
Hi, set HUD_Text position z value 0.0 HUD_Text-setPosition( osg::Vec3( 30.0, 30.0, 0.0 ) ); On Tue, Dec 29, 2009 at 11:38 AM, Carl Johnson uto...@gmx.net wrote: Hi, does no one has an idea? I realy dont know what i did wrong! Thank you! Cheers, Carl -- Read this

Re: [osg-users] cannot load PNG image

2010-01-07 Thread selman duatepe
Hi Tufan, Check also that C:\Users\Tufan\Desktop\New Folder\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2 directory is in your path. If directory is in your path, attach your texture and code. I will try it. Selman On Thu, Jan 7, 2010 at 1:47 PM, Tufan Taş tas.tu...@gmail.com wrote: Hi, Yes

[osg-users] Projective Texture Mapping

2009-05-04 Thread selman duatepe
Hi everyone, I've tried osgspotlight example and it works fine. I've generated *only*seven texture coordinates by using osg::TexGen and rendered the spotlight effects by fragment shader. But, I want to render multiple spotlight effects in my scene (for example 20 spotlight effects). * void