For a normal 2D HUD I suggest orthogonal.
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Hi,
I'm a little confused about something simple... the order in which to add
MatrixTransform.
For example I want to rotate something around x,y,z using 3 matrixtransforms.
as I understand I can do this by:
-translate(-x,-y,-z)
-rotate
-translate(x,y,z)
when I add them, which is the correct
Thanks.
Is there a way to make it a single node, but still being able to easily change
the rotation around the point (the point on which to rotate doesn't change) ?
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Ok thanks, I would have to recalculate the matrix every time the rotation
changes I assume, but in the end that is probably more efficient than having 3
matrixtransforms in the scenegraph... right?
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I think making it two projects could be an advantage, specially if the docs are
large, because you can check out the source code without having to transfer
tons of data for doc-files, which might not be locally used by many. Any cons?
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Hi Robert, I would say that the hand written ones would best sit alongside the
generated once, with some kind of suffix like 'discuss' or 'details'. It also
seems to make sense to me to check in the generated docs as well, or else it
could cause some confusion.
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Hi Robert,
One question: did the previous wikis offer a structure that somewhat covers
most of OSG (like the api documentation)? Or was it a list of guides and
articles?
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Glenn I don't understand what you are trying to say.
Are you saying that everyone who uses OSG necessarily has to (learn to)
checkout the source repository, and push changes? This is not the case, you can
download the source and use the source and/or precompiled OSG without every
learning or
Hi Robert,
I guess as the creator of a well known open source project you are entitled to
make claims about what all programmers should be capable of doing, but if the
problem is that not enough people are contributing to the documentation, my
first idea would be: try to make it easier to
So we have tried what you are suggesting and it didn't work out how you are
suggesting it could.
Sort of true, except that those wiki's did not have a API-type structure, which
might have made the difference. But obviously I cannot guarantee that. It's
just a gut feeling I have, based on
Hi Björn,
My idea is actually closely related with your point 2: the in depth
documentation of OSG. As far as I know however, doxygen is generated from the
comments in the source code, so everyone who wants to add or say something
about any function would have to do it in the source code
Sounds like a cool system... however can people add, edit or comment on
anything in the documentation without learning github (or whatever is rep
system is used) checking out the source and pushing changes?
I think it is very important that this is possible, or else many people may
find it too
Hi Jordi (and others),
I might be able to assist with the creation and maintenance of a wiki, but
there are a few things:
Con:
-I'm not very familiar with creating and maintaining a wiki
-I only use OSG in 1 project now so I only know a small part of it and that
part not even that well.
Pro:
I believe it is better to separate the documentation from the main website.
It's not really easy to explain, but try to look at it from my perspective,
from a general user. It wouldn't cross my mind to ask you guys for full
permission to edit your main website. I'm not involved with the
First, it is not my intention to offend the creators of the current help
system, or to suggest they made bad decisions or something like that. I just
have a different vision that I want to explain.
My line of thought goes something like this: if you want to get a really
extensive
What sometimes helps is a good wiki where enthusiasts/independents can share
all the information they got on the SDK and the workings of the OR.
Actually might be good for OSG too. Lots and lots of information and knowledge
on the forums, but sometimes it's hard to find it.
--
Hopefully last post off topic: creating a good wiki with a good basic structure
that has the possibility to cover all important classes and functions in OSG,
and can be easily added to by all, is a huge difference from giving people who
ask it full access to post whatever OSG related material
ok thanks :)
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Hi,
In my shader I would like to have the direction of the light (sunlight) in
eye-space, and since it doesn't vary per vertex I would like to pre-calculate
it in OSG.
I'm not sure how to do this, I thought it would make sense to multiply the view
matrix with the direction of the light like
thanks I noticed I had to use the (vec3, matrix) version instead of the
(matrix, vec3) version to make it work. So that does a v*M[0..2,0..2]
However in the shader (glsl) it's gl_NormalMatrix * gl_Normal...
seems to be the other way around. Any clarification on this?
thanks!
I use that all the time, so it shouldn't be a problem. What you could try is to
explicitly include osg/Vec3Array in your header. I have had problems before
where I forgot to include the actual header file. The vec3array may have been
declared (empty) in some other osg-file so it seems like
don't forget to pass the color in the vertex shader:
gl_FrontColor = gl_Color;
for texture you use texture coordinates:
usually gl_TexCoord[0] = gl_MultiTexCoord0; in the vertex shader
and then for example use texture2D( sampler2D, vec2 [,float bias] ) to sample a
color from the texture at the
a quote from Robert: ABSOLTE_RF means that the when the cull traversal
encounters a Transform node it ignores the inherited modelview matrix so that
the local transform matrix on the Transform node becomes the new modelview
matrix. This means that the Transform nodes subgraph is placed in new
You could extrapolate, emitting tHe particles in front of your moving object,
i.e. curpos + (curpos-lastpos)*k. I die that once in another environment and it
can look wel if you tweak k, and you could make it dependent on the speed as
well
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Or use it in a heightfield:
http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00364.html
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I'm not a huge expert, but:
1. the slave should be post, because you want to render the cross/axes on top
of the rest.
2. you can just use a perspective projection if you want a 3d looking axis or a
orthogonal view if you want a 'less' 3d look to it. Be sure to set the near and
far correct, I
it seems like you are using referenced vertices in your roads mesh? (at least
that is what I understand from int* oConnections
(the int references vertices indexes right?)
I think that if you want to use the accelerated drawing you should convert it
to simple vertex arrays, where the vertices
Well to give better advice, I would need to understand what is exactly stored
in float* oPoints and int* oConnections.
What I assume is that oPoints (an array of floats) contains
x1,y1,z1,x2,y2,z2, etc.
and then oConnections (an array of ints) contains a serie of references to
those points for
First: In your example the coordinates are stored in an array of Vec3, but in
the other code you posted, the oPoints is an array of float so there seems to
be a bit of a contradiction there?
Anyway you have indexed vertices obviously, but you can also use non-indexed
vertices. In that case
I'll try the multiple viewer to see if that makes a difference.
When I render a texture to the framebuffer, it seems exactly the same as when I
render it to the screen, so it seems there is problem of rendering the quad to
the screen, or else everything would be different. Could it be that the
I'm pretty sure I found the problem, but not sure how to fix it (probably easy
for someone with more openGL knowledge ;)
What I do:
On the canvas I first draw a full solid background. Now all the alpha values
are 1.
Then I draw the text on top of that background. Now the problem is: it seems
It's fixed!
Code:
osg::ref_ptrosg::BlendFunc blendFunc = new
osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::DST_ALPHA,
osg::BlendFunc::ZERO, osg::BlendFunc::ONE);
label-getOrCreateStateSet()-setAttributeAndModes(blendFunc);
I didn't know you could/should specify
Hi,
I'm having a small issue with the osgText::Text that I can't figure out.
There is difference in how bright the text looks when I compare a osgText::Text
drawn on screen, and the same one, but then drawn on a framebuffer, and then
(the buffer) drawn on screen. Should be exactly the same
I've tried to set the global defaults on the statesets of the camera's, but
that didn't help. I'll try to give give a complete list of code that is used to
set up the scene:
in main:
Code:
//screen size
int screenWidth = 1280;
int screenHeight = 720;
// construct the
Hi Trajce Nikolov NICK,
I just tried it, but made no difference unfortunately...
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When I use the osgText:Text classes, I still get the problem that everything is
very dark. I use vec4(1,0,0,1) as color, but the actual color of the text on
screen is (0.309803921,0,0).
Is there a good way to find out the complete stateset that is used for a
certain node? That should be able
It seems the problem goes away when I remove this line:
Code:
rootNode-getOrCreateStateSet()-setTextureAttributeAndModes(4,
noiseTexture.get() );
noiseTexture is as the name suggest a noise texture (3d texture).
I suppose I can move this texture up to the appropriate node instead of
I had the exact same issue, but I tried to flip the view matrix as suggested,
but I must be doing something wrong, because I don't see anything when I try
this:
Code:
camera-setViewMatrix(camera-getViewMatrix() * osg::Matrixd::scale(1,-1.f,1));
Can anyone tell me the right way to flip the
I posted some code in my original post.
However, the code is part of a project that I cannot post as a whole (and you
probably don't want that either).
Can you tell me what parts of the code you would like to see, besides the code
that I pasted in my first post?
Is there a way to print the
Hi,
I was wondering what kind of assumptions I can make about the rendering order.
for example in kinda pseude code:
rootnode-addChild(node1);
rootnode-addChild(node2);
node1-addChild(node3);
node1-addChild(node4);
node3-addChild(node5);
would give:
rootnode - node1 - node3
Thanks Robertos and Farshid.
Robertos, when I said: What are the steps that are involved in building the
libraries, and loading them as plugins?
I actually meant to ask this from the perspective of the 'system', and not the
steps that a user has to take to make it work. This demonstrates what
Thanks for your quick answer!
What exactly does 'sorted by state order' mean?
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Do you mean on the geometry object itself? I just tried that now but no
change... any other ideas?
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Hi,
I'm working on my own simple HUD/GUI system, and my idea was to use a seperate
orthogonal camera for that, which is attached to the root node, and is set to
post-render. It does to work so far, except that the quad that I'm drawing on
screen is about 4 times more dark than it should be.
Hi,
I'm having issues with loading png. It just says: Warning: Could not find
plugin to read objects from file GUI/canvas.png.
The same line replaced with .jpg works fine. I built OSG 3.2 from source some
time ago (using some tutorial, and CMake and such), and I recall that I tried
to enable
Hi,
I have used the osg::ref_ptr quite a lot and never had much problems with them,
but I'm having an issue with it now.
In the main function I create a viewer (and also a DisplaySettings that is used
by it):
Code:
osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer();
Thanks, your input led me to look at the gui event handler, and it turned out
that one of my own classes that I made long ago (an input handler) was derived
from an OSG class, but didn't use ref_ptr somewhere for that, and that messed
it up somehow.
fixed now :)
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Hi,
I'm trying to reuse a depth buffer for rendering two different passes. The
first one does terrain, the second one some water surface (to another output
buffer, but that's not the issue here)
Based on posts from the forum I though I had it figured out but it doesn't work
well. Depending on
Farshid, I should have been more clear about it, but that was actually my
intention. The terrain and water are in the same world so i wanted to use the
depth information from the terrain render to draw only visible portions of the
water to the other buffer.
Sebastian, I always get this error:
Thanks, that makes perfect sense. I didn't know it was normalized, so I just
have to make sure the camera's have the same clipping planes, didn't need to
increase it to 10 (my scene is much smaller than that :)
The depth buffer is based on 32 bits floats right (just for my information)?
Hi Sebastian,
Yes I built OSG from source myself, using CMake and VC++ 2010 Express (I just
followed the tutorial on this). The strange thing is: when I press f11 during
debug in a call to OSG for example viewer-someFunction(), it first goes into
the ref_ptr overloaded operator code, then back
It's not working. I keep getting these:
'world2.exe': Loaded 'D:\world2\world2\osg100-osgViewerd.dll', Cannot find or
open the PDB file
I put the PDB files in the same directory as where the DLL is, under the exact
name. I ALSO set the directory where the PDB files were initially created
Hi,
I have a (hopefully) easy question. I have compiled osg as a library from
source, using the tutorials, and now I'm using visuall c++ 2010 as development
tool.
Is it possible to set breakpoints in the osg sourcecode somehow? I have tried
to add some projects from osg to my solution, but it
Thanks, I actually do have the pbd files loaded, but I read on the page you
sent that you also have to specify where vc++ looks for debug source files, so
I guess I'll have to add the directories with the OSG src files. I hope I can
step into osg source code in debugging then and set
Hi,
thanks for the reply!
I get the undefined part, that makes sense, but what I still don't understand
though: I just specify blending (GL_BLEND on) is on in the nodes. But then if I
do
gl_FragData[0] = vec4(0,0,0,0);
then it doesn't seem to matter anymore what I write to gl_FragData[1[
Also, Do you setup a blendfunction and activate it for the stateset?
No I didn't. The thing is, I made some other shaders for a volume light, and
there I just enabled blending and it worked as I expected. And to clarify what
I mean with that: I thought that normal 'standard' blending
You're mixing up source and destination. Source is the incoming color
(i.e. the color written in the shader), destination the color in the
buffer (i,e, what was already in the target buffer).
you are right, the word destination also makes more sense then :)
I asked this a while ago.
Hi,
I ran into something weird, or something that I don't know how it works exactly.
What I want to do when rendering to multiple targets is that I selectively
write to certain color buffers in my shader, but leave others alone.
for example
Code:
gl_FragData[3] = vec4(0,1,0,1);
without
Hi,
I know this has been asked before, but I could not find a decent answer in
previous posts. The problem is that I compile osg, and I want to use the plugin
for jpeg. Now I followed the directions exactly (I think) on the getting
started sections. I downloaded the dependencies, put them in a
I would also suggest you place all images in 1 png. In total this will save
space, reduce loading times and give you less files.
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Nobody has any information or opinion about any of this???
To clarify: I just want to be able to set a breakpoint inside OSG because all I
know is that the cull visitor sometimes starts to spit out errors (when it
starts seems random) and I want to trace the first error.
Could anyone tell me
On a side node: In the manual it sais you have 2 ways of using OSG in MSVC++:
-as a library
-placing you own code in the workspace of OSG
I also use Bullet Physics, and for their code, CMake generates project files
for each part of library. Then, you can simply add the necessary projects into
Hi,
I'm trying to find a bug, and a good way to do that is to set a breakpoint in
the error message that OSG generated. But.. I use the premade binaries for
MSVC++ 10. So now I also downloaded the PDB's and the source files.
First thing I tried is stepping into a OSG function. Now it asks for
Another idea might be to use valgrind, memory doctor or some similar program to
detect actuall memory leaks.
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Hi,
It was casued by the 3d buffer being LINEAR_MIPMAP_LINEAR, I didn't know that
was the default, and I didn't quite understand how this could cause the problem
I had, until someone at the opengl forum explained that. But it was still
pretty hard to understand what the GPU exactly does with
Hi,
I have switched my rendering stuff to deferred rendering, and I noticed some
problems around the edges of the hills in the terrain (see attached picture)
I write 3 buffers:
-color
-normal
-position (fragment position in world coordinates)
I tried finding a problem in the buffers around the
Does anyone know: what is the default texture filter mode (for 3d textures)
when you do not explicitly set it?
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Thanks a lot for your great help!
This will help me a lot, because I do feel like my lack of knowledge of visual
c++ and debugging processes is keeping me back in the whole process, and indeed
I should try to take an (hopefully online) course about this. I'll try to find
more information
thanks! option 3 seems to be an interesting one. I did try to search for it,
but I might have been using the wrong keywords.
I'll try to find more information on option 3 then!
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Hi,
I recently changed from just setting up a viewer
Code:
viewer-setUpViewInWindow(500,300,1280,720,1);
To making a custom camera, but I can't seem to get the same 'normal' view as I
did in the default viewer camera.
I use:
osg::ref_ptrosg::Camera camera = new osg::Camera();
Hi,
Thanks yeah, I actually had screenWidth/screenHeight there and they were
correct, but were also ints
I changed it to 16.f/9.f and now it seems to work.
I'm still unclear about what happens if you divide ints
I had
int screenWidth = 1280;
int screenHeight = 720;
Thank you!
Cheers,
Bram
Hi,
I am walking around in my world and sometimes suddenly I only see an empty
screen and I the console spams messages like these:
CullVisitor::apply(Geode) detected NaN,
depth=-1.#IND, center=(64 64 18.2729),
matrix={
1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN
1.#QNAN 1.#QNAN
Thanks!
I have to admit I'm not very good at the whole setting up projects and
debugging frameworks.
My first question would be:
In my projects I do not have the actual source code in my IDE. I just include
the debug libraries and header files I think. I believe I used the permade
ones. Could
When I switched from 'normal' rendering to deferred rendering (or how you call
it) I noticed a difference in how it looked, while it should look the same.
I believe now that it looks different because I use setNumMultiSamples
Code:
osg::DisplaySettings::instance()-setNumMultiSamples( 4 );
Thanks, i will have a look at it!
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Ok, then at least I know that it's not in OSG then (might be a good idea to
implement this?).
I did notice there is a win32 implementation of the GraphicsWindow,
GraphicsWindowWin32 I think, which can give the windows-handle, so I could
possibly look up some win32 api calls to check this. It's
It's really not that much of a niche. If you work with windowes graphics and
poll mouse information it will continue to do so and react to it even if you
are no longer working in the osg application. Most games that run in a window
disable event pulling when the window is no longer active. But
Hi,
I've been looking for a while on the forum and using google, and looking in the
documentation and the code, but i can't seem to find:
how can I detect if a window (osgViewer::GraphicsWindow) has lost focus? I see
there is a function to GRAB focus, but isn't it possible to check whether or
Hi,
To save some memory I am trying to use 3 unsigned bytes for the color of my
vertices (they are generated) instead of the 4 floats I had before.
Before it was set to Vec3Array, and now Vec3bArray. (actually last thing I
tried is Vec4bArray), but I only get black colors.
I'm sure I'm not
Hi,
I am porting a small project that is still in starting stages from using
irrlicht to osg (because osg seems more professional)
However I encountered a problem:
I'm using some custom multithreading (windows thread + mutex + event), to start
a second thread that handles the generation and/or
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