For anyone following this: Colt McAnlis just posted his GDC talk about NaCl
here: http://www.youtube.com/watch?feature=player_embedded&v=R281PhQufHo
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Hi John,
A few things come to mind that might help:
1) Make sure when you do your calculations, everything is in the same space.
For example, if you wanna get the direction from the vertex to the light in
view space (lightPos - vertex) then both the light position and the vertex need
to alrea
Here's a breadcrumb trail for anyone wishing to go the NaCl route. It's a zip
containing a detailed list of changes needed for osg 3.0.1, a custom
GraphicsWindow derivative (GraphicsWindowNaCl), and a sample application that
will render a triangle as shown above. If something is not clear or s
Just wanna post an update on my progress here.
The good news is that today I managed to get things rendering:
[Image: http://img337.imageshack.us/img337/5662/osgnacl.png ]
That bad news is that I don't have much time left to work on this and I
currently cannot get the triangle shown above to rot
Thanks Robert, I'm working on getting ahold of Alok. In the meantime I've
gotten most of OSG to compile using the PPAPI (Pepper) toolchain and would like
to discuss some of the changes.
1) The most prevalent was the usage of "memory.h". This header isn't available
but its functionality is pre
Hi Ethan, I did this a little while back using information from that page as
well. I'm guessing "real" depth here just means that it's in whatever units
you've modeled your world in. For instance, if the near plane is at 1.0, what
are the units of 1.0?
My purpose was to make sure that clouds f
I've recently begun digging into NaCl with the exciting possibility of using
tons of existing native C++ (especially OSG) inside of Chrome (and possibly
other browsers that follow suite).
User Assaf Raman has done some great work in doing it for Ogre which can be
found with explanation here:
h
Wow, really great work! You really made my eyes happy this morning. I'd love
to see this distributed as part of OSG.
Michael
PS Looking forward to reading your paper.
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Hi Wojtek,
It certainly did seem as though I completely missed the addition with
gl_FrontLightProduct[0].ambient.
Unfortunately what happened was that after I copy/pasted it in the message I
removed the quotes around it and more importantly the comment characters "//".
Here is a link to the fi
I am also experiencing the same thing upgrading from 2.8.5 to 3.0.1. For a
while I thought it was completely opaque until I looked closely at my lcd
monitor where I found it to be just really really dark instead.
Here is the relevant frag shader code from 3.0.1:
Code:
void main(void)
{
vec4
You could also prevent the trackballmanipulator from being created and used by
doing something like this:
Code:
osg::Camera* cam = viewer.getCamera();
cam->setAllowEventFocus(false); // Prevent the manipulator being used and
taking over
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Skylark wrote:
>
> You're welcome to do it differently if you want and submit the change.
> In fact it would really be nice if you could merge your technique into
> osgOcean's own code and submit the change. I'm sure many people would
> appreciate such functionality, if you have the time to do
I've just managed to get the technique described above. Here is the result:
[Image: http://img825.imageshack.us/img825/926/stencilsolution.jpg ]
I've also posted a video showing the difference here:
http://www.youtube.com/watch?v=Rf1yJObCLKI
In order to get this to work I had to first understa
Hi,
I have a decent solution to this problem that doesn't require modifications to
the shader and can work with any number of ships in the scene. The stencil
buffer can be set up to mark the fragments on the inside of the boat as
ineligible for rendering upon by the ocean. Then when the ocean
t no
resolution was given.
Currently both the irrlicht engine and OGRE have a solution that makes use of
Fluid Studios freely available fsrad tool. Has anyone done similar work with
OSG? ...Or gone down this path before?
Thank you!
Michael Guerrero
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So on to the next hurdle... It seems that the post process example only works
for a single render. I didn't notice this at first since nothing was moving in
the scene. However, if we make it match what the osgPrerender example does by
having an update callback rotate the cow, nothing happens.
Ok, I've discovered the seemingly innocuous problem. When I had tried to
comment out all the shader related code in the GetGeode function, I was left
with this:
Code:
osg::Geode* getGeode( osg::Texture2D& targetTexture )
{
osg::Geode* geode = new osg::Geode;
geode->setName("quad");
os
So I've been studying the example code and the first thing that sticks out to
me is that they require some default shaders to be set even though they do
nothing special. Why doesn't this work with the fixed function pipeline?
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Sure, after removing the filter I was getting ~530 fps. Since fps is
nonlinearly related to frame time, here's the breakdown:
530fps = ~1.89ms
360fps = ~2.78ms (sobel)
300fps = ~3.33ms (5x5 guass)
So the cost of applying the slightly more expensive 5x5 filter kernel cost
about 3.33ms - 1.
Looks good!
With the sobel filter I get ~360 fps.
With the 5x5 Gaussian blur I get ~300 fps.
The graphics hardware is a GeForce GTX 280.
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gling with steps 1,2, and 3. What's the best way to do this?
Michael Guerrero
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So to clarify exactly where the exception is thrown here is the call stack:
ot11-OpenThreadsd.dll!OpenThreads::cooperativeWait(void * waitHandle=0x00b0,
unsigned long timeout=4294967295) Line 53 C++
ot11-OpenThreadsd.dll!OpenThreads::Win32ConditionPrivateData::broadcast() Line
73 + 0x15
Thanks for the reply Paul. I was calling join because i wanted the main calling
thread to block until myThread was finished. I know it doesn't make much sense
to do it that way in this contrived example but in my actual application it
would be nice to do this between scenario teardown and setup/r
Hi guys, I don't have that much experience writing threaded code so please
forgive my ignorance. I've written a very simple test application using
OpenThreads which runs a thread, stops it, and then tries to run it again.
Seems straightforward but I get an unhandled exception from the
OpenThreads
Sorry, that link just isn't working at all for me. Could you give me a
different one or someone relay that information here?
Thanks for your help,
Michael
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Vinay Shah writes:
>
> Hi,
>
> I would like to render an image to a scene that is later used for image
processing. I am hoping to have the image
> in memory as an 24 bit RBG image.
>
> Is this possible without drawing it to the screen and taking a screen shot?
>
> Can I render without usin
Wojciech Lewandowski writes:
>
> Miguel,
>
> I am not sure whats the problem. Shadows on the ground look ok. So the
> matrices must be ok as well. All I can notice is improper self shadowing on
> soldier models. If this is the case then look at following thread:
> http://www.mail-archive.com/
xture, gl_TexCoord[3]).r;
Here's an image showing what I get as a result:
http://img269.imageshack.us/img269/5712/shadowerror.jpg
Has anyone gotten this to work?
Is there an extra step that I'm missing?
Thanks,
Michael Guerrero
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Awesome, thanks for the correction. I see that my initial example forgot to
actually add the model to the shadowed scene :P But that wasn't the real
problem. The real problem was giving osgPPU the same node that i was using for
shadows. After seeing what you did in your correction I rearranged
Hi Art, thanks for your attention. I've constructed an example for you by
minimally modifying Example viewer. Below is the modified view.cpp. It has an
additional createScene function that sets up a shadowed scene. Also note the
#define ENABLE_SHADOWS. Commenting that out will use the default s
I just get a black screen. Maybe the initial screen render is not passed to the
PPU's correctly.
Michael
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Hi guys, I've recently delved into osgPPU and am loving it. I have a scene
beautifully rendering with HDR. However, when I tried adding osgShadow
ShadowMap to the scene I had conflicts. I don't yet know exactly what is going
just yet but I was wondering if anyone has had success combining these
Thanks Wojtek, that was what I needed to hear. Currently I'm filtering the
shadows (similar to the soft shadow shaders i imagine) by averaging 9 texture
samples. This gives decent results but in the event that more precision is
needed, storing a custom texture matrix in a uniform sounds good.
Mi
using fixed function vertex processing and I believe I can see
where it's coming from. In ShadowMap.cpp there exists the macro constant
"IMPROVE_TEXGEN_PRECISION". What I have in the shader doesn't take this
enhancement into account. Anyone know how this can be done?
Hey guys, i recently integrated video playback into our engine using the
quicktime plugin (osgdb_qt). I came across a bug where if you load a movie then
quit/delete that movie and then try to load another movie, the
QuicktimeInitializer will be NULL. The reasons for this can be seen by
examining
I just recently encountered this same problem. Here's my situation: i had both
vs2005 and vs2008 installed and had no problems as Paul mentions. Then I
removed vs2005 and after that the osgdb_png plugin could not be loaded. I
traced it all the way down to DynamicLibrary.cpp at line 96:
#if def
Mrs. Mister <[EMAIL PROTECTED]> writes:
>
> hi,
>
> i am working with osg 2.4, osgCal 0.3.0 and cal 3d 0.11.
>
> in the cal3d faq i read:
>
> "It should also be noted that Cal3D's math classes assume a left-handed
> rotation system."
>
> i have trouble with setting the quaternions from osg t
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