Hi, Robert
This morning, i've checked your suggestion:
using
osgviewer cow.osg --stereo QUAD_BUFFER
It was same...the problem is still there...sometimes, I got frozen screen...
Then we can say that should be a problem of Drivers or Hardware ?
Thanks alot~
Cheers,
Nan
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Yes Robert~
You are completely right~i checked with --SingleThreaded option, but it changes
nothing...sometimes, it happened again.
With the application that are working are based on OpenGL rendering. Because we
are using QuadBuffer projectors and shutter glasses...
It was a strange
thansk alot Robert
...
Thank you!
Cheers,
Nan
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I'd like to provide an image when a crash happens:
I hope someone can help me to fix this problem...I dont know whether it is a
problem of OSG or not.
[Image: http://i55.tinypic.com/69kxug.jpg ]
...
Thank you!
Cheers,
Nan
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this FBO issue will influence on QuadBuffer rendering?I got some quad buffer
problem...
...
Thank you!
Cheers,
Nan
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Thanks alot Robert~
I will come to you if I have some questions regarding Points~
Thanks
...
Thank you!
Cheers,
Nan
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Hello everyone:
Recently, i have got an issue of quad buffer stereo display...I'd like to know
whether you have the same issue as I got.
In the scene, only a cow.osg model is rendered with quad buffer mode, using
osg::Displaysettings method.
Here is the code I implemented:
Code:
#include
hello robert:
After reading the GL_POINT_DISTANCE_ATTENUATION docs...i tried with osg
there's no GL_POINT_DISTANCE_ATTENUATION definition in GL.h
only:
GL_POINT_SMOOTH
GL_POINT_SIZE
GL_POINT_SIZE_RANGE
GL_POINT_SIZE_GRANULARITY
regarding to GL_POINT
Is there any example about using
~
it doesn't work
setDistanceAttenuation function is not clear...
anybody can explain this function?
Thank you!
Cheers,
Nan
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hello Delport
you mean i have to split my model into lots of parts~
I could not do that, because all the millions objects are all real-time
generated in GPU...
Do you have another idea of that?
Thank you!
Cheers,
Nan
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Hello everyone:
how to do point attenuation?
I have some code like:
Code:
osg::PolygonMode *pm = new osg::PolygonMode(
187 osg::PolygonMode::FRONT_AND_BACK, osg::PolygonMode::POINT );
188 stateset-setAttributeAndModes( pm, osg::StateAttribute::ON |
like this:?
_point = new osg::Point;
_point-setDistanceAttenuation(osg::Vec3(0.0,0.,0.05f));
_stateset-setAttribute(_point.get());
I will test it.
THanks
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anybody knows that?
using
osg::Node* findNamedNode(const std::string searchName, osg::Node* currNode)?
Thank you!
Cheers,
Nan
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Hello
I am wondering how to get position of sub drawable object from
PositionAttitudeTransform.
Two objects are created with osg::Cylinder and osg::Sphere, the I created two
osg::ShaperDrawable...then declare an instance of geode class and attached tow
Drawables to it, finally, added
Hello:
I am wondering about how to update an uniform not continually.
here is the sample code:
Code:
osg::Uniform* lightPosU =
new osg::Uniform(LightPosition,osg::Vec3(0,0,1));
bumpMapState-addUniform(lightPosU);
Then I would like to update lightPosU, from Vec3(0,0,1) to
Can I do like this?
lightPosU.set (osg::Vec3(0,0,10));
then
bumpMapState-addUniform(lightPosU);
this is a right way to do that?
...
Thank you!
Cheers,
Nan
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Thanks a lot Farshid Lashkari
But I think I should first
lightPosU.set (osg::Vec3(0,0,10));
Then adduniform
Am I right?
...
Thank you!
Cheers,
Nan
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Hi, everyone
When compiling osg source code, I followed the instruction here:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
download 3rdParty_VC9sp1_x86_x64_V5.7z and put 32bit version in
C:\OpenSceneGraph-2.8.4\3rdParty
then add the ENV variable OSG_3RDPARTY_DIR to auto
Hello J-S
I checked your solution, putting 32bit and 64bit in 3dparty directory
It doesn't work...not only JPEG_LIBRARY but also JPEG_INCLUDE_DIR are
missingworse than putting 32bit only solution...
I dont know how to fix this problem I will take AlphaPixel dependencies to
instead
Hi,
Anybody knows how to set a UV coordinate on a geometry shader generated object?
I tested my U-moving VS FS shader with a osg::Sphere and osg::box.
The uv coordinate can be mapping properly in VS and FS
When i apply this two Shaders to a Geometry Shader generated objectsthe
texture2D
Hello boss:
Here are some details of my problem:
In my Geometry Shader, i have some codes to generate objects in real time (i.e.
triangles, these trangles constitute a surface). With VS and FS, i can set the
gl_FragColor as i like..
But when applying a texture to the objects which are
the problem i am thinking is that:
when we create an object like osg::box..then osg::ShapeDrawable*
unitCubeDrawable
then the box contain a right UV coordinate.
the objects which are realtime generated do not have BOX UVso if i apply a
texture to objsthere should be a problem...
i am a beginner of OSG
Could you provide me an example of that?or some links
Cheers,
Nan
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Hello everyone:
i have a question regarding how to pass texture to shader
There were some code in the tutorial, such as:
Code:
bumpMapProgramObject-addShader( bumpFragmentObject );
bumpMapProgramObject-addShader( bumpVertexObject );
osg::Uniform* lightPosU =
here it is:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/ShadersUpdating
ledocc wrote:
Hi Nan
Can you provide link of tutorial you are talking about ?
Cheer
David Callu
2011/5/4 Nan WANG ()
Hello everyone:
i have a question regarding how to pass
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/ShadersUpdating
Thank you!
Cheers,
Nan
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could you explain why here you used texCoord1?
because of we setting '1' here?
sset-setTextureAttributeAndModes(1,tex2D,osg::StateAttribute::ON);
sset-addUniform(new osg::Uniform(tex,1));
i dont think so ...
Thank you!
Cheers,
Nan
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i have got the same problemdo you have solution?
Thank you!
Cheers,
Nan
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Normally, it should be like this.
but, 'gl_MultiTexCoord1' you used is not right..i tested it...no texture is
passed to shader if you use
gl_TexCoord = gl_MultiTexCoord0;
i =0,1,2,3
the texture is passed to Shader... only the gl_MultiTexCoord0 works~...
do you know how to use
Hi,
Anybody can explain what is the meaning of first parameter of function
void osg::StateSet::setTextureAttribute(unsigned int unit, StateAttribute *
attribute, StateAttribute::OverrideValue, value = StateAttribute::OFF)
what is the meaning of unit?
The texture unit to be affected?
If I
Hi, Tomlinson and robert
thanks a lot for your ideas i usually use standard c method...sprintf
should be another simple way
I am thinking whether in OSG we have something more professional/directly...
Thanks again.
...
Thank you!
Cheers,
Nan
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Hi,
I have a simple question
How to convert a float number to osgText::String in order to display with
osgText::Text::setText function?
...
Thank you!
Cheers,
Nan
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Hi, everyone~
I implemented GPU based MarchingCube algorithm in OSG 3D engine. But i have got
something strange, here is the picture.
[Image: http://i56.tinypic.com/wvcv87.jpg ]
some dark gray levels disappear...
I just put the generated osg::Geometry object into transparent with function
Hello , there's no alpha clip...
Chris 'Xenon' Hanson wrote:
On 4/7/2011 11:38 AM, Nan WANG wrote:
I just put the generated osg::Geometry object into transparent with
function and give an alpha value in fragment shader(constant, e.g. 0.5).
sset-setmode(GL_BLEND)...
You're
do a search on the archives as this topic has been
discussed many many times.
Robert.
On Thu, Apr 7, 2011 at 6:38 PM, Nan WANG wrote:
Hi, everyone~
I implemented GPU based MarchingCube algorithm in OSG 3D engine. But i have
got something strange, here is the picture.
[Image
http://forum.openscenegraph.org/viewtopic.php?t=7144highlight=transparent+depth
this should be solution?
Thank you!
Cheers,
Nan
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Hi, everyone:
I have created a scene with 'osgViewer::CompositeViewer viewer' as root viewer.
in CompositeViewer I add two 'osgViewer::View' one for each eye.
My question is can I addEventHandler for my root viewer which is
CompositeViewer? as I know we can addEvenntHandler for a
Thanks zonk
the 3rdParty package I used is 3rdParty_VC9sp1_x86_x64_V5.7z
x86 version~ i think it's not version problem.
Ok, i have to add them to PATH environment variable.
although, it was not mentioned in the introduction.
But, there's no problem with previous OSG source code.
Maybe using
Thanks Alji,
I think the final solution is adding 3rdParty bin to my PATH...But with
previous installation, there was no problem without adding 3rdParty to PATH.
When i compile OSG, just path ACTUAL_3DPARTY_DIR to
C:/OpenSceneGraph-2.8.3/3rdparty. it was prefect...i think it was a problem of
eh
I think not only viewer requires zlib.dll, but also other .exe stopped by the
zlib.dll is missing error...
crying.
If it is dynamic build... it means i have to add to PATH ?
Thanks
zonk wrote:
Hi,
3rdParty package V5 uses zlib not as static build, therefore the viewer
Cool~
That's fineThanks a lot zonk. I will pay attention to this error in my next
OSG installation, although it was not mentioned in the introduction page.
zonk wrote:
Hi,
every application which uses zlib requires zlib.dll.
Yes, add the directory which contains zlib.dll to your
OK chief
here it is~
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
waiting for your wonderful contribution.
zonk wrote:
Hi,
Can you give me the link to the page? I'll update it..
Thank you!
Cheers,
Torben
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Hi, everyone
As I installed windows7 on my laptop, i need to reinstall my OSG environment.
Usually, i followed the instruction here:
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio
What i did on my computer:
install VS2008 then sp1 of vs2008
3rdParty
I create a prototype of Using GPU matching cubebut when I run it~nothing
display.. i think it is the Shader Problem...Who can help me about it?
All the structure a ready...I am looking for bugs or error in my code...I thing
if i can successful run it ~ i will upload it here~
Thank you!
Hi, everyone
I got a problem about passing uniform array to shader array. the problem is
in my shader I have:
Code:
uniform vec3 vertDecals[8];
I have to pass uniform value from OSG to shader
so how to create an uniform array in osg code and add 8 values that will be
used in shader...
I
Hi,
Sorry, may I ask where is marchingGPU.h header file?
Thank you!
Cheers,
Nan
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What a nice idea you provide me~
I saw some examples in osgVolume
But I dont know how to use/test these examples...could you give me a guide?
Thanks a lot~
robertosfield wrote:
Hi Nan,
On Tue, Feb 15, 2011 at 5:04 PM, Nan WANG wrote:
Is there a CPU or GPU based Marching cube
Hi,
OK, no problem, if i have have any success, i will share with you both.
Thank you!
Cheers,
Nan
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Hi, thanks everyone here to give me the ideas...
I will try matching Cube GPU with OSG.
Geomtery shader with OSG i think is the best solution.
isn't it?
...
Thank you!
Cheers,
Nan
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Hi,
Is there a CPU or GPU based Marching cube algorithm example in OSG?
osgvolume contains that?
Thank you!
Cheers,
Nan
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with the version of VS
you
are using.
You could download the libs for vs2008 and use those and see if it
builds/runs ok in debug mode?
Let us know how it goes.
Cheers
Martin.
-Original Message-
From:
[mailto:] On Behalf Of Nan WANG
Sent: 09 February 2011 19:51
To:
Subject
Hi, everyone:
When I compile osg2cpp.cpp (from example folder) in VS2005 sp1, both debug and
relase version are correct. No problem of running them.
But when I tried with VS2008, both debug and release version stopped by an
error: Expression: _CrtIsValidHeapPointer(pUserData)
Looks like:
Hi,
I've created my 3D scene, and now I want to move camera's position in this
scene, using keyboard controlling, like using some key lik A, S, W, D to move
the camera...
Is there any simple example of using keyboard handler?
...
Thank you!
Cheers,
Nan
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hello
As i am newbie in OSG. ...could you tell me how to use FirstPersonManipulator
in my scene?
I copied 'FirstPersonManipulator' from %SVN%\include\osgGA to my project
folder, then add it in my project. then add '#include
osgGA/FirstPersonManipulator' above main() functionthen
Hi,
I am really newbie in OSG. Here is one simple question I want to ask:
How can I create a camera and set its position to (0,0,0) in the world and set
it as the viewer default camera to render?
Any example of using camera?
...
Thank you!
Cheers,
Nan
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Hi,
I could not fine source code on this topic.
I tried these code, but nothing rendered, what is the problem?
Code:
osg::Node* tankNode = NULL;
osg::Group* root = NULL;
osgViewer::Viewer viewer;
osg::Vec3 tankPosit;
osg::PositionAttitudeTransform* tankXform;
Ok,thanks alot Robert.
But could you tell me how to set current viewer's camera's position?
Thanks again。
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Hi,robert
I will look into these libraries.
Thank you!
Cheers,
Nan
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Hi,
I am newbie of OSG.
Simple question:
As I mentioned, osgviewer.exe can be used to display .osg file in different
options...
When I compile .cpp file from VS2005, it produces .exe file...which is can be
executed directly.
But, if i would like to create a 3D sence with interaction
Do you know how to set a projection referential camera?
off-axis camera?
Thank you!
Cheers,
Dromouse
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Hi, everyone:
I am trying to setup a VR system using OSG. Current, I want to learn how
projection referential cameras work in OSG.
One of the key features of the visualization component is the ability to use
off-axis cameras (a.k.a Asymmetric frustum)
The main idea of the projection
Hello dear OSG-community,
Later i will buy it ~Thanks Rui
Best regards,
Dromouse
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