Hello
I'm using a osgGA::TrackballManipulator for my viewer.
I have a osg::Group which holds all the scene objects, which can be removed
and added during run.
When I use the TrackballManipulator I see a problem with the zooming effect
- if I added a large terrain I can zoom in but when I come
Hello
In my application I'm using a trackball manipulator and a large terrain.
When I'm zooming in to the terrain, many times (not always) the trackball
starts moving slower and slower until the camera can't move any more. I can
move backwards but very slowly until I can accelerate again and I'm
the fix, test for regressions, and send a patch to
osg-submissions. If the proposed fix solves the issue, please do
officially submit a fix.
thanks
-- mew
On Tue, Apr 29, 2008 at 7:01 AM, Roni Rosenzweig [EMAIL PROTECTED]
wrote:
I also get a similar warning (OpenGL error after
I also get a similar warning (OpenGL error after RenderBin::drawInner())
when running the osgshaders example.
It only happens on the first frame.
I noticed that if I remove the shaders, the warning does not come up.
Any problem that could happen with shaders on the first frame of the
application?
Hello
I switched to osg 2.4 today (from 2.2) and started receiving a warning:
Warning: detected OpenGL error 'invalid value' after RenderBin::draw(,)
RenderStage::drawInner(,) FBO status= 0x8cd5
It's only printed once.
My application seems to work fine so far (haven't tested everything yet) but
Hello
I noticed that in LineSegmentIntersector::Intersection the function that
returns the local intersection point returns osg::Vec3d, but the local
normal point returns osg::Vec3.
Is there a reason? I'm trying to change my entire application to use double
and Vec3d instead of floats (because of
, Mar 4, 2008 at 6:19 AM, Roni Rosenzweig [EMAIL PROTECTED] wrote:
Hi Robert
I found the problem and fixed it:
Turns out is wasn't the MatrixTransform but how I set the camera
position.
I used:
getCamera()-setViewMatrixAsLookat(eye, center, up) which receives
osg::Vec3f instead of osg
manipulator are you using?
Robert.
On Mon, Mar 3, 2008 at 7:49 AM, Roni Rosenzweig [EMAIL PROTECTED] wrote:
Hello
I made a small demo using osg 2.2, of an object moving on a terrain with
a
camera looking at it from above, and lowering towards it.
When the location of the object+camera
Hello
I made a small demo using osg 2.2, of an object moving on a terrain with a
camera looking at it from above, and lowering towards it.
When the location of the object+camera is near the (0,0,0) the demo works
smoothly.
However when their location is far (for example at location (3, 5000,
Subject: Re: [osg-users] problem using uniform arrays
Hi Roni,
See below
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Roni Rosenzweig
Sent: Monday, February 04, 2008 1:18 AM
To: OpenSceneGraph Users
Subject: [osg-users] problem
That's a nice idea, although I'm not sure if it would work with big arrays
(my array has 70 elements).
Besides, writing 70 such lines is a pain
I might try it tomorrow and update.
Otherwise, I'll just declare that this software only runs on 8800 :-(
Roni
For example indexing an array like
Hello
I'm using uniform arrays in my glsl shader. On geforce 8800 it works great,
but on 7800 doesn't work (converts to fixed shader).
when I try to validate my shader code I get a *GL_3DL_array_objects
extension is disabled error.*
*Can anyone help me out? Are uniform arrays not supported on
Hello
I have a program which uses shaders in osg (using osg::Program of course).
It works perfect on GeForce 8800, but on GeForce 7800 the shaders don't work
at all.
I don't have an error message, and the image is not black, I just get the
same picture I would get without running shaders.
Even
Hello
I recently changed my application from using Viewer to CompositeViewer with
one view (currently...).
Everything seems to work as before, except for picking.
I think I traced down the problem, I would like to know if I'm correct:
in CompositeViewer::eventTraversal() there seems to be
Hello
I'm not sure if I posted in the right forum, but here goes:
I have a class that inherits from osgViewer::CompositeViewer, and I need to
override the following 4 functions:
void addView(osgViewer::View* view);
void removeView(osgViewer::View* view);
osgViewer::View*
Hello
I have multiple cameras, each one needs to have a target frame rate (for
example, 60 fps), but cameras can have different desired frame rates.
(This will be achieved using timers and clocks).
If all cameras had the same target rate, I could easily use CompositeViewer
and call frame() at 60
Hello
I'm writing an application which needs multiple cameras. Some will look at
the same scenedata, some won't. Some will move together, and some will need
their own seperate position update.
I have 2 options I'm considering:
1: composite viewer with multiple viewers
2: 1 simple viewer with
Hello
I have a camera attached to a texture for writing to FBO. The texture is
GL_RGBA32F_ARB and the app works great.
Sometimes I need to save the texture (the output of the camera) in 32 bit,
so I tried reading the pixels in various ways, none worked as I wished:
1. Trying to attach the
Hello
I have a simple test using the viewer and the WindowSizeHandler. I noticed
that when I switch to window mode (instead of full screen mode) the model is
not resized properly, and is shown a bir larger than it should be.
When I move the window a bit the model is then resized as it should be.
Hello
I'm running the osgpick example in window mode (I added the
WindowsSizeHandler and pressed 'f', nothing special), but the pick is not
working correctly in this mode - sometimes an intersection is detected when
the mouse is OUTSIDE the model, and sometimes not detected when the mouse is
ON
20 matches
Mail list logo