Hello all,
I've just want to know if it is possible to add comments in osg files ?
Cheers,
--
Lamoliatte Stephane
R&D Engineer
R.S.A. Cosmos
Z.I. de la Vaure - B.P.40
42290 Sorbiers, France
Tel : +33 (0)4 77 53 30 48
Fax : +33 (0)4 77 53 38 61
___
o
Hi,
AnimTk was released undel GPL licence.
Do you plan to release the osgAnimation under GPL, LGPL or OSGPL licence ?
Cheers,
Robert Osfield a écrit :
Hi Cedric et. al,
On Sun, Nov 2, 2008 at 5:02 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
Robert when do you plan to release osg 2.8 ?
Hello Sam,
Have a look to this article :
http://graphics.cs.brown.edu/games/FeatureEdges/index.html
This article was writed before the geometry shader release. I think this
technique could be improved by using it.
Sam a écrit :
Hello,
I am looking for a way to render a model as a contour o
Woops, I forget to send the other buggy scene.
Cheers,
--
Lamoliatte Stephane
Ingenieur R&D
R.S.A. Cosmos
Z.I. de la Vaure - B.P.40
42290 Sorbiers, France
Tél : +33 (0)4 77 53 30 48
Fax : +33 (0)4 77 53 38 61
Group {
Group {
StateSet {
Uniform {
name "color"
Robert Osfield a écrit :
As replied in previous posts, their is a whole mechanism in osg::State
for managing state, there is no need for a "disapply" as this
automatically comes part of the package.
I'm not agree with you. I find the origin of the bug : There is a real
problem : see my bu
:
Have you tried, what I have proposed before?
cheers,
Art
--- Stephane Lamoliatte <[EMAIL PROTECTED]> schrieb am Fr, 23.5.2008:
Von: Stephane Lamoliatte <[EMAIL PROTECTED]>
Betreff: Re: [osg-users] empty geode + shader + uniform = bug ?
An: "OpenSceneGraph Users"
D
Hi David,
I turn off the optimizer in osgviewer and the problem stays the same.
Thanks for your help.
David Spilling a écrit :
Stephane,
Have you tried running with no optimizer? A while ago I dimly remember
encountering something similar with the optimiser doing funny things
with empty nod
Vincent Bourdier a écrit :
In argument of my function, I get a ref_ptr, and in the function, I
put this ref_ptr to NULL;
but at the end (going out of the function), my original ref_ptr hasn't
been modified...
Do you pass your ref_ptr by value or by reference ?
Here is an example :
ref_ptr g
Hi Serge,
I test the new DatabasePager with a regular pagedLOD database.
Like you : all seems to work fine in release mode but I have a crash in
debug mode.
I work with Visual studio 2005 under Windows 2000.
Serge Lages a écrit :
On Thu, May 22, 2008 at 5:22 PM, Robert Osfield
<[EMAIL PROTE
g
I get a red cow, which looks correct. I'm using the SVN version of
the OSG under 64bit Kubuntu 7.10 on a Quad core Intel chip with NVidia
drivers/7800GT.
Robert.
On Thu, May 22, 2008 at 7:29 AM, Stephane Lamoliatte
<[EMAIL PROTECTED]> wrote:
Hi Robert,
OpenSceneGraph have a st
Hi Martin,
Here you could implement a custom osgFX::Effect. Have a look to
osgFX::Cartoon : it is a simple effect with two pass.
Martin Großer a écrit :
Hello,
I have the following vertex and fragment shader. This is a simply fur shader,
but the difficult part is the rendering in passes.
V
Robert, don't you think this feature could be done by some kind of
custom osgFX::Effect node ?
Robert Osfield a écrit :
Hi Viggo,
It sounds like you need a feature that the OSG doesn't have, the
ability to do StateSet substitution, i.e. you take a StateState this
is attached to the scene graph
When I run
osgviewer scene.osg
I get a red cow, which looks correct. I'm using the SVN version of
the OSG under 64bit Kubuntu 7.10 on a Quad core Intel chip with NVidia
drivers/7800GT.
Robert.
On Thu, May 22, 2008 at 7:29 AM, Stephane Lamoliatte
<[EMAIL PROTECTED]> wrote:
Hi Robert,
Hi Robert,
OpenSceneGraph have a strange behavior when I set a shader and an
uniform variable on the state set of a geode which have no drawable.
I write a very simple osg scene file to show you my problem (see the
attachment).
I have a group which have 2 children :
* a geode without any dra
Try this code sample :
int main(int argc, char** argv) {
osgViewer::Viewer viewer;
osg::DisplaySettings::instance()->setNumMultiSamples(8);
viewer.setSceneData(buildMyScene());
return viewer.run();
}
Per Rosengren a écrit :
> I have tried to enable multi sampling, but it has no e
Hi,
No you can't do that directly.
But you could load your shader file into a string and add your
preprocessor definitions at the begining of it and then send it as
source to the osg::Shader constructor:
std::string source = loadShaderFile(filename);
source = "#define SIMPLE \n" + source;
osg::
Hi,
I want to know if it is possible to render a scene to a frame buffer
object with antialiasing (MSAA).
If it is possible, how to do that with OpenSceneGraph ?
--
Stephane Lamoliatte
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http
able, which
> is why it's not called.
>
> I hope that helps.
>
>
> Chase
>
>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:osg-users-
>> [EMAIL PROTECTED] On Behalf Of Stephane Lamoliatte
>> Sent: Wednesday, December 19, 2007 9:3
Hello,
I created a new node, MyGroup, which extends osg::Group.
I want to visit it in the scene graph with a NodeVisitor. So, I wrote
MyNodeVisitor which extends osg::NodeVisitor. MyVisitor contains an
apply function which takes MyGroup in parameter :
MyVisitor::apply(osg::MyGroup &).
The prob
to run both examples with
>> different threading models to see if there is a pattern. i.e.
>>
>> osgoccluder glider.osg --SingleThreaded
>>
>> Robert.
>>
>> On Dec 6, 2007 9:52 AM, Stephane Lamoliatte
>> <[EMAIL PROTECTED]> wrote:
>>
h
> different threading models to see if there is a pattern. i.e.
>
> osgoccluder glider.osg --SingleThreaded
>
> Robert.
>
> On Dec 6, 2007 9:52 AM, Stephane Lamoliatte
> <[EMAIL PROTECTED]> wrote:
>
>> Here is the stack traces.
>>
>>
>> Rob
Hello,
osgOccluder and osgTexture2D crash during their execution in debug mode
on Windows. (I built them with Visual studio 2008 in debug mode)
It is very strange because they seem to work perfectly in release mode.
Is it a bug, or may I choose another compilation mode to step inside
these ex
depth partition that Mr Wright speaks about,
but I met lot of problem with it :
- bad clipping,
- strange alpha blending,
- performance issues (the scene is rendered multiple time each frame),
- ...
Now I need to find a way to replace the OSG matrix computations by mine...
Stephane Lamolia
Dear mister Osfield,
I currently develop a space simulator working with very hight dynamic
range data.
During the development I met multiple floatting point number precision
problems.
For now, I try to solve one of these that come from OpenSceneGraph :
For my scene, I need to use Matrices, Vect
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