Hi Nick,
ok, added to my list. Starting with multiple shadow-casting lights seems like
the first thing to start with, nearly everyone wants it.
Could you guys also comment on which compiler /platform you would like to use?
Currently I am using VS2013 but it seems like I should implement
it for deferred rendering, normal mapping, glow mapping, parallax
mapping, cube mapping ( http://youtu.be/MczUHwixPYU
(http://youtu.be/MczUHwixPYU) ) and liked it very much.
2014-05-11 23:14 GMT+07:00 deniz diktas ():
Hi all,
I have been thinking about implementing an open-source high
Hi all,
I have been thinking about implementing an open-source high level library on
top of OSG supporting advanced lighting and rendering features. I wanted to ask
all of you if there are specific features you would like to see. As an example:
in one of the recent posts I have read that there
Hi,
How does occlusion query node work when multiple nodes are attached under a
single parent? Does OSG perform a depth-sort internally and check the
visibility of each node's BB and render each node if the test passes or does it
simply do this in the given order (in the order of the node
Hi Nick,
There is the osg::KdTree, but I have never used it before.
What do you want to use the space partitioning for?
-deniz
Trajce Nikolov NICK wrote:
Hi Community,
is there a way to do this with osg (not with engineering) maybe something
built in
Thanks a bunch!
Nick
--
!
Cheers,
Nick
On Fri, Jan 31, 2014 at 7:52 PM, deniz diktas () wrote:
Hi Nick,
There is the osg::KdTree, but I have never used it before.
What do you want to use the space partitioning for?
-deniz
Trajce Nikolov NICK wrote:
Hi Community,
is there a way
you tell more about your work on the space partitioning you
have done? If this is not osg related we can go off-line from the list.
Please let me know.
Nick
On Fri, Jan 31, 2014 at 8:16 PM, deniz diktas () wrote:
Hi Nick,
ok, I see. Where is this thing being done bad? Inside
recent standard. If you want to support
old compilers, just don't use C++11 or provide alternative code.
Olaf
-Original Message-
From: [mailto:] On Behalf Of deniz diktas
Sent: 26 November 2013 19:15
To:
Subject: Re: C++11 with OSG
Hi Judson,
Thanks for the feedback
to
VS2013 as soon as possible, and test your application with it. You can
set policy to support older, non-c++11 compliant compilers if you wish,
but that decision should not prevent you from moving to new compilers in
general.
Regards,
Judson
On 11/22/2013 2:34 PM, deniz diktas wrote
Hi Sebastian,
Yes, I have to admit that my question was not clear enough. Actually I meant
using C++11 in osg-based apps. The reason I asked is that I would like to write
a high-level rendering engine based on osg (to be distributed to many users)
and I was not sure if I should directly use
Thank you guys,
This is helpful, I can see it is best to stick to vs2010 and use boost for
missing c++11 features, which I have been doing in my regular work anyway. Good
to see we are on the same page here.
Any other opinions or suggestions are welcome.
-deniz
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Hi,
Just wondering how many of you use C++11 with OSG and what you think about it.
Thank you!
Cheers,
deniz
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id per
triangle. The way I'd tackle it would be to put the data per vertex, or look
at instancing.
Robert.
On 9 November 2013 17:48, deniz diktas () wrote:
Hi,
I want to assign a generic vertex attribute for each primitive (triangle).
I have written a visitor
Hi,
you are outputting the position as color, that's why you see black (because
these have negative coordinate values) and the three values. Just set an
arbitrary fixed color value in the frag-shader to see anything. But if you need
to see colors, then you need to define your own vertex
Hi,
for learning basic shader programming you do not have to constrain yourself to
opengl es 2.0. It is sufficient to do the same basic stuff with OGL 3.0 in
order at least to understand the difference between assigning a coordinate
value and a color value as the final fragment value. I
Sure, anyone interested in the solution can ask me via personal message.
Best,
Deniz
Trajce Nikolov NICK wrote:
maybe you post your finding so other from the community will benefit ;-)
Nick
On Sun, Sep 1, 2013 at 9:11 PM, deniz diktas () wrote:
I have been able to find a work
I have been able to find a work-around to solve it.
thanks,
deniz
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Hi all,
I have not been able to setup an FBO on android using osg built for opengl-es
2.0. On the opengl-es 2.0 side I cannot attach depth textures to the fbo's,
while on the android side I cannot attach depth renderbuffer to the cameras.
Any ideas how to overcome this ?
Thank you!
Cheers,
Hi Jordi,
ok thanks for the advice. But how about the repeating textures in different
models? I think they will be repeated for every model's ive-file even if they
are shared and may take up too much space depending on the application.
I also need to be able to accept any file given by the
Hi Robert,
Thanks for the detailed answer. I will go ahead with ShaderGenVisitor and take
it from there.
Best,
Deniz
rmilh wrote:
On 26.8.2013 22:32, deniz diktas wrote:
Is there a method or utility (maybe some visitor) inside osg that can
modify the models so that the rendered model
Hi Raphael,
Thanks for your quick reply, it worked as you said :)
However, there is a slight compile problem with converting some variables when
compiling osg3.0.1, but I think I fixed that.
cheers,
deniz
raphael wrote:
Hi deniz,
You can comment line 171 and line 173 of
Hi,
When working with osg-3.0.1 built with opengl-3.x (on android with
opengl-es-2.0) support, many of the models cause a severe number of
notifications, which was not a problem with showing in osg-3.0.1 compiled with
the legacy fixed pipeline functionality. I know the differences between
Hi,
When building osg for android (as suggested on the platform specifics page),
the 3ds plugin is not built automatically (I see a libosgdb_3dc.a but not
libosgdb_3ds.a). What should I do to build the 3ds-plugin as well?
Thank you!
Cheers,
deniz
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Hi Shayne,
thank you for your reply.
but the problem I am facing is related to the transformation.
But I will keep your suggestion in mind when placing the camera, so thanks
again :)
The input to the application will be a flight-path given as a list of
consecutive points in geographic
I am using osg::EllipsoidModel::convertLatLongHeightToXYZ() method to convert
the coordinates as such:
osg:::EllipsoidModel em;
em.convertLatLongHeightToXYZ(_lat,_long,_alt, x,y,z);
when building the model I used osgdem with the following parameters:
osgdem --geocentric -d dted_dir -o
1) oops.. you are right! I am not passing them in radians :-*
ok I feel a little embarassed as of why I could not think of that :x
I guess because I always tend to think in terms of opengl logic: in opengl you
pass angles in degrees.
2) I have been able to see the terrain in osgviewer so no
Hi,
I am using osgdem to generate a terrain from a set of dted-files in geocentric
coordinates. What I am trying to do next is to navigate the camera along a path
given in geographic coordinates (lat, long, alt).
However, when I try to convert a geographic coordinate (of which I am sure from
Hi Michael,
I am facing a similar problem you faced:
I have DTED and CIB files. I am able to generate a paged-lod terrain with
osgdem but cannot map the CIB files onto the terrain. I have read the solutions
proposed in previous posts (from Alan), I will try these as well.
I want to ask if
Hi,
I followed all steps to install virtual planet builder as described in the the
osgdem web-page (.../projects/osg/wiki/Support/UserGuides/osgdem).
then I ran the following command in cmd (but with 1k version of the png's)
osgdem --xx 10 --yy 10 -t ps_texture_1k.tif \
--xx 10 --yy 10 -d
Hi Robert,
all worked well now, thanks a lot :)
deniz
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