Re: [osg-users] cannot load PNG image
Hi Tufan, Check also that C:\Users\Tufan\Desktop\New Folder\OpenSceneGraph-2.8.2\bin\osgPlugins-2.8.2 directory is in your path. If directory is in your path, attach your texture and code. I will try it. Selman On Thu, Jan 7, 2010 at 1:47 PM, Tufan Taş tas.tu...@gmail.com wrote: Hi, Yes C:\Users\Tufan\Desktop\New Folder\OpenSceneGraph-2.8.2\bin is in my path. I don't get any error messages I can load bmp image but cannot png. I don't know why. Thank you! Cheers, Tufan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=22214#22214 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] HUD-Problem
Hi, set HUD_Text position z value 0.0 HUD_Text-setPosition( osg::Vec3( 30.0, 30.0, 0.0 ) ); On Tue, Dec 29, 2009 at 11:38 AM, Carl Johnson uto...@gmx.net wrote: Hi, does no one has an idea? I realy dont know what i did wrong! Thank you! Cheers, Carl -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=21905#21905 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Projective Texture Mapping
Hi everyone, I've tried osgspotlight example and it works fine. I've generated *only*seven texture coordinates by using osg::TexGen and rendered the spotlight effects by fragment shader. But, I want to render multiple spotlight effects in my scene (for example 20 spotlight effects). * void main(void) { vec4 sceneColor = texture2D(baseTexture,gl_TexCoord[0].xy); vec4 spotColor1 = texture2DProj(spotTexture1, gl_TexCoord[1]); vec4 spotColor2 = texture2DProj(spotTexture2, gl_TexCoord[2]); vec4 spotColor3 = texture2DProj(spotTexture3, gl_TexCoord[3]); vec4 spotColor4 = texture2DProj(spotTexture4, gl_TexCoord[4]); vec4 spotColor5 = texture2DProj(spotTexture5, gl_TexCoord[5]); vec4 spotColor6 = texture2DProj(spotTexture6, gl_TexCoord[6]); vec4 spotColor7 = texture2DProj(spotTexture7, gl_TexCoord[7]); vec3 spotColor = spotColor1.rgb + spotColor2.rgb + spotColor3.rgb + spotColor4.rgb + spotColor5.rgb + spotColor6.rgb + spotColor7.rgb; vec4 color = sceneColor * gl_LightSource[0].ambient; float spotMapIntensity = 1 - gl_LightSource[0].diffuse.g / 3; gl_FragColor = vec4(sceneColor.rgb * spotColor.rgb, 1.0) * spotMapIntensity + color; }* Is there any suggestion about this subject? How about *deferred lighting*method? Thanks. Selman ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] rendering ive model (shaders)
Hi Ümit, Actually, I want to know solutions of two combinations. Firstly, if textures are seperated from models, how can I pass the texture in uniform variables? I have lots of models and I don't know whole information about textures (name, location vs.). Can I get information about model textures from ive model? Thanks Ümit. On Wed, Jan 14, 2009 at 4:37 AM, Ümit Uzun umituzu...@gmail.com wrote: Hi Selman Abi, What do you mean you can't pass textures to shaders? Textures are separated from models or they are integrated combination? If they separated you can easily pass texture in uniform variables, or they are combined with model like ive Terrain models there can be problem as you said. Best Regards. 2009/1/13 Lukas Diduch lukas.did...@nist.gov Play around with the notify level for debug info. (from doc:) export OSG_NOTIFY_LEVEL= * ALWAYS * FATAL * WARN * NOTICE * DEBUG_INFO * DEBUG_FP * DEBUG * INFO, will also enable validation of shader programs On Tue, Jan 13, 2009 at 05:33:27PM +0200, selman duatepe wrote: Hi everyone, I want to render *ive* model with textures by shaders. But, I can't pass the textures to fragment or vertex shader. Any ideas? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Ümit Uzun ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] rendering ive model (shaders)
Hi everyone, I want to render *ive* model with textures by shaders. But, I can't pass the textures to fragment or vertex shader. Any ideas? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] model opacity problem
Hi everyone, In our projects, we make lots of 3d models by using 3d Studio Max that has opacity map. And then, we convert these models from 3ds format to ive format by using ive exporter. But, when we integrate (osgDB::readNodeFile) these models in our osg and Qt application, the program crashes. If models has not opacity map, the program works. Anoyne experienced about this problem? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Precipitation Effect
Hi Robert, Thank you for quick response. I have three PrecipitationEffect active at one time. I am trying for snow, rain, hail effect active at one time. Selman On Wed, Sep 10, 2008 at 3:35 PM, Robert Osfield [EMAIL PROTECTED]wrote: Hi Selman, On Wed, Sep 10, 2008 at 1:13 PM, selman duatepe [EMAIL PROTECTED] wrote: I have multiple precipitation effect objects. When I set the wind parameters of precipitation effect objects, only one precipitation effect object influence this wind parameters, the others are not. Anyone experienced about this problem? I haven't personally tried multiple osgParticle::PrecipitationEffect, when I wrote it I had in mind that only one would likely be active at any one time. Do you have multiple PrecipitationEffect active at one time? What effect are you trying for? If you have multiple effects on at one time then perhaps lazy state updating on the uniform might be causing problems. This is just a wild guess though. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Flickering Multiple Monitor
Hi everyone, I have a problem about rendering Terrain on Multiple Monitor using VBO at NVIDIA cards. I have no problem NVIDIA 7900 GTX with 84.21 driver. When I render my Terrain Application the other drivers for 7900 GTX or the other NVIDIA cards (8800 GT, 8800 GTX), flicker appears secondary monitor. Anyone experienced about this problem? http://img225.imageshack.us/my.php?image=adsz2mv8.jpg Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osg max exporter
Hi everyone, Are there any support of OpenSceneGraph Max Exporter for Studio Max 2009 or Studio Max 2009 Design? Thanks. Selman Duatepe ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Speed Interpolation
Hi everyone, I have an animation path which has a lot of way points and these way points have some tracker information like speed. I want to interpolate speed of tracker between these way points. Has anyone else experienced this issue? Thanks... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Multiple Monitor Full Screen Mode
Hi, i need to place my two windows into my 2 monitors in fullscreen mode. Whenever i call this code: mRenderSurface2 goes to monitor 1 even if it is placed on monitor 2. - mRenderSurface2--fullScreen(true); -- Do you know a way to do this? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Terrain Texturing
Hi everyone, I've implemented Terrain Rendering Using GPU-Based GeometryClipmaps algorithm with frustum culling, instancing, normal maps, procedural texturing etc... And now I want to implement texturing of terrain other than procedural texturing. Because I want to cover terrain area with unlimited texture data. A lot of texture data means a lot of alpha map. (Texture Splatting) and GLSL doesn't allow more 16 sampler2D. Can I cover terrain area with unlimited texture? Thank you very much for your help. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Vertex Buffer Object (Multi Window)
Hi Robert, Thanks a lot for the quick response. I have solved this problem with your help. I do with this following call, Producer::RenderSurface::*shareAllGLContexts*(true); But, this time, when I create more than one VBO, float* cachedData = static_castfloat*(mExtension-glMapBuffer(GL_ARRAY_BUFFER_ARB,GL_READ_WRITE_ARB)); function always returns NULL and I can't map GPU buffer. But it works for one VBO for multiple window. On Sun, Mar 16, 2008 at 6:42 PM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Selman, This is the way that OpenGL objects work - they aren't by default shared between separate graphics context. You'll either need to maintain separate VBO's for each context or share graphics contexts. There is a lot of support in the OSG for managing separate objects across multiple graphics contexts so is you use classes like osg::Geometry it'll manage this all for you. Robert. On Sun, Mar 16, 2008 at 4:11 PM, selman duatepe [EMAIL PROTECTED] wrote: Hi everyone, I have implemented Terrain library using Geometry Clipmap algorithm. In my project, I have to display terrain two different windows. And, I have used vertex buffer object to render the terrain. When I use to second display, float* cachedData = static_castfloat*(mExtension-glMapBuffer(GL_ARRAY_BUFFER_ARB,GL_READ_WRITE_ARB)); function always returns NULL and I can't map GPU buffer. But it works for one window. Anyone idea about this problem. Thanks a lot. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] shadow mapping on multiple viewport
Hi everyone, I have integrated osg shadow mapping algorithm in my multiple window application with same scene but different FOV. Because of different FOV, one window renders exact shadow, the other is not. Any ideas about this problem practical solution? Thanks. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Vertex Buffer Object (Multi Window)
Hi everyone, I have implemented Terrain library using Geometry Clipmap algorithm. In my project, I have to display terrain two different windows. And, I have used vertex buffer object to render the terrain. When I use to second display, float* cachedData = static_castfloat*(mExtension-glMapBuffer(GL_ARRAY_BUFFER_ARB,GL_READ_WRITE_ARB)); function always returns NULL and I can't map GPU buffer. But it works for one window. Anyone idea about this problem. Thanks a lot. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org