Thank your for your reply, Stephan.
You were right. I changed my code:
- (void)applicationDidFinishLaunching:(UIApplication *)application {
osg::setNotifyLevel(osg::DEBUG_INFO);
_viewer = new osgViewer::Viewer();
_root = new osg::Group;
//
Hi,
I am trying to learn OSG for iPhone.
For this I am using the simpleExample on https://github.com/stmh/osg.
Instead of the blue background color I want to load an Image.
I already look at the osgHud.cpp example and I try to use some code lines.
Now, I can see the child-node with geode
Hi,
Am 14.07.11 12:04, schrieb Büsra Gülten:
Have you any idea, what the reason could be? Any advice is really
appreciated.
All I can see is that you are creating a finalDrawCallback to save the
current frame buffer into an jpeg file, there's AFAIK no code for
loading an image and adding a
Hi,
I would like to put an quad as background, i would like to know if it is
possible to have the required size to do this. (eg: if zFar is at 10 000 how is
height and how is height?)
thanks a lot !
--
Read this topic online here:
Anthony Face writes:
I would like to put an quad as background, i would like to know if it is
possible to have the required size to do this. (eg: if zFar is at 10 000 how
is height and how is height?)
Hi Anthony,
I'd rather use a HUD-like technique as shown in the osghud example. The
only
Hi,
just change renderOder to NESTED_RENDER. it works fine.
Thank you!
Cheers,
HUSHIWEI
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26579#26579
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I'd like to create a fixed background for an osg application, much like a
HUD but while the HUD is always on top of the scene, I need to have an image
always behind any 3D object.
I tried to modify the example about HUDs by changing:
setRenderOrder(osg::Camera::POST_RENDER);
into this:
Hi Alessandro,
nah. That wont do the job. I did a quick test, and here is how I made it
work
go the the osgHUD example and:
1. createHUD, set for the camera:
camera-setRenderOrder(osg::Camera::NESTED_RENDER);
2. in main, about line 362, where you load your scene without arguments
Thank you very much Nick, it worked fine, I just changed this:
group
-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
into this:
one-getOrCreateStateSet()-setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
Regards.
Alessandro
On Sat, Dec 19, 2009 at 12:42 PM, Trajce
u r welcome .. Glad it works
Nick
http://www.linkedin.com/in/tnick
Sent from Devlet, Ankara, Turkey
On Sat, Dec 19, 2009 at 2:49 PM, alessandro terenzi a.tere...@gmail.comwrote:
Thank you very much Nick, it worked fine, I just changed this:
group
There is DepthSortedBin as well
osg::ref_ptrosg::Group group = new osg::Group;
osg::Node* one = createHUD(); // this will be your background image
osg::Node* two = scene.get();
one-getOrCreateStateSet()-setRenderBinDetails(1,DepthSortedBin);
You can use an additional Camera for this, but that's really overkill
for a fullscreen quad.
I would just draw a quad. Use a low render bin so that it renders first.
Use a vertex shader to do the transform (make it fullscreen and put it
on the far plane) and a fragment shader for the
Hi !
I m trying to put an image in background behind my 3D scene .
the problem is that the 2d image is in middle of 3D scene .
any sugestion to resolve this ?
thks :)
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no, I m using hud but my 3d objects are behind the hud.
I want my 3d objets in front of hud .
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Hi Carlos,
you need to put the HUD in a render bin that is drawn before everything else.
Setting the render bin to 0 or 1 should work (because I think other
geometry would default to bin 2)
The HUD also needs to be configured to not write to the z buffer.
Christian
( GL_DEPTH_TEST,
osg::StateAttribute::OFF );
From: Carlos Sanches ces...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Friday, July 3, 2009 2:22:27 PM
Subject: Re: [osg-users] Background image
no, I m using hud but my 3d objects are behind
Robert Osfield wrote:
Hi John,
On 9/15/07, John Steinbis [EMAIL PROTECTED] wrote:
Thanks Robert,
I have this working now without rescaling the image. My solution was
to pad the image with zeros making it a power of two and then specify
the correct percentage of the image to use as 2D
Thanks Robert,
I have this working now without rescaling the image. My solution was
to pad the image with zeros making it a power of two and then specify
the correct percentage of the image to use as 2D texture. Not sure if
this is the best solution but it works and is fast enough for me.
-- John
Hi John,
On 9/15/07, John Steinbis [EMAIL PROTECTED] wrote:
Thanks Robert,
I have this working now without rescaling the image. My solution was
to pad the image with zeros making it a power of two and then specify
the correct percentage of the image to use as 2D texture. Not sure if
this is
I tryed disabling the resize of non power of two textures by using
setResizeNonPowerOfTwoHint but it did not seem to have any effect.
Do you think there is a bug or I just wasnt doing something right? You
can find the line where I tried this in my original post.
I havent been able to figure out
On 9/15/07, John Steinbis [EMAIL PROTECTED] wrote:
I tryed disabling the resize of non power of two textures by using
setResizeNonPowerOfTwoHint but it did not seem to have any effect.
Do you think there is a bug or I just wasnt doing something right? You
can find the line where I tried this
For an AR project, I need to render a model with video image as
background. My program is based around osgViewer using osg v2.0. I
found an example for a HUD and with a few changes made it work as
background. The code can be found below.
The code runs ok but there is a problem occurring that I
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