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Hi,
Look into osgHud and osgShadow for examples of RTT.
You don't need osgFX, only a Camera and an FBO to set as the appropriate
buffer, color or depth. You might want to use osgFX if multitexturing is
involved when using the textures you generated.
Robert Osfield wrote:
> Hi Leif,
>
> On 7/13/07, Leif Delgass <[EMAIL PROTECTED]> wrote:
>> A word of warning: you might consider looking at a roomier case or at
>> least check the dimensions carefully. The new GeForce cards (even the
>> GTS) are quite long and you may be in danger of bumping up
Hi Alexandre,
I've been working with shadowMap for the last couple of months, on a
modified osg 1.2, but the code is almost identical.
What errors are you seeing with that one ?
Cheers
Mihai
amalric alexandre wrote:
Hi Robert,
Ok thank you, I see that osgShadow is a complicated work, shado
that will give the proper result.
The example is meant to be dropped into the examples dir in the sources,
then added to the CMakeLists.txt file.
There was another thread dealing with a similar issue 'TexGenNode &
TexEnvCombine' but while David mentioned using a masking texture, t
Hi Brian,
In addition to Robert's comments, since you are setting the callback on
g_pCyl, inside operator()( node, ) node refers to the current node
being traversed.
In this case g_pCyl (of course when I use this, I do some testing to
make sure I'm acting on the proper type eg. if (node->a
I have also ran into this kind of problem moving from 1.0 to 1.2
(osgProducer).
The set-up is similar, a uniform with default value at the root group:
root->getOrSetStateSet()-> addUniform(new Uniform("uTextured",true))
then nodes can have this overridden:
node->getOrSetStateSet()-> addUniform(n
Hi Ivan,
Try this before the code creating the program:
osg::setNotifyLevel(osg::INFO);
Then watch the spew on the console to get some idea of supported
extensions, errors etc ...
Mihai
Ivan Bolčina wrote:
Nvidia 6600 GT, driver is 9.1.3.1
Thanks and bye,
ivan
2007/3/28, Mike Weiblen
Hi Mike,
I have been usign vc8 & osg for some time now, and I do have an updated
set for 3rdParty, since we checked the libs needed to our CVS, on hand I
have a set without sources that can be used to build osg.
I put a 7zip archive here:
http://tiganu.googlepages.com/home
Let me know if it
Hi Lucas,
The basic idea is to have a wide FOV (field-of-view).
The implementations are quite different right now, with osg 1.2 using
osgProducer ( where you will have to refer to Producer::Camera
functions, the ultimate arbiter underneath it all is
Producer::Camera::Lens ); in the SVN path os
Here's how I scale down a texture, in my case it gets applied to
a height-field:
float scale = 0.1;
osg::TexMat* texmat = new osg::TexMat;
osg::StateSet* set = meshGeom->getOrCreateStateSet();
set->setTextureAttributeAndModes(0, texmat,
osg::StateAttribute::ON);
Hi Calin,
If you look closely, only that View has a PickHandler added to it. So
you use that as a basis for your experiments, once it's behaving how
you want it, you can apply other instances of the calss to the various
Views.
Salut
Mihai
Calin Negru wrote:
I've played a bit with the example
Hi Adrian,
>From a quick parsing of the output you gave, I think the problem is
that Xcode is trying to build both i386 and ppc (for a Universal
target), but it's failing in linking with ppc libraries.
Try to set the architecture to only i386 in the project info (Option +
i for OpenSceneGraph
I noticed you never apply the stateset referring to the light to any
node.
Here's a suggestion:
group->addChild(lightSource);
// grab a pointer to the group's stateset
osg::StateSet* statelightON_OVRD = group->getOrCreateStateSet();
statelightON_OVRD->setAttribute(light, osg::StateAttribute::
If you want to just move the position of a texture on a fixed geometry,
an alternative is to use a TexMat node (texture matrix) that will be
multiplied with the texture coordinates. Updating is done just as
Thibault suggested, with a callback.
To see it in action check osgtexturerectangle exam
Hi Robert,
I do agree with you that the current state of SLI is geared towards
gamers that want to post their out-of-this world FPS scores ... ignoring
anything else.
Thinking about it, I think a nice direction would be to use a system
like CUDA to do a computation pass on one card, not sure wha
Hi Kenneth,
I was curious about this question too, and I did a bit of digging, the
results:
the following code does the same thing as just creating the texture, so
you can see it's a float format
osg::Image* image = new osg::Image;
image->allocateImage(tex_width,tex_height,1,GL_DEPTH_
Hi,
I had problems with Vistan on a MacBook pro, svn compiled fine with
VS2005(sp1 + patch), but when the viewer was realized, all I got was a
black screen, and the machine froze (looks like the graphics froze).
I blame ATI and their drivers (using the latest mobility drivers from
the ati si
that cheats a bit by setting lightpos[3] = 1.0f in this case.
Cheers
Mihai
Robert Osfield wrote:
On 2/19/07, *Mihai Radu* <[EMAIL PROTECTED]
<mailto:[EMAIL PROTECTED]>> wrote:
The SVN version compiles & works very nice (Fedora 6).
Thanks for the feedback.
About the clipp
bruary 19, 2007 12:43 PM
> To: osg users
> Subject: Re: [osg-users] osgShadow::ShadowMap implementation
>
>
>
> Hi Mihai,
>
> On 2/19/07, Mihai Radu <[EMAIL PROTECTED]> wrote:
>
> Saw it :)
>
> Had to wait for a couple of fixes whil
nesses.
>
> Since we now have two image based ShadowTechniques checked in I'm
> hoping that it won't take much more to add support for
> ParallelSplitShadowMap.
>
> Robert.
> ___
> osg-users mailing list
> osg-users@openscenegraph.net
> http://opensceneg
osition of the light source you do what the
> osgShadow::ShadowVolume technique does and let the traversal happen
> for the scene then get the PositionalStateContainer from the
> RenderStage that the cull traversal has populated, then build the view
> and projection matrix according to this p
crash I'll try to get some stack trace.
Robert.
Hope this helps
Mihai Radu
On 2/14/07, Julian Looser <[EMAIL PROTECTED]> wrote:
Hello,
I realise there has been a lot of development recently on new viewer
classes for OSG, however for my project I am still using
osgProducer::Viewer. I
eally like to have this going, then I could use the nodeKit
with the application we are working on ( I'll have to back-port it to
osg 1.2, but that's not a big deal if I exclude ShadowVolume technique).
Regards
Mihai Radu
cm-labs.com
#include
#include
#include
#in
)
and the Varying used to pass interpolated parameters from Vertex to
Pixel stages (this is a bit of hardware restrictions getting in the way
when using spotlights in my case).
If you have any practical questions, fire away :)
Mihai Radu
Robert Osfield wrote:
Hi Zach,
On 2/8/07, Zach Deedler
e Camera[Node] the entire scene (as in
the main scene) to be rendered, I get crashes (I suspect because there's
a loop in the SceneGraph, but I'm no sure)
- the view from this Camera[Node] is being influenced by
manipulations of the main camera, ruining the whole effect
Cheers
Mi
the end of that call, also it's nice to use the
same TextureUnit, I think that will avoid making copies of it. (Of
course you'll need to have TexCoords for the quad on the second pass, I
assume you set them per-vertex at creation time).
Cheers
Mihai Radu
[EMAIL PROTECTED] wrote:
Hi R
Hi Tristan, since I was interested in checking out osg::Switch, I
reworked your example to get the result you wanted:
1: changed how models got added to have only 1 enabled at start
2: in the main loop, I changed the logic that does the switch, so it's
only called when needed
I think this cou
Just renaming the .rpm files will not change the way that rpm will try to
solve dependencies when they are installed.
If Eric can post the .spec file(s) or the source rpm, and assuming they are
generated out of the sources on the websile, I can fix the version numbers
and regenerate a
Thanks for the heads-up.
I was looking into doing some performance testing, but having to reboot in win
made it one of those 'I'll get to it tommorow' kind of jobs :)
--
Mihai Radu
cm-labs.com
On Fri October 20 2006 08:10, Donald Tidrow wrote:
> There are finally offici
adow=true);
scene = mShadow->getSceneRootInstance().get();
// standard from here on:
viewer->setSceneData(scene);
I hope this helps pushing the shadow library a bit forward.
--
Mihai Radu
cm-labs.com
___
osg-users mailing list
osg-users@openscene
To answer my own question:
I was not adding the CameraNode to the scenegraph, so it was not getting
rendered -- DUH
The question is still valid:
how does a PRE_RENDER or NESTED_RENDER CameraNode behaves in a multiple-camera
(Producer::Camera) application ?
Thanks
--
Mihai Radu
cm-labs.com
::RenderSurface and Producer::InputArea
and I think there's a problem in that the CameraNode does not seem to be
rendering.
Can these 2 set-ups for the cameras be mixed, or do I need to use only
CameraNodes or only Producer::Camera ?
--
Mihai Radu
cm-lab
ave exported to .osg format, this model is a wall
> with named panels on it. They are exported with a default bitmap
> textures so looking at the osg file yeilds:
--
Mihai Radu
cm-labs.com
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osg-users@openscenegraph.net
ffice: 2.D.31, 205 LABS
> Phone: (08) 8259 7554
> Fax: (08) 8259 5624
> Email: [EMAIL PROTECTED]
>
> IMPORTANT: This email remains the property of the Australian Defence
> Organisation and is subject to section 70 of the CRIMES ACT 1914. If
> you have received this email in e
anks in advance,
>
> Stephan
You can always install the newest driver from ATI on the MBp, there is nothing
custom about the GPU in it.
Hope this helps narrow your debugging.
--
Mihai Radu
cm-labs.com
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osg-users@op
Hi Adrian,
I'm currently working on depthShadow code, but not (yet :) partitioned, so I'm
dealing with similar issues.
I took a quick look @ the code you posted, and seems to be working ok.
What kind of help did you have in mind ?
--
Mihai Radu
cm-labs.com
On Monday 18 September
more information from
the GLSL compiler to be able to trace more of these errors, or just have more
info coming in from it to help with shader development.
Hope this helps.
--
Mihai Radu
cm-labs.com
On Wednesday 13 September 2006 22:07, [EMAIL PROTECTED] wrote:
> I upgraded to OSG 1.2 toda
I have been installing the frameworks and plugins in:
~/Library/Frameworks
~/Library/Frameworks/PlugIns (not sure about the capitalization here)
and everything is getting picked-up properly.
--
Mihai Radu
cm-labs.com
On Wednesday 13 September 2006 22:11, E. Wing wrote:
> As far as I k
e objects within OSG, but also to have the ability
to controll where they are stored also, in GPU ram or in system memory.
--
Mihai Radu
cm-labs.com
On Monday 11 September 2006 13:12, Mike Weiblen wrote:
> Hi Roger,
>
> Roger James wrote:
> > I apologise in advance for this being
precipitation runs so slow, I
first thought it had frozen. But it responded after about a minute to
escaping out of the program.
Mac Book Pro
osx 10.4.7
i686-apple-darwin8-gcc-4.0.1 (GCC) 4.0.1 (Apple Computer, Inc. build
5363)
--
Mihai Radu
cm-labs.com
On Monday 11 September 2006 10:01, R
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