Hi,
did you build your DB with --geocentric?
jp
Chris 'Xenon' Hanson wrote:
I've noticed that when using VPB terrain, the coordinates of the OSGViewer
Camera as
determined by Camera::getViewMatrixAsLookAt(eye,dir,up) appear to be in the same
coordinate system as the terrain. For example,
Hi J-S
I did what you suggested and now it's working fine. Thnaks for your help and
explanation.
Moji the Great
--- On Thu, 5/14/09, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
wrote:
From: Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Subject: Re: [osg-users] Question about
Hi,
Jean-Sébastien Guay wrote:
Hi Christian,
my geometry has 9 vertices - i thought if i use a drawElement index
with index swaps to revist a vertex, this would give me the
opportunity to use more than one normal per vertex (there are reasons
why i need this ;-). i now think the truth is,
Hi all,
maybe the first thing to do is test with some easy application, like
xclock or something else to be sure your X forwarding is working...
I've just tested yesterday, with ssh -X and it was working for me...
But it's extremely low...
Pierre.
Le jeudi 14 mai 2009 à 21:45 +0100, Simon
Hi,
Mao wrote:
Hi! Recently, our project is planning to migrate from mini to VPB.
However, we encounter with several questions.
1. In the example of osgDEM, I infer that osgDEM processes tiff
format only. But tiff uses 32-bit offset which limits its size to 4G
bytes. Most of our
Hello Abhinav,
There is nothing for anyone to go on to even try to help you. The code
snippet is not even osg code so no chance for us to know anything
about what it does.
* use a debugger to see what readAll returns and why
* crank up OSG_NOTIFY_LEVEL
* see Paul Martz top 10 debugging tips at
Hi,
I can confirm it works well with many textures...
Here's screenshot of some terrain build with 2 textures:
http://perso.imerir.com/bourdin/wiki/doku.php/en/projet/massane
The only problem I have is with Shapefile, but I'm using osggis for
that... If you know how to use them with osgdem ?
Hi,
paul1...@yahoo.com wrote:
Already tried xhost +.. No help..
What is so special about osgkeyboardmouse, osgcompositeviewer, osgsidebyside, osgtexture3D,
osgslice, and osgwindows that would cause them not to work but other do? osgviewer
--window seems to work fine.. Does this have
An other Interesting paper
http://www.informatik.uni-rostock.de/~hc009/publications.html
On Thu, May 14, 2009 at 11:53 AM, David Spilling
david.spill...@gmail.comwrote:
Kim,
it does sound difficult to implement as a general case.
Actually, I think that the only way to meet all current
Hi,
Pierre Bourdin (gmail) wrote:
Hi,
I can confirm it works well with many textures...
Here's screenshot of some terrain build with 2 textures:
http://perso.imerir.com/bourdin/wiki/doku.php/en/projet/massane
The only problem I have is with Shapefile, but I'm using osggis for
that... If you
Hi Chris,
On Fri, May 15, 2009 at 2:10 AM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
I will expand on the abstract explanation, and then reveal my optimal
solution -- which
is a bit of a hack, but is still the most elegant.
Basically we have VPB terrain for a very large area, but
Hi Gordon
I have tried and didn´t get it to work.
I knew that it worked with multilayered textures before but i don´t know if it
is Lightwave that have changed in their format or if the importer in
OpenSceneGraph have changed.
thanks
/Olle
--
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HI Moji,
On Thu, May 14, 2009 at 5:30 PM, Mojtaba Fathi modjta...@yahoo.com wrote:
Also, there is no such removeEventHandler function in View class, which I
think could help me to solve the problem.
In the svn/trunk version and 2.9.x series there is an
View::removeEventHandler()
Hi,
We are going to build our Tiled Display Wall (TDW) system.
Is there any material about employing OSG to do so or to perform distributed
rendering?
Do I have to code a lot by using OSG APIs, or there are already some
modules/frameworks to achieve this?
You help will be appreciated.
--
HI Paul, J.P, et. al,
On Fri, May 15, 2009 at 8:56 AM, J.P. Delport jpdelp...@csir.co.za wrote:
Not sure, but it looks like some code ignores the $DISPLAY setting and just
tries to open :0.0.
I can confirm that I get the same behaviour between two Debian machines:
osgviewer cow.osg runs at a
HI Pierre,
On Fri, May 15, 2009 at 8:24 AM, Pierre Bourdin (gmail)
pierre.bour...@imerir.com wrote:
For the --terrain option, it works also very well, but I have to disable
GL_ARB extension with my ATI otherwise it crashes.
Could you try the OSG-2.8 or svn/trunk version of the OSG as there is
Hi Mao,
On Fri, May 15, 2009 at 4:09 AM, Mao sherlock...@gmail.com wrote:
3. The last question is when applied with “--Terrain” or
“—HEIGHT_FIELD” options, there is no texture at all. Can we encapsulate both
texture and DEM data into one output file? And it seems that
osg::HeightField
Hi Jie,
On Fri, May 15, 2009 at 9:22 AM, Joe L liujie...@gmail.com wrote:
We are going to build our Tiled Display Wall (TDW) system.
What dimensions?
Is there any material about employing OSG to do so or to perform distributed
rendering?
Do I have to code a lot by using OSG APIs, or there
Hi Alexandre,
On Fri, May 15, 2009 at 9:55 AM, Alexandre Amalric
alex.pix...@gmail.com wrote:
I do not understand why we only update the projectionOffset from the slave
camera and why we don't update the projection matrix itself.
The slave uses a relative reference frame the camera's
Hi,
Sorry to have dropped this on the floor; I missed your response below. I took
a look at your examples, especially the one that is now broken. I see that what
you were doing is quite similar to what the September patch does: construct
a frame of reference for the ModularEmitter that is relative
Or you could just use a billboard glow texture, disable depth sorting and
testing and render the glowing billboard last on top of everything else.
This is the way we used to do it when we had no shaders and post processing
Dimi
- Original Message
From: Art Tevs
Hi Robert,
Thanks for you quick reply.
In our plan, the TDW will have around 30 displays.
Indeed, we have tried other solutions based on a smaller system ( 6 displays
contained ).
Do you mean that :
If I would like to use OSG, I will have to additionally do the task
management, network
Hi Robert,
thank you for answering me but i'm confused I don't really understand what
you want me to do on my example ?
In fact the problem is that resizedImplementation function is called 1 time,
then there is a loop on _cameras vector (filled with 2 cameras in my
example, the main and the
Hi Joe? Jie, could you please sign with your first name so I know
which one to use when addressing you rather than having to do a best
guess, thanks,
On Fri, May 15, 2009 at 10:41 AM, Joe L liujie...@gmail.com wrote:
In our plan, the TDW will have around 30 displays.
OK, you'll definitely need
HI Alexandre,
On Fri, May 15, 2009 at 10:41 AM, Alexandre Amalric
alex.pix...@gmail.com wrote:
Hi Robert,
thank you for answering me but i'm confused I don't really understand what
you want me to do on my example ?
Make it work like the original osgwindows example - use two slave
cameras
Hi All,
After a long delay - health, submissions backlog and other work all
got in the way of a quick turn around on this rc4, I've finally got
tagging OpenScenGraph-2.8.1-rc4. You can download it from:
http://www.openscenegraph.org/projects/osg/wiki/Downloads
Please test. If things go
When using 2 slave cameras instead of 1 main calera and 1 slave camera the
resizing works perfectly.
I was thinking that the viewer had to have 1 main camera and n slave camera,
I was mistaken.
I have one last question, when we call getCameraWithFocus on a viewer set up
with 2 slaves camera and
Hi!
jojo wrote:
As I understand, the command camera-attach(osg::Camera::COLOR_BUFFER,
depth.get(),0,0); tells osg, that I want the color buffer of the camera to be
stored in the image depth. This works, but when I change it to
camera-attach(osg::Camera::DEPTH_BUFFER, depth.get(),0,0); I
Hi Max,
I think you should use _depth-allocateImage(vec-x(), vec-y(), 1, GL_RGBA,
GL_UNSIGNED_BYTE); instead of GL_INT because the color buffer of your graphics
card has 8 bit per color channel.
Regards,
jojo
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Hi,
an interesting approach for a distributed rendering system is FlowVR...
http://flowvr.sourceforge.net/
I know openscenegraph has been used with Delta3D team with CIGI Image
Generator: http://cigi.sourceforge.net/
To not only advertise for concurrent project ;-)
Pierre.
Le vendredi 15 mai
Hi,
I am currently thinking about how to do a multi-display simulation with OSG
that uses a single machine to feed all displays. The app I am currently working
on requires multiple views, but is difficult to distribute across machines
because of some randomness components in my graphics stuff.
Thanks.
I tried but it does'nt change the results.
--
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I have to install OpenSceneGraph on a RHEL 3.2 system. I used cmake 2.6.3
to setup the make system and started to compile. I got the error given
below. What can be done to fix this?
[ 0%] Building CXX object
src/OpenThreads/pthreads/CMakeFiles/OpenThreads.dir/PThread.o
Hi again, I'm now doing a check for the maximum texture size and clamping the
screenshot size to be no greater than that. I have now found a new problem in
that I can't always take a screenshot at the maximum resolution. This seems to
be dependent on the complexity of the loaded scene graph, so
Hi,
I think you should use GL_LUMINANCE instead of GL_RGBA too.
Best regards
Raymond
Johannes Leidheiser wrote:
Hi Max,
I think you should use _depth-allocateImage(vec-x(), vec-y(), 1, GL_RGBA, GL_UNSIGNED_BYTE); instead of GL_INT because the color buffer of your graphics card has 8 bit per
Hi,
Following method is from ive plugin, ReaderWriterIVE.cpp. Is #if 1
forgotten here? In some other methods ive::Exception is caught within
the plugin. In this method, however, the exception goes out of the
plugin and has to be handled in the application.
virtual ReadResult
I commented out line 53 in
OpenSceneGraph-2.8.1-rc4/src/OpenThreads/pthreads/PThread.c++
and the compilation continued to the following error:
[ 34%] Building CXX object
src/osgShadow/CMakeFiles/osgShadow.dir/LightSpacePerspectiveShadowMap.o
In file included from
Did you build or install one of the required 3rd Part libraries fro the
Inventor plug-in ?
( see OSG281\src\osgPlugins\Inventor\README.txt)
Also did increase the OSG Notify level to debug to see what OSG may be
telling you about the issue ?
And the other normal debug technique did you step in to
Hi
Olle, hasd to ask, as its scary how many folks don't even try to a basic thing
like trying it first :(
I have not worked directly with Lightwave for a long know, so I'm not user if
the format has evolved,
I don't remember see any major submissions for the format [ but that's no
Hi John,
Curious, this code has been in the OSG code for many many years and no
one had tripped over it till now... In this case the extern in errno;
line doesn't look like it's required at all. I've removed it and
things still compare. I note from you follow up email this work for
you too. I
GL_LUMINANCE is for gray scale images. For example if you want to save the
depth buffer.
Besides you should post a little bit more code. I don't know how much
experience your have with open scene graph. Maybe you didn't call the frame()
method of your viewer, the camera is not attached to a
Hi Tugkan,
Well spotted, this is just a debugging change that is no longer
required so I've reverted to the old try version and checked in the
change to svn/trunk.
However, this debugging block only exits in the svn/trunk version of
the OSG, not the OSG-2.8 branch, so 2.8.1-rc4 shouldn't have it
Hi John,
The code is valid, but your compiler does seem to be tripping over the
code which suggest a compile bug. Which version of gcc do you have on
your system?
Robert.
On Fri, May 15, 2009 at 1:11 PM, John Ivar Haugland
john.haugl...@gmail.com wrote:
I commented out line 53 in
Hi,
i wanna thank the two posters for clarifying which different approaches are
possible for this issue, because problems like that weren't covered in the
basic opengl books i have read.
Cheers,
Christian
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I moved the struct OSGSHADOW_EXPORT ViewData: public osg::Referenced from
the protected to the public interface of the class
ViewDependentShadowTechnique and the compilation continued 100%. ( I had to
disable curl because of old version of it on RHEL3)
On Fri, May 15, 2009 at 2:11 PM, John Ivar
Hi Robert,
is it the expected comportement ?
log
machine=DELL-VOSTRO-02 running
task=tasks/build_subtile_L2_X3_Y1/build_subtile_L5_X31_Y14.task
Error: :0.0 no Pbuffer support in GLX available.
libGL error: drmGetMagic failed
libGL error: reverting to (slow) indirect rendering
Warning: detected
Hi Johannes,
Uhm, it's a little confusing who you are addressing with 'you'. You do
that twice and I think you mean 2 different people...
Anyway, I was trying to help in another direction. I have indeed used
GL_LUMINANCE for grabbing depth images. I guess I was mislead somehow by
the
Hi John,
On Fri, May 15, 2009 at 1:41 PM, John Ivar Haugland
john.haugl...@gmail.com wrote:
I moved the struct OSGSHADOW_EXPORT ViewData: public osg::Referenced from
the protected to the public interface of the class
ViewDependentShadowTechnique and the compilation continued 100%. ( I had to
Hi robert,
something isn't right with the last thing I said, when creating a new
osgViewer::View a main camera is created by default, so it's not possible to
have 2 slave cameras only and no main camera, am I right ?
My goal is to have only 2 camera not matter if they are both slaves or main
and
Hi Pierre,
You are getting an OpenGL related error which clearly isn't good as is
something you need to look at.
What hardware + drivers are you using?
Robert.
On Fri, May 15, 2009 at 1:43 PM, Pierre Bourdin (gmail)
pierre.bour...@imerir.com wrote:
Hi Robert,
is it the expected comportement
Hi Alexandre,
I'm afraid others will have to pick up this thread to answer your questions.
Robert.
On Fri, May 15, 2009 at 1:51 PM, Alexandre Amalric
alex.pix...@gmail.com wrote:
Hi robert,
something isn't right with the last thing I said, when creating a new
osgViewer::View a main camera
When you say I cant find this data being written out, what are you
referring to? Do you mean written to a .osg/.ive file, or a .flt file? I'm
pretty sure the lat/long in the header node's UserData does get written out
to the .flt header record during export, though I could be mistaken.
I am
Hi,
gcc --version
gcc (GCC) 3.2.3 20030502 (Red Hat Linux 3.2.3-56)
Copyright (C) 2002 Free Software Foundation, Inc.
This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
The libcurl version is
Hi John,
On Fri, May 15, 2009 at 1:59 PM, John Ivar Haugland
john.haugl...@gmail.com wrote:
gcc --version
gcc (GCC) 3.2.3 20030502 (Red Hat Linux 3.2.3-56)
Copyright (C) 2002 Free Software Foundation, Inc.
This is free software; see the source for copying conditions. There is NO
warranty;
Hi,
I have 2 windows, each with its own camera/viewport. I need to display a
different hud on each camera. What's the best solution for this. I looked at
the hud example, but there is only one hud and it is added to the scene, and
therefore gets displayed on each camera.
Any suggestion would
Hi Robert,
Le vendredi 15 mai 2009 à 13:51 +0100, Robert Osfield a écrit :
Hi Pierre,
You are getting an OpenGL related error which clearly isn't good as is
something you need to look at.
Yep ,but the terrain is built and rendering is slow and popping but
correct...
What hardware +
Hi,
Anyone has a good example on how to render decals on a terrain (for scorch
mark, tracks, etc). For example, I want to put a scorch mark on a wall of a
building, but I don't want it to potrude over the edges of the wall; it should
be clipped to the edge of the wall.
Any idea or (better
Hi Chris,
I'd say JP is right, an elevation of 0.0253 sounds like you have a
geographic map (x = lon, y = lat, z = meters scaled to degrees).
Rebuilding with --geocentric should get you geocentric coords.
Jason
On Fri, May 15, 2009 at 2:48 AM, J.P. Delport jpdelp...@csir.co.za wrote:
Hi,
Hi Abhinav,
i am trying to read an iv file but its not being read. the code i am using is :
***
SoInput sceneInput;
if ( !sceneInput.openFile( plugins\\graphs\\myInventor.iv ) ) {
QMessageBox::information(mInventorGrid[3],
Hi JP,
and make two primitives.
By two primitives, do you mean two osg::Geometry objects sharing the
same vertex array? (as opposed to two PrimitiveSets in the same
osg::Geometry, which is what he was trying to do...) Yes, that's true
and clever, I hadn't thought of that.
Thanks for your
Hi J-S,
Jean-Sébastien Guay wrote:
Hi JP,
and make two primitives.
By two primitives, do you mean two osg::Geometry objects sharing the
same vertex array? (as opposed to two PrimitiveSets in the same
osg::Geometry, which is what he was trying to do...) Yes, that's true
and clever, I
Multi-texturing is one of the traditional and straight forward ways to
do that
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
__
Hi Alexandre,
something isn't right with the last thing I said, when creating a new
osgViewer::View a main camera is created by default, so it's not
possible to have 2 slave cameras only and no main camera, am I right ?
Of course, an osgViewer::View will always have a main camera. This is
Hi jean-sébastien,
Your explanation is very clear.
My problem is that when I configure my application like that (2 slaves
cameras) I have a lot of weird behaviour (some of my models aren't
displayed, interraction with mouse and keyboard are odd), so I found a much
simple solution wich is to set
Hi Gordan,
Multitexturing would apply if the scorch marks are permanent. In my situation I
want to fire several gun rounds and only display a scorch mark where the wall
was hit. Then they would fade out over time.
I think this is usually done by adding a extra quad slightly in front of the
Hello Guy,
I have 2 windows, each with its own camera/viewport. I need to display a different hud on each camera. What's the best solution for this. I looked at the hud example, but there is only one hud and it is added to the scene, and therefore gets displayed on each camera.
You have a few
Hi JP,
Sorry, primitives is a bit vague. I normally make separate (sometimes
to set e.g. renderbin number on each) osg::Geometry, each with single
addPrimitiveSet. I have not tried multiple addPrimitiveSet on single
geometry, but think/hope it should also be OK and share the vertex array.
Hi Alexandre,
In my resize implementation I directly update the projection matrix from
the slave camera and I don't update the _projectionOffset wich for me is
useless.
Why don't you update the projection matrix of the master camera? If both
slave cameras render to the same GraphicsContext
Hi Robert,
Here are the error messages from ReaderWriterCURL:
[ 81%] Building CXX object
src/osgPlugins/curl/CMakeFiles/osgdb_curl.dir/ReaderWriterCURL.o
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/osgPlugins/curl/ReaderWriterCURL.cpp:
In
member function
Hi all,
thinking for hours and digging my problem, I have a choice to make, but I
think some external advices could be useful :
I you need to load dynamically some DLL (as osg plugins) but theses DLL have
no similar I/O (so make each one inherit from a base class have no sense),
how will you do
1st Question is
Did you build one of the required 3rparty libraries you need for the
inventor plugin ?
See OpenSceneGraph\src\osgPlugins\Inventor\README.txt
2nd Question is did you turn up the Notify Level to see what why it may be
failing or did you step into the code to see why its failing
Hi Art,
I need to make these lib (dll/so) for linux and window at least, so I need
common behavior.
I'm thinking a mix of the inheriting class and the osg plugin registry
behavior with the template static register method ... (note so
understandable I think) that is to say, may be a mix of all
Hi John,
On Fri, May 15, 2009 at 3:13 PM, John Ivar Haugland
john.haugl...@gmail.com wrote:
[ 81%] Building CXX object
src/osgPlugins/curl/CMakeFiles/osgdb_curl.dir/ReaderWriterCURL.o
/private/jiha/shivr/JIHA/OSG/OpenSceneGraph-2.8.1-rc4/src/osgPlugins/curl/ReaderWriterCURL.cpp:
In
member
Hi everyone,
I've searched the mailing list but could not find an answer or clue for
the solution to my problem.
In principle, the issue seems simple to me but I find it hard to come up
with an OSG solution. I would like to start my rendering with an object
that does write to the depth
Jean-Sébastien Guay wrote:
If there *is* a special format for a cube map contained in a .dds file,
perhaps the OSG .dds loader doesn't handle it correctly? I don't know,
but you could investigate by checking the code. Again, perhaps someone
else has more insight into this.
DDS files can
Well apparently I did achieve to set up my application with 2 slave camera,
but there is one last problem, I'm using a shader for my sky sphere wich
isn't working when using 2 slave cameras, has anyone already had trouble
with shaders and slave camera ?
2009/5/15 Jean-Sébastien Guay
Hi all,
I am trying to create a shadowed scene by using osg::shadowVolme
technique but I have noticed that when the objects in the scene are
moving their shadows still unchanged?
I have also another a problem with SoftShadowMap technique. My
application crashes when it uses the
Hi all,
Given that the VRML plugin is a bit of work to compile due to the
dependence on a very old version of OpenVRML, I've built a binary
packages of OpenVRML-0.14.3 for Win32 Visual Studio .NET 2003 and
Visual Studio 2005, and Mac OS X 10.4 32-bit universal.
The binaries are here for
Hi all,
I have a request from a user for support for animated textures in an
OSG model. They're doing their modelling in 3DS Max and exporting to
OSG via the 3DS exported plugin, to native .osg format.
1) Is it straightforward to use animated textures in OSG (for example
in VRML, one can
Hi all,
I have a question about which plugins support files that include
animations. I have experimented with the COLLADA plugin, but it
appears that as of OSG 2.8.1-RC3 and COLLADA DOM 1.4, animation
in .dae files doesn't carry through to the scene graph. Does anyone
have any
Ho John,
On Fri, May 15, 2009 at 3:32 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
I've found libcurl 7.10.4 and 7.10.8 on the libcurl website, but no
7.10.6. 7.10.8 doesn't have the curl_easy_strerror and this is easy
to avoid using by the other codes are a bit more awkward.
I've
Hi Guy,
To further expand on J-S suggestions, there are four ways of doing
HUDs, Camera in a scene graph, a slave Camera in the Viewer, an
separate View in a CompositeViewer or as a Camera attached to the
GraphicsWindow. There is an osghud example illustrates the first
three of this options.
HI Raymond,
You simple disable the writes to the colour buffer using the
osg::ColorMask StateAttribute.
Robert.
On Fri, May 15, 2009 at 3:33 PM, Raymond de Vries ree...@xs4all.nl wrote:
Hi everyone,
I've searched the mailing list but could not find an answer or clue for the
solution to my
Philip Lamb wrote:
Hi all,
I have a question about which plugins support files that include
animations. I have experimented with the COLLADA plugin, but it
appears that as of OSG 2.8.1-RC3 and COLLADA DOM 1.4, animation
in .dae files doesn't carry through to the scene graph. Does anyone
On Fri, May 15, 2009 at 3:34 PM, Jason Daly jd...@ist.ucf.edu wrote:
Jean-Sébastien Guay wrote:
If there *is* a special format for a cube map contained in a .dds file,
perhaps the OSG .dds loader doesn't handle it correctly? I don't know, but
you could investigate by checking the code. Again,
Hi Philip,
A while back I add the osg::ImageSequence class for stepping through a
series of images. Have a look at the osgimagesequence example. It's
similar to having assigning a movie to a texture using the
quicktime/ffmpeg plugin but offers better support for hand building
the animation
Philip Lamb wrote:
Hi all,
I have a request from a user for support for animated textures in an
OSG model. They're doing their modelling in 3DS Max and exporting to
OSG via the 3DS exported plugin, to native .osg format.
1) Is it straightforward to use animated textures in OSG (for
Hi Pierre,
I'm currently using a ATI 4670 graphics card under Kubuntu 9.04 and
osgdem/vpb has been working fine for me.
fglrxinfo
display: :0.0 screen: 0
OpenGL vendor string: ATI Technologies Inc.
OpenGL renderer string: ATI Radeon HD 4670
OpenGL version string: 2.1.8591
Robert.
On Fri, May
Robert Osfield wrote:
A template for an ImageArray class could be the ImageSequence class
that already holds a list of images internally. Others are welcome to
dive in an add this ImageArray class ;-)
I thought about it while I was writing the .vtf loader, but I was under
time pressure,
Hello Robert,
I've originally contributed the .dds cubemap loading capability that you
rejected. From that time I've been merging my changes with the latest head.
Cubemaps can still be loaded succesfully, but I agree that it may be better to
split osg::Image into multiple classes for the
jojo wrote:
GL_LUMINANCE is for gray scale images. For example if you want to save the
depth buffer.
Ok, thus, I should use GL_RGBA.
jojo wrote:
Besides you should post a little bit more code. I don't know how much
experience your have with open scene graph. Maybe you didn't call the
I forgot: thanks for everything!
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Hi,
I am trying to load a .3ds model using osgViwer. Now i am getting the model on
screen but without textures! I read somewhere in the forum that i need to set
the path so that osg finds the images needed (please correct me if i am wrong)
and iread as well that i will need to add -t
Hello Bilal,
code comments in the ShadowVolume class suggest that it is still a work in
progress. However it seems that it is no longer actively developed and still
has some unsolved bugs.
Cheers,
Roland
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HI Roland,
On Fri, May 15, 2009 at 4:40 PM, Roland Smeenk roland.sme...@tno.nl wrote:
I've originally contributed the .dds cubemap loading capability that you
rejected. From that time I've been merging my changes with the latest head.
Cubemaps can still be loaded succesfully, but I agree
All,
I have a question regarding camera switching in a particular view. I'm
currently using the composite viewer where each view is set up in a separate
window (via the call to view-setUpViewInWindow()). For a particular
view(window), I need to swap from one camera to another upon request.
Try setting the OSG_NOTIFY_LEVEL and see what error messages you are getting.
That should tell you if it can find the texture and where it is looking.
http://www.openscenegraph.org/projects/osg/wiki/Support/TipsAndTricks
Cheers,
Martin
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Hi again,
I tried J-S 's suggestion about attaching the hud camera to a slave camera, but
that did not work (i.e the scene is rendered, but there is not hud).
viewer.getSlave( 0 )._camera-addChild( hudCamera );
Note that adding the hud camera to the scene (like in the hud example) did work
Hello Alexandre,
Well apparently I did achieve to set up my application with 2 slave
camera, but there is one last problem, I'm using a shader for my sky
sphere wich isn't working when using 2 slave cameras, has anyone already
had trouble with shaders and slave camera ?
Do you mean that
Hi Philip,
I also note that previous discussion about why the VRML plugin couldn't
be updated to a newer version of OpenVRML centred on the boost
dependency. I'm sure that thats much less of an issue now that we have
boost binaries for most Linux distros, plus Windows and Mac.
That, and the
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