Hi Brian, Robert, all,
For object outlining I use cull callback that traverses node two times (its
a simple workaround for two pass techniques). I use well known technique
rendering back faces in wireframe (
http://en.wikipedia.org/wiki/Cel-shaded_animation) prior regular rendering.
It was
Hi All,
After a week of steadily getting over the cold my cold has suddenly
come back with a vengeance. Feels more like Flu now and presently
feel like a old man who's been knocked over by a bus and not allowed
to sleep for a week.
So again I'll take a back seat on the list/forum, let you guys
2009/5/21 Matthias Gabriel g3e...@hotmail.de:
Hi,
today i wanted to build my own LineSegmentIntersector - well some kind
of... while doing this, i looked into the sourcecode of the
LineSegmentIntersector. There I saw, that the tests in
LineSegmentIntersector::intersects(..) refer to start and
2009/5/22 Paul Griffiths gaffe...@gmail.com:
Hi,
I wish to compute an axis aligned bounding box of a given size whos position
is centered to a node.
This node cound be scaled, translated or rotated. it must be axis aligned.
I need to know this to test if a picked part of a node picked with
Hi Andrew, Ümit
Specifically, the problem appears to be the LightSource node, whose position
is taken into account when calculating the bounding sphere.
If you remove that, the geometry is centred and osg makes its own LightSource
by default.
Cheers,
-Tony
--
Read this
Simon Hammett wrote:
LineSegmentIntersector::Intersection has a member: matrix
which is the accumulated local to world coordinates matrix.
If you transform the nodes BoundingSphere center by that, you
can then construct an aabb around that at whatever size you want.
Sorry, i should of
Im clipping an osg::group with an osg::ClipNode so parts of it is invisible on
screen but when i click on the invisible parts the picker is still picking the
object . i dont want it like that, i want the invisible parts to be invisible
to the mouse as well. so i wish to create an aabb around
2009/5/22 Paul Griffiths gaffe...@gmail.com:
Im clipping an osg::group with an osg::ClipNode so parts of it is invisible
on screen but when i click on the invisible parts the picker is still picking
the object . i dont want it like that, i want the invisible parts to be
invisible to the
Hello everyone:
I'm developing a OSG-based graphic engine for a real time mechanical
simulator. I would like that the physics and the graphic display would run
in separate threads so that they could work independently without bothering
each other. The communication between them is a kind of
2009/5/22 Simon Hammett s.d.hamm...@googlemail.com:
2009/5/22 Paul Griffiths gaffe...@gmail.com:
Im clipping an osg::group with an osg::ClipNode so parts of it is invisible
on screen but when i click on the invisible parts the picker is still
picking the object . i dont want it like that, i
daniele argiolas wrote:
Hi,
in attachment the model.
Thank you!
daniele
Daniele,
I have mailed the modified file directly to you to avoid cluttering up
the list. The changes are at the end of the file. I have changed all
instances of
bind semantic="UVSET0"
i'am doing something simular, and use the hit.getWorldIntersectPoint(),
I have a function: bool isPointInSceneClipped, which looks like this for me:
//transform the point to rotated box coordinates
osg::NodePath nodePath;
Hi,
I was going to start a hobby (i.e. noncommercial) project to simulate
an electromechanical coin arcade game. This would include rendering
potentially hundres of coins that physically interact (think
500...1000 coins). For the physics simulation I am going for the free
bullet physics package.
Hi Kim,
I'm usig Ubuntu 9.04 and Roman is using fedora 10 as he said in his first
post.
My driver version is 180.44.
Regards,
Jordi.
2009/5/22 Kim C Bale k.b...@hull.ac.uk
Are you using Ubuntu 9.04 aswell?
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Ah my apologies I must have missed that. I'll look into it.
Thanks for reporting the issue.
Kim.
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jordi Torres
Sent: 22 May 2009 12:15
To: OpenSceneGraph Users
Hi Christian,
Out of interest are you simulating a penny push machine?
I had the same idea for a hobby project a while back. It's a great idea,
although it might be tricky to get the physics working nicely.
Unfortunately my ponderings stop there as I never found the time to get
on it.
Ive came up with this but it returns outside true every time regardless:
Code:
bool outside = false;
if (obj-getParentWidget() obj-getParentWidget()-getUsingClipBoundingBox())
{
osg::ref_ptrosg::ClipNode clipNode =
obj-getParentWidget()-getClipNode();
if (clipNode)
{
for
Out of interest are you simulating a penny push machine?
Yes. These sucked the life out of my wallet on my last trip to
Shanghai and Hangzhou. Playing with virtual currency would be cheaper.
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2009/5/22 Paul Griffiths gaffe...@gmail.com:
Ive came up with this but it returns outside true every time regardless:
Code:
bool outside = false;
if (obj-getParentWidget()
obj-getParentWidget()-getUsingClipBoundingBox())
{
osg::ref_ptrosg::ClipNode clipNode =
Hi,
Right now ipos are not baked, i started to work on it a few month ago
but it's not finish. To bake physic i think you would need to make bake
of ipos work. Another way could be to ask to blender to bake your ipos
(i think it's possible) then the exporter will be able to export each
keyframe.
Hello Suyang,
1. I believe I have built OSG2.8.0 successfully on my XP with CMake 2.6. However when I tried to run those examples, I failed in lots of them, because the argc is always equal to 1, and lots of examples checks the value of argc. If it is equal to 1, then the program just retured.
Simon Hammett wrote:
Okies, if memory serves me correctly, the clip planes aren't in world
coordinates,
I think they are in eye coordinates.
So that would be take the local intersection coordinate and transform it using
computeLocalToEye (in osg/Transform) and test that point.
If that
2009/5/22 Paul Griffiths gaffe...@gmail.com:
Simon Hammett wrote:
Okies, if memory serves me correctly, the clip planes aren't in world
coordinates,
I think they are in eye coordinates.
So that would be take the local intersection coordinate and transform it
using
computeLocalToEye (in
Hi Alfonso,
I'm doing something similar to what you are doing. My viewer is running
in it's own thread. I have a shared object that I use to communicate
between the threads. If you are looking for sample code, I can try to
distill what I have to something relatively simple.
I'm using the
You could take a look at the draw instanced support in OSG, good for drawing
lots of things.
BRDFs could be used to render a high fidelity coin on just a couple
triangles without the flat, wallpaper-like effect of a regular texture map.
The first edition orange book included a section on
Take a look a osgDB::DatabasePager, which does essentially the same thing.
Data (loaded in a separate thread) is stored in a list that is shared by the
viewer class. Once a frame, the viewer lets the DatabasePager update the
scene graph from this list.
Paul Martz
Skew Matrix Software LLC
You could take a look at the draw instanced support in OSG, good for drawing
lots of things.
I believe this instancing capability might require Geforce 8 class hardware.
I was thinking along the lines of how the osgforest sample replicates
thousands of trees from
the same billboard drawable.
Hi,
I 'm having trouble mapping a texture2d to a quad. The texture looks correct
when the quad is rectangle/square shaped, but incorrect when it is trapezoid
shaped.
I'm using the following code to create the geometry:
http://pastebin.com/m47ba3f47
How can i fix it so that the texture looks
Hi,
I would use osgparticle.
You can induce rotations displacement.
HTH
Sylvain
Christian Buchner wrote:
You could take a look at the draw instanced support in OSG, good for drawing
lots of things.
I believe this instancing capability might require Geforce 8 class hardware.
I was
paul1...@yahoo.com wrote:
Am I setting up my graphics context incorrectly? I'm not using the
AdapterWidget from the example. I'm also having trouble getting
GraphicsWindowEmbedded to work...
Does eXceed even support GLX? (I haven't used it in years, so this is an
honest question) Can
Can,
Could you provide an image of the textured quad for us to look at? Also can
you provide the original texture (spot.bmp)?
What is your texture state set up as in your geometry node? Is your original
texture non power of two?
Thanks,
-Shayne
-Original Message-
From:
Sorry that we are so late to chime in on this thread, but I'd like to post a
response to the content presented here in hopes to help others, and perhaps fix
code as well.
Rick is the original author of the client particle system code we use for our
game. I have passed this thread to him and
Hi,
Thanks for the tips guys - I did not think the light source node was included
in the BBox... obvious once you think of it..
Thank you!
Cheers,
Andrew
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12767#12767
Paul Martz pma...@... writes:
Take a look a osgDB::DatabasePager, which does essentially the same
thing. Data (loaded in a separate thread) is stored in a list that is shared
by
the viewer class. Once a frame, the viewer lets the DatabasePager update the
scene graph from this list.
Hi Shayne,
Thank you for the quick response :)
A screen shot of quad is available here:
http://img36.imageshack.us/img36/5741/problem2009052217560820.jpg
I left my texture attributes as default. Also didn't change anything at a
parent stateset (in other words, i gave the node returned by
Cory Riddell c...@... writes:
Hi Alfonso,
I'm doing something similar to what you are doing. My viewer is running
in it's own thread. I have a shared object that I use to communicate
between the threads. If you are looking for sample code, I can try to
distill what I have to something
Can,
Thanks for the feedback.
I'm unable to get to your links. Can you send the images as attachments?
Thanks,
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Can Hosgor
Sent: Friday, May 22,
This looks like the fairly well-known non-planar texture coordinate problem.
Your vertex coordinates don't occupy the same 2D space as your texture
coordinates.
It's been discussed on this list a few times. In this situation, there are a
number of ways the hardware could interpolate the st
Hi Paul,
I want to do a similar thing (a graduated background image). I did this in raw
OGL quite easily, but like the previous poster , I am quite confused about how
to do this with OSG.
I too am using the viewer class which has a setCamera and getCamera.
I see the addSlave method but I am
Think of BRDFs as Imposters on steroids. The idea is to have views of an
object from several different angles, and let the hardware choose which one
(or ones) to use to represent the object based on the current view
direction. The visual representation is on par with Imposters, so it is
quite 3D.
Daniele Argiolas wrote:
Hi, thank you.
All model that I've found from Collada Test Model Bank, Google
Warehouse or that I generate with ColladaMaya or ColladaMax don't work
in OSG. Who has decided Collada COMMON profile and who uses it? If all
models are in this way, not precise, it's very
Hi,
Take a look at osg::Operation and osg::OperationThread too, they are very
useful to make such work with an OSG based system to do the synchronisation.
Browse through the examples to find an illustration of how it works (maybe
osgterrain but I am not sure).
Best regards,
On Fri, May 22,
Alfonso,
I've distilled my code down. I hope I haven't cut out too much. The
most complicated part for me was getting the halting sequence correct.
I tell the viewer to stop drawing and then have to wait until the
viewer thread is finished and notifies me that it is complete.
I have a view
Out of interest are you simulating a penny push machine?
Here is a first youtube video of my progress so far.
http://www.youtube.com/watch?v=74C61A-wzaA
This is based on the osgBullet sample code found on the OpenSceneGraph
Wiki on Support/Tutorials.
A few things to note:
- No shiny coins
Paul,
I recently submitted some example code based on osgviewerQT that I think
will solve your problem of setting the traits correctly in order to
run to a remote display. It also addresses a number of issues having to
do with Qt/OSG integration, including some unresolved issues. I hope
a Qt
Hi,
I am not using any of the osg manipulators - I am taking full control of the
ortho projection and the viewer's camera viewmatrix using
camera-setProjectionMatrixAsOrtho() and camera-setViewMatrix().
As I rotate the model about the origin various Geodes vanish and reappear ( not
being
El Viernes 22 Mayo 2009ES 02:52:00 Wang Rui escribió:
It's a Chinese forum with nearly 2000 members and also the mirror of the
OpenSceneGraph website.
This country always amazes me :) Only the chinese forum has almost as many
users as the worldwide mailing list.
Great news to discover so many
In my experience, auto compute of near/far seems to not deal with ortho
projections too well. Does the problem go away if you switch to perspective?
Does the problem go away if you disable near/far auto compute?
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
- things get slow with more than 70 coins on this (slightly outdated)
machine. The bottleneck is definitely physics, not rendering. May have to
experiment
with CUDA acceleration to achieve 500 coins and more.
I suspect your bottleneck if with solving. Currently, the Cuda solver is not
yet
Hi Paul,
Is your app explicitly setting this down to fewer samples for performance
reasons?
Assuming dt, is the time between 2 frames, I call
stepSimulation(dt, 20, 0.005); // 200 ticks per second, minimum 10 FPS assumed
I will be taking the physics related discussion to the proper forums,
Did anybody else on the mailing list see this message but not rest of
the thread? I checked my spam folder too. No sign of the parent messages
anywhere. When I click the link to view the message in the forum, then I
can see the entire thread.
Cory
Andrew Cunningham wrote:
Hi,
Thanks for the
Hi Paul,
As you suggested...
This fixed the problem...
getCamera()-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
That was driving me crazy
Thank you!
Cheers,
Andrew
--
Read this topic online here:
2009/5/22 Simon Hammett s.d.hamm...@googlemail.com:
2009/5/22 Paul Griffiths gaffe...@gmail.com:
Simon Hammett wrote:
Okies, if memory serves me correctly, the clip planes aren't in world
coordinates,
I think they are in eye coordinates.
Right I've had time to play with ClipNode, and what
Simon Hammett wrote:
Right I've had time to play with ClipNode, and what I said above is rubbish.
You just need the matrix which transforms from the parent to the
intersection node.
Given you are writing a tool kit, I suspect you can quickly and easily work
out
that transform from
Hi Maciej,
Thank you for the example. It seems to be a lot faster than what I was doing
earlier. Before when a node was selected, I removed it from its parent,
created an osgFX::Scribe effect and placed it under the parent, and then
reattached my node under that. But there was a slight delay
Hi James,
The ParticleSystem is derived from osg::Drawable and
ParticleSystemUpdater is derived from osg::Node.
How are you creating the graph with particles? If you are using clone
you may have trouble with ParticleSystemUpdater (see my recent
submission). Also, if you don't clone
Hi,
Is it possible to set a ClipPlane so it's singe-sided so it only clips when
viewed from only one side? and can you select which side?
...
Thank you!
Cheers,
PaulG
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12794#12794
Hi,
OK, I worked this out
- Create a PRE_RENDER camera
- create a 'square' add it to a geometry
- create a new group, add geometry to group
- add group to camera
- add camera to scene
- don't clear color buffer in main camera.
...
Thank you!
Cheers,
Andrew
--
Read this topic
Hi,
Im using a clipNode, and when I clip a model, i get a hole, can these be filled?
...
Thank you!
Cheers,
PaulG
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12796#12796
___
osg-users mailing
Hello Brian,
It makes the building appear to be all white, since the texture is turned off.
Is this correct? I tried disabling that part of the code, but now the backfaced
outlines are not enough to make the object stand out. What I would really like
to do is outline the object in a striking
[Image: http://img177.imageshack.us/img177/9184/singlesidedclipplane.png ]
This is the effect im after, if i can have single sided clipPlanes then i can
construct a clipBox behind my window so from the outside it clips my
scrollpanel behind so my window has virtually no depth, but from looking
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