Hi Robert Delport,
I have the setup with 4 cameras:
1st camera - the slave camera that inherit the master camera's relative frame
and render the scene to 2 textures with color attachments. One of the texture
remains as it is and other texture is left for further operation.
2. 2nd camera -
Hello guys,
Sorry for my late reply, I had a very busy weekend. :)
What I actually want is to traverse the whole graph 3 times. (that's why I have
three cameras). And each time to draw a different submesh (see the nodes at the
bottom). Each time I traverse the graph I want nothing to be
Hi,
On 13/12/10 10:15, Sajjadul Islam wrote:
Hi Robert Delport,
I have the setup with 4 cameras:
1st camera - the slave camera that inherit the master camera's
relative frame and render the scene to 2 textures with color
attachments. One of the texture remains as it is and other texture is
Hi,
how do you set the clearmask of the cameras?
jp
On 13/12/10 11:43, George Bekos wrote:
Hello guys,
Sorry for my late reply, I had a very busy weekend. :)
What I actually want is to traverse the whole graph 3 times. (that's why I have
three cameras). And each time to draw a different
Hey,
I just use: mycamera-setClearMask(0); for all the cameras.
I don't do any other 'special' initialization.
You can also check the attached source if it helps.
Cheers,
George
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Hi,
On 13/12/10 12:03, George Bekos wrote:
Hey,
I just use: mycamera-setClearMask(0); for all the cameras.
I don't do any other 'special' initialization.
You can also check the attached source if it helps.
attached?
jp
Cheers,
George
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Hi everybody,
I'm new to OSG and from what I can see I regret I havent come here sooner.
Before I start, I have a few questions.
1. Is OSG free to use in commercial software?
2. How does OSG handle windows? Is it built in or requires 3rd party sw?
3. Any experience and/or thoughts of using Qt
Hey,
Hmm.. maybe there is something wrong with the cpp file I attached.
Anyway, here is the code:
http://pastesite.com/20651
Cheers,
George
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Hi Delport,
Reasons for rendering the scene to two textrues
With key press event i may want to show the texture using the HUD that have not
gone through any operation. If i do any post processing on the texture the
initial texture value is lost. I want to preserve it. This is why i render the
Hi,
On 13/12/10 12:26, Sajjadul Islam wrote:
Hi Delport,
Reasons for rendering the scene to two textrues
With key press event i may want to show the texture using the HUD
that have not gone through any operation. If i do any post processing
on the texture the initial texture value is lost. I
chrisd wrote:
Paul Martz wrote:
On 12/10/2010 5:21 AM, Chris Denham wrote:
I've been trying to apply a 2d texture to an object where I want the UVs
to correspond to screen position. A bit like using EYE_LINEAR texgen, but
with the texture projected 'orthographically' through
Hi,
the strangeness ito depth disappeared when I added:
camera01-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
camera02-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR);
So, I think the auto compute of near/far is breaking your depth buffer
consistency.
It worked! Thank you so much!
What I am trying to achieve is the following:
I have a mesh with multiple submeshes and I have a clipping plane cutting them
in random place. I want to place a cap on every submesh cut, so they will look
solid. In order to do this I do the following:
* Draw
Dear all,
I'm writing a plugin for a software whose command prompt is in inside a
GTK+ GUI. My plugin is a set of C functions, most of them are supposed
to do computational stuff and one is supposed to create a GTK+ window
with an OSG drawing area for visualization. These functions are
collected
On 12/13/2010 2:35 AM, Zoran Hranj wrote:
Hi everybody,
I'm new to OSG and from what I can see I regret I havent come here sooner.
Before I start, I have a few questions.
http://www.vis-sim.com/osg/osg_faq_1.htm
1. Is OSG free to use in commercial software?
Yes.
2. How does OSG handle
Hello Zoran,
I'll just add a few details over what Chris said.
2. How does OSG handle windows? Is it built in or requires 3rd party sw?
I agree with Chris that your question may mean 2 things.
- We use OSG on MS Windows all the time, it's our primary platform. We
try hard to make sure that
Hi,
On 13/12/10 14:05, George Bekos wrote:
It worked! Thank you so much! What I am trying to achieve is the
following: I have a mesh with multiple submeshes and I have a
clipping plane cutting them in random place. I want to place a cap on
every submesh cut, so they will look solid. In order to
Hi Paavo,
i hope that this link could help you:
http://code.google.com/p/osgmodeling/
Cheers,
Jagovic
Hi
I'd like to use curves, particularly simple 2d control point based splines
to drive variables of scene graph objects over time. I'd also like to use
both linear and cubic interpolated
Thanks for the link jago, osgModeling certainly looks comprehensive!
For the time being, I implemented the Catmull-Rom spline, which serves my
purposes ok.
Regards,
- PM
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How about just trimming off any invalid characters from the name returned by
glGetActiveUniform?
e.g.
_extensions-glGetActiveUniform( _glProgramHandle,
i, maxLen, 0, size, type, name );
for (GLsizei j = 0; j maxLen name[j]; ++j)
{
if (!isalnum(name[j]) name[j] != '_')
Hi,
Using the gDEBugger I found some VBO leaks on application exit.
For example the leak could be easily seen if we add useVertexBufferObjects
TRUE into cessna.osg and will try to render it via standard osgviewer.
OSG calls releaseGLObjects before exit for the loaded tree and for Geometry it
Hi George,
I have just reviewed the relevant code Array's are no implementing the
releaseGLObjects(State*) as they should be. The solution is to add a
resizeGLObjectBuffers(uint) and releaseGLObjects(State*) to BufferData
and this automatically call the appropriate method on
osg::BufferObject if
Hi Delport,
I am sorry that i did not get much from your last reply asking how am i
changing the texture
when i switch the branches. Do i have to explicitly specify the texture? Even
it is i believe that it is done as follows:
stateset-setTextureAttributeAndModes(0,
Hi All!
I have very specific problem which I don't know how to solve with OSG.
I want to create very large texture atlas (4096x2048) which consists
of small subtextures (128x64, so there are 32x32=1024 subtextures).
Each of small textures should contain some textual/symbol information
which is
Hi, Tedzini
You r right. First level children invoke their updatecallback, but furtur level
of children doesn't invoke their.
Have you found the solution?
I try to solve also. If something solved, i'll make reply
Thank you!
Cheers,
SC
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Hi Robert,
I took a look into this again and I think I know what the issue is
although I'm not sure about the solution. In
GLBufferObjectManager::getGLBufferObjectSet a new GLBufferObjectSet is
created each time b/c the number of verts generated on each frame is
different so the profile doesn't
Hi,
I tried to compile OSG withGL3 on windows and VS 2008 fo testing purposes.
I disabled the other GL options as describte in an other thread.
VS failed to compile in Matrix_implementation.cpp:
Code:
if (fabs(length2) = std::numeric_limitsdouble::min())
...
The error output is about
Hi Torben,
The error output is about the min macro and invalid token right to '::' (line
70+)
Does anyone know what this error could be about? Has anyone used GL3
successfully on a windows machine?
I haven't built OSG with GL3, but when MSVC complains about min/max,
it's usually because
Hi,
I would like to update the discussion we started back in October
regarding an apparent problem scaling OSG to multiple windows on
multiple graphics cards. For full details on the previous discussion
search the email archive for problem scaling to multiple cards.
Summary of the problem:
I've got a problem with compiling OSG for GLES1.1 on Ubuntu. I have the
Imagination GLES1.x emulator installed, but I'm having some problems compiling
OSG. I've followed the guidelines on /wiki/Community/OpenGL-ES and I've
succesfully compiled for GLES2.0 before on this very system (also have
When I'm building OSG on a BeagleBoard in Angstrom Linux I get this error:
make[2]: *** No rule to make target `/usr/lib/libpng.so', needed by
`lib/osgPlugins-2.9.11/osgdb_png.so'. Stop.
make[1]: *** [src/osgPlugins/png/CMakeFiles/osgdb_png.dir/all] Error 2
make: *** [all] Error 2
I've checked
Sorry fixed it already myself. Somehow the symlinks were broken, although they
worked before :S. But the reference was wrong now.
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Hi,
When I try to link my executables using osg-2.9.9 or osg-2.9.10 I get messages
like:
libiris.so: undefined reference to `non-virtual thunk to
osgViewer::Viewer::setSceneData(osg::Node*)'
I'm using CentOS and gcc 4.1.2.
I googled a bit and found this problem mentioned when using one
I saw a similar error when upgrading from Fedora 13 to Fedora 14, which
uses a different version of gcc. In my case the solution was to remove the
contents of my .ccache directory. More generally, I think this problem comes
from mixing object files produced by different g++ versions.
Tim
On
Hi J-S,
you are right using NOMINMAX avoids the problem. I tracked it down to osg/GL
and the inclusion of gl3.h:
Code:
#elif defined(OSG_GL3_AVAILABLE)
#define GL3_PROTOTYPES 1
#include GL3/gl3.h
#ifndef GL_APIENTRY
#define GL_APIENTRY APIENTRY
#endif // GL_APIENTRY
Hmmm... I can't seem to find any .ccache directory or file...
I *thought* I recompiled and reinstalled everything in OSG and my software,
but I'll do so one more time.
Any other ideas out there?
Thanks,
John
On Mon, 13 Dec 2010, Tim Moore wrote:
I saw a similar error when upgrading from
On Mon, Dec 13, 2010 at 9:51 PM, Steve Satterfield st...@nist.gov wrote:
Hi,
I would like to update the discussion we started back in October
regarding an apparent problem scaling OSG to multiple windows on
multiple graphics cards. For full details on the previous discussion
search the
On 12/13/2010 3:12 PM, Torben Dannhauer wrote:
#ifdef NOMINMAX
#define NOMINMAX
I assume you mean #ifndef above?
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
___
Hi Torben,
Perhaps moving this to the CMake files would make sense?
I just checked the root CMakeLists.txt, and it has a section:
IF (WIN32)
...
# Both Cygwin and Msys need -DNOMINMAX ???
IF(UNIX)
ADD_DEFINITIONS(-DNOMINMAX)
ENDIF()
...
ENDIF()
Removing the
I want to build an app which should have one camera (or two identical, meaning
that they are at the same position, facing the same direction, if that is more
convenient) and multiple screens. The screens will be aligned in a 90 degree
angle towards each other. So they are perpendicular:
top
Hi Delport,
I have created a new class inherating the osg::Drawable::UpdateCallback. The
class structure is as follows:
*'
class BlurCallback : public osg::Drawable::UpdateCallback
{
public:
BlurCallback(BlurPass
On 14/12/10 10:23 , Bart Jan Schuit wrote:
I want to build an app which should have one camera (or two identical,
meaning that
they are at the same position, facing the same direction, if that is more
convenient) and
multiple screens. The screens will be aligned in a 90 degree angle towards
Hi Steve,
sorry, I might have asked this the previous time as well... Have you
checked the thread affinity of the different threads? Are they not bound
to a single CPU? AFAIR the osgviewer used to set its affinity and all
subsequent threads inherited it.
jp
On 13/12/10 22:51, Steve
Hi,
On 14/12/10 02:46, Sajjadul Islam wrote:
Hi Delport,
I have created a new class inherating the osg::Drawable::UpdateCallback. The
class structure is as follows:
*'
class BlurCallback : public
Hi,
On 13/12/10 19:25, Sajjadul Islam wrote:
Hi Delport,
I am sorry that i did not get much from your last reply asking how am i
changing the texture
when i switch the branches. Do i have to explicitly specify the texture? Even
it is i believe that it is done as follows:
Hi Paul, Hi J-S
yes you are right, I meant #ifndef, sorry for the typo :)
Yes I'll move it to the cmake file as it does not touch the cource files, but I
have no clue about bugs my changes could introduce on other build systems the
MSVC, so I decided to ask :)
Todayevening I'll move it to
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