Hi Christian,
On Fri, Sep 23, 2011 at 11:00 PM, Christian Buchner
christian.buch...@gmail.com wrote:
This resizes the images to power of 2, up to OSG_MAX_TEXTURE_SIZE on
each 2D dimension. Because it only works in conjunction with the
--compressed switch, it is not a generic solution and it
Hi John,
Modern hardware generally is best driven with a modest number of quite
large batches of geometry, rather than a large number of small batches
of geometry. Exactly where the balance will lie with your database
will depend upon your hardware and drivers, and also how efficiently
you are
Might I suggest that a more general approach to this be implemented in
osgconv?
osgconv is a convenience tool that covers a few of the types of pre
processing that you might want to apply to database. It's not meant
to be an all encompassing tool for all types of pre processing on all
Hi all, I have a scene graph containing a switch node (osg::Switch) having 4
children.
What would be the best way to render this scene graph in 4 different
views/viewports, with each child (attached under the osg::Switch) rendered in
its own view? Thanks!
Hi Christian,
On Mon, Sep 26, 2011 at 9:10 AM, Christian Buchner
christian.buch...@gmail.com wrote:
I was just puzzled because the documentation to osgconv states (if the
compressed switch is used) that the image data gets converted to a
texture, then read back and saved. This would usually
H Lars,
On Mon, Sep 26, 2011 at 9:16 AM, Lars Karlsson klars3...@yahoo.com wrote:
Hi all, I have a scene graph containing a switch node (osg::Switch) having 4
children.
What would be the best way to render this scene graph in 4 different
views/viewports, with each child (attached under the
OpenGL is used to do the compression. If the textures are resized and
compressed they won't have the original image size. Perhaps you are
seeing a bug, perhaps you are mis-interpreting things. From your
posts I can't work out exactly what is happening.
The issue seems to be that the
Hi Christian,
On Mon, Sep 26, 2011 at 9:47 AM, Christian Buchner
christian.buch...@gmail.com wrote:
OpenGL is used to do the compression. If the textures are resized and
compressed they won't have the original image size. Perhaps you are
seeing a bug, perhaps you are mis-interpreting things.
Repro step:
Download and unzip this model (in fact any model with non power of 2
textures will do)
http://sketchup.google.com/3dwarehouse/download?mid=59cc35a574aca8e4a516a23b781f0facrtyp=zsfn=Hofgarten_Dianatempelctyp=otherprevstart=0ts=1220656167000
using OSG 3.0.1 (on Windows, in the model's
Hi Robert,
Hi all, I have a scene graph containing a switch node
(osg::Switch) having 4 children.
What would be the best way to render this scene graph
in 4 different views/viewports, with each child (attached
under the osg::Switch) rendered in its own view? Thanks!
Is it just one
Hi Lars,
On 26/09/11 11:30 , Lars Karlsson wrote:
Yes, I'd like to render one single scenegraph, however four times DIFFERENTLY
(i.e. in
four different views), and of course simultaneously.
...
I looked quickly into TraversalMask... Is my hunch correct when I say that:
- I make all four
Where can I find an example on how to use a TextureArray with OSG?
I'm trying to setup a uniform to send this TextureArray to my fragment shader
and I'm confused on how to do this. Usually, you'd send a texture to the shader
by setting the texture uniform to the texture number so I thought I
Hmmm... okay.. some additional info on this topic:
- I tried with a new StateAttribute osg::DrawBuffer, but this doen'st work
:-( the situation is:
I have the top pre_render camera, I attach both texture2dArrays on slot 1
and slot 2 (slot 0 is already used by a needed sampler, also, those too
Hi Paul,
I can't find example that use TextureArray in osg example.
but I can answer to your question.
2011/9/26 Paul Palumbo paul1...@yahoo.com
Where can I find an example on how to use a TextureArray with OSG?
I'm trying to setup a uniform to send this TextureArray to my fragment
shader
Thanks for the response.
Then, how do you associate the TextureArray with a texture unit number (which
is then used in the setTextureAttribute() call)?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43017#43017
Let me phrase my question better...
How do I associate a Texture2DArray defined in my stateset with a particular
Uniform so that it can be accessible in the shader? For regular textures, this
would be done using the Texture Unit number.
Also, is it valid to have a Texture2DArray defined as
Hi,
i have a composite viewer that holds two views. Currently, it always captures
the frame of the view which is added first to the composite viewer. If i change
the sequence of adding the views to the composite viewer, i get a frame of the
second view.
captureNextFrame wants me to pass in the
This topic has been covered before in various forms.
Please see the following discussions for enlightenment...
http://forum.openscenegraph.org/viewtopic.php?t=4991highlight=
http://forum.openscenegraph.org/viewtopic.php?t=103highlight=
2011/9/26 Paul Palumbo paul1...@yahoo.com
Let me phrase my question better...
How do I associate a Texture2DArray defined in my stateset with a
particular Uniform so that it can be accessible in the shader? For regular
textures, this would be done using the Texture Unit number.
this is the
Hi Robert.
I'm working with a qtOsg application that uses internal windows.
Each window represents a viewer thats is being managed by a composite viewer.
1 - The program starts with no scenario windows
2 - I can add or remove Windows with a new/open file operation.
3 - for the first window to
Hi all, after going deeper into this matter, I realized I can't use
TraversalMasks, because I have just 32 bits at disposal...
I namely have an arbitrary number N of osg::Switch nodes in my scenegraph, not
just four (I simplified the question, so as to make it easier to understand to
people).
Hi Lars,
On Mon, Sep 26, 2011 at 11:58 AM, Lars Karlsson klars3...@yahoo.com wrote:
Any ideas or pointers as of how to architect this in OSG? Thank you.
I've accomplished the same thing you are trying to do by using cull
callbacks on each node. It gives you much more flexibility than node
Hi Farshid,
Interesting, thank you for the pointer.
Lars
Hi Lars,
On Mon, Sep 26, 2011 at 11:58 AM, Lars Karlsson klars3...@yahoo.com wrote:
Any ideas or pointers as of how to architect this in OSG? Thank you.
I've accomplished the same thing you are trying to do by
Hi Andre,
I'm not a Qt guru, and am not the author of osgQt so can't provide
guidance to the ins and out of Qt. Hopefully those more knowledgeable
of Qt will be able to chip in.
Robert.
On Mon, Sep 26, 2011 at 7:29 PM, Andre Simoes andrersim...@gmail.com wrote:
Hi Robert.
I'm working with a
Hi, Robert,
Is it possible for a slave camera to have different near and far clipping
planes from the master camera? Are there examples for it? I figure it will be
more complicated than changing the angle of view or adding a shear to the view
frustum.
Thanks,
Yefei
Hi,
Just thought I would mention that I am having similar issues (where the
first osg window is responsive instantaneously and successively created
windows can take anywhere from a few seconds to a few minutes to become
responsive). My setup seems to be different though -- in my case I have a
Hi, I managed to modify AdapterWidget : public QGLWidget so that it recognizes
double-click events as well,
by adding the associated protected method virtual void mouseDoubleClickEvent(
QMouseEvent* event ).
However, whenever I double click within the OSGQtWidget (which inherits public
Hi, I managed to modify AdapterWidget : public QGLWidget so that it recognizes
double-click events as well,
by adding the associated protected method virtual void mouseDoubleClickEvent(
QMouseEvent* event ). However, whenever I double click within the OSGQtWidget
(which inherits public
Hi all,
I am having the weirdest problem. I have generated a scene graph with a
pre-render camera that does the skydome and then this:
osg::ref_ptrosg::Group root = new osg::Group;
root-setName(root);
setSceneData(root.get());
osg::ref_ptrmear::SkyDome sky = new
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