What is the status of FBO Anti-Aliasing? It doesn't look like it is in 2.3.4.
Any idea what I need to do to get FBO Anti-Aliasing. I'm currently using OSG
1.2.
Paul
- Original Message
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Robert Osfield robert.osfield at gmail.com
Date: Fri Jan 25 01:47:48 PST 2008
Hi Stephane,
The OSG's FBO implementation doesn't yet support anti-aliasing, but it
shouldn't be difficult extension to add support for. I do have this
on my TODO list, just unfortunately quite within grasp as
Sorry if this has come up before...
I'm attempting to compile OSG 2.5 and when I do the ./configure, I get:
CMake Error: Error in cmake code at
/OSG_PATH/OSG_OP_OT-2.5/OpenSceneGraph-2.5.0/CMakeLists.txt:214:
INCLUDE Could not find include file: FindPkgConfig
Current CMake stack:
When I compile OSG 2.4, I'm getting compiler errors when it gets to the CURL
plugin.. I have CURL 7.10.6 installed. I'm getting CURLINFO_HTTP_CONNECTCODE
and CURLINFO_RESPONSE_CODE being undefined. I see these defined in 7.12.1 of
CURL but not in 7.10.6 (where I do my compiles).
What is the
RedHawk 2.3.2 has version 7.10.6 of curl (see attached)
RedHawk 4.2.1 has version 7.12.1 of curl..
At first, I thought maybe you could just swap constant names but I'm not sure
its that simple..
With all these curl versions out there, it would be nice if the curl plugin
wasn't compliled if it
Using CullDrawThreadPerContext and it works..
If the problem is with stateset and Drawable not being set to DYNAMIC, why
wouldn't my SetDataVariance NodeVisitor (see below) convert everything to
DYNAMIC. I call this during my initialization of the scene graph.
Paul P.
- Original Message
Can anybody tell me why I have this osgShadow compile problem using OSG 2.7.8
when compiled using GCC 3.2.3? I think I had the same problem when I attempted
to compile 2.7.7 as well..
Paul P.
[ 35%] Building CXX object
src/osgShadow/CMakeFiles/osgShadow.dir/LightSpacePerspectiveShadowMap.o
In
Is it me or can somebody explain why when I setenv OSG_NOTIFY_LEVEL debug and
then run osgstereomatch example and I'm seeing the following all these warnings
in the output (see below). It seems like things are running okay (maybe because
these are only warnings :-). I'm running with OSG 2.6
I'm attempt to develop a Multiple Render Target (MRT) program and have a few
questions..
First, I see this in the osgstereomatch example:
Two textures are needed, because shaders cannot read and write to the same
texture during calculation. One texture is used as input and the other as
output.
I don't know if this is the long term solution but I replaced the protected: on
line 48 of ProjectionShadowMap and line 230 of ViewDependentShadowTechnique and
the compiler errors seem to have gone away.
Paul
- Original Message
From: Wojciech Lewandowski lewandow...@ai.com.pl
To:
Thanks for your help...
One more question, I've been given approval to implement temporal averaging
using the OpenGL accumulator buffer like what is done for osgmotionblur.
However, that example adds an operation to each window of the viewer to do
this. In my case, I have a two pass rendering
Is there a way to read in VMAP (Vector Smart Map) data into OSG? I'm
interested in reading in Level 0 for now.
Do I need GDAL, and/or VPB?
Thanks,
Paul P.
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How do I set the Anistropy for all textures which are read in (using an
OpenFlight file) to a particular value??
I prefer to do this without using a NodeVisitor and I do not want to effect
textures I manual create and attach to the Scene Graph.
In addition, for a TerraPage file, I assume I can
If my hardware supports NPOT textures, how do I turn off resizeNonPowerOfTwo
when loading an OpenFlight file?
I don't see an easy way to do this..
Paul P.
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I'm attempting to define a centroid varying variable:
http://www.opengl.org/pipeline/article/vol003_6/
Why do I need the #version 120 line?
I send my shader programs through the C-Preprocessor (cpp) before giving them
to OSG and CPP doesn't like this line (clearly it thinks its a command it
Never mind I guess I found my answers here:
http://www.opengl.org/registry/doc/GLSLangSpec.Full.1.20.8.pdf
Paul P.
- Original Message
From: [EMAIL PROTECTED] [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Sent: Monday, July 7, 2008 3:19:12 PM
Subject: [osg-users] Centroid
From Page 8 of the document:=
The directive “
Version 1.10 of the language does not require shaders to include this
directive, and shaders that#version directive will be treated as targeting
version 1.10. The behavior of shaders
do not include a
targeting version 1.10 will not be effected
I'm attempting to render to a texture and then dump the rendered texture to a
file (every frame), but I'm having trouble.
I've attempted to use the osgprerender example (using the --image option), and
replaced the MyCameraPostDrawCallback::operator() to have a
osgDB::writeImageFile(*_image,
On a similar subject, I'm looking at osgprerendering --image cow.osg example
in OSG 2.5.3. My application only requires capturing the rendered (1st pass)
(texture/image) and using it on the CPU rather than rendering it again.
Therefore, I'm attempting to modify the osgprerender example to not
When rendering to a texture, what determines the RenderBuffer (internal)
format? I would have thought it should use the texture's internal format to
define the RenderBuffer format, but I don't see this in the code. However, I do
see this in
I'm getting a segmentation fault when running the osgmultiplerendertargets
example using OSG 2.6 under Linux.The call stack says its in
RenderStage::runCameraSetUp. My OSG isn't currently compiled debug. Am I doing
something wrong? Do I need command line arguments?
Paul P
In OSG 2.6, is the DataVariance value only used by the Optimizer or is it also
used during the frame processing?
I've had some problems in the past with the StaticObjectDetectionVisitor and
the Optimizer (assume sharing part of the Optimizer) doing some things to my
scene graph which cause it
Thanks for the quick response...
Then, any idea why my application is hanging when I attempt to render my first
frame?? Below is the call stack of the two OSG threads.
The problem seems to exist when I include two different parts of my scene
graph. My scene graph consists of two Camera's
I'm attempting to turn off the cursor using
osgViewer::Viewer::Windows windows;
_viewer-getWindows(windows);
for (osgViewer::Viewer::Windows::iterator itr = windows.begin();
itr !=
windows.end();
Is this a race condition??? Sometimes I get this X11ErrorHandling problem and
other times I don't.
Just before turning off the cursor, I have a _viewer-realize(); I assume this
is where the graphics context is created. If I put a sleep between the realize
and the useCursor loop, it seems to
I've always been a big fan of Borland compiler (until recently when the price
went though the roof :-).
Borland probably doesn't like the protected definition of
_databasePagerThreadPaused along with the nesting structure of ReadQueue
class... The error message is a little criptic.
Try
I previously asked this question about turning on the stats without a key
process. With osgProducer, I used to do:
viewerEventHandler-setFrameStatsMode(mode).
Any chance something could be done with to osgViewer to make turning on the
Statistics easier. Seems like others in the OSG
Maybe somebody on this list can save me from reinventing the wheel...
I'm looking to get a better understanding of performance issues related to
uniforms.
How much overhead is there in having a uniform? If there only a performance
hit if the uniform changes values or every frame. What if I
When I change to SingleThreaded, I do not see the problem. The standard OSG
examples work fine. Other cases of my problem also work fine.
Clearly, it's something in this app that is causing problems. In the problem
case, I'm rendering to two different image buffers and then reading the images
I attempted to set all my nodes and state sets to DYNAMIC data variance by
doing the following and it still is locking up on me (i.e. with the same call
stack as below):
SetDataVariance dataVariance;
root-accept(dataVariance);
Where:
class SetDataVariance : public osg::NodeVisitor
{
Thanks JP for the response but I'm not sure I understand..
I want frames 0 to 14 (and 16-30, 32-46, etc) to be done as fast as possible
and not wait on VSYNC. I only want the rendering of the 15th frame (and 31, 47,
etc) to wait on VSYNC.
If by frame, you mean a call to osgViewer::frame, then
I was using glXWaitVideoSyncSGI() in a Pre Draw Callback (the place I need it
to be) to get the current Frame Count from the video card. I've recently found
out that this Frame Count number from this function can be incorrect when I'm
reading textures from the GPU to the CPU or writing textures
How do I set my own custom CullVisitor? I'm doing the following:
osg::Camera *camera = viewer.getCamera();
osgViewer::Renderer *render =
dynamic_castosgViewer::Renderer *(camera-getRenderer());
if (!render)
{
return false;
}
Thanks for the quick response...
Did this:
render-getSceneView(0)-setCullVisitor(cv);
render-getSceneView(1)-setCullVisitor(cv);
and now I'm getting:
Warning:createOrReuseRenderLeaf() skipping multiply refrenced entry.
Warning:createOrReuseRenderLeaf() skipping multiply refrenced entry.
Any idea why glXWaitVideoSyncSGI() doesn't seem to work (see 1st paragraph
below) or whyc glXQueryFrameCountNV() seems to take a long time to execute
(i.e. upwards of 12ms just to do this call). Are others having trouble with
either of these. I updated my NVIDIA driver to 190.42 and that didn't
Can somebody give me a explanation of how an OverlayNode is used?
I need to render some geometry stuff (i.e. geopolitical, grid lines) on top of
terrain elevation geometry and currently, I'm rendering to a texture and laying
this texture on my terrain polygons.
Should I be using an Overlay
I have multiple shaders. I attach one shader to the root of the scene graph. I
then load in objects and attach one of another set of shaders to the root of
the object and attach it to the main scene graph. When I say attach a shader,
I'm loading a fragment and vertex shader from a file and
Thanks Robert,
I am using OSG 2.6 on Linux with NVIDIA Quadro FX 4600 with driver version
173.14.09...
How do I make sure my scene graph is precompiled? I thought OSG took care of
this on its first frame using the GLObjectsVisitor in SceneView::init() but in
your catch.cpp example, I see you
I asked a similar question to this several months ago...
I'm looking to average several frames together, however, this time I want to
average discrete frames. That is, I want to average, for example, the first X
frames and then display the results and then average the next X frames and
Is there a more complex example of using QT (4.5) with OSG (2.8) than the
osgviewerQT example? I want to use the AdapterWidget and interface an OSG
viewer to a QT form which has been designed with buttons/controls using QT
Designer.
Thanks in advance,
Paul P.
I need to be able to run my OSG program remotely (from a different machine that
where the display location). I'm using ssh to login to the remote location
and have my setenv DISPLAY set back to my original computer (I've set xhost +
on the server machine).
When I do this, on SOME OSG
Yes, I am using Redhat Linux with OSG 2.9.3.
Using ssh -Y didn't help...
Also, as I pointed out in my last e-mail, I get this X11 connection refused,
however, the application still runs but FULL SCREEN instead of in a window...
Paul P.
- Original Message
From: Thrall, Bryan
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 something
to do with the
Thanks Robert.. That helped...
But I'm having way too much fun interfacing OSG to Qt to stop there:-). I seem
to be able to get it to work now but I'm having trouble running on a LINUX
machine but shooting my display to a PC running Hummingbird Exceed 3D (my
actual requirement). I'm logged
Let me ask a slightly different question... Why do I only get half a cow (see
attachment on my original post) even when I run on just a local machine. Seems
I get more cow showing when I decrease the resolution of my video display...
Paul P.
- Original Message
From:
What is the easiest way to determine if a particular node is being deleted from
memory? I have a relatively complex scene and part of the scene needs to be
deleted and reconstructed at times. I'm concerned there might be a memory leak
and that some of my nodes are not being freed because we
I know this is a strange question but is there a way to programmatically (and
dynamically) to do what the __GL_SYNC_TO_VBLANK environment variable does?
I want to sync every n-th frame to VBLANK and let all the other frames
free-run. Put another way, only the n-th frame will be visualized and
Can I modify a Texture image in a DrawCallback or do I need to do this in an
UpdateCallback?
I need to modify a texture image every frame as well as the polygon's
coordinates. I'll be disabling Display Lists on the polygon and I have a Vertex
and Fragment shader attached to the polygon.
Paul
I know I've asked similar questions before but now I'm looking to use OSG to
perform temporal averaging differently than I've asked before.
Is there a way to perform an update, cull and draw on only a sub part of
the scene graph?
I want to average (say) 16 successive frames. For example,frames
I need to call glXWaitVideoSyncSGI() between the update and cull traversals. As
I understand it, this needs to be called with a valid graphics context so I do
viewer.getCamera()-getGraphicsContext()-makeCurrent() and then call
glXWaitVideoSyncSGI() and then call the
Let me post this to a more appropriate mailing list in hopes of getting a
response. See below for e-mail.
Paul P.
- Forwarded Message
From: Paul Palumbo paul1...@yahoo.com
To: osg-submissi...@lists.openscenegraph.org
Sent: Fri, April 8, 2011 8:58:36 AM
Subject: Re: [osg-submissions]
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