Hi,
Can any one help me how to slove this problem.
In my AR program if I set "viewer>setCameraManipulator(new
osgGA::TrackballManipulator())" then I am gettting the video output correctly.
This time OSG model is not displayed on the marker(screen).
Here are my AR viewer Settings
Code:
viewer
On 5/05/12 22:30 , Martin Oswald wrote:
> texture2D = dynamic_cast(attr);
> ...
> texture2D->setWrap(osg::Texture::WRAP_R,osg::Texture::REPEAT);
Typo? 2D textures only require WRAP_S and WRAP_T.
/ulrich
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On Mon, May 14, 2012 at 4:25 PM, Sean K wrote:
> I have two machine that are trying to open the same set of generated OSG
> files.
>
OSG doesn't even use anything newer than OSG 2 unless you go WAY out
of your way to make it do so.
You should probably crank up the OSG debug level and se
Hi Guys
I have had a chance to finish the IOS CMake doc
http://www.openscenegraph.com/index.php/documentation/platform-specifics/ios/23-configuring-cmake-for-ios
I went along with it as I wrote it (Robert I've submitted a small change to
CMakeLists.txt to make the tutorial simpler).
I'll make
I have two machine that are trying to open the same set of generated OSG files.
When I open the sample cow.osg on the OpenGL4 machine, the cow looks
metallic and shiny. When it is opened on the OpenGL3 machine, the
cow is white and matted.
Then when I try to open the osg that I generated on the
Hi Clement,
On 14 May 2012 17:47, wrote:
> I am not new in programming but I am new in doing 3D work. I tried to
> generate a hugh colour map as 65535 colours and assign into
> osg::TransferFunction1D::ColorMap, but the colour display is not much better
> than I don't create colour map. I
Hi Robert,
I am not new in programming but I am new in doing 3D work. I tried to
generate a hugh colour map as 65535 colours and assign into
osg::TransferFunction1D::ColorMap, but the colour display is not much better
than I don't create colour map. I am thinking how osg to generate defaul
After I increased sample density, the aliasing issue seems decrease. If I
increased too much sample density, the image movement become very difficult.
Also the surface will become very dark. Anyway to make the surface more
brighter. This is the problem I mentioned before and you suggested me
Hi Robert,
I hope you enjoy your trip, even though it was a business trip.
It seems you missed my previous post, but it's normal, this thread is
getting huge! Briefly, as you suggested I have gone for downloads and
support pages. These sections are almost finished. There are still
somethings to d
Hi Alexej,
On 14 May 2012 15:33, Alexej Fink wrote:
> the reason for changing the FBO attachment is generating dynamic ground tiles
> on the fly in a separate ground-scene-graph. Each ground-tile is a separate,
> location bound texture (with allocated image). If the tile location gets
> dirty
Hello Robert,
the reason for changing the FBO attachment is generating dynamic ground tiles
on the fly in a separate ground-scene-graph. Each ground-tile is a separate,
location bound texture (with allocated image). If the tile location gets dirty
I want to re-render the ground tile (the relate
I had the same experience; this was an ATI vs. NVIDIA difference. One liked
the [0] and the other did not (can't remember which). The OpenGL spec says
that either is acceptable. Ended up writing an ArrayUniform helper class to
deal with it.
http://github.com/gwaldron/osgearth/blob/master/src/osgEa
lyceel wrote:
>
> The problem actually only occurs with recent NVIDIA drivers (older
> versions didn't have this issue).
>
> As David mentioned, the latest SVN and the most recent developer
> releases also include this workaround, so you won't need to add the
> "[0]" yourself if you use one o
Hi Clement,
> I have another question related to osgVolume image. My image showed ring
> aliasing on the surface. If the volume size is (x, y, z ) 200 * 200 * 100,
> then assign data from pointer (100 * 100 * 50) to (100 * 100 * 51) to green.
> The problem will show. Please see the attachme
Hi,
Thank you very much for replying, I'll some tests then with our hardware.
Cheers,
Maia
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Hi Clement,
This really isn't an OSG question, or at least answering isn't an OSG
question, it's really one of how to teach you how to program. You
have a for loop with a constant r,g,b value and varying i value and
you are stuck on how to vary r,g,b. How about using arrays for them?
There are s
Hi Maia,
On 9 May 2012 15:18, Maia Randria
wrote:
> I'd like to know if there is a way to estimate the polygon budget supported
> by OSG ? I understand that it would depend on the hardware, the models, etc.
The OSG itself sets no limits of how many polygons/vertices you can
use, the limit is en
Hi Clement,
This issue is likely to be due to lack of proper clean up of the
graphics context and GL object ID's that the scene graph carries
around with it. osgViewer's built in windowing functionality supports
the proper clean up but it's like your own MFC code won't be doing all
that is requir
Hi Ceo,
osgTerrain::TerrainTile defers the implementation of the subgraph that
does the rendering to the osgTerrain::TerrainTechnique implementation
assigned to the TerrainTile, the file IO also just writes out the high
level detailsof the TerrainTile and not the subgrpah created by the
TerrainTec
Hi Alexej,
The osg::Camera's RTT/Frame buffer object support is designed around
just assigning one FBO and attachements for the lifetime of the
osg::Camera. I haven't ever tried changing the frame buffer
object/attachment assigned dynamically so can't provide any direct
suggestions.
I would ask
Hi David,
I can't work out how to provide any suggestion given your posts
contents, I simply can't make sense of what you are doing or what you
need.
Robert.
On 11 May 2012 12:30, David Fernandes wrote:
> Hi,
>
> I want to add some text to the scene using the osgtext library. I have this
> cod
Hi Robert,
I would like to know how to generate colour map. Except rgb, the alpha is
very important, so each colour I would like to use much alpha.
If there is 1 colour, I can do like this.
osg::TransferFunction1D::ColorMap colorMap;
for (int i=0; i<255; i++)
Hi Terry,
On 10 May 2012 21:47, Terry Welsh wrote:
> I'm leaving my job at Moffett Field to work full time on my OSG-based
> video game. (Ha! I can't believe I just wrote that.)
Wow, impressive commitment to your new game ;-)
11 years ago I did the same thing, except doing
consulting/training
Hi Jordi,
On 9 May 2012 18:34, Jordi Torres wrote:
> I missed to say that I tried to respect the authory of the articles migrated
> from the old webpage, or for example de Debbuging tips (from Paul Martz).
> But there are some cases where I didnt know who was the author.
I've been out of the loo
Hi John,
On 9 May 2012 15:52, John Kelso wrote:
> Many thanks. This problem sure is beginning to smell like "driver and/or
> card" to me. I'd love to hear from other Linux users too.
I think there is probably a few issues going on here.
First up switching on/off subgraphs can cause problems on
Hi Filip,
My guess is that when the windows are destroyed the scene graph isn't
been cleared of the OpenGL objects associated with that context. The
scene graph has releaseGLObjects(osg::State*) method for this purpose,
and there are osg::flushAllDeletedGLObjects(uint contextID),
deleteAllGLObjec
Hi Joseph,
All osg::Object have a setName/getName() method that you can use for
the purposes of identifying nodes.
Robert.
On 4 May 2012 06:25, Joseph Smith wrote:
> Hi,
>
> I am trying to load a scene with various ac3d models and I need to identify
> them when clicked on.
>
> I have two issue
Hi Martin,
Do all the images have an alpha channel? i.e. RGBA?
Is blending enabled, i.e, do you have a GL_BLEND enabled? Such as via:
stateset->setMode(GL_BLEND, osg::StateAttribute::ON);
Robert.
On 5 May 2012 13:30, Martin Oswald wrote:
> Hi,
>
> I encounter the following issue with sem
Hi Alexey,
On 7 May 2012 17:08, Alexey Kargin wrote:
> Hi,Help please, what algorithms are used in osgUtil::Optimizer utility
They are all computer algorithms, lots of them too.
The algorithms are almost all bespoke, written for each individual
task, and typically have no published prior art th
Hi Clement,
On 8 May 2012 08:44, wrote:
> Thanks for your help. The colour map in the osgvolume.cpp example contains
> specific colour. I would like to implement full range of colours as possible
> supported by osg. Any idea what I can do to create a colour map of full
> range colours. T
That estimate would be provided by running benchmarks with scenes of
varying complexity.
Record FPS vs. polygon count. Pressing the "s" key in osgviewer a
couple of times will also yield some detailed statistics about the
number of primitives in the scene, and more.
Christian
Hi Fintan,
The change I made to VPB would probably be appropriate to osgCompute,
the change allows it to compile against OSG svn/trunk or 3.0.x. See:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/changeset/1048/trunk
Robert.
On 4 May 2012 08:53, Fintan Wilson wrote:
> Hi,
>
Hi,
I am doing some exporments on Augmented Reality . In my programe i need to
display 3D OSG model and videos for a selected markers.
My marker traking lib is giving a 4X4 matrix. By setting this matrix to a
transformation matrix I am able to display OSG model on the marker.
But for the vid
Thank you for the answers.
I tried many different things with the depth test with different values for the
far and near planes and different test function (LESS, LEQUAL, ...) but I
couldn't get it to work. I finally decided to use the polygonOffset for the
filled polygon and now at least I have
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