Re: [osg-users] Modify texture data on runtime
Pt. That was much simpler than what I thought. Thanks a lot, Mourad. Cheers, Vicent Marti On Sun, Dec 26, 2010 at 7:42 PM, Vicent Marti wrote: > Hello fine gentlemen, > > I'm trying to render a dynamic texture, whose pixels are manually > modified during runtime. I'm assigning the texture like this: > > osg::Texture2D* texture = new osg::Texture2D(img); > texture->setDataVariance(osg::Object::DYNAMIC); > > osg::StateSet* state = geom->getOrCreateStateSet(); > state->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); > > where 'geom' is my geometry object, and 'img' is an osg::Image I've > allocated manually, and which I plan to modify during runtime. The > problem I'm having is that my 'geom' object is using the initial Image > (the image as it was when assigning the TextureAttribute). Even if I > modify the pixels in the Image, using img->data(), the rendered > texture is not updated. > > What am I doing wrong? Is there a more optimal way to manually access > the pixels of the rendered texture at runtime? > > Cheers, > Vicent Marti > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ANN] MS Kinect - official drivers available
Current Kinect drivers (libfreenect, SensorKinect) already expose the 640x480 depth map and the NITE skeleton tracker probably already uses this. The news about increased resolution is solely related to the data as used by Xbox games which are currently limited to 320x240 resolution, as far as I know. Christian. On Thu, Dec 23, 2010 at 6:12 PM, Christian Buchner wrote: > Definitely nice! But to be really useful, the skeletton should > include head position and possibly rotation and the angles of hand and > feet. Then the motion could be realistically mapped onto a 3D avatar. > > I heard news that the resolution of Kinect might be increased to > 640x480 by firmware update (some additional compression on the USB > link). Then this might be feasible. > > Christian > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Modify texture data on runtime
On Sun, Dec 26, 2010 at 6:42 PM, Vicent Marti wrote: > Hello fine gentlemen, > > I'm trying to render a dynamic texture, whose pixels are manually > modified during runtime. I'm assigning the texture like this: > > osg::Texture2D* texture = new osg::Texture2D(img); > texture->setDataVariance(osg::Object::DYNAMIC); > > osg::StateSet* state = geom->getOrCreateStateSet(); > state->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); > > where 'geom' is my geometry object, and 'img' is an osg::Image I've > allocated manually, and which I plan to modify during runtime. The > problem I'm having is that my 'geom' object is using the initial Image > (the image as it was when assigning the TextureAttribute). Even if I > modify the pixels in the Image, using img->data(), the rendered > texture is not updated. > > What am I doing wrong? Is there a more optimal way to manually access > the pixels of the rendered texture at runtime? > > Cheers, > Vicent Marti > > Hi Vincent, Make sure to call img->dirty() after modifying the pixels in the image, in order to update the texture with the new data. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Modify texture data on runtime
Hello fine gentlemen, I'm trying to render a dynamic texture, whose pixels are manually modified during runtime. I'm assigning the texture like this: osg::Texture2D* texture = new osg::Texture2D(img); texture->setDataVariance(osg::Object::DYNAMIC); osg::StateSet* state = geom->getOrCreateStateSet(); state->setTextureAttributeAndModes(0, texture, osg::StateAttribute::ON); where 'geom' is my geometry object, and 'img' is an osg::Image I've allocated manually, and which I plan to modify during runtime. The problem I'm having is that my 'geom' object is using the initial Image (the image as it was when assigning the TextureAttribute). Even if I modify the pixels in the Image, using img->data(), the rendered texture is not updated. What am I doing wrong? Is there a more optimal way to manually access the pixels of the rendered texture at runtime? Cheers, Vicent Marti ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] flickerring and aliasing effects
Hi, i have made a mini airport with a runway in blender and exported it to use with an osg application i I placed the airport model just some unit above the terrain but when i fly in the scene i have a very noticeable flickering effect especially at high altitude + some very horrible aliasing effect in the airport model is there any osg settings can i turn on to fix these two problems even with loosing some fps ? thanks and good day -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=35168#35168 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org