Re: [osg-users] How to overcome trnasparency blending distortion
Hi, Did you tried to set Blending Function ? osg::BlendFunc class, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA is always a good starting point. Cheers, Filip -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44390#44390 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem: color terrain isntead of texture mapping it
marlam wrote: Hi Evan, this reply may be a bit late, but you may want to have a look at the post called Support for floating point data in VirtualPlanetBuilder on the osg-submissions list. With this, you can add texture layers containing arbitrary floating point data (such as your temperature measurements). You can then convert your data to colors in the fragment shader in any way you see fit. Cheers, Martin I searched for Support for floating point data in VirtualPlanetBuilder and found this post: http://forum.openscenegraph.org/viewtopic.php?t=9515 but I'm confused; it says it's proposing a feature yet it has specifics on usage. As far as I know the --RGBA32F flag is not in the current version of VPB correct? This feature would help me out but I don't think it exists yet... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44392#44392 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem: color terrain isntead of texture mapping it
Hi Evan, yes that's right, this feature is not yet in OSG/VPB. It is currently only a proposal, and no decision has been made. But nevertheless you can try it if you can patch and build the current SVN versions of OSG and VPB yourself. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44394#44394 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG site down
OperationalError: database is locked -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Exporting to SVG from OpenSceneGraph.
On 12/14/2011 9:31 AM, Jason Daly wrote: Actually, Jeremy Moles is working on a nodekit that uses nVidia's path rendering extension to OpenGL to render 2d vector graphics in 3d space. I believe the extension can read SVG files natively, so Jeremy's osgNVPR kit should be able to as well. But, I think that's the reverse of what he wanted to do, right? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Exporting to SVG from OpenSceneGraph.
On 12/15/2011 11:37 AM, Chris 'Xenon' Hanson wrote: On 12/14/2011 9:31 AM, Jason Daly wrote: Actually, Jeremy Moles is working on a nodekit that uses nVidia's path rendering extension to OpenGL to render 2d vector graphics in 3d space. I believe the extension can read SVG files natively, so Jeremy's osgNVPR kit should be able to as well. But, I think that's the reverse of what he wanted to do, right? Probably. The OP asked whether one could render to vector SVG from OpenSceneGraph. I guess I read it too quickly and missed the to :-) --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem: color terrain isntead of texture mapping it
marlam wrote: Hi Evan, yes that's right, this feature is not yet in OSG/VPB. It is currently only a proposal, and no decision has been made. But nevertheless you can try it if you can patch and build the current SVN versions of OSG and VPB yourself. Martin Thanks. Could you clarify what you mean by patching the code? I am currently using OSG 3.0.0 prebuilt binaries but have built the latest VPB from source using the trunk code current as of ~1month ago. Are you saying that there is a patch that exists somewhere that I can add to the source code from the latest version then rebuild them? Or are you saying that if I built the latest versions from the svn trunk that I should already see the feature? Also if this is a VPB feature would I have to rebuild OSG as well? Sorry these are probably basic questions but I don't have a ton of experience (I'm getting there though) :) Thanks again, much appreciated. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44398#44398 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] osgdem: color terrain isntead of texture mapping it
Could you clarify what you mean by patching the code? The forum post you found is actually a message to the osg-submissions mailing list and includes two patches. This forum does not allow me to send a link, but you can look for osg-submissions archive and browse through the December 2011 folder. The first patch is for VPB (it adds floating point import), the second for OSG (it adds a plugin for saving/loading floating point data; this needs libgta). You can apply these patches to the latest SVN versions of VPB/OSG and rebuild both (first OSG, then VPB). Then you can try the features. Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44399#44399 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] showwebgl.com updated - show osg models on the web
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, I updated http://showwebgl.com . This site let you show 3d models using webgl. Because it's done with osgjs and osg, It can read most of osg formats. Have a try if you are curious Cedric - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk7qnecACgkQs6ZHzVQN0Ihu+QCeJZBH30P48Ftarj6U//zxrKqV pz4An1/lNm4Tzc+M9R2qUqF9gwKDD3sW =UDtO -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to overcome trnasparency blending distortion
Hi, I just understood that the problem is about releasing the object and also other primitives that i've added into pyramidGeometry. Because reusing and updating the pyramidGeometry(i.e rotating about some axis in a simulation) each time the drawing methods were releasing and creating a new one(maybe per each frame) the object just seems distorted. So i've just controlled the pointers if they created or not and after that added the primiteves without releasing them. If anybody has the same problem i can write the wrong and true codes here ... Thank you! Cheers, Tolga -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44402#44402 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org