Re: [osg-users] Background image
turn off depth testing something like this: camera_-setViewport( 0, 0, image_-s(), image_-t() ); camera_-setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT ); // *** this is also pretty key ** camera_-setRenderOrder( osg::Camera::PRE_RENDER, 1 ); camera_-attach( osg::Camera::COLOR_BUFFER, texture_.get() ); camera_-setClearMask( GL_COLOR_BUFFER_BIT ); // do not want to clear bg image camera_-setReferenceFrame( osg::Transform::ABSOLUTE_RF ); camera_-setViewMatrix( osg::Matrix::identity() ); // *** make sure depth is off *** camera_-getOrCreateStateSet()-setMode( GL_DEPTH_TEST, osg::StateAttribute::OFF ); From: Carlos Sanches ces...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Friday, July 3, 2009 2:22:27 PM Subject: Re: [osg-users] Background image no, I m using hud but my 3d objects are behind the hud. I want my 3d objets in front of hud . ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Multi-touch in the OSGViewer and camera manipulators
ive been working on this for a little while. we build our own MT devices in house for the most part but have used overlays from NextWindow. we just got a 46 one for about $600ish. im not sure what their smaller sizes run. as far as MT interaction, ive modified the TrackballManipulator to act on gesture events which are shipped over a socket. this works great for single sets of geometry. we have a large wall and several large tables, which afford multiple users so ive pushed the gesture interaction down into a MatrixManipulator derivative so individual heads up display type rectangles and other geometry can all be active. this will give you the ability to do the canonical media sorting application, etc. you can check out our very out of date blog at http://vis.renci.org/multitouch which will have some shots of the vpb globe and whatnot. ~jason coposky - Original Message From: Christian Buchner christian.buch...@gmail.com To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Thursday, June 25, 2009 4:45:28 PM Subject: [osg-users] Multi-touch in the OSGViewer and camera manipulators Hi, My boss was running my 3D engineering app on a 32 inch touch screen (no multi-touch yet, I suppose) and he liked how he was able to rotate the camera with a fingertip. That gave me an idea - are there any affordable Multi-touch LCD screens (standalone) and how difficult would it be to add Multitouch capabilities to OSG? In particular I was wondering what it would take to support Multi-Touch capabilities in the various Camera manipulators - and how to get the special input events from various operating systems (Mac, Windows, Linux). In particular zooming with two fingers would be extremely cool (the pinch gesture) , and grabbing an object with two fingers, rotating it (or the camera around it) in the 3D view according to how the two fingers move. 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
[osg-users] issues with geometry and 2.4.0 multi-threaded
i have just freshly build 2.4.0 from source acquired from the zip file on the downloads page for VC8 on WinXP. i have ran the osgviewer app using both a custom obj file and the cow.osga from the new osg data archive. it seems that in all instances of multithreaded applications the loaded geometry becomes disorganized into a horrible mess. if set the threading model to single threaded for the viewer, all is well. i can only imagine im missing something rather obvious thanks ~jason coposky ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] slave cameras and transparent bin
quick question: i have two adjacent slave cameras with a 45 degree heading view offset from single point of projection. if i have overlapping geometry with partially transparent textures they will render correctly in one camera but incorrectly in the other in that the background is no longer properly blended through the transparent portions of the geometry. im testing this with two gaussian blobs which fall off to 100% transparent which are overlapped. my guess is that the z sort is done once for the master camera and not for the view offset of the slave cameras. is there some simple way to remedy this or will i have to create multiple viewers and manually set the view offset every frame in a predraw callback? much thanks ~jason coposky Looking for last minute shopping deals? Find them fast with Yahoo! Search. http://tools.search.yahoo.com/newsearch/category.php?category=shopping ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org