Re: [osg-users] Idea to implement a kind of 'rubber mode'
Hi Chris Actually in non US English the words rubber and eraser are interchangeable. Tony Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=74715#74715 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] Messages when trying to cmake of OSX 10.13.4
Thought I tried to compile OpenSceneGraph 3.6.0 on OS X 10.13.4 and got the following error messages: Make Warning (dev): Policy CMP0042 is not set: MACOSX_RPATH is enabled by default. Run "cmake --help-policy CMP0042" for policy details. Use the cmake_policy command to set the policy and suppress this warning. MACOSX_RPATH is not specified for the following targets: OpenThreads osg osgAnimation osgDB osgFX osgGA osgManipulator osgParticle osgPresentation osgShadow osgSim osgTerrain osgText Messages during last pass CMake Version 3.4.1 Not sure what they mean but it appears something is missing. I also got a warning about QuickTime not being supported. Thank you! Cheers, Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73475#73475 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Copy a region of an image x,y,w,h / s,t,r
Hi, Does the code in the osghud.cpp examples help? Cheers, Tony Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=73011#73011 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Deadlock after attemp
Hi Robert, We are running on Centos 6 with a 3.5.0 kernel. The OpenSceneGraph release is 3.4.0 with osgEarth with some changes in it for us. Our version GLSL is 4.40 and we are running the NVIDIA driver, which appears to be 340.96 on a NVIDIA GTX 660. The OpenSceneGraph version appears to have some patches in it based on what was in the RPM Spec file the we retrieved from the web. The only error messages we have in our log file are: Code: Warning: detected OpenGL error 'stack underflow' at end of SceneView::draw() [osgEarth]* [TileModelCompiler] Z-value not set for mask constraint vertex [osgEarth]* [TileModelCompiler] Z-value not set for mask constraint vertex [osgEarth]* [TileModelCompiler] Z-value not set for mask constraint vertex [osgEarth]* [TileModelCompiler] Z-value not set for mask constraint vertex Not sure what that means but my understanding is that this is the first time our application has died like this. I haven't tried running osgViewer but I expect it will work as it has in the past on the same system with the same libraries. ... Thank you! Cheers, [/code] Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70947#70947 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Deadlock after attemp
Hi, After starting our applications which use OpenSceneGraph 3.4.0. It appears that the program has deadlocked after calling osgViewer::CompositeViewer::frame(). Does anyone have any ideas what went wrong? Attached is a stack trace of all the threads. ... Thank you! Cheers, Tony Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70945#70945 Thread 4 (Thread 0x7f9de7a56700 (LWP 6107)): #0 0x003791e0b43c in pthread_cond_wait@@GLIBC_2.3.2 () from /lib64/libpthread.so.0 #1 0x003a17404efd in OpenThreads::Condition::wait ( this=, mutex=) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/OpenThreads/pthreads/PThreadCondition.cpp:137 #2 0x003a17085a3b in osgViewer::Renderer::ThreadSafeQueue::takeFront ( this=0x3455670) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgViewer/Renderer.cpp:336 #3 0x003a17085d66 in osgViewer::Renderer::draw (this=0x34555f0) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgViewer/Renderer.cpp:689 #4 0x003a16b70149 in osg::GraphicsContext::runOperations (this=0x3231e90) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osg/GraphicsContext.cpp:773 #5 0x003a16bcf264 in osg::OperationThread::run (this=0x346b870) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osg/OperationThread.cpp:432 #6 0x003a16b746b8 in osg::GraphicsThread::run (this=0x346b870) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osg/GraphicsThread.cpp:38 #7 0x003a1740486d in OpenThreads::ThreadPrivateActions::StartThread ( data=0x346b888) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/OpenThreads/pthreads/PThread.cpp:204 #8 0x003791e077e1 in start_thread () from /lib64/libpthread.so.0 #9 0x0037916e18ed in clone () from /lib64/libc.so.6 Thread 3 (Thread 0x7f9ddba90700 (LWP 6110)): #0 0x003791e0b43c in pthread_cond_wait@@GLIBC_2.3.2 () from /lib64/libpthread.so.0 #1 0x003a17404efd in OpenThreads::Condition::wait ( this=, mutex=) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/OpenThreads/pthreads/PThreadCondition.cpp:137 #2 0x003a13cad49a in block (this=0x3454a30) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/include/OpenThreads/Block:42 #3 block (this=0x3454a30) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/include/osgDB/DatabasePager:394 #4 osgDB::DatabasePager::DatabaseThread::run (this=0x3454a30) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgDB/DatabasePager.cpp:722 #5 0x003a1740486d in OpenThreads::ThreadPrivateActions::StartThread ( data=0x3454a48) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/OpenThreads/pthreads/PThread.cpp:204 #6 0x003791e077e1 in start_thread () from /lib64/libpthread.so.0 #7 0x0037916e18ed in clone () from /lib64/libc.so.6 Thread 2 (Thread 0x7f9dd3fff700 (LWP 6111)): #0 0x003791e0b43c in pthread_cond_wait@@GLIBC_2.3.2 () from /lib64/libpthread.so.0 #1 0x003a17404efd in OpenThreads::Condition::wait ( this=, mutex=) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/OpenThreads/pthreads/PThreadCondition.cpp:137 #2 0x003a13cad49a in block (this=0x3454b90) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/include/OpenThreads/Block:42 #3 block (this=0x3454b90) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/include/osgDB/DatabasePager:394 #4 osgDB::DatabasePager::DatabaseThread::run (this=0x3454b90) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgDB/DatabasePager.cpp:722 #5 0x003a1740486d in OpenThreads::ThreadPrivateActions::StartThread ( data=0x3454ba8) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/OpenThreads/pthreads/PThread.cpp:204 #6 0x003791e077e1 in start_thread () from /lib64/libpthread.so.0 #7 0x0037916e18ed in clone () from /lib64/libc.so.6 Thread 1 (Thread 0x7f9de848d840 (LWP 6106)): #0 0x003791e0b43c in pthread_cond_wait@@GLIBC_2.3.2 () from /lib64/libpthread.so.0 #1 0x003a17404efd in OpenThreads::Condition::wait ( this=, mutex=) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/OpenThreads/pthreads/PThreadCondition.cpp:137 #2 0x003a170c5f76 in block (this=0x20d5890) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/include/OpenThreads/Block:133 #3 osgViewer::ViewerBase::renderingTraversals (this=0x20d5890) at /usr/src/debug/OpenSceneGraph-3.4.0/OpenSceneGraph-3.4.0/src/osgViewer/ViewerBase.cpp:868 #4 0x004f50bc in ccExecutionControl::run (this=0x20d5770) at ccExecutionControl.C:710 #5 0x004ecc84 in main (argc=1, argv=0x7fffa92aa158) at gbcMain.C:59 ___ osg-users mailing list
Re: [osg-users] glsl version 130 not supported (and related problems)
This may also help: http://stackoverflow.com/questions/19865463/opengl-4-1-under-mavericks . It seems the Apple have truly crippled their OpenGL support or they want everyone to write Objective C under XCode. Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69131#69131 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Example of osgPartilcle::ExplosionOperator
Does anyone have an example on how to use the osgPartilcle::ExplosionOperator class? I have tried to modify the osgshaderparticle example to include this but I can't work out how all the parameters are used. I have tried to look at http://www.particlesystems.org but it appears to be no longer a site about particle systems. Any help would be most appreciated. Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69049#69049 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG SIGGRAPH was a TOTALLY Massively Success
Thanks for that. Even novices like me will get something out of them. Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68249#68249 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with Alpha blending
Found the problem: Code: quad->setDataVariance(osg::Object::DYNAMIC); quad->setUseDisplayList(false); needed to be added before the quad was allowed to change its alpha value. Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68247#68247 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG SIGGRAPH was a TOTALLY Massively Success
Are Robert's slides available somewhere for those of us who couldn't make it? Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68246#68246 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Problems with Alpha blending
I'm playing around with alpha blending of an image and I am changing the alpha value of the colour array and the image isn't becoming invisible. The program I have is a modified example. So what am I doing wrong? Code: #include #include #include #include #include #include #include osg::ref_ptr colors; unsigned int g_width = 800, g_height = 600; class TechniqueEventHandler : public osgGA::GUIEventHandler { public: TechniqueEventHandler() { _alpha=(*colors)[0][3];} virtual bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&); protected: ~TechniqueEventHandler() {} TechniqueEventHandler(const TechniqueEventHandler&,const osg::CopyOp&) {} float _alpha; }; bool TechniqueEventHandler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter&) { switch(ea.getEventType()) { case(osgGA::GUIEventAdapter::KEYDOWN): { if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Right || ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Right) { _alpha += 0.1; if (_alpha > 1.0) _alpha = 1.0; (*colors)[0][3] = _alpha; std::cout << "Alpha value is " << _alpha << std::endl; return true; } else if (ea.getKey()==osgGA::GUIEventAdapter::KEY_Left || ea.getKey()==osgGA::GUIEventAdapter::KEY_KP_Left) { _alpha -= 0.1; if (_alpha < 0.0) _alpha = 0.0; (*colors)[0][3] = _alpha; std::cout << "Alpha value is " << _alpha << std::endl; return true; } return false; } default: return false; } } int main( int argc, char** argv ) { osg::ref_ptr vertices = new osg::Vec3Array; vertices->push_back( osg::Vec3(-0.5f, 0.0f,-0.5f) ); vertices->push_back( osg::Vec3( 0.5f, 0.0f,-0.5f) ); vertices->push_back( osg::Vec3( 0.5f, 0.0f, 0.5f) ); vertices->push_back( osg::Vec3(-0.5f, 0.0f, 0.5f) ); osg::ref_ptr normals = new osg::Vec3Array; normals->push_back( osg::Vec3(0.0f,-1.0f, 0.0f) ); osg::ref_ptr texcoords = new osg::Vec2Array; texcoords->push_back( osg::Vec2(0.0f, 0.0f) ); texcoords->push_back( osg::Vec2(0.0f, 1.0f) ); texcoords->push_back( osg::Vec2(1.0f, 1.0f) ); texcoords->push_back( osg::Vec2(1.0f, 0.0f) ); colors = new osg::Vec4Array; colors->push_back( osg::Vec4(1.0f, 1.0f, 1.0f, 0.5f) ); osg::ref_ptr quad = new osg::Geometry; quad->setVertexArray( vertices.get() ); quad->setNormalArray( normals.get() ); quad->setNormalBinding( osg::Geometry::BIND_OVERALL ); quad->setColorArray( colors.get() ); quad->setColorBinding( osg::Geometry::BIND_OVERALL ); quad->setTexCoordArray( 0, texcoords.get() ); quad->addPrimitiveSet( new osg::DrawArrays(GL_QUADS, 0, 4) ); osg::ref_ptr geode = new osg::Geode; geode->addDrawable( quad.get() ); osg::ref_ptr texture = new osg::Texture2D; osg::ref_ptr image = osgDB::readImageFile( "lz.rgb" ); texture->setImage( image.get() ); osg::StateSet* stateset = geode->getOrCreateStateSet(); stateset->setTextureAttributeAndModes( 0, texture.get() ); stateset->setRenderingHint( osg::StateSet::TRANSPARENT_BIN ); // stateset->setMode(GL_BLEND,osg::StateAttribute::ON); osg::AlphaFunc* alphaFunc = new osg::AlphaFunc; alphaFunc->setFunction(osg::AlphaFunc::GREATER,0.2f); osg::ref_ptr blendFunc = new osg::BlendFunc; //blendFunc->setFunction( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); stateset->setAttributeAndModes( blendFunc ); osg::ref_ptr root = new osg::Group; root->addChild( geode.get() ); osgViewer::Viewer viewer; viewer.setSceneData( root.get() ); viewer.addEventHandler(new TechniqueEventHandler()); viewer.setUpViewInWindow( 50, 50, g_width, g_height ); return viewer.run(); } Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68245#68245 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] CompositeViewer and FBO
Found my problem, I forgot to set the GraphicsContext for the RTT camera. On another note, why do some examples add the RTT Camera and the Texture Camera as slave cameras to the viewer and other examples add the two cameras to the scene graph? Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68215#68215 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] CompositeViewer and FBO
Basically my setup is similar to osgfpdepth but instead of a simple osgViewer::Viewer object I have a osgViewer::CompositeViewer on the top. Currently I only have one view in my CompositeViewer. After I add the rttCamera as a slave to the View returned by viewer.getView(0) and then add the texCamera to the same view, the cameras that are processed by osgUtil::RenderStage::runCameraSetup are the main camera created in the view and the texCamera. If I debug the osgfpdepth program with its simple osgViewer::Viewer and its rttCamera and its texCamera, I see both the rttCamera and the texCamera processed by osgUtil::RenderStage::runCameraSetup. Does anyone have any suggestions as to were to look? I want the behaviour as the osgfpdepth example. Thanks in advance. Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68206#68206 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Dividing a window into smaller areas
Basically we are representing a panorama of 48 panels. We have a requirement to render one of the panels and then send the pixels over an ethernet connections. I have got the moving around working but it appears that when glClear happens it happens after each viewport is rendered, so there is a lot flickering. Is there a way to set a clear mask so that the clearing only happens at the end of the processing? Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68129#68129 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Dividing a window into smaller areas
I'm porting a Performer application to OpenSceneGraph and it is drawing the simulated view into a series of smaller regions on the screen. The way the application works is that it starts at the first position set the viewport to the desired position draws the piece of the panorama moves to the next region and updates the viewport to this new piece of the window and draws that section. Basically I have window that is big enough to hold 3 rows of 16 regions which represents a 360 degree panorama, i.e the 360 degrees is divided into 48 panes. When I move the viewport around the window the panes are jumbled and aren't in the correct order. Does the method of updating the window make sense in OpenSceneGraph? I have looked at the locations of the panes and the numbers are correct for where the pane is supposed to be located but when I look at the image it is just not what is expected. And suggestions? Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=68017#68017 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Osgb to collada
You need a plugin for the Collada conversion. If your OpenSceneGraph build has the plugin built for it, then it is as simple as Nickolai points out. If you don't have the plugin built you will need to built it and possibly the appropriate Collada library. Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67995#67995 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Training
Hi Robert, I tried the obvious Google searches but can't find anything. I have also looked at the list on support people on OpenSceneGraph site but the people are either in the US or Europe. Can you suggest a way to find someone in Asia? Thanks in advance. Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67730#67730 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Training
The problem with this repository and the examples are that they are small examples, not necessarily on how to be a big program. We are part way through the port of a largish application and we have some new people working on it. It would be nice to have some training rather than bumbling in the dark trying to find the right example. Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67728#67728 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Training
Does anyone know of people or companies offering OpenSceneGraph training in Australia, preferably in Sydney. There was one training company offering something but looking at their web site, the course has been removed. Tony V Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67725#67725 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Meteor falling
Hi Sebastian, In my case I am trying to simulate an illumination shell dropping from a height and lighting the scene below for a given duration so I don't have a model. Is it just a case of creating a node at the desired position and add a lightsource to it as per the osglightsource example? The shell is a ball of light. Can I specify the size of the light? And how do I make it self illuminating? Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66827#66827 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Meteor falling
I looking for an example of a meteor or an illumination source slowly falling to the ground. It would have to cast light as it falls. Does one exist or is this something I would have to create. Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66825#66825 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [3rdparty] Meteor falling
I looking for an example of a meteor or an illumination source slowly falling to the ground. It would have to cast light as it falls. Does one exist or is this something I would have to create. Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66824#66824 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Creating fixed size X11 window.
That worked but it also made the window stay on top. Is there a way to allow the window to be the size I want and have the other window controls available? Or are they mutually exclusive? Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66684#66684 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Creating fixed size X11 window.
Thanks for that Robert. I realised too late that New Topic creates an entry in the current forum area, that is when I hit Submit. I tried to delete but I guess I don't have the permissions to do this. Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66683#66683 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Creating fixed size X11 window.
I have specified the geometry Code: osg::GraphicsContext::Traits *traits = new osg::GraphicsContext::Traits; traits->windowDecoration = false; traits->supportsResize = false; traits->sharedContext = NULL; traits->doubleBuffer = true; traits->red = 8; traits->blue = 8; traits->green = 8; traits->alpha = 8; traits->depth = 24; traits->stencil = 8; traits->stencil = 8; traits->x = 100; traits->y = 0; traits->width = 1024; traits->height = 1024; osg::GraphicsContext * gc = osg::GraphicsContext::createGraphicsContext(traits); What I am expecting is a window that is positioned at (100, 0) with size (1024, 1024). What I am getting a window that is size (1024, 996). Is there anyway to force that size to my desired size? I am running on Centos 6 on 64 bit kernel. Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66681#66681 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Get all vertices of an OSG Group
The colours may also be in a material. Which is in a osg::StateSet object. Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=2#2 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Get all vertices of an OSG Group
Hi Clement, This is rather easy to do. All you need is to define a NodeVisitor and run it on the group. Using this way you only need to have an accept call for the Geode and process the drawables under the Geode. Code: class InfoVisitor : public osg::NodeVisitor { public: InfoVisitor() { setTraversalMode( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ); } void apply( osg::Geode& geode ) { for ( unsigned int i=0; iaccept(visitor); // After it completes you can retrieve your data structure. Hope this helps. Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66628#66628 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Single channel image
Got this to work. It required to set the following attributes on the osg::Image object: Code: image->setInternalTextureFormat(GL_ALPHA); image->setPixelFormat(GL_ALPHA); image->setDataType(GL_UNSIGNED_BYTE); Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66535#66535 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Single channel image
I trying to render a single channel image on a Billboard but I am having no much luck. I'm expecting to see the black parts of the image to be transparent but I am just seeing black. The white parts of the image are as expected. I have tried using Code: setInternalFormat(GL_ALPHA_8) , but all I get is the colour of the Billboard that the image is rendered on. Does anyone have any ideas on how I get this image to render properly. Tony V -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=66484#66484 Ú @ ÿ *CJPTLMJF?=+ 6DGE?!$>GMZfr|}rmf^VTPC=;. $,IOTR?-LWZ]cdfjkflrmghls{ ££yslih_XQIFD3#)