Re: [osg-users] snapshot with fixed size
Le 18/04/2014 18:53, Robert Osfield a écrit : HI Fabrice, On 18 April 2014 17:14, F Lallauret fabrice.lallau...@fr.thalesgroup.com wrote: I've used the main camera (viewer camera) as a RTT camera for the scene rendering and I display it on a quad geometry with a second HUD camera. Then, I've added a shader on quad geode. Is it clear enough? (English isn't my native langage :)) This setup does make it a bit more awkward to just drop in a new Camera to drop in a screen shot at an arbitrary size. What you'll need to do is replicate the RTT and HUD Camera's for the purpose of the screenshot and have both these Camera's togged on/off. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org I'll give it a try with this solution, thank you again. Fabrice -- My personnal (french) Websites: http://www.xbee.net and http://thehive.xbee.net --- Ce courrier électronique ne contient aucun virus ou logiciel malveillant parce que la protection avast! Antivirus est active. http://www.avast.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] snapshot with fixed size
Le 16/04/2014 18:42, Peter Bako a écrit : Hello Flallaur. Try to use the osgPoster example. It can create screenshots with any size. I was recently doing a very similar thing and osgPoster helped me much. I don't know how will it act with your night vision but I would definitely give it a try. Thanks for your response Peter. So I need to create another viewer for that, I had hoped to use a second buffer RTT or something similar but I did not succeed to get a correct size or a valid postprocessed image. I will have a look to osgPoster ... Regards -- My personnal (french) Websites: http://www.xbee.net and http://thehive.xbee.net --- Ce courrier électronique ne contient aucun virus ou logiciel malveillant parce que la protection avast! Antivirus est active. http://www.avast.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] update callback with multiple node path
Le 18/11/2011 10:21, Vincent Bourdier a écrit : Hi, The update callback is done to be updated each frame in the traverse() method. Rewriting it is necessary to update it. So add a callback on the decorator and update it in traverse() method. Regards, Vincent Hi Vincent, I've already rewrited the traverse function of my decorator to allow the updating of my shader but I don't understand why the update callback isn't called automatically. If the node1 has only one parent, the decorator node, the update callback works but if the node1 has two parents, the root and the decorator nodes, the update callback isn't called. Why ? Regards Fabrice Le 18/11/2011 09:39, xbee a écrit : Hi all, I'm trying to make blinking a part of my scene by adding a decorator node (a group node with a shader) like this: Original graph root | _ _ | | node1 node2 decorated graph root | _ _ _ | | | deco | node2 \| node1 So I add a deco node to the graph and add the node1 as child of deco node. Everything seems ok, my node1 is colored as needed by when I try to animate the decorator (add an update callback to the uniform , to the stateset or to the group node with a color change) nothing is updated, the callback isn't called. So, is there some restrictions on the update callback call ? A way to force the update ? Currently, I've found a workaround by rewriting the traverse function in my decorator node, but I am not very happy with this solution. Fabrice ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] update callback with multiple node path
Hi all, I'm trying to make blinking a part of my scene by adding a decorator node (a group node with a shader) like this: Original graph root | _ _ | | node1 node2 decorated graph root | _ _ _ | | | deco | node2 \| node1 So I add a deco node to the graph and add the node1 as child of deco node. Everything seems ok, my node1 is colored as needed by when I try to animate the decorator (add an update callback to the uniform , to the stateset or to the group node with a color change) nothing is updated, the callback isn't called. So, is there some restrictions on the update callback call ? A way to force the update ? Currently, I've found a workaround by rewriting the traverse function in my decorator node, but I am not very happy with this solution. Fabrice ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Off-screen rendering
nicolas peña a écrit : This sound like if your hardware / driver does not support pbuffers, I have used similar code in the past and it worked for me. Cheers, Nicolas 2008/4/28 Tessier, Philip [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]: I've the same issue if I don't create a viewer before. With this technique, we need a viewer and we have a blink on the screen when the snapshot is done :( Cheers -- _ /_/_ .'''. =O(X ...' `. \_\ `..''' `..' Power corrupts. PowerPoint corrupts absolutely. My personnal (french) Websites: http://www.xbee.net and http://www.french-comics-zone.fr.st ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Off-screen rendering
Tessier, Philip a écrit : My attempt to use createGraphicsContext() to create an off-screen rendering context is failing. (It's returning NULL.) I'm using Win32. What am I missing? I have added the following to my code: osg::GraphicsContext * GetOffscreenGraphicsContext( unsigned a_tex_width, unsigned a_tex_height ) { osg::ref_ptrosg::GraphicsContext::Traits traits=new osg::GraphicsContext::Traits; traits-width = a_tex_width; traits-height = a_tex_height; //traits-doubleBuffer = true; traits-pbuffer = true; osg::ref_ptrosg::GraphicsContext gc=osg::GraphicsContext::createGraphicsContext(traits.get()); // TODO: Above returning NULL! return gc.get(); } with the following to hook it in: // Setup camera for off-screen rendering. osg::ref_ptrosg::GraphicsContext gc= GetOffscreenGraphicsContext( tex_width, tex_height); camera-setGraphicsContext(gc.get()); Thanks, Phil Hi, Found any solution ? I've the same problem, I have a previous solution with Producer but I want to port my snapshot application to 2.4 release and I can't save any image without a viewer. Anyone have a solution ? Thanks -- _ /_/_ .'''. =O(X ...' `. \_\ `..''' `..' Power corrupts. PowerPoint corrupts absolutely. My personnal (french) Websites: http://www.xbee.net and http://www.french-comics-zone.fr.st ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org