Hi,
I think that the only thing missing is a vbo->dirty()
Regards
El jue, 07-02-2008 a las 19:31 +0100, lucas Grijander escribió:
> Thanks Rubén,
>
> I'm trying to use VBO, but I think something is missing... I added
> this to the creation of my geometry:
>
> myGeom->setSupportsDisplayList(fal
Tobias Münch wrote on Thursday, February 07, 2008 4:26 PM:
> I'm using PostDrawCallback to make a screenshot in a realtime
> environment with CompositeViewer. Therefor I add this callback when
> user wants to make the screenshot. But after adding this callback to
> the camera, a screenshot is taken
I'm using PostDrawCallback to make a screenshot in a realtime environment
with CompositeViewer. Therefor I add this callback when user wants to make
the screenshot. But after adding this callback to the camera, a screenshot
is taken after each new frame. I just want to have a screenshot of the
curr
Dear all:
I am running a galaxy formation visualisation with OSG. Just to
simulate and visualize the gravitational effect of 2 closely passing
disc-shaped galaxies.
The galaxies are simply a cloud of point sprites packed into a single geode.
While running the simulation, I need to constantly
Hello Rebort and all :
I am sorry for my poor English. I am very delight to tell every one that
OpenSceneGraph Chinese Mirror have been finished soon, URL:www.osgChina.org
yestoday is Chinese new year.
This website have five blocks.
1: The pages of www.openscenegraph.org 's wiki , abs
Thanks Rubén,
I'm trying to use VBO, but I think something is missing... I added this to the
creation of my geometry:
myGeom->setSupportsDisplayList(false);
myGeom->setUseDisplayList(false);
myVertexBuffer = myGeom->getOrCreateVertexBufferObject();
myVertexBuffer->setArray(0,&v);
myVertexBuffer-
* Melchior FRANZ -- Thursday 07 February 2008:
> And it works here with my patch, while first tests have shown
> that FocusOut, LeaveNotify, and KeymapNotify weren't triggered
> at all (which is suspicious).
It was the event mask, of course. :-) UnmapNotify is sent on window
minimizing and shadin
Hi Paul,
Thanks for the lookAt background, very useful.
> Yep, read the code. Look for something like "getCenter" in
> MatrixManipulator, that would be a good start.
>
I'm already going down that road. Trouble is MatrixManipulator doesn't
have getCenter(). TrackballManipulator does, and usin
If you intend to save the results of your rendering to an osg::Image, then
FBOs probably won't give you any performance benefit over rendering to the
back buffer. In fact the additional cost of multiple BindBuffer calls per
frame might cause a performance hit with FBOs (as opposed to rendering to
t
> Presumably because getViewMatrixAsLookAt() doesn't do any
> magic, it just takes the Y axis (in this case) of the matrix
> as the view vector. This vector will be normalised (otherwise
> the camera would do funky things), so all it can do is
> subtract this unit vector from the eye position.
[EMAIL PROTECTED] wrote on Wednesday, February 06, 2008 10:08 PM:
> Hello
>
>>
>> - OSG can be built statically and so can be run as a single file,
>> without dependence on other .dll files
>>
>
> i didnt realise this could be done, any info on how to do it in vs
> 2008 c++ ??
You can build OS
Hi,
I've made a scene in 3ds-max and exported the scene to osg with OsgExp. It
works fine except for that the camera is not use when running the scene.
If I open the osg file I see that the camera transformation is in there. I
load the scene like this.
osg::Group* root = new osg::Group();
Well, if I understand the way it is working, the fbo saves you the
time to copy from the framebuffer to a texture, but you still have to
transfer from the texture to main memory. But if is right, then
rendering to an image should be faster using an fbo, even when there
is only one fbo (and no overh
* Melchior FRANZ -- Thursday 07 February 2008:
> I never use alt+tab,
No, wait. I use it all the time! Only it's Meta-Tab here.
And it works here with my patch, while first tests have shown
that FocusOut, LeaveNotify, and KeymapNotify weren't triggered
at all (which is suspicious). Still investiga
Jean-Sébastien Guay wrote:
> The eye point is as expected, but instead I get center = (0,-39,0).
Presumably because getViewMatrixAsLookAt() doesn't do any magic, it just takes
the Y axis (in this case) of the matrix as the view vector. This vector will be
normalised (otherwise the camera would
Hello,
A quick question about the camera view matrix.
I have a viewer which is close to the default osgviewer, with the
default camera manipulator. I can see that at startup, the camera is at,
say, (0,-40,0) (looking down the positive Y axis, with the +Z up
convention). I can also see that I a
* till busch -- Thursday 07 February 2008:
> ulrich hertlein said something about "KeymapNotify which is
> generated after every EnterNotify and FocusIn". something
> like this might be a better place?
I never use alt+tab, so I didn't notice. Don't know yet about
KeymapNotify, but we don't want t
Hi Paul,
> Probably a more interesting question is how to render the transparent sphere
> so that the back half is rendered first and the front half is rendered
> second, for proper blending.
>
> Best way to do that is to multi-parent the sphere to two Geodes. In one
> Geode cull front faces, and
Hello Thibault,
> I have tried to comment out the 2nd line, and the program exits correctly.
>
Great! Excellent! Thanks for getting to the bottom of this!
It will be great to finally be free of this, as it would pop up each
time I would try a test program in the debugger and displayed the st
hi melchior,
i believe UmapNotify is not the right place to do this (or at least not the
only place that you should consider). the bug also appears when changing
focus with alt+tab (in kde).
ulrich hertlein said something about "KeymapNotify which is generated after
every EnterNotify and Focus
> How can I draw a Transparent sphere?
>
> I need to draw a sphere inside a Transparent one.
> Can anyone tell me how to set the material and color of the
> Transparent one.
Probably a more interesting question is how to render the transparent sphere
so that the back half is rendered first and
Hi there,
Good news, it seems :)
On December 16, Robert committed a patch that included the following
lines in FreeTypeLibrary.cpp
if (font) font->setImplementation(0);
fontImplementation->_facade = 0;
However, they are clearly wrong (at least, when the program exits)
because afte
Hello Ahmed,
> I need to draw a sphere inside a Transparent one.
> Can anyone tell me how to set the material and color of the Transparent one.
>
If you're using ShapeDrawables for your spheres, you can do it like this:
// Sphere of radius 1, red and semi-transparent.
osg::ref_ptr sphere = ne
Hello Thibault,
> I am using VS 2008 and Mike's DLL compiled for 7.1. I have had no
> problem so far, so I guess the problem is inside the OSG, and not
> exactly related to FreeType.
>
First of all, if you're using VS 2008 you really should use the 8.0
precompiled binaries at a minimum, and I
Hello Andy,
> I've submitted a change to the submission list. Please take a look and tell
> me if and how much it affects timing.
>
Great, I'll try and check it out tonight and get back to you.
J-S
--
__
Jean-Sebastien Guay[EMAIL PRO
Hi guys
I've updated this morning to the latest SVN, and I get an error that
looks the same as yours.
I am using VS 2008 and Mike's DLL compiled for 7.1. I have had no
problem so far, so I guess the problem is inside the OSG, and not
exactly related to FreeType.
I have tried with a very minimal p
The texture is named lz.rgb and is available in the version 2.0 of
OpenSCeneGraph-Data
http://www.openscenegraph.org/downloads/data/OpenSceneGraph-Data-2.0.zip
And yes, having an algorithm depending on a texture-file that will never
change and is very very small is not a good idea.
So that sounds
Hi Anders,
what pixel color has the texture? just white, if yes we should replace this
by a "coded" texture, i am not a friend of such error source. so can you
work out, the texture and where the texture is loaded. may you can just send
the line, source file and the name of the texture file. i wil
oh, yes, thats right, I saw that mentioned earlier in the list, that they
added a small texture for getting all objects textured
Thats the way it gets when you dont read all messages both in the console
and in the mailinglist
It works now.
Thanks!
/Anders
On Feb 7, 2008 1:23 PM, Morné
Hi,
what texture the osg viewer is looking for, may this black shadows are
coming form the "dummy" texture trick we integrated into all shadows
technique (shaders). can you please check out, wether it works when the
texture are found. OSG_NOTIFY_LEVEL=DEBUG may helps.
/adegli
2008/2/7, Morné Pis
Just a thought - Is your OSG_FILE_PATH set up properly? When I run it
(on stable 2.2 release) the entire scene is black if osg can't find
the texture images. If OSG_FILE_PATH is set to my data directory,
shadows work fine. From your screen shots it looks like the textures
aren't loaded.
cheers,
Not black, but full of artefacts on VISTA, XP, Ubuntu (gcc)
Screenshots found at:
http://www.vrlab.umu.se/osg
pssm.png --pssm
sv.png --sv
sm.png --sm
All shadow implementations in the trunk (including --ssm) shows a very bad
result in svn for XP,VISTA, very recent drivers, GeForce8600Go, GeForc
Hi,
Yes you can do it with a osg::BlendFunc, just like that :
osg::BlendFunc*blendFunc = new osg::BlendFunc();
osg::BlendColor*blendColor= new osg::BlendColor(osg::Vec4(1, 1, 1, 0.0
));
blendFunc->setSource(osg::BlendFunc::CONSTANT_ALPHA);
blendFunc->setDestination(osg::BlendFunc::ONE_MI
Hey all!
I need a simple fade effect, is it possible to use osg::BlendFunc for this?
osg::ref_ptr wakeBlend = new osg::BlendFunc();
wakeBlend->setFunction(osg::BlendFunc::DST_COLOR, osg::BlendFunc::ZERO);
I whould like to increase the alpha value each frame, is there any way to
define the alph
What about PSSM ?
2008/2/7, Anders Backman <[EMAIL PROTECTED]>:
>
> Just verified this under Ubuntu with osg svn version. Same problem,
> everything is black when using shadowmaps.
>
> /Anders
>
> On Feb 7, 2008 11:21 AM, Anders Backman <[EMAIL PROTECTED]> wrote:
>
> > Hi all.
> >
> > I just did a
Just verified this under Ubuntu with osg svn version. Same problem,
everything is black when using shadowmaps.
/Anders
On Feb 7, 2008 11:21 AM, Anders Backman <[EMAIL PROTECTED]> wrote:
> Hi all.
>
> I just did a svn checkout of osg and build it with VS2008 in windows Vista
> (and xp).
>
> On bo
Hi all.
I just did a svn checkout of osg and build it with VS2008 in windows Vista
(and xp).
On both of my machines (one vista 64bit but built in 32bit, and one xp
32bit) the shadowed scene in osgshadowd.exe is completely black.
osgshadowd --sv works but none of the --ssm or --sm
ANyone seen th
El Wednesday 06 February 2008 21:33:51 Rubén López escribió:
> 2. I don't know what the "at" method is, I couldn't find it either on
> the TemplateArray class or the std::vector class. Try with the vector []
> operator, ie: (*test)[i] = trans
A minor clarification: std::vector::at() is a method si
I would like to use osg from one interpreted language.
I' ve tried to use osgLua under WinXP, I ' ve managed to compile it but
no chance in running any example.
I' m really a newbie in Lua, has anyone some hints?
Have someone ever used osgLua under windows?
Is the project still active?
I' m newbi
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