I'm trying to set the individual rgba in a 3D texture - however having
problems : Ive set up the for loops and grabbed the image ptr thus:
ptr = image->data();
for..
for ..
for ..
*(ptr++) = (GLubyte) (height);
*(ptr++) = (GLubyte) (height);
*(ptr) = (GLub
Hi,
After using GLintercept, I've discovered that the error was caused by the
initializeExtensionProcs() function in State.cpp and has been fixed in
OpenSceneGraph 2.3.3.
Regards,
Cg
> Date: Wed, 16 Apr 2008 11:10:09 +0100> From: [EMAIL PROTECTED]> To:
> osg-users@lists.openscenegraph.org
vtkActorToOSG exists for such a thing. We use it as the end of our
pipelines to add the results to our osg scenegraph.
http://brighton.ncsa.uiuc.edu/prajlich/vtkActorToPF/osg.html
biv
On Apr 16, 2008, at 8:52 PM, Yanling Liu wrote:
If you could get current GL content then you could just call V
You didn't say specifically what part of your posted images was
unacceptable. I'm assuming you need to see the back part of an object
through the front part, is that the issue?
If so, there are some depth buffer tricks you can use to get closer to
"correct", such as disable depth writes, then rend
If you could get current GL content then you could just call VTK rendering
modules to draw on screen. Or you could extract geometry information from
vtkPolyData and draw it use OSG.
On Tue, Apr 15, 2008 at 9:25 PM, playzj <[EMAIL PROTECTED]> wrote:
> hi All,
>
> Who can tell me how to inte
Ha! What a coincidence. I just encountered this exact same thing today.
When you call "new Node", you get a Node. Nodes don't have children, only
Groups have children. So you don't want to use the copy constructor if you
want to copy a whole subtree.
I discovered that OSG offers an alternative to
Can I clarify than if a cull callback gets called for a node, that means the
node will
be visible ?
Would than the boolean
node.getCullingActive;
tell you if a cull callback has been called ?
If so do I have to initialize a cull callback for a node I'm trying to watch
(cause I
Hi,
Anyone has any ideas or sample codes in creating underwater effects using OSG?
Thanks a lot.
regards
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Wait so let me guess...
Osgcallback contains an example of this...
: )
Thanks Robert!
-Bryan
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, April 16, 2008 10:13 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] placi
I am trying to convert my osg app from win 32 to x64 using VS 2005
I have converted all the dependency apps to x64 successfully
Everthing works in osg except freetype and gif
I have tried several different things to fix the problem
First I tried changing the preprocessor setting to win64 instead o
HI,
I want to make a copy of an existing node and all it's children, and
then find all the geometry and make it transparent.
I do something like
osg::ref_ptr copyA = new osg::Node(*A,
osg::CopyOp::DEEP_COPY_ALL);
where A is the original Node tree.
If I try to use the findNodeVisitor:
findNode
Hi Robert,
> The main cameras view matrix could be added as an extra uniform, the
> main cameras projection matrix too?
That's what I'm doing, with the code I posted at the beginning of the
thread, but it doesn't work, and I was wondering if I could get some
help from someone who would have don
Hi J-S,
On Wed, Apr 16, 2008 at 6:25 PM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> Well, yes, that resolves that specific problem. But what if I was using
> view-dependent shadow mapping, or reflection mapping (as I said with the
> cow example), or other similar view-dependent effects...
Hi Mike,
Just a side question, is it still the case on modern video cards (like
nVidia 8800 and up) that the GPU will execute both sides of an
if-then-else statement and choose the right value when both are
available? I just want to know if I'm better off making a really general
shader that ch
I think I had already tested it that way a few months ago and I think
the result were better but artefacts were already visible.
I will retest it before taking a look at osgdepthpeeling example.
Thanks for your responses,
Frédéric
Robert Osfield a écrit :
> Hi Frederic,
>
> Break the object
Upgrading cmake to v2.4.8 fixes this problem.
thanks!
-bob
On Wed, 16 Apr 2008, Robert Osfield wrote:
> Hi Bob,
>
> Which version of CMake are you using?
>
> On Tue, Apr 15, 2008 at 8:43 PM, Bob Huebert <[EMAIL PROTECTED]> wrote:
>>
>> Attempting to build the latest and greatest osg...
>>
>> D
Hi Frederic,
Break the objects into parts, and for items like legs you can draw the
object twice, swaping the triangle order so that the back faces are
drawn first then the front faces. Its not a full proof way but it can
work.
Robert,
On Wed, Apr 16, 2008 at 6:20 PM, Frédéric SPEISSER
<[EMAIL
Hi Robert,
> Using a light source that is fixed in the world coordinates, or one
> that is not directional i.e. a positional light source that is placed
> at the eye point resolves the shading problem.
Well, yes, that resolves that specific problem. But what if I was using
view-dependent shadow
Hi Mike,
> just a quick thought, but have a look at the code that sets up the
> "osg_" predefined GLSL uniforms. that feature was added pre-OSG 1.0,
> and may have drifted during the viewer rework moving into OSG 2.x.
> dont know how many folks actually use those uniforms, and thus how
> much exe
Hi All,
I've just checked in improvements to the way that osgViewer manages
the per frame compilation and flushing of deleted OpenGL objects.
These controls are of particular importance to running the OSG with
paged databases. These new controls should make avoiding frame drops
easier or to speed
Hi Bob,
On Wed, Apr 16, 2008 at 5:45 PM, Bob Huebert <[EMAIL PROTECTED]> wrote:
>Looks like I have v2.4.3. I suppose I should upgrade this...?
2.4.3 is very old, try upgrade to at least 2.4.6.
Robert.
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On Wed, Apr 16, 2008 at 5:42 PM, Bryan Berg <[EMAIL PROTECTED]> wrote:
> So my question is: how can I take a specific point of the scene and than
>
> a)determine if it is to be viewed
A cull callback only gets called if the node hasn't yet been culled so
its one way of determining visi
Hi J-S,
When you start using slave cameras with view offsets/rotation you'll
need to take care over the lighting models used - using a light source
such as a directional head light that is set in eye coordinates and
along eye's z axis you'll find that the effective light direction is
different for
Hi Frederic,
Rather than needing to sort per triangle it is usually sufficient to
just break your objects into smaller parts and then let the OSG's
transparent bin sorting make sure objects are drawn in the correct
order.
Robert.
On Wed, Apr 16, 2008 at 3:45 PM, Frédéric SPEISSER
<[EMAIL PROTECT
Hi Robert,
Looks like I have v2.4.3. I suppose I should upgrade this...?
-bob
On Wed, 16 Apr 2008, Robert Osfield wrote:
> Hi Bob,
>
> Which version of CMake are you using?
>
> On Tue, Apr 15, 2008 at 8:43 PM, Bob Huebert <[EMAIL PROTECTED]> wrote:
>>
>> Attempting to build the latest and g
Hi,
So I figured out how to add an image on a specific location of the screen,
and keep it at the same size like a placemark.
So even if the user zooms in and out of the scene, the image remains the
same size.
But I need a way to only show it when a specific point of the scene is
visibl
just a quick thought, but have a look at the code that sets up the
"osg_" predefined GLSL uniforms. that feature was added pre-OSG 1.0,
and may have drifted during the viewer rework moving into OSG 2.x.
dont know how many folks actually use those uniforms, and thus how
much exercise they get.
-- m
Thank you~
在2008-04-16,Guy <[EMAIL PROTECTED]> 写道:
This is the osgdistortion code of osg1.2. I added the background image. I think
you can use it with my previous explanation to get the result you want.
Good luck,
Guy.
From:[EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of [EM
Hi Jake,
since you only have to scale the points and you haven't anything to do with
the faces, it is easier to scale the points through the VertexArray. You
simply get it/them from the Drawable/s (osg::Geometry::getVertexArray), and
then iterate over all its vertex members, scaling them accord
Hello,
In my current project, I have 3 slave cameras rendering to texture with
offsets in their view matrices, and then another camera reassembling the
images with a deformation to map it onto a half-sphere dome (similar to
osgdistortion --dome). I'm trying to fix the problem where
view-depend
So, now I am able to access the Drawable in my imported Node (thank you for
the help. The Node was a Group instead of a Geode - good call Per!) Now I am
faced with another problem: how to scale the vertices of the Drawable
(Geometry.) My Drawable is currently scaled using the MatrixTransform it is
Hi Robert and all,
wrt to CMake and cURL...
Attached is the script I use to launch CMake on Windows.
You'll note that script encapsulates cmdline args to override some of
the existing CMakeLists defaults for my preferences. Relevent to this
thread, I also use those args to point to the location
Thank you for your responses,
Frédéric.
Joachim E. Vollrath a écrit :
> Frédéric,
>
> an interactive implementation is bot trivial. There have been
> publications on it. But if you have a vertex shader available, then you
> should also be able to use fragment shaders, which are used in the dep
Frédéric,
an interactive implementation is bot trivial. There have been
publications on it. But if you have a vertex shader available, then you
should also be able to use fragment shaders, which are used in the depth
peeling example.
It is also possible to do depth peeling completely without s
The application is for "augemented reality." Here is an example:
http://www.youtube.com/watch?v=P9KPJlA5yds
I have realized another method. Instead of disabling and enabling the
color buffer, I will set the transparency to 100% transparent on the
objects I don't want to be visible.
Judie
On Apr
An IntPtr is managed version of a void pointer.
Erlend
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield
Sent: 16. april 2008 16:46
To: OpenSceneGraph Users
Subject: Re: [osg-users] error in doing SceneView->cull, primitiveset is 0
On Wed, A
Hi Judie,
What I noticed using colormask is, if you want some "invisible" objects
(with a colormask to false) to occlude some other objects you must add
the "invisible " ones before the others in the scenegraph. When I say
before it is from the scenegraph traversal point of view.
I don't know
On Wed, Apr 16, 2008 at 3:42 PM, <[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> Sorry for bad example, but the example is actually just the same as in the
> osgbillboard example, which works.. So i guess there is some other error. I
> do cast the Billboard pointer to an IntPtr and then back to a N
Thank you Joachim,
Yes, I saw the depthpeeling example, but as I my graphic card is not
enough powerfull I cannot launch it ...
Sorting the triangles by depth before rendering is a solution, but as my
point of view is constantly changing, is it possible to do such a sort
in real time ? May be s
On Wed, Apr 16, 2008 at 3:30 PM, Jeremy Moles <[EMAIL PROTECTED]> wrote:
> My question, then, is twofold:
>
> 1. Given the above (and the fact that I am able to modify the
> osg::Array objects within the Widget directly and see immediate
> results), is it safe to say I am forcing the dra
Hi Robert,
Sorry for bad example, but the example is actually just the same as in the
osgbillboard example, which works.. So i guess there is some other error. I do
cast the Billboard pointer to an IntPtr and then back to a Node* before
inserting into the scenegraph root node. I do this in a re
Hello Frédéric,
in short: no, it is not supported natively.
You have to either sort the triangles by depth before rendering or use
the depth peeling algorithm.
There should be (at least there was) a depth peeling example you could
use as a starting point for such an implementation.
Regards,
J
Hello all!
In it's current form, osgWidget creates each Widget (an osg::Geometry
subclass) using the following method calls:
setUseDisplayList(false);
setDataVariance(osg::Object::DYNAMIC);
(I do not, however, modify anything with regards to
setUseVertexBufferObjects, so it remai
Hi Judie,
On Wed, Apr 16, 2008 at 3:16 PM, Judie <[EMAIL PROTECTED]> wrote:
> High level explanation of what I am trying to do:
>
> Replace some of the geometry in the scene with live camera feed. But
> in order to do this, I still need the actual geometry in the scene to
> modify the depth bu
Hi Robert,
I am sorry for not providing an adequate description.
High level explanation of what I am trying to do:
Replace some of the geometry in the scene with live camera feed. But
in order to do this, I still need the actual geometry in the scene to
modify the depth buffer as if it were ther
Hi Erland,
Are you expecting support on some third party code that you've found
on the web? If you can stick with ones on the OSG example set you'll
have a much better chance of the code being up to date and working
with the present version of the OSG.
Robert.
On Wed, Apr 16, 2008 at 3:09 PM,
Hi Christophe,
Could you refrain from including other emails in your posts as it's
rather confusing to us reading the text having different threads
spliced together.
On Wed, Apr 16, 2008 at 2:59 PM, Christophe Nouguier
<[EMAIL PROTECTED]> wrote:
> As a new osg-user, i was playing with osgdem to b
after created a billboard as in the example at at (also see code.txt).
http://www.cs.clemson.edu/~malloy/courses/3dgames-2007/tutor/web/billboards/billboards/scene.cpp
( i used this since createTextureQuad did not link)
primitiveset was an error pointer so when DrawArrays->getMode causes an err
Hi all,
As a new osg-user, i was playing with osgdem to build some databases
mixing terrain and image data. It took few days to build western europe
in 3D and now i was wondering whether it is possible to extend my
database by adding additional images. Do you have any idea (certainly)
and any p
Hi Erlend,
> I get a Linker error when using "createTexturedQuadGeometry" in debug,
> but no error in release, see attachment for error output.
> i use osg 2.3.7 on vista, and the function is called in a ref class.
Check your linker settings, they can be different in debug and release
so you mi
Hi Luigi,
On Wed, Apr 16, 2008 at 2:46 PM, Luigi Calori <[EMAIL PROTECTED]> wrote:
> I' ve done recentrly some experiments with curl under windows.
> I' ve managed to build curl with cmake under windows. In that case, we can
> get some info on configuration, so we can decide if it was a satic or
I' ve done recentrly some experiments with curl under windows.
I' ve managed to build curl with cmake under windows. In that case, we
can get some info on configuration, so we can decide if it was a satic
or a dinamic build.
Otherwise I do not know a way to infer from the .lib found if it is a
thanks!
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Thibault Genessay
Sent: 16. april 2008 15:05
To: OpenSceneGraph Users
Subject: Re: [osg-users] warning when creating image
Hi Erlend
> image->setImage(width, height, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED
Hi Erland,
This looks like a VisualStudio bug to me as there is certainly nothing
wrong with the code.
Robert.
On Wed, Apr 16, 2008 at 1:53 PM, <[EMAIL PROTECTED]> wrote:
>
>
>
>
> I get a Linker error when using "createTexturedQuadGeometry" in debug, but
> no error in release, see attachment f
Can you give a integrated example ?Thank you~
在2008-04-15,Guy <[EMAIL PROTECTED]> 写道:
Hello,
I can only give you my implementation for image background, but I use
it with a static image. I guess if you dig into the osgmovie example and
use it together with my implementation for static
Hi Erlend
> image->setImage(width, height, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE,
> pixels, osg::Image::AllocationMode::USE_NEW_DELETE);
> causes the warning:
> Warning 4 warning C4482: nonstandard extension used: enum
> 'osg::Image::AllocationMode' used in qualified name ...
This is a C++ langua
Hi,
image->setImage(width, height, 0,... ) can be a problem... because 0 in the
depth or the image... so if it is a simple 2D image, put 1.
Vincent.
2008/4/16, [EMAIL PROTECTED] <[EMAIL PROTECTED]>:
>
> I use osg 2.3.7 on vista in a ref class
>
>
>
> the following lines:
>
>
>
> osg::Image * i
I use osg 2.3.7 on vista in a ref class
the following lines:
osg::Image * image = new osg::Image;
image->setImage(width, height, 0, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, pixels,
osg::Image::AllocationMode::USE_NEW_DELETE);
causes the warning:
Warning 4 warning C4482: nonstandard extension used:
I get a Linker error when using "createTexturedQuadGeometry" in debug, but no
error in release, see attachment for error output.
i use osg 2.3.7 on vista, and the function is called in a ref class.
Erlend
error LNK2028: unresolved token (0A001BE8) "class osg::Geometry * __stdcall
osg::createTex
Thanks a lot for your answer. It is much clearer for me now what is needed.
Thanks,
Nicolas
2008/4/16, Paul Martz <[EMAIL PROTECTED]>:
>
> OSG is built on OpenGL and so you do transparency just as you would in
> OpenGL: Use the Blend StateAttribute to set the blend functions, and then
OSG is built on OpenGL and so you do transparency just as you would in
OpenGL: Use the Blend StateAttribute to set the blend functions, and then
you'll either have to cull backfaces on your box or draw two passes (first
the back, then the front) to get a proper final appearance.
The one OSG=speci
Hi Nicolas,
You need to enable the blending as well for the desired effect. What
you need to do is to get the StateSet of the shape drawable and set the
mode for blending.
You need to do some thing like this.
shapeDrawable->getOrCreateStateSet()->setMode(GL_BLEND,
osg::StateAttribute::ON);
cheer
Hi,
What I've done, is :
material->setAlpha(osg::Material::FRONT_AND_BACK,alpha);
> ...
> stateset->setMode(GL_BLEND,osg::StateAttribute::ON);
>
Regards,
Vincent.
2008/4/16, nicolas peña <[EMAIL PROTECTED]>:
>
> Hi all,
>
> I have and osg::Box that is drawn using a osg::ShapeDrawa
Hi all,
I have and osg::Box that is drawn using a osg::ShapeDrawable and I
want to make it transparent.
I have tried using the setColor method of the osg::ShapeDrawable as I
understand that the fourth value
of the vector passed to it is used to set the alpha value, but it looks
like I n
El Miércoles 16 Abril 2008ES 11:22:34 Vincent Bourdier escribió:
> Yes Adding the setVertexArray() It works better... Too soon to know if it
> really do what I hope, but it seems to do something logical now.
>
> Thanks a lot Alberto.
> Muchas gracias :-)
De nada ;)
Hi Cg,
2008/4/16 CG <[EMAIL PROTECTED]>:
> osgviewerGLUT gives the same error. It only happen for OpenSceneGraph 2.2,
> the error goes away when I use OpenSceneGraph 1.2. I've updated my video
> driver but the error still persists.
The main difference between 1.2 and 2.2 will be osgViewer vs
osg
Hi Robert,
osgviewerGLUT gives the same error. It only happen for OpenSceneGraph 2.2, the
error goes away when I use OpenSceneGraph 1.2. I've updated my video driver but
the error still persists.
Regards,
CG
> Date: Wed, 16 Apr 2008 10:29:02 +0100> From: [EMAIL PROTECTED]> To:
> osg-users
Hi Cg,
On Wed, Apr 16, 2008 at 10:24 AM, CG <[EMAIL PROTECTED]> wrote:
> My hardware details:
>
> Windows Vista
> Mobile Intel 965 Express
>
> By the way, the rest of the examples also generate the Viewport error.
Houston we have a driver problem!
Could you try examples like the osgviewerGLUT
Hi All,
Over the last week there have been amendments to the
OpenSceneGraph/src/osgPlugins/CMakeLists.txt posted to the osg-users
list, these amendments hardwire the CMakeLists.txt file to link to
static versions of the libcurl under Windows. While supporting static
build is perfectly acceptable
Hi Robert,
My hardware details:
Windows Vista
Mobile Intel 965 ExpressBy the way, the rest of the examples also generate the
Viewport error.
Regards,
CG
> Date: Wed, 16 Apr 2008 10:13:37 +0100> From: [EMAIL PROTECTED]> To:
> osg-users@lists.openscenegraph.org> Subject: Re: [osg-users] op
Humm
Yes Adding the setVertexArray() It works better... Too soon to know if it
really do what I hope, but it seems to do something logical now.
Thanks a lot Alberto.
Muchas gracias :-)
Vincent.
2008/4/16, Alberto Luaces <[EMAIL PROTECTED]>:
>
> Some ideas:
>
> 1) I think the operator() isn't ca
Hi Bob,
Which version of CMake are you using?
On Tue, Apr 15, 2008 at 8:43 PM, Bob Huebert <[EMAIL PROTECTED]> wrote:
>
> Attempting to build the latest and greatest osg...
>
> Didn't have libcurl on my system, so grabbed a fresh copy from haxx.se
>
> Curl build went fine.
>
> osg's cmake set
Hi Cg,
I haven't heard of problems with osgteapot before, and its an example
that has been around for many years so it'd seem you've come across a
unusual set up. I'd suspect a driver bug.
What hardware/OS/drivers are you using?
Robert.
On Wed, Apr 16, 2008 at 9:30 AM, CG <[EMAIL PROTECTED]> w
Some ideas:
1) I think the operator() isn't called because although you set the
PrimitiveSet that osgUtil::DelaunayTriangulator calculated, you didn't added
the data that the PrimitiveSet is referencing (i.e. your points). You can
do that with Geometry::setVertexArray().
2) A tip: you don't ne
Hi Renan,
The osgstreoimage example has code that disables the mouse, have a look at this.
Robert.
On Tue, Apr 15, 2008 at 8:59 PM, Renan Mendes <[EMAIL PROTECTED]> wrote:
> Hi, everyone.
>
> I begun reading a thread by Guy in which he talked about disabling
> mouse cursor, and so I did it
Hi Eric,
It sounds like the ATI driver isn't support accumulation buffer, and
second the Nvidia driver is broken.
The only tweak that possibly should happen to the osgmotionblur
example is detection of whether accumulation support is available, and
if not exiting early.
Robert.
On Wed, Apr 16,
HI Xiadong,
I'm not sure what you intend from this email. Is it a code
submission? If so could you please post it to osg-submissions and
make sure the files are not inlined in the email itself. zipping the
files is an easy workaround to mailer bugs that inline text files.
Robert.
On Wed, Apr
Hi Mattias and Jason,
Aaar... must have made an error when merging, not saving the
merged header correctly.
Sorry about this now checked in.
Robert.
On Wed, Apr 16, 2008 at 1:23 AM, Jason Beverage <[EMAIL PROTECTED]> wrote:
> Hi Robert and Mattias,
>
> I sent along GraphicsWindowWin32 in my
H Umit,
The RecordCameraPathHandler and the -p animation.path support only
record/control the camera position, nothing else is recorded/replayed.
Could it be that you are expecting other items to be recorded? Or
could it simply be that your app doesn't have -p support built into
it? Have a loo
Hi Judie,
I'm afraid I've just found it too difficult to work out what you are
doing to be able to provide any suggestions. Could you provide a high
level explanation of what you are trying to do and why to give a bit
of context. Then why you provide code snippets could you space them
better as
Hi,
Thanks Alberto, I've made some reading in the OSG source code to understand
better...
After that I made my own test, but I don't have the good result : the
operator() is never called on the geometry
You can see my code here : http://rafb.net/p/PeihdM64.html
Don't read commentaries ^^ they ar
Hi,
I've the following error when running the osgteapot example:
Warning: detected OpenGL error
After searching through the mailing list, I increased the error checking
regularity by changing the code in State.cpp to what Robert had suggested:
#if 0_checkGLErrors = ONCE_PER_FRAME;#else
Hi, I got the same problem.
My simple solution was to send an event mouse to update the cursor state
POINT newmousePos;
if (GetCursorPos(&newmousePos)) {
useCursor(false);
SetCursorPos(newmousePos.x,newmousePos.y);
}
El Tuesday 15 April 2008 22:54:51 Renan Mendes escribió:
> Ye
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