Hi,
isnt there missing a
*setMode*( GL_LIGHT1, osg::StateAttribute::ON );
for your terrain group? (or did I miss something?)
Peter
http://osghelp.com
On Sat, Jul 19, 2008 at 12:39 AM, Ümit Uzun [EMAIL PROTECTED] wrote:
Hi All,
I have an simple question about light the terrain model
Hi,
have you created your own viewmatrix?
I assume the red text is just photoshopped in, right?
Peter
http://osghelp.com
On Fri, Jul 18, 2008 at 10:49 PM, James Dickson [EMAIL PROTECTED]
wrote:
Hi,
I am having an issue with osgText::Text in that the text appears flipped
and backwards
Hi Alfe,
As I mentioned in the previous thread, the position of the GPU stats
is just an estimate, because the GPU stats extension only times
duration between two timing token, not the absolute time that either
were actually made. I therefore have to estimate the position given
the only fixed
Hi Alfe,
As I mentioned in the previous thread, the position of the GPU stats
is just an estimate, because the GPU stats extension only times
duration between two timing token, not the absolute time that either
were actually made. I therefore have to estimate the position given
the only fixed
Hi Ralf,
My development work was moved from VPB to OSG over the last few
months. My plan is now to complete my work on VPB next month for a
1.0 of VPB around the end of August.
Once 2.6 is out I'll have a bit more breathing space to wrap up VPB,
and get docs out.
As for getting on with a large
Thanks for reply,
I have converted terrain model to osg and opened it with text editor. osg
file format like below;
--
Group {
name db
nodeMask 0x
cullingActive TRUE
num_children 1
Does your terrain does have Normals ?
Also you have a scale on your terrain (and a non-uniform scale at that) so
you WILL have to re-normalize your normals
See http://www.vis-sim.com/osg/osg_faq_1.htm#f19
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ümit Uzun
Hi Gordon,
I have tried terrainScaleMAT-getOrCreateStateSet()-setMode(
GL_RESCALE_NORMAL, osg::StateAttribute::ON ); pattern but the result is
same. There is no light effect on the terrain. I don't understand why?
I can change the light effect for the spheres by
Hello Ümit,
I have tried terrainScaleMAT-getOrCreateStateSet()-setMode(
GL_RESCALE_NORMAL, osg::StateAttribute::ON ); pattern but the result is
same. There is no light effect on the terrain. I don't understand why?
As Gordon said, check if your terrain has normals in the first place...
I realize this is a driver bug and not osg related, still I post this in
hope this knowledge saves someone's precious time wondering why VTF
makes things acting very weird.
For courageos ones venturing into ati glsl wonderland, this is what I
have discovered. The unifrom name of the
The reason you need GL_RESCALE_NORMAL is because you have scaled your
terrain. OpenGL by default does NOT scale normal on a scale matrix because
the act of rescale requires the use of sqr roots and this is expensive. when
you have a lot of them every frame ( see any good OpenGL book for details)
OK, I guess I have to accept that.
The computers are pretty much cleaned up according to unneeded services,
as their only task is to run as image generators.
Can I interpret your answer as: No, there are no ways to control the
start of the GPU execution from the OSG API. ?
Thanks,
-Alf Inge
HI Marko,
Thanks for keeping the list informed on what you're finding. Drivers
bugs without a doubt, but certainly worth knowing. ATI have some work
using the OSG in the past, so perhaps they wouldn't find it too
difficult to reproduce the bugs you've been finding.
Robert.
On Sat, Jul 19,
Hi Alf,
On Sat, Jul 19, 2008 at 2:58 PM, Alf Inge Iversen [EMAIL PROTECTED] wrote:
The computers are pretty much cleaned up according to unneeded services,
as their only task is to run as image generators.
OK, that's one likely candidate we can tick off the list.
Can I interpret your answer
Robert Osfield wrote:
Can I interpret your answer as: No, there are no ways to control
the
start of the GPU execution from the OSG API. ?
You could insert a camera pre/post callback if you want to add your
own sync code.
In your email you say you have two channels, but then you say its
Can anybody reproduce this problem? I am trying to build the current
OSG in the SVN trunk with the current CVS head of CMake.
GraphicsWindowCarbon.cpp is complaining it can't find certain Mac
system header files which is odd.
Thanks,
Eric
[ 40%] Building CXX object
The red text is photoshopped in, and I have not created my own view matrix.
2008/7/19 Peter Wraae Marino [EMAIL PROTECTED]:
Hi,
have you created your own viewmatrix?
I assume the red text is just photoshopped in, right?
Peter
http://osghelp.com
On Fri, Jul 18, 2008 at 10:49 PM,
HI Alfe,
It sounds like you have two Cameras and single GraphicsContext - if
the mirror view overlays the main image.
You mentioned you have two graphics cards, are running it as SLI?
Robert.
On Sat, Jul 19, 2008 at 3:45 PM, Alf Inge Iversen [EMAIL PROTECTED] wrote:
Robert Osfield wrote:
Robert Osfield wrote:
It sounds like you have two Cameras and single GraphicsContext - if
the mirror view overlays the main image.
You mentioned you have two graphics cards, are running it as SLI?
Did I? I cannot find where, but it may be a result of not being aware of
the correct terms.
(bump)
If anyone else would like a slot during the presentation section at the
BOF, please drop me a note.
cheers
-- mew
On Wed, July 9, 2008 11:50, Mike Weiblen wrote:
Hi all,
Call for Presenters at the OSG BOF
It's that time again, to invite folks to show off their latest and
Hello,
im having problems resizing the screen.
I start up a osgViewer::Viewer, with a menu scene for the user to select a
proper resolution before simulation starts.
When the user presses start in the menu, i set the done flag to true (to
escape the main loop), resize the screen (if necessary),
I figured out the problem. The OSG build system is instructing the
process to also build 64-bit as part of the Universal, and of course
it doesn't work when it gets to osgViewer because there is no 64-bit
Carbon.
-Eric
On 7/19/08, E. Wing [EMAIL PROTECTED] wrote:
Can anybody reproduce this
On Fri, Jul 18, 2008 at 12:43 PM, Marko Srebre [EMAIL PROTECTED] wrote:
Also I get some queer behaviour when using two textures in fragment
program... ati opengl support seems quite buggy and unpredictable.
What sort of problem using two textures in frag shader?
If you run the osgshaders
HI Hugo,
Are you recreating the GraphicsWindow(s) after the window resize? The
OSG doesn't have mechanism for automatically updating any existing
windows after a windowing system resolution change so you'll need to
update the windows manually. The design is such that one would
normally set the
Hi Robert
Thanks for the update, will try experimenting with vpbmaster.
Looking forward to the 1,0 stuff :-)
Brgs.
Ralf
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Hello,
I am developing a driver to integrate Geant4 (
http://geant4.web.cern.ch/geant4/ ) with OpenSceneGraph. It is
currently not part of either system, but hopefully it can become part
of one, of both, soon.
It allows you to build Geant4 applications which use OpenSceneGraph
for rendering,
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