Hi all,
I am facing a problem in accessing the floating point texture within a
fragment shader. I have some 2D floating point array that I wish to access
within the Fragment Shader. For the purpose,
1. I have created an image with the pixel format GL_LUMINANCE and data type of
GL_FLOAT.
Hi,
I would like to use an osgViewer::Viewer which should render to a constant
aspect ratio and fill the rest of any rendering window with black in any case;
also on resizing.
For that matter, I have implemented an updateViewport() method that resizes my
Viewport centered in the correct aspect
Hi All,
I had created animated texturing on terrain with using shaders but I have
already realized some artifacts on the terrain as you see from that
VIDEOhttp://www.fileden.com/files/2007/9/10/1423182/AnimetedTexturing.wmv.
Why have this strips created on the terrain in each loop?
Any advices to
Hi Harash,
floating point formats are not available for all pixel formats. Have
a look at the OpenGL specs/extension registry on the topic of float
textures to see what floating point formats are supported.
Robert.
On Fri, Oct 17, 2008 at 8:28 AM, Harash Sharma [EMAIL PROTECTED] wrote:
Hi
Hi Alex,
On Fri, Oct 17, 2008 at 9:29 AM, Alexander Löffler [EMAIL PROTECTED] wrote:
For that matter, I have implemented an updateViewport() method that resizes my
Viewport centered in the correct aspect ratio and according to my current
window
size. This works in general, but two questions
HI Brett,
All you need to do is set the Registry's Options object for the default setting.
osgDB::ReaderWriter::Options* options = new
osgDB::ReaderWriter::Options;
options-setOptionString(str);
osgDB::Registry::instance()-setOptions(options);
Robert.
On Fri, Oct 17,
Umit,
It's a well known gotcha with texture repeats.
Each vertex has increasing causticsCoord.x. Imagine the vertices with coord
0.0, 0.1, 0.2, 0.3 etc. The fragments in between any of these coords have
_interpolated_ texcoords i.e. a fragment halfway betwen 0.0 and 0.1 vertex
has a texcoord of
Hi David,
On Fri, Oct 17, 2008 at 10:24 AM, David Spilling
[EMAIL PROTECTED] wrote:
Ah! I learn something every day...
Is there any system-wide check (other than by eye, at checkin) that makes
sure that all of the options are unique to each loader? e.g. there isn't a
dds_flip option in, say,
I am experimenting with a simple sunlight shadow technique using the
osgShadow model and basic depth shadows. I would like to set up the
shadow casting camera so that I end up with a shadow texture that is a
near as possible "filled" with the shadow casting objects as culled by
the LOD nodes
Ah! I learn something every day...
Is there any system-wide check (other than by eye, at checkin) that makes
sure that all of the options are unique to each loader? e.g. there isn't a
dds_flip option in, say, the .ac3d loader?
David
___
osg-users
Hello,
I have problems to get osg running on Mac OSX using the standard
unix way.
The problem is due to the freetype library because the headers can't
be found.
So freetype2 is installed on my system, but I saw that #include
doesn't use system
includes. I wasn't able to figure out
Hi J-S,
Ok, then lets postpone any changes to the moment we hear additional requests
from others. Once you managed to solve your blending issue this discussion
seems purely academic. Lets wait for some practical problems to appear. I
think this is actually best choice. With every piece we
Hi David,
I unattached the fract math function and all strips gone away :) I haven't
thought it was a simple bug :)
Thanks so much.
Best regards.
Umit Uzun
2008/10/17 David Spilling [EMAIL PROTECTED]
Umit,
It's a well known gotcha with texture repeats.
Each vertex has increasing
Roger,
I had similar dilemma at some point. I was thinking about overridding cull
visitor but had problem how to substitute original cull visitor with my class
in the middle of cull traversal. Finally I adopted other approach. Once Cull
Visitor traverses the scene all drawbles land in render
Hi Wojtek,
Ok, then lets postpone any changes to the moment we hear additional
requests from others. Once you managed to solve your blending issue this
discussion seems purely academic. Lets wait for some practical problems
to appear. I think this is actually best choice. With every piece we
Hi,
I'm currently on a problem :
I change the color of a node (osg::PAT) but I don't want its child osg::text
to have the same color...
On the PAT I do a
node-getOrCreateStateSet()-setAttributeAndModes(mat.get(),osg::StateAttribute::ON);
On the text :
osg::ref_ptrosg::Material mat =
Hi J-S,
Ok, then lets postpone any changes to the moment we hear additional
requests from others. Once you managed to solve your blending issue this
discussion seems purely academic. Lets wait for some practical problems
to appear. I think this is actually best choice. With every piece we
Hello,
I was having trouble getting my models lined up when converting
them to .osg format. Attached are just the tops of the files from doing a:
osgconv cow0.osg cow1.osg
You can see that the one element of Matrix loses precision.
Any thoughts on increasing the default precision for
a little UP..
Sorry for the convenience, but I would be very useful to solve this problem
now...
Thanks.
Regards,
Vincent.
2008/10/17 Vincent Bourdier [EMAIL PROTECTED]
Hi,
I'm currently on a problem :
I change the color of a node (osg::PAT) but I don't want its child
osg::text to
Wojciech,
Thanks for the pointer, that code looks interesting. I can override the
CullVisitor at the scene root so I don't have quire the same problem. I
must admit this is not first time I have wished for a general per node
cull callback in osgUtil::CullVisitor. It would also be a way to
On Thu, Oct 16, 2008 at 2:42 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
HI Csaba,
I suspect the particular problem you are seeing is not directly driver
related, but is an OSG bug, differences in drivers might change the
timing slightly which leads to the problem not becoming visible, but
Hello All,
I am using osgViewer::Viewer to display a scenegraph that contains an
OssimPlanet planet object as a node. From messages in the archive I understand
that osgViewer::Viewer has DatabasePager built into it, so I expected to see
good performance in the changing through the levels of
HI James,
You don't have to do anything special to use the DatabasePager in
osgViewer, just load a dataset with PagedLOD nodes in it and it'll
automatically start paging. There isn't any examples that just
demonstrate the database pager use as there really isn't any you need
to do, the hard part
Hello folks! It's Friday, so here's a cool video. :)
http://the-bob.org/~jlmoles/osgWidget-3d.wmv
This demonstrates a new ViewerEventHandler object in osgWidget that lets
you switch between a 2D ortho view and 3D perspective view of your
scene. You'll notice when I switch the WindowManager isn't
On Tue, 2008-10-14 at 21:25 +0800, yang zhiyuan wrote:
Hi:
I have solved the problem how to get one char's position inside a
osgText::Text;
The purpose is to move cursor when input text.
Here is my code:
updateCursorPos(const std::string string, int position)
{
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