Hi Michael,
If you want to have a series of layers of 2D and 3D content then you
simply set up you Camera's with an appropriate RenderOrder number, the
ordering goes :
PRE_RENDER, from negative to positive RenderOrder number
POST_RENDER, from negative to positive RenderOrder number
In yo
Michael W. Hall wrote:
> Since I am having issues with my linux box, I am tinkering with OSG in
> Visual Studio 2005. I am not having much luck. I was wondering if
> anyone can point me to some good example code for VS 2005.
Clarify what you're trying to do, and what you're having problems wit
Since I am having issues with my linux box, I am tinkering with OSG in
Visual Studio 2005. I am not having much luck. I was wondering if
anyone can point me to some good example code for VS 2005.
I am wanting to do C++/CLR.
Thanks for any help.
___
o
Thanks for your reply!
I want to draw a curved surface dynamic, like the function Mesure area in
skyline.
now i have the profile line of the curved surface,but just lines,not a polygon
or a surface.
my issue is:
how to display the profile line to be a enclosed area, not lines.
use OverlayNode?
Hi,
I've realized that the problem is that I'm losing the graphics context. I'm
having the same problem with the inicialization of a shader, and it crashes
here before the glMultiTexCoord4f(), so I think if I solve the problem with the
shader this maybe solves my first issue.
My problem is that
Hi Sukender,
It works for me... how it happened?
JL.
On Tue, Aug 4, 2009 at 9:36 AM, wrote:
> Hi Jose-Luis et al
>
> Either the dashboard does not respond, or I get the folowing error:
>
> no handler found
> Warning: error_log(backup/cdash.log) [function.error-log]: failed to open
> stream:
Hi Robert, hi J-S
I'll remind the conclusions of our discussion in case someone new to the
topic is interested:
(1) We agreed that we may now remove the code forcing attachment of
color/depth buffers to FBO when user had not attached such buffer. To relax
FBO requirements its neeccessary to
Folks,
Sorry for another post on this subject. I just can't figure out how to
disable the clamping of the output. I'm want to render offscreen without a
window with 32 bit floats.
Attached is the sample code I'm working with, it's based on the
osgscreencapture.cpp example. It uses a shader to wr
For which part? I can refer to you code in the examples:
osgfadetext - demonstrates cluster culling (osg::ClusterCullingCallback)
osgreflect - demonstrates writing and reading the stencil buffer
(osg::Stencil) and setting render bin numbers
(osg::StateSet::setRenderBinDetails)
HTH.
Glenn Waldro
Pau Moreno wrote on Tuesday, August 04, 2009 3:18 PM:
> I'm trying to use multitexture in a class that inherit from Drawable.
I use
> glMultiTexCoord4f inside of the drawImplementation, because I need
this
> function to work with this parameters I have in a geomtryShader, but
by some
> reason a get
Robert Osfield wrote:
> Hi Tim,
>
> Thanks for spotting and reporting this issue. You reading is correct,
> the flush of the osgDB::Registry's object cache won't called till at
> least one PagedLOD is expired.
>
> What really should be happening is that the DatabasePager shouldn't be
> responsib
Hi,
I'm trying to use multitexture in a class that inherit from Drawable. I use
glMultiTexCoord4f inside of the drawImplementation, because I need this
function to work with this parameters I have in a geomtryShader, but by some
reason a get a Segmentation Fault while I'm using it... Shall I h
Actually having downloaded that picture and loaded it into the GIMP it
turns out it's much easier than that.
Simply enable blending on the stateset. The image background has an
alpha of zero and will then appear transparent.
Regards,
Kim.
2009/8/4 Kim Bale :
> Hi Alex,
>
> You'll need to use a
Hi Alex,
You'll need to use a black and white mask over your current texture
and blend the two together. To do that you'll need to set the blend
function to:
osg::BlendFunc( GL_DST_COLOR, GL_ZERO )
and your mask would have a white silhouette of a woman on a plain
black background.
More detail h
Hi,
I'm loading a osg map with osgviewer, but there are some pictures that should
appear with a transparency. How can I make it work? The picture was already
used in other osg applications and it was showing the appropriate transparency.
The image is this:
[Image: http://i26.tinypic.com/2wnbdi
Hi, Glenn
can you post some example code ?
Cheers,
Sergey
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http://lists.opens
Hi Mathias,
You don't really provide enough info about your overall viewer setup
to give a direct answer. It sounds like you are using the OSG's low
level stereo support in osgUtil and combining this with a 3rd party
code that does distortion correction or similar. Doing low level
stereo and dis
Hi Tim,
Thanks for spotting and reporting this issue. You reading is correct,
the flush of the osgDB::Registry's object cache won't called till at
least one PagedLOD is expired.
What really should be happening is that the DatabasePager shouldn't be
responsible for flushing the object cache, it s
Here's an idea..
First, apply a ClusterCullingCallback to each icon, with the normal vector
being the up-vector at the icon's location. This is prevent icons from
rendering behind the Earth .
Render the Earth normally, and then also to the stencil buffer.
Increase the render bin # of the icons s
Hi Rick,
As well as directly calling Registry to set up the alias, if you know
you'll always be using this plugin then you can pre-load the plugin
and then you won't need to set up the alias.
osgDB::Registry::instance()->loadLibrary(osgDB::Registry::instance()->createLibraryNameForExtension("nsm"
Hi Lipan,
You could look into using projected textures with the osgSim::OverlayNode or
if you are rendering vector data such as that from an ESRI shapefile I'd
recommend looking at osggis at http://www.osggis.org.
Jason
On Mon, Aug 3, 2009 at 7:15 AM, Pan Li wrote:
> Hi,
>
> 1、how to draw a Cu
Hadrien Thomas wrote on Tuesday, August 04, 2009 10:57 AM:
> Ok.
> It's going to be a lot of work for me I guess :P
>
> Thank you for your help!
Perhaps osgUtil::ShaderGenVisitor and the osgshadergen example can help
you out? They were designed to reproduce the fixed functionality
pipeline in sh
Ok.
It's going to be a lot of work for me I guess :P
Thank you for your help!
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Sergey,
Thanks for the clarification.
What happens if you also disable writing to the depth buffer for the icons?
You might also have to set render bins to control render order.
Earth -> icons -> objects above earth
This will allow all labels to show through the earth, which might not be what
y
If you add a shader to an object it removes all of the effects of
OpenGL's fixed pipeline rendering. As a result if you want any of that
fixed pipeline rendering back (such as lighting, texture mapping etc.)
you will have to write an equivalent implementation within the shader.
K.
2009/8/4 Hadri
Good afternoon,
It's me again ^^
I tried some available shaders and i'm afraid that i don't understand at all
how it works.
It blows away all the textures and the lighting. Am I supposed to put them in
the shaders?
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Hi,
before going into the details of the problem, I'd like to explain what
I'm trying to do and what I have done until now.
I have a 3rd-party function/method which is out of my scope. It seems to
read and write the window-system provided framebuffer and
manipulates/distorts the image. The fir
Hi,
1、how to draw a Curved Surface on the top of terrain? like the fig1.
2、how to compute the surface area of the Curved Surface?
any examples??
thanks a lot!!
Cheers,
lipan
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<>_
Hi Luigi, Frank and others,
FYI I am currently using osgswig with a "patched" osg 2.9.5. This patch
consists of reverting the MixinVector stuff from osg 2.6+ with the standard
std:vector alternative in osg 2.4 so osgswig can wrap the VecArrays again. I
have tried this only on linux, and I'm not su
On Aug 4, 2009, at 7:55 AM, Luigi Calori wrote:
I'm unwilling to update as each time I update osg... there are some
problems with swig wrapping.
One of the worst issues has been the MixinVector that has broken
all the vecArrays wrapping thus preventing python construction of
geometry.
I d
Thank you very much!
I think I copied an error... what a big mistake :P
That works! I can finally begin to see the effects of shaders! Fantastic! :P
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Hi Gerwin,
It's a bit of a tricky situation. The actual content of the alpha
channel mainly depends on FFmpeg implementation (and not osg). If I
remember correctly, the obsolete colour conversion routines set the
alpha value to 1 when the video was only RGB, while the libswscale
routines set it to
Hi John and Gerwin, I' m also using osgswig... and really would like it
kept up with the osg development.
Using good python IDE such as SPE, developing osg is much easier (for
me) than in C++ . really thanks to all osgswig developers
Currently I' m stuck with an svn OSG version (2.9.5) tha
Hi,
yes, icons is the place labels on the eart (for example city label), objects
above earth - ballistic missile or plane.
Now if label and air object is in one eye point - label masks air object.
Sorry for my english, mixed up "under" and "above" in previous posts. :-)
Thank you!
Cheers,
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflat&Number=261641
Latest desktop GPU functionality now fully accessible through
cross-platform open 3D standard; Close alignment with OpenCL for
parallel compute, OpenGL ES for mobile graphics and new WebGL
standard for 3D on the We
Hi Hadrien
0(3) : error C1008: undefined variable "glPosition"
0(3) : error C1008: undefined variable "glProjectionMatrix"
0(3) : error C1008: undefined variable "glModelViewMatrix"
0(3) : error C1008: undefined variable "glVertex"
GLSL functions all have the prefix gl_ not gl. i.e. glPosition sh
Hi,
I found this tutorial which was very convenient:
http://www.openscenegraph.org/documentation/NPSTutorials/osgGL2ShaderIntro.htm
But the problem was the path of my shader files.
Now I have solved that, it compiles but there is still a problem remaining:
Code:
VERTEX glCompileShader "" FAI
Hey,
I have OSG 2.8.1 and OSGART 2.0 installed and working.
I successfully added the Video Plugin following this tutorial:
http://www.osgart.org/node/15
so now I have a live video feed from my webcam.
I am trying to add tracking ability based on this tutorial:
http://www.osgart.org/node/16
but am
Thanks for your reply, that seemed to be the problem it was set to
SingleThreaded.
Now I have the video Plugin running on OpenSceneGraph...
thanks!
David
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Hi Robert,
As expected, I did a mistake when building two VC9 packages (documentation was
missing in packages named "all" because I forgot to generate the doc before).
Sorry.
Please use openscenegraph-all-2.8.2-win32-x86-vc90-Debug(2).zip and
openscenegraph-all-2.8.2-win32-x86-vc90-Release(2).z
Hoi John,
I appreciate your enthusiasm for osgswig, we hear you! Including osgswig in
the main repo would certainly increase its exposure and use. However, I'm
not really sure if the "Including them would ensure that they are kept up to
date"-argument would hold just yet. There are also quite some
Hi Joe,
I recall having similar issues with cross-shared-library casting. I'm not sure
this is directly related to your problem, but I thought I'd share. In that
case, I was messing up my -shared and -fPIC settings for the g++ compiler. The
fPIC setting ensures the generation of position-indepe
Hi all,
I've been toying with the ffmpeg plugin and osg 2.9.5. As I was hoping, this is
definitely a great improvement over the buggy xine plugin. I'm currently adding
more playback controls, such as seek and pausing support.
I did notice a surprising effect when using a regular (non-transpare
Hi Jose-Luis et al
Either the dashboard does not respond, or I get the folowing error:
no handler found
Warning: error_log(backup/cdash.log) [function.error-log]: failed to open
stream: Permission denied in /home/www/cdash_OSG/cdash/common.php on line 192
Hope it helps :)
Sukender
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