On 7/11/09 10:18 PM, Thorsten Werner wrote:
osg::Vec2Array* texcoords = new osg::Vec2Array(4);
(*texcoords)[0].set(0.0f, 0.0f);
(*texcoords)[0].set(1.0f, 0.0f);
(*texcoords)[0].set(1.0f, 1.0f);
(*texcoords)[0].set(0.0f, 1.0f);
Is this a cutpaste error?
The image
Hi Dan,
Renderer::cull() just does the cull traversal - i..e just collects a
rendering graph of what drawables and state that visible to the
Camera.
The Renderer::draw() does the dispatch of the graph of what needs rendering.
Robert.
On Sun, Nov 8, 2009 at 12:09 PM, Dan R nice...@gmail.com
Hi Paul,
On Sun, Nov 8, 2009 at 2:44 PM, Paul Martz pma...@skew-matrix.com wrote:
Hi Robert -- There are large projects out there based on SceneView and
getting along just fine without osgViewer. Removing SceneView would, at
best, require them to migrate SceneView out of OSG and into their own
On Mon, Nov 9, 2009 at 09:50, Ulrich Hertlein u.hertl...@sandbox.de wrote:
On 7/11/09 10:18 PM, Thorsten Werner wrote:
osg::Vec2Array* texcoords = new osg::Vec2Array(4);
(*texcoords)[0].set(0.0f, 0.0f);
(*texcoords)[0].set(1.0f, 0.0f);
(*texcoords)[0].set(1.0f, 1.0f);
Hi guys,
Interesting conversation on solving this problem. I'm working with James on
this and he's away this week, so I thought I'd reply to keep the
conversation going, and also to thank you for your input.
Just to throw another requirement into the mix, I don't think we can use
vertex shaders,
Hi Andrew,
Vertex indices are just available for backwards compatibility, I would
not recommend using them at all as they force the OSG down on to slow
paths where it assemble the actual data to send to graphics card on
each frame, as graphics cards do not support per primitive normals, or
Hello Robert,
On Nov 9, 2009, at 3:22 AM, Robert Osfield wrote:
Hi Paul,
On Sun, Nov 8, 2009 at 2:44 PM, Paul Martz pma...@skew-matrix.com
wrote:
Hi Robert -- There are large projects out there based on SceneView
and
getting along just fine without osgViewer. Removing SceneView
would,
2009/11/9 Andrew Burnett-Thompson aburnettthomp...@googlemail.com:
Hi guys,
Interesting conversation on solving this problem. I'm working with James on
this and he's away this week, so I thought I'd reply to keep the
conversation going, and also to thank you for your input.
Just to throw
On Mon, Nov 9, 2009 at 1:28 PM, Doug McCorkle mc...@iastate.edu wrote:
Do you have an example of how to use this class with an existing windowing
toolkit? There was an FAQ on this subject related to SceneView that does not
seem to be present anymore. If you have an example related to osgViewer
Hello Robert,
On Nov 9, 2009, at 7:54 AM, Robert Osfield wrote:
On Mon, Nov 9, 2009 at 1:28 PM, Doug McCorkle mc...@iastate.edu
wrote:
Do you have an example of how to use this class with an existing
windowing
toolkit? There was an FAQ on this subject related to SceneView that
does not
Hi Andrew,
Just to throw another requirement into the mix, I don't think we can use
vertex shaders, as we cannot guarantee what hardware the software will
be run on. Basically integrated graphics is the lowest possible
hardware, so what's that, DirectX 8? 9? Vertex shaders run on DX8 but
you
Doug McCorkle schrieb:
Hello Robert,
On Nov 9, 2009, at 3:22 AM, Robert Osfield wrote:
Hi Paul,
On Sun, Nov 8, 2009 at 2:44 PM, Paul Martz pma...@skew-matrix.com
wrote:
Hi Robert -- There are large projects out there based on SceneView and
getting along just fine without osgViewer.
Hi Doug,
On Mon, Nov 9, 2009 at 2:00 PM, Doug McCorkle mc...@iastate.edu wrote:
I understand this point and for the most part we pay for support to address
these issues (because of the points you raise above).
We if you pay another party to maintain a branch of the OSG for you
then this is
Hello Robert,
After looking at both of the suggested examples (osgviewerSDL and
osgviewerGLUT) I have a couple of questions. First, with SceneView we
handed off the context ID to OSG, now it looks like we provide context
information to osgViewer through the window's initial position? Is
Hi,
Well the Fileformat isnt a copypaste error. I just have 2 versions of that
file.
The texcoords are indeed copypaste errors. Must have been too late :?
Thank you!
Cheers,
Thorsten
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Hi,
I have problems with using the QOsgWidget under QT.
I was load a Collada file *.dae
The scene in the osgviewer.exe was correct (attachment pic good), but if i use
the QOsgWidget
Code:
osg::ref_ptrosg::Node loadedModel = osgDB::readNodeFile(collada.dae);
Hi,
Yes, I changed the 4 zeros to 0,1,2,3 in the array. Working fine now.
Thank you!
Cheers,
Thorsten
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Hi there,
Jean
Well you're kind of juggling conflicting requirements. You want the app
to run on low-end graphics, but you want to reduce its CPU-side memory
usage to a minimum by not storing normals.
Well it's just a typical project really, everyone wants the moon on a stick
and they don't
Doug McCorkle wrote:
Hello Robert,
After looking at both of the suggested examples (osgviewerSDL and
osgviewerGLUT) I have a couple of questions. First, with SceneView we
handed off the context ID to OSG, now it looks like we provide context
information to osgViewer through the window's
Hi Doug and Paul,
On Mon, Nov 9, 2009 at 5:09 PM, Paul Martz pma...@skew-matrix.com wrote:
My understanding is that you create your own window and context, and make
them current, then call setUpViewerAsEmbeddedInWindow. (Honestly, I'm not
cure why osgViewer needs the window size passed as
Hi Doug,
On Mon, Nov 9, 2009 at 3:52 PM, Doug McCorkle mc...@iastate.edu wrote:
After looking at both of the suggested examples (osgviewerSDL and
osgviewerGLUT) I have a couple of questions. First, with SceneView we handed
off the context ID to OSG, now it looks like we provide context
Hello Robert,
On Nov 9, 2009, at 11:41 AM, Robert Osfield wrote:
Hi Doug,
On Mon, Nov 9, 2009 at 3:52 PM, Doug McCorkle mc...@iastate.edu
wrote:
After looking at both of the suggested examples (osgviewerSDL and
osgviewerGLUT) I have a couple of questions. First, with SceneView
we handed
All,
I'm currently trying to upgrade from OSG-1.2 to OSG-2.8.0 to upgrade a process
currently in place. I'm trying to load this new version from scratch on a
Windows XP machine with VS 2003 .NET. I'm following the instructions from:
From the Common Questions of the osgShadow node kit.
What if my objects already have a shader applied to them?
* That shader also needs to implement shadow mapping. See the
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src
/osgShadow/ShadowMap.cpp top of
Jacob Armstrong wrote:
I'm currently trying to upgrade from OSG-1.2 to OSG-2.8.0 to upgrade a
process currently in place. I'm trying to load this new version from
scratch on a Windows XP machine with VS 2003 .NET. I'm following the
instructions from:
Hi Wyatt,
Which shader is the basic shader, fragmentShaderSource_noBaseTexture or
fragmentShaderSource_withBaseTexture?
Depends on whether your object has a texture or not. Although now, since
texture lookups are so cheap these days, I would suggest you save
yourself some aggravation and
Do you need the ogr plugin? If not, don't worry about it.
If you do need ogr, then I suspect the link errors might be coming from
an outdated version of the GDAL dependency. Lacking further information
(like a map of OSG version to GDAL version), I'd try upgrading GDAL to
see if the issue
What other dependencies are there for OSG-2.8.0, and where can I get them? I
downloaded all of the dependencies for VS 7.1 according to
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies. I
placed them all in:
..\OpenSceneGraph-2.8.0\3rdParty\bin
Hi Jacob,
I don't need the ogr project, so I'm not considered about it, and I'm
looking to install VPBMaster as well, so what else am I missing here?
I can't seem to set up a working load with the online documentation.
If you don't need the ogr loader, then you don't need all the
Jacob Armstrong wrote:
What other dependencies are there for OSG-2.8.0, and where can I get
them?
I don't need the ogr project, so I'm not considered about it, and I'm
looking to install VPBMaster as well, so what else am I missing here?
I can't seem to set up a working load with the online
BTW are aware of any publicly available Terra Page terrain?
Off hand I'm not sure that there is any! Have you tried contacting Presagis?
Thay have the rights for Terra Page and might have a sample.
I'm about to challange Presagis to make a ive output for there TerraVista
program.
I
Paul Martz pma...@skew-matrix.com wrote:
osgBullet is a set of software tools for applications that use both OSG
and the Bullet physics library. It features utilities to create Bullet
collision shapes from OSG data and vice versa, run the physics
simulation in a separate host thread, debug
Is this what you are referring to?
if (withBaseTexture)
{
scene-getOrCreateStateSet()-setTextureAttributeAndModes( 0,
new osg::Texture2D(osgDB::readImageFile(Images/lz.rgb)),
osg::StateAttribute::ON);
}
W
-Original Message-
See the code for
Hi Wyatt,
Is this what you are referring to?
if (withBaseTexture)
{
scene-getOrCreateStateSet()-setTextureAttributeAndModes( 0,
new osg::Texture2D(osgDB::readImageFile(Images/lz.rgb)),
osg::StateAttribute::ON);
}
Nope, this:
{
// fake
Ulrich Hertlein u.hertl...@sandbox.de wrote:
But I was wondering: wasn't there some sort of osgPhysics effort that was
aiming to provide an independent physics layer?
Yes, there is osgPhysics, but it is using the PAL abstraction layer which
doesn't work with gcc properly due to the way it is
Jan Ciger wrote:
Yes, there is osgPhysics, but it is using the PAL abstraction layer which
doesn't work with gcc properly due to the way it is loading the physics
engines on the fly. Even with static build I have never managed to get the
examples to work.
My client and I considered and
When I render my scene, I'm getting this in the log:
Warning: detected OpenGL error 'out of memory' after RenderBin::draw(,)
This is on a Windows XP machine with 4GB of RAM. I suspect it isn't
complaining about running out of that memory though. Is it video RAM
that I have run out of?
Cory
Ruben, thank your very much. :D
i have enable it!
Thanks again for your help!
ren
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