Hi,
you can either attach your own stencil buffer to the camera attachments,
or some value osg::Camera::IMPLICIT_STENCIL_BUFFER_ATTACHMENT must be set.
Have a look at src/osgUtil/RenderStage.cpp and search for "stencilAttached".
HTH
jp
sumit wrote:
I am trying to do render in frame buffer ob
Hi Ben,
we also pump data from cameras into the GPU. To enable PBOs is simple:
// make image
osg::ref_ptr myim = new osg::Image();
// attach pbo
myim->setPixelBufferObject(new osg::PixelBufferObject(myim.get()));
// point im to data, avoid copying (mod format here for your app)
myim->setImage(I
I am trying to do render in frame buffer object by using a child camera of
the main camera. Both have same scene. In scene I am using stencil buffer.
For main camera output I am getting is correct, but for child camera,
geometry is rendered independent of the value of the stencil buffer.
Code
Hi,
I installed the binaries. osg works fine from the command prompt. I liked VS08
to osg using the Dwight Design tutorial:
I'm trying to compile this example: osganimate.cpp from the osg site.
When I try to build it it gives the following message:
1>-- Build started: Project: OSGTemp,
Hi,
Ignored
Thank you!
Cheers,
John
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David,
After looking into Paul's suggestion, I believe that (for static
terrain) if you add your terrain to your scaling node, and then use
Paul's suggestion on the scaling node, you may get what you're looking
for. The Optimizer is much simpler than my original suggestion,
although you may still
David Cofer wrote:
I am new to OSG, so perhaps this is simple and I do not understand how something is working. I want to scale a terrain once immediately after it is loaded, but before it is added to the scenegraph. I know I can do this by adding it to a matrixtransform node that is scaled, but t
Hello, David.
If your terrain is static, I would recommend an osg::NodeVisitor used
on your terrain in combination with osgUtil::TransformAttributeFunctor
used on the drawables of your terrain. As far as I know, this is a
custom solution, so you'll have to look into both of these classes to
see h
I am new to OSG, so perhaps this is simple and I do not understand how
something is working. I want to scale a terrain once immediately after it is
loaded, but before it is added to the scenegraph. I know I can do this by
adding it to a matrixtransform node that is scaled, but that seems ineffic
Ben Cain wrote:
Thanks Jason.
I've used FBOs before for render-to-texture. I'll take a look at PBOs.
No problem. There's also the osg::ImageStream class. It's subclassed
in the ffmpeg plugin and used in the osgmovie example for streaming
movies to texture. If you've got an image strea
Thanks Jason.
I've used FBOs before for render-to-texture. I'll take a look at PBOs.
On Thu, Feb 25, 2010 at 3:05 PM, Jason Daly wrote:
>
> You might try using PBOs (pixel buffer objects). I think the
> osgscreencapture example shows them in action.
>
__
Ok, I have a partial solution :):)
>
> Environment Tab:
> Linux Set your LD_LIBRARY_PATH to:
>
> ${workspace_loc}/libosgvp/libjni-osgvp/target/target_cmake/lib:/home/your_username/.depman/lib
>
>
> For windows XP your PATH must point to (pay attention to word "bin"):
>
> ${workspace_loc}
Ben Cain wrote:
Hello,
Is there a way to repeatedly/efficiently update an OSG texture's data
... for example imagery data that is being updating in system memory
(e.g. from a sensor capture device).
I've tried updating an OSG texture using texture2D->setImage(data) ...
but it is very slow. Aga
Hello,
Is there a way to repeatedly/efficiently update an OSG texture's data
... for example imagery data that is being updating in system memory
(e.g. from a sensor capture device).
I've tried updating an OSG texture using texture2D->setImage(data) ...
but it is very slow. Again, the image data
Maybe slightly off topic, but somewhat related: boost is currently
experimenting/working on a cmake build alternative for their system.
Perhaps this could help (confirm) your setup(s)?
Keep us all posted on the 64bit front...
Thanks...
D.J.
On Thu, Feb 25, 2010 at 4:19 AM, Morné Pistorius
wrot
Hi Cedric,
My data is not in a natively supported format, so it probably wouldn't do much
good for me to send it to you.
It will probably take me longer to decouple that section from the app than it
is worth, so I will just try and debug it further and let you know what I find.
I'm just lookin
Sorry; what I meant was, boost is experimenting using cmake to build
boost, as an alternative to their boost build system.
Hope this helps...
D.J.
On Thu, Feb 25, 2010 at 1:46 PM, D.J. Caldwell wrote:
> Maybe slightly off topic, but somewhat related: boost is currently
> experimenting/working o
I had a quick look at your submission, it looks like you have had a good
go at fixing the (my :-) ) transparency mess! So I won't submit any
fixes. Any chance you can give me a heads up on your thinking behind
"getTransparencyCounts", I am puzzled by it!
Certainly - some files use a transparency
On 2/25/2010 2:02 AM, Robert Osfield wrote:
> If someone wants to help fund my efforts on shader composition then feel
> free :-)
I'll find out where they stand on it.
> Robert.
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
PixelSense Landsat processing now
All,
Thanks for all your help. Given the suggestions, we were able to track down
the problem. It was a mix up between using the Release version vs. the Debug
version of the freetype lib. The suggestion of using "OSG Notify" was very
helpful for tracking the problem down.
Thanks again.
-Shayne
--
On 25/02/2010 09:42, Michael Platings wrote:
Hi Alessandro,
please see my email to osg-submissions on 11th Feb, "[osg-submissions]
DAE Animation". This contains many fixes and improvements to the DAE
plugin, including handling transparency correctly.
Michael,
I had a quick look at your submis
Hi Jamie,
If you can send me your data or a sample file that reproduce the
problem, i guess i could have look / test it.
About the way to setup it, it can be complicate depending on your
pipeline, I provided a very simple shaders as example but you will have
to adapt them for your case.
I can ju
Hi Garrett,
On Thu, Feb 25, 2010 at 3:14 PM, Garrett Cope <
garrett.cope@simcen.usuhs.edu> wrote:
> Yes, I experienced the same issue using example data files as well
> (cow.osg).
>
> I'd be glad to help track down the root issue. What do you need from me?
>
A guide to the simplicity way to
Hi Cedric,
As it is right now the code is part of a larger plugin, so it's not exactly a
small example. I'll try to put something smaller together.
Generally speaking though, should it work to use the RigGeometry setup in the
software skinning example and just add the RigTransformImplementation
Hi Robert,
Yes, I experienced the same issue using example data files as well (cow.osg).
I'd be glad to help track down the root issue. What do you need from me?
Cheers,
Garrett
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Hi Jamie,
I would be happy to have a look at your files, hardware skinning is
really young and i would be glad to make it more robust. Could you
provide a small example that i could test ?
Cheers,
Cedric
--
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mai
Hi Garret,
Are you able to reproduce the problem with any of the OSG examples? It
would be very useful for us to be able to recreate the problem and get to
the bottom of it. You suggestion about changing RenderStage.cpp to fix
things for your app suggests a problem elsewhere, or a regression in
Hi,
I'm looking for a clarification from Cedric (or anyone else experienced with
osgAnimation) on the correct way to set up the data structures for the hardware
skinning implementation.
Integrating the hardware skinning example with my code works fine with example
files like nathan.osg or any
Paul,
Don't need anybody to debug my code - just thought I would ping the community
and see if anybody had encountered a similar issue with migration.
For future reference, the issue was the 'glReadBuffer(_readBuffer);' call on
line 907 of RenderStage.cpp being called with a null buffer. I adde
Hi Art, Hi Jason,
Ok thanks for your answer, I will try with CUDA so.
Cheers,
Josselin.
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Yes i know, but always VS points me, where or which was not allocated
variable, this time it points me no where. When i disassembly it i get only
blank code in this location.
2010/2/25 J.P. Delport
> Hi,
>
> AFAIK you get the cdcdcd pattern in VS when trying to read memory that was
> not allocat
Hi,
AFAIK you get the cdcdcd pattern in VS when trying to read memory that
was not allocated. Check that you are not deleting data or pointing to
invalid data.
jp
Andrzej Piatek wrote:
Hi,
I have got problems with shader, my code to create working shader :
{
(declarations)
(...)
vert
Hi Everybody,
I am also deply interested in the topic ;-).
Current VirtualProgram implementation does not complie and relink shaders and
programs each time they are applied. They are only generated and linked when
certain new mix of shaders is encounterd in VirtualProgram::apply and used for
t
Hi,
I have got problems with shader, my code to create working shader :
{
(declarations)
(...)
vertexShader = new osg::Shader(osg::Shader::VERTEX);
fragmentShader = new osg::Shader(osg::Shader::FRAGMENT);
vertexShader->loadShaderSourceFromFile("sphere.vert");
fragmentShader->loa
We will have to wait github's import to be formal, but the following article
gives some good scales :
http://www.contextualdevelopment.com/logbook/git/large-projects
I extracted some parts to illustrate :
repository sizes for 15 years of FreeBSD's history
CVS1.7 GBSVN3.9 GBGit511 MB
Working copy
C
On Thu, Feb 25, 2010 at 10:51 AM, Jose Luis Hidalgo <
joseluis.hida...@gmail.com> wrote:
> Hi Tim,
>
> >> o What is the situation with importing histories from svn?
> >>
> > Speaking for git, the "git svn" works very well for maintaining a local
> git
> > repository that corresponds to a remote
On Thu, Feb 25, 2010 at 11:19 AM, Robert Osfield
wrote:
> Hi All,
>
> And another little thought that we might be able to improve up when
> migrating to a new DVCS, - authors of changes. Right now I do a "From
> FirstName SecondName, details" in all submissions, then use osgversions -R
> ChangeLo
On Thu, Feb 25, 2010 at 11:03 AM, Robert Osfield
wrote:
> Hi All,
>
> Another little questions with more experience with git/mercurial - how big
> does is local repository that users would have on their machines? I presume
> it'll be larger than a typically svn check out.
>
> Robert.
>
>
> Actual
Hi All,
And another little thought that we might be able to improve up when
migrating to a new DVCS, - authors of changes. Right now I do a "From
FirstName SecondName, details" in all submissions, then use osgversions -R
ChangeLog to parse out the authors, and make any typo corrections made to
Fi
Hi All,
Another little questions with more experience with git/mercurial - how big
does is local repository that users would have on their machines? I presume
it'll be larger than a typically svn check out.
Robert.
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Hi Lilith,
On Thu, Feb 25, 2010 at 9:12 AM, Lilith Bryant wrote:
> I highly suggest you do some benchmarking on shader compiling/link times.
> We
> investigated this a couple of years ago, and found that we couldn't avoid
> an
> output glitch (due to compile/link time) whenever we needed a new
Hi Tim,
>> o What is the situation with importing histories from svn?
>>
> Speaking for git, the "git svn" works very well for maintaining a local git
> repository that corresponds to a remote SVN repository. If you ever decided
> that you wanted to "flip the switch," this git repository could b
Hi Alessandro,
please see my email to osg-submissions on 11th Feb, "[osg-submissions] DAE
Animation". This contains many fixes and improvements to the DAE plugin,
including handling transparency correctly.
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Excellent news! Thank you, that will be really helpful!
Regards,
Morne
On Wed, Feb 24, 2010 at 7:49 PM, Anders Backman wrote:
> I managed to build what I need in 64bit.
> My take on it was to cmakeify them all.
> Collada, boost (only libsystem, libfilesystem), (jpeg, png and zlib was
> alredy
Robert, Chris, et al,
I highly suggest you do some benchmarking on shader compiling/link times. We
investigated this a couple of years ago, and found that we couldn't avoid an
output glitch (due to compile/link time) whenever we needed a new shader.
GL Drivers may well have improved since then
Hi Chris,
My plan is still to tackle the shader composition prior to 3.0. I haven't
had a chance to make any more progress on it this yet as I've been hunkered
down with merging submissions/bug fixes/refactors of problematic parts of
the OSG.
To tackle shader composition I really need to hide my
Hi,
Just a follow-up on http://github.com . PragProgs have a nice
screencast that shows github in action :
http://pragprog.com/screencasts/v-scgithub/insider-guide-to-github
The first five minutes are a showcase of the fancy stuff but then it
explains how to realliy use it. Nice to watch. The fir
Hi Robert and all,
This is a really interesting topic. I haven't read all the posts yet,
so please forgive me if my thoughts were already suggested.
2010/2/25 Robert Osfield :
> o No ones added there name to list of volunteers yet:
I'd like to take care of the serialization parts and the osgt/
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