Hi Colin,
On Wed, May 19, 2010 at 10:13 PM, Colin Cochran ccochran...@gmail.com wrote:
Actually, I believe the particle.rgb texture is in fact not rendering
correctly...
Should I be seeing simple colored squares? Or should I see particles that are
a little more complex?
They should render
HI Fred,
I would like to use the glFramebufferTextureEXT function introduced in the
EXT_geometry_shader4 extension. My need is to control the layer of the 3D
texture target with the gl_Layer variable present in geometry shaders. For
the moment, I hacked the FrameBufferObject sources to
Hi Robert,
- Robert Osfield a écrit :
HI Fred,
I would like to use the glFramebufferTextureEXT function introduced
in the EXT_geometry_shader4 extension. My need is to control the layer
of the 3D texture target with the gl_Layer variable present in
geometry shaders. For the moment, I
Hi,
I was wondering if there is a way to use a shader to render a VPB created
terrain.
I need to perform some per pixel effects and post processing on the terrain
texture and have full control of the the terrain rendering pipeline.
.
Thank you!
Cheers,
neshume
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Read this
Hi Neshume,
On Tue, May 18, 2010 at 10:50 PM, Alex Andel nesh...@gmail.com wrote:
I was wondering if there is a way to use a shader to render a VPB created
terrain.
I need to perform some per pixel effects and post processing on the terrain
texture and have full control of the the terrain
Try to use overlay node. It might be helpful for your purpose.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Vladimir
Karmisin
Sent: Wednesday, May 19, 2010 18:55
To: osg-users@lists.openscenegraph.org
I dont think overlay will hellp. Looks like he need to integrate the airport
into the terrain. This is task for terrain generation tool
-Nick
On Thu, May 20, 2010 at 1:07 PM, Sumit Pandey sum...@darshan3d.com wrote:
Try to use overlay node. It might be helpful for your purpose.
Hi,
I want to know if there is a limit in frame rate in OpenSceneGraph because when
I run a simple application (ex : osgviewer cow.osg), the frame rate never
exceeds 60 fps.
Thank you!
Cheers,
lucie
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Lucie,
If your computer is syncing to vblank, then frame rate will never exceed
your monitor refresh rate.
-Todd
On 5/20/2010 9:10 AM, lucie lemonnier wrote:
Hi,
I want to know if there is a limit in frame rate in OpenSceneGraph because when I run a
simple application (ex : osgviewer
Hi Lucie,
The 60Hz frame rate limitation is due to the graphic-card pilot vertical
synchronization.
Disable the vertical Sync. and the Frame rate displayed will be the real
one.
Regards,
Vincent.
Le 20/05/2010 15:10, lucie lemonnier a écrit :
Hi,
I want to know if there is a limit in
Hi Sanat,
this is very trivial. Post your whole code I will have a look
-Nick
On Thu, May 20, 2010 at 1:06 AM, Sanat Talmaki sanat.sch...@gmail.comwrote:
Hi Nick,
I tried following your lead but I think I'm doing something wrong as I can
see only a blank screen.
Here's my code for that
ok .. from the snippet here is what you have to do:
// Get the camera position
osg::Vec3 cameraEye;
osg::Vec3 cameraCenter;
osg::Vec3 cameraUp;
viewer.getCamera()-getViewMatrixAsLookAt(cameraEye,cameraCenter,cameraUp);
// Set the camera to look from its current position to the PAT position
Hi all,
I am trying to use TrackBallManipulator with Orthographic Projection
but When i try to Zoom its not Working.
Thank you,
cheers,
Nitin
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Hi,
Ok, Thank you!
Cheers,
lucie
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Hi Nick,
Thanks for your reply. I tried to make those changes but I still can only see a
blank screen in my viewer window. I didn't try the update callback yet as I
wanted to at least get the camera view into the scene right for a start.
So here's what I did:
//Setting up the Viewer
try not setting the Camera (viewer.setCamera(yourCamera) .. trhe viewer
already has a camera with proper setup
-Nick
On Thu, May 20, 2010 at 4:30 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:
Hi Nick,
Thanks for your reply. I tried to make those changes but I still can only
see a blank
Hi Robert,
Understood. For what it's worth, GL ES support in OSG has been very nice and is
scaling very well.
I'll look into the point sprites.
Thank you!
Cheers,
Colin
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Hi Colin,
On Thu, May 20, 2010 at 4:23 PM, Colin Cochran ccochran...@gmail.com wrote:
Understood. For what it's worth, GL ES support in OSG has been very nice and
is scaling very well.
Good to hear. I'm curious how you are deploying the OSG in
conjunction with GLES, what
Hi Nick,
yes that helped. I can see the scene now.
I haven't figured out the callback part so I looked at the quickstart guide to
understand what you were trying to do with the update callback class for the
camera node but I couldn't find it there. Can you tell me where I can look to
Dear osg-users,
I am pretty new to this platform. I would like to know how to use the .logo
plugin to show a semi transparent logo of my lab in a corner
programmatically (using command line arguments could be useful too).
As far as I have seen there is no documentation about.
Thanks,
On Thursday 20 May 2010 17:00:55 Michele Fiorentino wrote:
Dear osg-users,
I am pretty new to this platform. I would like to know how to use the .logo
plugin to show a semi transparent logo of my lab in a corner
programmatically (using command line arguments could be useful too).
As
Hi,
There is some code in the _computeCorrectBindingsAndArraySizes (below) that
assumes it is impossible to have numElements==numVertices in the normal array
and , for example, be BIND_PER_PRIMITIVE. The code resets to BIND_PER_VERTEX.
Consider a series of triangle primitives making a strip
Hi Andrew,
Yep this sounds like a bug, feel free to work and submit and fix to
osg-submissions :-)
Robert.
On Thu, May 20, 2010 at 5:29 PM, Andrew Cunningham andr...@mac.com wrote:
Hi,
There is some code in the _computeCorrectBindingsAndArraySizes (below) that
assumes it is impossible to
Hi Sanat,
lots of examples of NodeCallbacks. osganimate is one. To understand it think
of it as a mechanism to inject your update code in the update traversal by
osg
-Nick
On Thu, May 20, 2010 at 5:36 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:
Hi Nick,
yes that helped. I can see the
Thanks Magnus Kessler,
if I run osgviewer with arguments (picture is a renamed png)
vr3lab.logo cow.osg
I get this:
Warning: Could not find plugin to read objects from file ‰PNG.
What's wrong?
Thanks
It rings a bell... I think there was a project called osgTDS. After a
googling a couple of minutes I've found this
http://andesengineering.com/Projects/TDS/ . But unfortunately it seems to be
discontinued...
Cheers.
2010/5/20 Trajce (Nick) Nikolov nikolov.tra...@gmail.com
I dont think overlay
Hi Nick,
I looked at the osganimate but in that example the update is done as:
xform-setUpdateCallback(new osg::AnimationPathCallback(animationPath,0.0,1.0));
While in the case of camera we try:
//setup the camera update callback to follow node.
viewer.getCamera()-setUpdateCallback(new
I tried to implement the apply function as below, most of the examples just had
this basic implementation:
void CameraFollowMyNodeCallback::apply(osg::Node* node, osg::NodeVisitor* nv)
{
osg::Camera* camera = dynamic_castosg::Camera*(node);
traverse(camera, nv);
// Here you set from the
On Thursday 20 May 2010 18:37:02 Michele Fiorentino wrote:
Thanks Magnus Kessler,
if I run osgviewer with arguments (picture is a renamed png)
vr3lab.logo cow.osg
I get this:
Warning: Could not find plugin to read objects from file ‰PNG.
What's wrong?
Well, a logo file is not a
Now it works!
thanks Magnus
p.s. please it's possible do document this somewhere in the code??
Thanks
---
- Michele Fiorentino, DdR, Professore Aggregato, Politecnico di
Bari Dipartimento di Ingegneria
Hi,
I would like to have some information about RigTransformSoftware and
RigTransformHardware, in osgAnimation.
What are the main differences and when is it good to use one versus the other !?
Thank you!
Emilie
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Read this topic online here:
apply is called automatically by the internals of osg, you dont have to call
it. In your camera apply you have to set the view matrix of the camera. like
virtual void apply(osg::Node* node, osg::NodeVisitor* nv)
{
osg::Camera* camera = dynamic_castosg::Camera*(node);
osg::Vec3 eye;
so everytime the keyboardhandler is called, the camera matrix is updated
through this function ?
not really, this apply method is called on update traversal of the
scenegraph. the keyboard handler is updating your objects
-Nick
On Thu, May 20, 2010 at 9:49 PM, Trajce (Nick) Nikolov
Hi,
I have tried that with no success...
pseudo:
node = readNodeFile
stateSet = new StateSet
stateset-setAttribute(_terrainShader,StateAttribute::OVERRIDE);
group = new group
group-addChild(node)
group-setStateSet(stateSet)...
_rootOfScene - addChild(group)
and still the terrain node ...
maybe StateAttribute::OVERRIDE|StateAttribute::ON
-Nick
On Fri, May 21, 2010 at 12:36 AM, Alex Andel nesh...@gmail.com wrote:
Hi,
I have tried that with no success...
pseudo:
node = readNodeFile
stateSet = new StateSet
stateset-setAttribute(_terrainShader,StateAttribute::OVERRIDE);
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