Hi,
I want to control the color of shadow.How can I change the RGBA value of the
shadow?
...
Thank you!
Cheers,
Duan
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Hi,
sorry, I can't quite follow the code, but do something like this:
input_texture -> ProcessPass[0] -> Out[0]
Out[0] -> Process[1] -> Out[1]
Out[1] -> Process[2] -> Out[2]
Just make a chain...
Depending on how many passes you have enables, view one of the Out[]
textures.
jp
On 15/12/10 0
Hi John,
I did use this command format;
osgconv -O OutputTextureFiles aircraft.ive aircraft.osg
and an OSG was created but no textures.
That will generally mean that either the .ive file contains no textures
(I'll take your word for it that it does) or all the textures are in
formats that
Hi Delport,
I have added one more pass branch to the graph and i can see a new behavior.
The code snippet for it as follows:
***'
//the first pass in the scene, with the key press the following do the blur on
the initial
Hi Joel,
Just for reference, the error is: "Unhandled exception at 0xcdcdcdcd in
OSG-shader.exe: 0xC005: Access violation."
This error is a general error on Windows that means something bad
happened. Generally the "something bad" is a null pointer being
dereferenced, or something like
Thank you both for extensive aswers. You indeed helped me a lot.
Thanks again for your time.
Cheers,
Zoran
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Hi guys,
On 15/12/10 6:42 , Stephan Huber wrote:
> Am 14.12.10 12:40, schrieb Christian Buchner:
>> 1) what is the shortest distance that you can place yourself (or
>> objects) in front of the Kinect and get good readings?
>
> the shortest distance is approx 50cm, the longest distance is about
>
[quote="Skylark"]Hi John,
[quote]So no one else has ever had to work with a .IVE file and modify the
images/textures??? A little help is all I am seeking. I don't know enough
about the software to easily modify the textures I am hoping some one here can
help.
[/quote]
Of course others have ha
Here is a set of specific commands I have just run with the example code
John posted.
export __GL_SYNC_TO_VBLANK=0
export OSG_SERIALIZE_DRAW_DISPATCH=OFF
export OSG_THREADING=CullThreadPerCameraDrawThreadPerContext
./multiWindows 0 testex.ive
./multiWindows 0 1 t
Just as a follow-up, I stumbled across a post which indicated part of the
problem may lie in the compiler. I should point out that I'm using OSG with
VS2010.
I'm also starting to wonder if this has something more to do with OpenGL than
with OSG. I tried accessing the shader info log immediate
Hi Christian,
Am 14.12.10 12:40, schrieb Christian Buchner:
> 1) what is the shortest distance that you can place yourself (or
> objects) in front of the Kinect and get good readings?
the shortest distance is approx 50cm, the longest distance is about
4.5m, it depends on your lighting conditions,
Hi all,
As Tim and Robert requested, attached is the OSG program I've been using to show
the problem with threading. It's called multiWindows.cpp
Tim, I'd be very interested if you could run it and see what happens.
Anybody else out there have a system with more than one graphics card that
can
>
> Hello community,
>
> Robert asked me to make a call for testing the terrapage loader for those
> of you using it. Lately there were some fixes, and just the last one was
> kind of minimal but important - should fix some visual anomalities with the
> smart mesh seams. I have let the old code si
Hello community,
Robert asked me to make a call for testing the terrapage loader for those of
you using it. Lately there were some fixes, and just the last one was kind
of minimal but important - should fix some visual anomalities with the smart
mesh seams. I have let the old code sitting around t
Yep! I saw that!
Yes! I figured it was a type-o - or at least I was hopeful it was! Grin!
Hey! Happens to me allot! Keep us informed!
Thanks!
D Glenn!
D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your
Desk!
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Hi Andy,
If you want to take account of all types of primitives then one would
write a PrimitiveFunctor that handles the different types of
primitives.
Robert.
On Tue, Dec 14, 2010 at 5:32 PM, Andy Skinner
wrote:
> Sometimes our scene only consists of lines. When we use
> COMPUTE_NEAR_FAR_USIN
On Tue, Dec 14, 2010 at 7:41 PM, Steve Satterfield wrote:
> Hi Tim,
>
> I have pulled your questions out of the body of the test and responding to
> them up front.
>
>
>> It is paradoxical. That it works at all is do to the fact that, with
>> vsync enabled, all GPU activity is buffered up until
Hi Steven,
On 4/24/10 6:04 AM, Stephan Huber wrote:
Hi Martins,
Am 23.04.10 20:12, schrieb Martins Innus:
I've been using the frameworks generated by the latest CMake updates
in my own projects under osx, and it works great. However it doesn't
seem like its working for the osg provided a
Oops, I should have re-read my message 3 times before sending it. I
just noticed a typo in my message ...
The following sentence:
that for the majority of our testing, we have the Nvidia environment
variable "__GL_SYNC_TO_VBLANK" set to 0 so the swap is tied to vblank.
should be correc
Hi Tim,
I have pulled your questions out of the body of the test and responding to
them up front.
Are you using Linux?
Yes, we are running CentOS and our sys admin keeps it very much up to date.
Could you share the source of this program?
Yes, we can post the source code. John Kelso d
Hi Robert,
Thank you very much. Will try it out :).
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Hi,
Yes, we looked at CPU affinity. I just realized I forgot to mention that.
By default, it appears OSG has an affinity to run all threads on CPU 0. We
confirmed this watching the threads of our OSG test program with
appropriate options to top. We modified the test program to assign threads
Greetings Alberto!
Just for grins, I tried this on a similar example program, and other than the
ability to change resolutions and go to a full single screen, I was not able to
get it to span both screens! Maybe there is something in the XConfig file that
I have to set in X Windows manager (I u
Sometimes our scene only consists of lines. When we use
COMPUTE_NEAR_FAR_USING_PRIMITIVES, the near and far aren't computed correctly,
because the TriangleFunctor used with ComputeNearestPointFunctor doesn't look
at points or lines.
In order to get this to work, if I want to consider lines the
Thanks a lot guys; you are incredibly helpful, as usual.
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On 12/14/2010 9:03 AM, Frank Sullivan wrote:
Hello,
I can tell that my OSG-based app is doing some sort of frustum culling, because
if I take the camera to the edge of the scene, and I turn it such that it isn't
looking at anything, the frame rate jumps to 500fps. However, when I turn back
ar
Hi,
VPB/osgdem files do strt from a single osg file, it is the root file which then
includes all other files.
Thank you!
Cheers,
Torben
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Hi Frank,
By default OSG only enables culling from the sides of the view
frustum, so doesn't doing any scene graph level culling for the far
plane. This default is required because by default the OSG also
computes the near and far planes on each frame based on what objects
are in the view frustum
Hello,
I can tell that my OSG-based app is doing some sort of frustum culling, because
if I take the camera to the edge of the scene, and I turn it such that it isn't
looking at anything, the frame rate jumps to 500fps. However, when I turn back
around to look at my scene, the frame rate drops
Hi,
Gathering information from different formats, I'm creating a world map with
OSG. I can save the results in an osg file (.ive, .osgb or .osgt), but I would
like to tile it in more files with no overlapping in 2D.
Within osg libraries, I had a look on VPB and osgdem, but they do not seems to
Dear Werner
> Are you sure, freetype is installed on the other machine?
Japp, it is installed on both machines. And even in the same version. Now, I
have the problem even between two similar Debian installations, both have the
version of the library.
Linux 2.6.28.9-f4c #1 SMP PREEMPT Tue Apr 2
Hi,
in the case of osggameoflife, the state of a single "image" is updated
during every call to viewer.frame(). In other words the processing
starts with a single state and this is updated - the input in not
dynamic. The flip flop is only used because one cannot read from and
write to the sam
Hi Delport ,
Is something like happening in osggameflife without adding the pass in the
scenegraph?
Please correct me if i m wrong.
They have multiple pass and they are are just flip flop the two output textures
...
Thank you!
Cheers,
Sajjadul
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Hi Robert,
we have discussed about my textile simulation application several times and
thanks to the great help of the list I managed to reduce Memory usage to an
acceptable limit.
The regular usage of the application is to "open" textile articles (i.e. like
word documents) and show the 3D simu
Hi Guys,
Hope you are fine
i have one question..
what is the best configuration for building and linking and running
osg on iphone..
note : i success in building and linking but in running i get crash when i try
to run the OsgViewer for iphone application
Thank you!
Cheers,
Laith
-
Hmmm, I see you didn't follow my advice with the WindowSizeEventHandler:
// Press f key several times
viewer.addEventHandler(new osgViewer::WindowSizeHandler());
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Hi Guys,
Hope Everyone is fine..
I'm a software enginer at simlab-soft, and we trying to port minimal version of
our product on Windows And Mac OS.. But i have a seroius problem..
the problem is as following..
i success in building and linked all tools needed, and examples
when i run the OsgViewer
Hi,
you cannot make loops in the graph, so the more passes you need, the
more passes you will have to insert into the scene graph.
jp
On 14/12/10 13:53, Sajjadul Islam wrote:
Hi Delport,
Thanks for the support. At least i have a little bit of improvement. I can go
upto second pass that mak
Hi,
I have the following code:
Code:
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
using namespace std;
int main(int argc, char** argv){
osgViewer::Viewer viewer;
osg::Group* root = new osg::Group();
osg
Hi Delport,
I am attaching the code i put inside the keyboard handler. I believe it will
provide you with more insight to suggest.
'
class BlurPassHandler : public osgGA::GUIEventHandler
{
public:
BlurPassHandler(int key,BlurPa
On Tue, Dec 14, 2010 at 11:56 AM, Robert Osfield
wrote:
> Hi Steve,
>
> I find it very frustrating that the OSG isn't scaling as it should.
> The basic design should scale, so I believe there will be some issue
> with the implementation, most likely in high level context/swap buffer
> management.
Hi Delport,
Thanks for the support. At least i have a little bit of improvement. I can go
upto second pass that makes the burred scene blurrer.
1. Initial scene - No blur effect.
2. First key press - Shader activated and scene blurred and scene is visualized.
3. Second key press - the scene is e
I have two questions regarding the kinect:
1) what is the shortest distance that you can place yourself (or
objects) in front of the Kinect and get good readings?
2) is the IR beam safe to the eyes when placing your face in front of
the sensor at short distance? I am worried about hurting the ret
Hi Werner,
On Tue, Dec 14, 2010 at 11:23 AM, Werner Modenbach
wrote:
> could you please give a short message here when the patch is ready?
> We had to switch VBOs off due to serious stability problems. It would be cool
> to have a backport to version 2.8.3 (or at least some hint how to backport i
Hi Torben,
Am 14.12.10 12:00, schrieb Torben Dannhauer:
> Maybe it is possible for me to use my free christmas days to work an a osg
> Kinect manipulator - asounds interesting :)
The interface for the driver is straight-forward, you'll get two
buffers, one with the rgb-data and one with the dep
Hi,
I know this link, but the code doesn't work.
I use VS2010 Prof. and OSG 2.8.3
The first problem is
::GetWindowRect( hwnd, &rect );
error LNK2028 Unresolved Token ...
Defining a namespace
namespace SysWin
{
[DllImport("user32.dll")]
int GetWindowRect(HWND hwnd, RECT* rc
Hi Bertrand,
On 14/12/10 20:14 , Bertrand Neptune wrote:
> 2) When I want to change the color emission of a geode, I do this:
>
> osg::Material *material;
> for (all geodes in the scene)
> {
>...
>}
>else
>{
>...
> geode->getOrCreateStateSet(g)->setAttributeAndModes(material,
>
Hi Robert,
could you please give a short message here when the patch is ready?
We had to switch VBOs off due to serious stability problems. It would be cool
to have a backport to version 2.8.3 (or at least some hint how to backport it
ourselves).
OSG is great work! Many thanks!!!
- Werner -
A
Hi, was it dificult to use?
Maybe it is possible for me to use my free christmas days to work an a osg
Kinect manipulator - asounds interesting :)
Best regards,
Torben
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Hi Steve,
I find it very frustrating that the OSG isn't scaling as it should.
The basic design should scale, so I believe there will be some issue
with the implementation, most likely in high level context/swap buffer
management.
Of all your findings the following statement is one I think two are
Hi all,
Am 14.12.10 11:25, schrieb Torben Dannhauer:
> The manufacturer of Microsofts Kinect Sensor released a official driver
> package for linux and windows! you can download and read the spects on
> http://www.openni.org
>
> I think it would be great to swim through osgOceans underwater sce
Hello
Please, I would like to show you some lines of the code I use for a project. In
one scene, I can ask some geodes to:
- change their color emission (the objective is to seem them with a kind of red
colour)
- change their opacity (with a value from 0 to 1 : 0 is fully invisible geode,
1 is
Thank you for your quick response. I still have some questions though, sorry
;).
Ulrich Hertlein wrote:
> On 14/12/10 10:23 , Bart Jan Schuit wrote:
>
> As I understand it, they're setting up two cameras, located in the eye point
> '0'.
> Camera 1 is projecting onto the vertical screen, and c
Hiho,
I thought this might be interesting for some of you:
The manufacturer of Microsofts Kinect Sensor released a official driver package
for linux and windows! you can download and read the spects on
http://www.openni.org
I think it would be great to swim through osgOceans underwater scene
Hi Bart,
I've changed the src/osgPlugins/CMakeLists.txt entry for Inventor and
Performer so that they both fall within anon GLES block:
IF(NOT OSG_GLES1_AVAILABLE AND NOT OSG_GLES2_AVAILABLE)
IF(INVENTOR_FOUND)
ADD_SUBDIRECTORY(Inventor)
ENDIF()
IF(PERFORMER_FOUND)
AD
Hi John,
I'd guess at an issue of mixing libs and gcc versions. Try removing
all the .o and lib and bin directories from your OpenSceneGraph build,
also remove the CMakeCache.txt and then try again.
FYI, 2.8.3 really isn't much different to 2.9.x w.r.t how it's built
and the Viewer::setSceneData
Hi Bart,
I haven't ever attempt to build against Inventor when using GLES, and
my guess is that it won't work without Inventor itself being capable
for working with GLES. The most appropriate solution is probably to
just disable the Inventor build when GLES is used. The same is likely
to apply
Hi Jason,
I will be doing a review of BufferObject pool this morning, comparing
it's implementation with the more shaken down TextureObject pool.
This might bring up some fixes,
Robert.
On Mon, Dec 13, 2010 at 8:12 PM, Jason Beverage wrote:
> Hi Robert,
>
> I took a look into this again and I t
Hi, again.
I'm not sure if you want to animate whole hierarchy.
I also implement hierarchical structure for rendering car, and it should be
possible to turn on and off each part. In additon, it should animate also by
following hierarchical structure(e.g. translate car and rotating wheels).
If
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