Hi Robert,
I am currently adding shadows to my scene (which is going well) but in doing so
I have hit this issue. I already use an eye linear tex gen in my scene to
render overlays (very similar code to the osgSim::OverlayNode). I don't think
it would be possible for me to split the renderering
Hi,
On 20/01/11 13:54, John Simpson wrote:
Hi,
I'm writing a laser range finder simulator using the depth component
of a scene.
I'm linearising the range in a fragment shader using..
linearRange = (2.0*near) /(far+near-(nonLinearRange*(far-near)))
I was hoping to display the foggy depth imag
Sounds quite interesting.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Benjamin Wasty
Sent: Friday, January 21, 2011 3:13 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OSG and QT
True, I was comparing the osgviewer and osg dumps taken in the different
versions. The debug output shows all images, textures, models, and everything
loading just fine. They are all found just fine and using readImageFile they
are all read with all plugins appear to function correctly but usi
Well, you said you don't get any textures... But you also said you cranked up
the notify level and everything looked OK. At level DEBUG, you should see the
osgDB trying to locate your texture files, displaying the full path as it
searches. Are those messages there? Is each file found correctly?
Dear All,
It has been a while since my last post on the osg mailing list but I'd like to
confirm that I'm still following the progress on osgOcean. Some time ago I
submitted an implementation for river rendering based on osgOcean. I am curious
if there have been any additional thoughts on how t
http://www.techeye.net/chips/amd-launch-first-embedded-apu-processor
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Thanks for the prompt reply! I probably should have mentioned what I had done.
I did the steps described in the debugging FAQ. I turned off optimization
(and on just to see) as well as turning the notifications to DEBUG and I did
look at the output of it but there was nothing abnormal about i
On 1/19/2011 4:51 PM, Mike Hatcher wrote:
Hello all,
I have a legacy app that I am trying to bring current. It previously used
osg 1.0.0. I have upgraded to 2.8.2 and there was only 1 change I had to make
to get it to compile against the new libraries. It had to do with return value
be
I am having an issue with screen resolution in Twinview. If I am in
clone mode or non twinview, everything is fine. But when I am in
twinview otherwise, the screen resolution changes even though I am not
telling it to. It is essentially adding an invisible window decoration
as that is the size it i
Hi,
I'm an OSG newbie and after a few hours looking around online, I don't see how
I can extract the data from my OSG files. How do I extract the data into, say,
CSV files?
Thank you very much!
Cheers,
Christian
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Hello all,
I have a legacy app that I am trying to bring current. It previously used
osg 1.0.0. I have upgraded to 2.8.2 and there was only 1 change I had to make
to get it to compile against the new libraries. It had to do with return value
being an object instead of a pointer. Anyway,
Hi,
I'm writing a laser range finder simulator using the depth component of a scene.
I'm linearising the range in a fragment shader using..
linearRange = (2.0*near) /(far+near-(nonLinearRange*(far-near)))
I was hoping to display the foggy depth image by allowing the rtt camera to
calculate the
On Thu, 2011-01-20 at 17:35 +0100, Gareth Penfold wrote:
> Hi,
>
> I have been trying to implement a compass widget which the user can
> manipulate. I have been trying this with osg widget.
>
> When using addRotate to my widget's window the widget is clipped to the area
> it was previously in.
Hi Rob,
Attached is a patch (against trunk)[...]
The changes look good to me. Good work on the comments. You'll want to
send the whole modified files to osg-submissions so Robert can review
and check them in.
Also I should have said that my opinion is not the deciding factor for
whether t
On 1/19/2011 5:29 PM, Jean-Sébastien Guay wrote:
Hi Rob,
Of course, we don't need to
make osg::Matrix::transpose() part of the public API, if we don't want
to.
I personally think there's nothing *wrong* with having a transpose()
method, it's just that if the existing M*V would have fit your
Hi Robert,
Everything is OK with our application on MacOSX universal build
(i386;x86_64). It includes the use of the ffmpeg plugin.
Greets,
Rafa.
2011/1/20 Wang Rui :
> Hi Robert,
>
> Everything is OK after updating mingw-gcc version to 4.5.0. :-)
>
> Cheers,
>
> Wang Rui
>
>
> 2011/1/20 Robert
Hi,
I have been trying to implement a compass widget which the user can manipulate.
I have been trying this with osg widget.
When using addRotate to my widget's window the widget is clipped to the area it
was previously in.
How would i get around this problem?
...
Thank you!
Cheers,
Garet
Or buy the new begginers guide book.
https://www.packtpub.com/openscenegraph-3-0-beginners-guide/book
-- A.
On Thu, Jan 20, 2011 at 3:22 AM, Robert Osfield
wrote:
> 2011/1/20 hongyang wang :
>> hello! I want to know ,How can I get osg help documentation?
>
> You could try the documention link
Hi Robert,
Everything is OK after updating mingw-gcc version to 4.5.0. :-)
Cheers,
Wang Rui
2011/1/20 Robert Osfield :
> Hi Alberto + Rui,
>
> Thanks for the testing. I've gone ahead and checked in the addition
> of the OSGDB_EXPORT to the nested protected classes in the
> DatabasePager.
>
>
Hi Fred
What texture pixel format are you using? I'm using an integer texture
format. Not sure if OSG's allocateImage method behaves ok in this
case.
I've only used setup code of this style:
image->setImage(size, 1, 1, GL_LUMINANCE32F_ARB, GL_LUMINANCE,
GL_FLOAT, data, osg::Imag
Hello Jimmy,
Firstly, I'd like to take this chance to say "Hello" to this community.
Hello to you too! Welcome to osg-users! :-)
For the meat of this topic: I have compiled the 2.9.10 OSG library from the
svn source. In the comments for the osgviewerQtWidget example, it is clearly
stated
Robert Osfield writes:
> Hi Alberto + Rui,
>
> Thanks for the testing. I've gone ahead and checked in the addition
> of the OSGDB_EXPORT to the nested protected classes in the
> DatabasePager.
Thanks Robert. Updated & rebuilt succesfully.
--
Alberto
___
Hi Sergey,
ok, thanks, currently my approach is working ok, but I'm still looking for
speed improvements, so your help is very appreciated.
Cheers,
Oliver
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___
Hi Alberto + Rui,
Thanks for the testing. I've gone ahead and checked in the addition
of the OSGDB_EXPORT to the nested protected classes in the
DatabasePager.
Thanks,
Robert.
On Thu, Jan 20, 2011 at 1:25 PM, Alberto Luaces wrote:
> Hi,
>
> Wang Rui writes:
>
>> Hi Robert,
>>
>> I've tried add
Hi,
Wang Rui writes:
> Hi Robert,
>
> I've tried adding an OSGDB_EXPORT macro to the RequestQueue struct but
> the error still appeared. I'm a little confused, too, and don't know
> if this is an MinGW compiler issue. I'm doing a complete rebuild now
> and will report the result later.
Neverthel
Hi Robert,
I've tried adding an OSGDB_EXPORT macro to the RequestQueue struct but
the error still appeared. I'm a little confused, too, and don't know
if this is an MinGW compiler issue. I'm doing a complete rebuild now
and will report the result later.
Cheers,
Wang Rui
2011/1/20 Robert Osfiel
Hi, Oliver
I can give you some general pointers or make basic example, but i'll have time
for example not earlier than on weekend.
Cheers,
Sergey
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fred_em wrote:
>
> Code:
> [...]
> tb->setInternalFormat(GL_RGBA8UI); // 4 bytes per pixel, R-G-B-A format as
> per EXT_texture_integer formats specification
> osg::Image *image = new osg::Image();
> image->allocateImage(128*128, 1, 1, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, 1); //
> note: width=(12
On 1/19/11, Andre Simoes wrote:
> Hello for all.
>
> Does anybody already had the experience of using osg inside a COCOA
> application ?
> Is there any example that i study to understand how to use both together ?
There used to be osgviewerCocoa in the examples section of the code.
Also, this is
Hi Juan,
Thanks for your reply. I'm still having problems trying to make use of
texelFetchBuffer with your code.
Why texture pixel format are you using? I'm using an integer texture format.
Not sure if OSG's allocateImage method behaves ok in this case.
I am creating the texture the following
2011/1/20 hongyang wang :
> hello! I want to know ,How can I get osg help documentation?
You could try the documention link on the openscenegraph.org front page.
Robert.
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Hi Rui,
Since the definition of the RequestQueue::size() actually exists in
the .cpp the error looks to be a little misleading. Could the error
simply be due to the RequestQueue not being declared with an
OSGDB_EXPORT?
Robert.
On Thu, Jan 20, 2011 at 4:50 AM, Wang Rui wrote:
> Hi Robert,
>
>
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