Anyone knows how many colour does osg support? I would like to generate 65536
colour map by using the code below. The size of the object colorMap is 65535.
Is it possible? I am sure osg can support 8 bit colour, how about 32bit?
Thanks.
osg::TransferFunction1D::ColorMap colorMap;
Hi Clement,
TransferFunction1D is really meant for making it easy to handle sparse
data when setting up a 1D Texture for use as a colour look up on the
GPU.
For data where you are just encoding the colours directly in packed
form then it would be more appropriate to simply create a osg::Image
Hi,
there seems to be a problem with the llvm-gcc compiler, osg and acosf,
see this thread for a possible solution:
http://forum.openscenegraph.org/viewtopic.php?t=8963highlight=llvm
If that doesn't help, can you post a stack-trace?
cheers,
Stephan
Am 30.08.11 20:16, schrieb Yann Blaudin de
Hi Robert,
Does osg support 32 bit color and have up to 65536 colours?
I used TransferFunction1D because I will use the generated index to find out
the colour later. Would you give me an example how to simply create osg::image
and assign to texture1d? Thanks.
Regards,
Clement
Hi Clement,
Take a look to example/osgtexture1D in OpenSceneGraph source.
Color are defined with 4 float value clamp between 0.0f and 1.0f.
then image are create with GL_RGBA for the pixel format and GL_FLOAT for
value type.
you can change the value type to
GL_BYTE
Hello,
(since I couldn't find this problem searching the www, I'm trying here)
I'm quite new to osg and want to pick a ShapeDrawable in my scene. I got 2
issues:
(1) How can i get a pointer to a picked ShapeDrawable?
(2) I'm not sure whether the intersection
I started from the standard
Hello,
I have a bug when loading jpg images with osg 3.0.1.
After having issue loading jpg images of my 3D models in osgViewer, I have
found out that osgDB::readImageFile(*.jpg) keeps on returning NULL.
With the preceding version osg 3.0.0 the jpg plugin was working fine.
My environnement is
Folks,
osgEarth Version 2.1 is here!
Thanks to everyone in the community that contributed to this latest release.
osgEarth is a run-time terrain rendering toolkit for OSG.
http://osgearth.org
This version includes loads of new functionality, including:
* Enhanced support for rendering vector
Hi guys,
I'm using the following settings (and the 'CGDisplayBitsPerPixel' patch
submitted to
osg-submissions on 29/8/2011) to compile OSG on OS X 10.7 (with Xcode-4.1):
$ /usr/bin/g++ --version
i686-apple-darwin11-llvm-g++-4.2 (GCC) 4.2.1 (Based on Apple Inc. build 5658)
(LLVM build
I'm trying to create a 4x1 (row x col) grid on top of my scene. The rows should
equally fill up the height of the window while the column width should be 1/4
the width of the window. The intent is to have the user be able to specify a
color for each cell. Not all cells may be specified at a
On 8/31/2011 8:02 AM, Kevin DeMott wrote:
I'm trying to create a 4x1 (row x col) grid on top of my scene. The rows should
equally fill up the height of the window while the column width should be 1/4
the width of the window. The intent is to have the user be able to specify a
color for each
Dear All,
I'm trying to build OSG with cmake on linux. It works fine but if someone
builds on a mounted windows disk the symlink generation fails (obviously).
Now, is there a way to skip the creation of all symlinks for the generated .so
libs?
I found something that may be related in cmake
I'm using VC9 64-bit. The application creates multiple threads and loads and
saves files (think of it like a parallel osgConv).
It is crashing here.
static TextureGLModeSet getTextureGLModeSet()
{
static TextureGLModeSet s_textureGLModeSet;
return s_textureGLModeSet;
}
This is called by
There is no reason I have to use osgWidget. I'm rather new to using osg and it
seemed to fit into the scheme of everything else that was going on. Is there
perhaps a basic example you can point me to regarding the implementation you
suggested?
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Hi Colin,
I'm not in favour of adding a mutex just to protect a possible static
initialization issue as this would add an overhead to all calls to
isTextureMode(..) when it's just multi-threaded initialization that is
problematic. Perhaps a global static initializer object could call
te
Hi jOan,
One thing to try is set OSG_NOTIFY_LEVEL to DEBUG and look at the output.
It should tell you what paths are being searched for the jpeg plugin.
Make sure you have a clean build of osg 3.0.1 and that the plugins directory
for that version is on your PATH and contains osgdb_jpeg.dll or
Hi all,
thanks to all contributors for the great OpenSceneGraph 3.0.1!
we are currently loading a couple of detailed Collada files into a
city scenery which displays a mobile radio network in operation. These
collada files often have textures that wildly vary in resolution and
size. Some of them
Hello,
That was the first thing I did but the plugin loads without problems...
The DEBUG level doesn't give info.
I wrote *.jpg to show that any jpg file doesn't load. Of course I didn't
debug using this file name !
the issue seems to be around std::istream that is passed to the loader
Hi Joan,
I don't know the cause of the problem at your end, but I can say that
the JPEG plugin didn't change between 3.0.0 and 3.0.1. In fact the
last time it changed was back in March of 2010. Given the you've
seen a change between 3.0.0 and 3.0.1 but no code has changed I would
suggest a
Hi,
I am creating a 3d geometry model and saving it out to osg, osgb, osgt and ive
formats.
I tried to view the saved files in osgviewer and strangely, I can only view the
ive file. The others (osg, osgb, osgt) are not visible in viewer as only the
background clear_color is seen. As can be
Hi,
I got an error. Anyone know what is it?
I am using visual studio. The program will stop at _callthreadstartex method
in threadex.c.
Error track:
'Test.exe': Loaded 'C:\OSG\bin\osgPlugins-3.0.0\osgdb_glsld.dll', Symbols
loaded.
First-chance exception at 0x77c47124 in Test.exe:
I'm getting one of these problems again so let me elaborate a little bit. I
am generalizing about several types of bugs that we have seen in this
category.
Our OSG based application currently works fairly reliably on several
machines. Occasionally when we try operating on a new machine, we
On 08/31/2011 02:16 PM, Brad Colbert wrote:
Hi folks,
I have a simple rocket model with a SmokeTrailEffect added and the
trail is more like a train of puffs. How do I control the density
or closeness of the puffs to make it look more like a trail?
The SmokeTrailEffect's ModularEmitter
Hi Brad,
In the case below, what osg drawable were these Ushort
elements associated with?
If you're in debug, and in the debugger, then you can go up the call
stack and find out which drawable it was. In your example, you would
double-click on the osg::Geometry::drawImplementation line, and
On 8/31/2011 8:48 AM, Kevin DeMott wrote:
There is no reason I have to use osgWidget. I'm rather new to using osg and it
seemed to fit into the scheme of everything else that was going on. Is there
perhaps a basic example you can point me to regarding the implementation you
suggested?
I
Greetings, everyone.
Is there any way to get OSG into a state where it renders everything to an
offscreen FBO? In addition to this, I would need to suppress any sort of window
creation or rendering to a back buffer.
That's my basic question, but here's a little background just in case. What I
Oh, one more thing.
So, I'm sure it's probably not possible to create a render context without
having a window of some kind. My guess is that (in Windows, at least), creating
a render context requires a Win32 device context, and that getting a device
context requires an HWND. So, I suppose my
Hi Frank,
So, I'm sure it's probably not possible to create a render context without
having a window of some kind. My guess is that (in Windows, at least), creating
a render context requires a Win32 device context, and that getting a device
context requires an HWND. So, I suppose my only
No luck so I tried:
osgParticle::ModularEmitter* emitter =
dynamic_castosgParticle::ModularEmitter*(
smoke-getEmitter() );
if ( emitter )
{
osgParticle::ConstantRateCounter* counter =
Hi Sanat,
Unfortunately I didn't find the attached osg file in the mail, so I
can't figure out why osgb and osgt files fail to load. Could you
please send the file again?
Wang Rui
2011/9/1 Sanat Talmaki sanat.sch...@gmail.com:
Hi,
I am creating a 3d geometry model and saving it out to osg,
Hi Wang,
Sure, I'm attaching the files with this post. I was having trouble attaching
them in the morning, guess they didn't get attached after all.
Thanks,
Sanat
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Attachments:
Hi Sanat,
After taking a quick glance at the osg file, I've found that there are
questionable matrix values setting in the MatrixTransform node. For
example, you have a transformation node with such invalid matrix:
Matrix {
1.#QNAN 1.#QNAN 1.#QNAN 1.#QNAN
1.#QNAN 1.#QNAN 1.#QNAN
Hello all!
I have followed Wang Rui's excellent tutorial on how to create a custom loader
plugin (in the tutorial, he creates an example loader for a .tri format). I am
however confused as to proceed in order to register the generated files (.dll,
.pdb, .ilk) with the OSG Registry. The
Hi Joseph,
You don't have to take care of the registration of new plugins as the
work will be done on the fly. OSG will automatically try to load a
dynamic library named osgdb_tri will reading or writing to .tri files.
And if it fails to find the .dll/.so file or the plugin can't work
properly,
Hi,
I want to draw a cylinder which could be stretched in one direction, such as
z-axis positive direction. In other word, the height of cylinder would be
longer with the time. Using the callback function and matrix to scale, the
result is unexpected, and the cylinder is scale in two
Hi Wang,
The large translation values are intended as they are UTM coordinate values
which can get pretty large.
I'm not sure whether these are reasonable in your application or there
is something wrong while saving to osg files. But these will cause the
bound of the entire graph too large
Hi Jose,
If you choose to go the NodeVisitor route, depending on how your model(s) are
built up in your graph - keep in mind you will need to collect the Transforms
along the graph and apply them to the geometry below or get the world
coordinates and transform the geometries accordingly.
I just remembered that TriangleFunctor is also useful for this task, in case
you haven't seen that already.
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Hi Hartmut,
I would take a look at the osgpick example. It covers a lot of the stuff you
might be interested in.
Thanks,
Sanat.
--
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___
On Thursday 01 Sep 2011 04:59:10 Jason Oramo wrote:
Hi,
I want to draw a cylinder which could be stretched in one direction, such
as z-axis positive direction. In other word, the height of cylinder would
be longer with the time. Using the callback function and matrix to scale,
the result
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