Hi Jayce,
It won't work in GLES1 nor GLES2.
See documentation in particularities of OSG on Android section.
Cheers
2011/9/15 Jayce Li jayce...@126.com
Hi,Rafa
I rebuild OSG for android using GLES2 and the problem still exist
Thank you!
Cheers,
Jayce
--
Read this
Hi Jonathan,
Is there a reason why you haven't considered using the new osgQt
library, now part of the OpenSceneGraph-3.0 release? The osgviewerQt
example illustrates it's usage.
Robert.
On Wed, Sep 14, 2011 at 9:58 PM, Jonathan Klein jonathan_kl...@web.de wrote:
Hi,
i'm writing a Qt
HI Chris,
On Wed, Sep 14, 2011 at 11:02 PM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
Does there need to be a license amendment/exemption or something for the
examples?
The examples I've written don't use the OSGPL, rather just a simply note saying:
/* -*-c++-*- OpenSceneGraph -
Hi Allen,
On Thu, Sep 15, 2011 at 3:28 AM, Allen Wing wanglinse...@gmail.com wrote:
In my case, osgVolume cannot render CT dicom files correctly(they can be
rendered by other software).
Does that mean the dicom plugin cannot parse my dicom files?
I really can't say as I don't know what
Hi, Jordi
I read the doc, it says:
* OSG in Android only supports Static linking.
* OSG needs to be compiled with OpenGL ES 1.x OR 2.0
* Environmental mapping doesn't work.
* Automatic Shaders don't work.
* Multithreading Handler doesn't work.
* osgSim and osgShadow won't
Thanks for all these clarifications !
About the plugins : where can I find specific plugin license ?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42786#42786
___
osg-users mailing list
Hi guys,
*From:*osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Pecoraro,
Alexander N
*Sent:* Thursday, 15 September 2011 7:20 AM
*To:* OpenSceneGraph Users
*Subject:* [osg-users] Fixed function pipeline in OSG 3.0.1
In OSG
Hi Jayce,
The texture in the model cow.osg does not work because it makes use of
*environmental
mapping textures*. If you want to show environmental mapping textures you
can code a shader to do it. In GLES1 not all OpenGL is supported and in
GLES2 you need some experience in shader composition.
Hi,
thanks for your answer. noRotation works, but for some reason he always makes
tri strips, which I want to avoid.
I tried this:
Code:
osgDB::ReaderWriter::ReaderWriter::Options* options = new
osgDB::ReaderWriter::ReaderWriter::Options;
options-setOptionString(noRotation
Thanks for the update Torben. I'll keep you posted on our descision and
hopefully progress after that
Cheers,
Roy
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42790#42790
___
osg-users mailing
Thanks Tony. I'm using osg 2.8.5, but this still fixed my problem :D
Ta very much! Simon.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42791#42791
___
osg-users mailing list
Hi All,
I'm investigating the NVidia Uniform array issue, there have been some
suggested changes that address these but only copy and pasted into
emails. Could you send me the complete modified files so I can review
them as this will avoid any possible ambiguities.
Cheers,
Robert.
Hi Jeremy,
On Wed, Jul 27, 2011 at 2:56 PM, Jeremy Moles jer...@emperorlinux.com wrote:
On Wed, 2011-07-27 at 12:06 +0400, Sergey Polischuk wrote:
Hi Jeremy
You can try to append [] to array uniform name string when create
osg::Uniform, mb this helps.
It won't because it seems that
Hi All,
I'm note yet clear on exactly where the problems are stemming form
with the NVidia 275+ drivers but with the assumption that the
glGetActiveUniform is appending a [..] and the the matching
glGetUniformLocation can handle the name without the [..] appended
I've written some code to do the
Hi everyone,
Thanks for you attention!
when I used the functionfloat height = getOceanSurfaceHeightAt(x,
y, normal ) to get the sea surface height, and then draw a point at
(x,y,height). But the point was not just at the surface of the scene, maybe
heigher or lower.
Thanks, that worked. Took me some time to change the sample from
CompositeViewer to a normal Viewer but it seams to work now. Thanks.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42796#42796
___
Chris 'Xenon' Hanson wrote:
On 9/14/2011 7:55 AM, Ethan Fahy wrote:
To answer my own question, yes, the code snippet that I posted does work
and allows me to attach an object to the terrain using lat lon elevation.
The next step is to be able to place an object on the terrain by only
On Thu, 2011-09-15 at 12:00 +0100, Robert Osfield wrote:
Hi All,
I'm note yet clear on exactly where the problems are stemming form
with the NVidia 275+ drivers but with the assumption that the
glGetActiveUniform is appending a [..] and the the matching
glGetUniformLocation can handle the
The next thing I wanted to do after placing a tree on my terrain was to set my
osgviewer camera to a predefined location to look at my tree. I was able to
run through the same steps as my last post to create a new position matrix that
was a certain height above the terrain. I extracted the
Paul Martz wrote:
How many first-person rendering systems use the ModelView matrix unmodified?
The fact that the ModelView matrix is often modified isn't the correct way to
look at the problem - we need to consider how the system behaves when it is the
identity.
Paul Martz wrote:
How
I think I got it:
Code:
osg::Vec3d cameraUp =
ellipsoid-computeLocalUpVector(cameraPositionXZY.x(),cameraPositionXZY.y(),cameraPositionXZY.z());
then insert the cameraUp as the third argument to setHomePosition.
--
Read this topic online here:
On 9/15/2011 1:43 AM, Robert Osfield wrote:
HI Chris,
On Wed, Sep 14, 2011 at 11:02 PM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
Does there need to be a license amendment/exemption or something for the
examples?
The examples I've written don't use the OSGPL, rather just a simply
On 9/15/2011 8:52 AM, Ethan Fahy wrote:
My question is, how can I extract the Up vector (3rd argument labeled ???)
based on my camera position while in my geocentric reference frame?
On 09/15/2011 11:03 AM, Mik Wells wrote:
However the Y-up OpenGL default is still relevant.
What page of the OpenGL spec specifies that the default coordinate
system is Y-Up?
--J
___
osg-users mailing list
osg-users@lists.openscenegraph.org
A customer is having trouble running our OSG-based application on his
computer. I sent him osgviewer.exe and when he runs osgviewer.exe
cow.osg it works, but this message is printed on the console:
Warning: RenderBin RenderBin implementation not found, using default
RenderBin as a fallback.
Hi,
As far as I know it's not explicitly specified but is implicit in the
projection transforms. Assuming the ModelView matrix is the identity, the
matrices generated by the traditional Ortho/Frustum functions would result in a
vertex's Y value determing its height on the screen. That scenario
On 09/15/2011 01:23 PM, Mik Wells wrote:
Hi,
As far as I know it's not explicitly specified but is implicit in the projection
transforms. Assuming the ModelView matrix is the identity, the matrices generated by the
traditional Ortho/Frustum functions would result in a vertex's Y value
On 9/15/2011 3:15 AM, Martin Haffner wrote:
Hi,
thanks for your answer. noRotation works, but for some reason he always makes
tri strips, which I want to avoid.
I tried this:
Code:
osgDB::ReaderWriter::ReaderWriter::Options* options = new
osgDB::ReaderWriter::ReaderWriter::Options;
Hi,
There's no reason to pay any attention to the default orientation, since
you can change that with a simple transform concatenated into the dozens of
transforms you're already doing anyway
This isn't quite true as the projection matrix (which determines X-right,
Y-up, Z-out) is
On 09/15/2011 03:01 PM, Mik Wells wrote:
This isn't quite true as the projection matrix (which determines X-right,
Y-up, Z-out) is non-invertible and so can't be treated as just another transfom
in the stack.
I don't see what that has to do with my statement. My point is that
adding
Hi,
It isn't the window system (e.g. Microsoft Windows) which uses the Y coordinate
as the vertical axis of the screen. It's OpenGL. (On my windowing system Y is
down).
Worrying about what OpenGL implicitly calls up is not useful
It may not be useful at the app level, but it's essentail if
On 09/15/2011 03:59 PM, Mik Wells wrote:
Hi,
It isn't the window system (e.g. Microsoft Windows) which uses the Y coordinate
as the vertical axis of the screen. It's OpenGL. (On my windowing system Y is
down).
That is accounted for in the viewport transform, not inside OpenGL itself.
Coming into this thread rather late, and didn't read all the posts, but it's
clear that there's a fundamental misunderstanding of the FFP transform here...
On 9/15/2011 1:25 PM, Jason Daly wrote:
On 09/15/2011 03:01 PM, Mik Wells wrote:
This isn't quite true as the projection matrix (which
On 09/15/2011 04:33 PM, Paul Martz wrote:
You're free to put whatever transform you want in either matrix as long as
transform by the two produces clip coords, but for correct FFP lighting
computations, your modelview matrix *must* produce eye coordinates. OpenGL FFP
lighting is computed in eye
On 09/15/2011 04:33 PM, Paul Martz wrote:
You're free to put whatever transform you want in either matrix as long
as
transform by the two produces clip coords, but for correct FFP lighting
computations, your modelview matrix *must* produce eye coordinates.
OpenGL FFP
lighting is computed in
Hello ShenHelong,
Thanks for you attention!
when I used the function float height = getOceanSurfaceHeightAt(x, y,
normal ) to get the sea surface height, and then draw a point at
(x,y,height). But the point was not just at the surface of the scene,
maybe heigher or lower.
So how can I get the
It turns out when they disable their antivirus software (Trend Micro),
the problems go away. Very strange.
Cory
On 9/15/2011 11:51 AM, Cory Riddell wrote:
A customer is having trouble running our OSG-based application on his
computer. I sent him osgviewer.exe and when he runs osgviewer.exe
Hi All,
for quite a while I thought that porting OSG to Nacl would open many
interesting opportunities
just seen a native client port of rival Ogre3D
http://ogre3d-nacl-demos.googlecode.com/svn/trunk/ogre/ogre.html
it is how to move from VC to nacl ( cmake solution )
On 9/15/2011 9:20 PM, Sergey Kurdakov wrote:
Hi All,
for quite a while I thought that porting OSG to Nacl would open many
interesting
opportunities
I thought someone at Google had already done this last year?
Regards
Sergey
___
osg-users
Hi,
I have a problem to set the origin and the scale of the image. I am using
osgVolume to render an image. Here is my code:
osg::ref_ptrosg::Image osgImage = new osg::Image;
osgTile = new osgVolume::VolumeTile;
osgTile-setVolumeTechnique(new
40 matches
Mail list logo