Hi,
I have trouble to compile nvtt 2.0.8.1 from the code.google.com webpage with
cuda support.
My system is: Kubuntu 10.04 64 bit
I have installed the 280 driver from the NVIDIA homepage. as well as the CUDA
4.0 SDK, the CUDA Tools and the Sample programs.
I use GCC 4.4.3
The sample programs c
Sorry, I seem to have a tradition of answering to my own questions I
inserted this piece of code into the osgconv.cpp
CompressTextureVisitor
after the line beginning with osg::ref_ptr image = ...
This resizes the images to power of 2, up to OSG_MAX_TEXTURE_SIZE on
each 2D dimension. Because it onl
Hi everyone,
osgconv seems to be (almost) the holy grail I was looking for: It can
simplify models and apply compression to textures. But it does not
appear to accept a maximum texture size. On Windows, I am trying the
following (where I use a building model made in Google Sketchup)
SET OSG_MAX_T
Problem solved! I had buried the reference to my scene class in my console
class (which acts as a callback for a node I was destroying)...
Long way of saying "whoops", I guess.
Anyway, thanks for the help - I certainly learned a good bit nonetheless.
Joel
--
Read this topic on
AT LAST!!! :-)
I managed to solve my problem. Now I have a beautiful textured Earth!
I had to:
*compile OSG with imageio instead of Quicktime
*compile OSG with Cocoa as a windowing system
How happy!
Le 23 sept. 2011 à 20:44, Robert Osfield a écrit :
> Hi Yann,
>
> On Fri, Sep 23, 2011 at 7:21 P
Hi Yann,
On Fri, Sep 23, 2011 at 7:21 PM, Yann Blaudin de Thé wrote:
> Hi Robert,
>
> Actually I don't know :-) Xcode makes the linking job, with the following
> flags I gavehim : "-losg -losgViewer" (etc)
> So I don't think it is linked statically (the binary itself is 2Mo)
You have to explici
Hi Robert,
Actually I don't know :-) Xcode makes the linking job, with the following flags
I gavehim : "-losg -losgViewer" (etc)
So I don't think it is linked statically (the binary itself is 2Mo)
Yann
Le 22 sept. 2011 à 09:50, Robert Osfield a écrit :
> Hi Yann,
>
> Are you statically linkin
Hi Ulrich,
I'm trying to find a way to attach a camera manipulator (Trackball) to my RTT
camera
rather than the main viewer. So far I couldn't find anything similar in the
examples.
This must be a frequent scenario so obviously I'm missing something. Can this
be achieved
without writing a
Hi guys,
I'm trying to find a way to attach a camera manipulator (Trackball) to my RTT
camera
rather than the main viewer. So far I couldn't find anything similar in the
examples.
This must be a frequent scenario so obviously I'm missing something. Can this
be achieved
without writing a cust
On Fri, 2011-09-23 at 17:36 +0200, Alberto Luaces wrote:
> Jeremy Moles writes:
>
> > Some history: Alberto wrote the first osgexport.py.
>
> Hi Jeremy,
>
> just a clarification: I didn't wrote anything :) As far as I know, the
> original osgexport.py script belongs to Rubén López.
CRAP, you're
Jeremy Moles writes:
> Some history: Alberto wrote the first osgexport.py.
Hi Jeremy,
just a clarification: I didn't wrote anything :) As far as I know, the
original osgexport.py script belongs to Rubén López.
--
Alberto
___
osg-users mailing list
o
On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote:
> "Benjamin Gehmlich" writes:
>
> > Hi Alberto,
> > thanks for your answer, but there is a Problem with blender.
> >
> >
> > When I want to add the osgExport file ("Install Add-On"), there happens
> > nothing.
> >
> > What I have done
> >
"Benjamin Gehmlich" writes:
> Hi Alberto,
> thanks for your answer, but there is a Problem with blender.
>
>
> When I want to add the osgExport file ("Install Add-On"), there happens
> nothing.
>
> What I have done
> 1.) put the osg folder in blender-2.59/2.59/scripts/addons
> 2.) the osgExport.
Hello folks,
the main intention is to use an off screen RTT scene setting to generate
textures for the main scene asynchronously. The RTT base seems to work, but
rebinding the color_buffer at each frame to a new target (image or texture)
does not work. (During the development osg::Image instan
Hi Jean-Sébastien,
Just to let you know that you're not alone to see those Warning, I'm seeing
them too under VS 2008 with 32bits build...
You can hide them using option : /wd 4312
Kind regards,
*
*
2010/1/11 Robert Osfield
> Hi JS,
>
> On Mon, Jan 11, 2010 at 2:41 PM, Jean-Sébastien Guay
> w
Hi Alberto,
thanks for your answer, but there is a Problem with blender.
When I want to add the osgExport file ("Install Add-On"), there happens
nothing.
What I have done
1.) put the osg folder in blender-2.59/2.59/scripts/addons
2.) the osgExport.py in blender-2.59
3.) started Blender -> User
Hi, Manu Cant comment on performance gain with pure gl, but you can write small test to see possible gain. Osg dont share fbos with cameras and dont keep track of vbo's binded so most of gain would be from reducing number of glBindFramebuffer...(..) calls and geometry setup (vertex\index\texcoord a
Hi Joel,
The code that you suggest is erroneous looks fine, while your code
with release() looks dubious. The ref_ptr<>::release() decrements the
reference count without deleting the object, it's a special case that
should only be used when passing back a C pointer from a function that
creates th
Hi Maik,
Thank you for answers. I supplied a short example program as you requested. The
program displays a triangle (osgCuda::Geometry) and the GPU increments its
positions with a positive value, so it's moving to the top-right. Secondly,
there is a dummy array (osgCuda::Memory) and the GPU in
Hello,
I'm experimenting a bit with multisampled RenderTargets and need some
advice with Texture2DMultisample.
As far as I understood this, it can be used like usual textures (i.e.
binding it to a COLOR_BUFFER for a MRT setup) with a specific sampler
inside the shader.
Unfortunally I get an er
Thanks Sergey,
Right now I'm using multiple cameras rendered one after another... but I
have the feeling the performances are not too good (with 17 pre render
cameras...). Do you think I'm right to assume I could really improve the
performances by using pure GL code instead and create only one F
Hi,
I'am experiencing some issues with osgPPU, (some might have been addressed
before on the list):
* I use an ON_DEMAND scheme and osgPPU always has a one frame lag. (i am
using a simple setup similar to examples like osgppu_viewer)
* My Camera had some hud camera childs doing a POST_RENDER, the
"Benjamin Gehmlich" writes:
> Hi all,
>
> I want to export characters with the osgExport-Plugin for Blender 2.59.
>
> I used the nathan file (character.blend) and boxman.blend (found them in the
> web), but the versions "osgexport_no_mercurial_20100530_r7tar_563" and
> "osgexport_no_mercurial_20
Robert,
This turns out to be more complicated than I anticipated. You were right - at
least partly.. I think. I did some research on ref_ptr's (consulted OSG 3.0
Beginner's Guide and a few (conflicting) online tutorials) a few days ago.
Fixed a few consistency issues, but didn't catch this
Hi all,
I want to export characters with the osgExport-Plugin for Blender 2.59.
I used the nathan file (character.blend) and boxman.blend (found them in the
web), but the versions "osgexport_no_mercurial_20100530_r7tar_563" and
"osgexport_no_mercurial_20100527_r6tar_199" does not work.
Can any
Thanks for your help !
To be more specific, when my dragger is hidden by another geometry, the camera
manipulator get the event.
Any idea about this ?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42963#42963
___
Thanks for the speedy reply Sebastian,
I mainly needed to know whether I was missing something simple or not as i
don't really have time to learn enough to get stuck in to writing shaders.
Hopefully I can return to the problem at some point
Much appreciated,
Ally
--
Read this t
Hi, James
You can write shader which will use texture depending on triangle facing, there
are bool gl_FrontFacing variable accessible in fragment shader (or you can
check viewspace normal z sign).
22.09.2011, 20:31, "James Klink" :
> Hi,
>
> Thanks for the quick reply. I didn't want to have to
Hi,
After looking at sources, it looks like only possible cause of malfunction -
event didnt get to your handler or already handled by that time. It should be
not important if dragger visible or hidden by other geometry. Event should be
handled by first dragger intersected by the ray. Can't hel
Hi,
I already use 2 subgraphs, like his :
Root
|
| Manipulators
|
| Objects
But how can I tell to the TranslateAxisManipulator to visit only the
"Manipulators" subgraph ?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=42960#42960
_
Hi,
You can use node masks so intersector visitor would check intersection only on
nodes you want, or keep separate graph for intersections search
22.09.2011, 20:19, "Aurelien Albert" :
> Hi,
>
> I'm working on an OSG based application, with user interaction
> (TranslateAxisDragger, RotateAxisD
Hi, Manu There are no convenient support for renderbuffer ping-ponging. You can either use pure gl, graph with lots of cameras setup with correct render order and output textures, or osgppu graph with chain of units Cheers,Sergey.22.09.2011, 16:28, "Emmanuel Roche" :Hi everyone,I have a question re
Hi, Sebastian
You can setup blend func in a way that will keep old rgb values and replace
alpha with new value.
for second pass -> BlendFunc(osg::BlendFunc::ZERO, osg::BlendFunc::ONE,
osg::BlendFunc::ONE, osg::BlendFunc::ZERO).
However if you reading from same texture attached to camera output t
Hi Brad,
You are the first to request such a feature as far as I'm aware. So
if the get current time isn't their it's because no one has needed
thus far, so no one has added it. Feel free to dive in and add the
feature to the ImageStream interface and the associated subclasses of
it.
Cheers,
Ro
Hi Joel,
On Thu, Sep 22, 2011 at 10:15 PM, Joel Graff wrote:
> My Scene class manages the scene graph almost entirely (sans custom
> nodevisitors and callbacks). It isn't derived from any osg classes and I
> can't really think of any reason why it should be... The class itself has no
> activ
You can do that yourself, using the mailing list link below.
/ulrich
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hello Alastair,
If you parse the forum/mailing list for shadow and multitexturing or
other terms you will find a heap of information about this.
In general you'll have to write your own custum shader in order to use
shadow with more than one texture /3d-texture and so on.
The stock shadow-shade
37 matches
Mail list logo