Hi Dan,
Are you running the viewer multi-threaded? By default the OSG will
check your available CPU cores and enable multi-threading if you have
2 more more cores so it may well be multi-threaded.
When the viewer is running the draw thread in a separate graphics
thread the previous frame
Hi
I've recently been testing out the new VDSM shadow implementation in trunk,
it's looking really nice.
I have a problem with the default fragment shader - it stops working as
soon as I attach a vertex shader, even a quite innocuous one like this:
void main(void) {
gl_Position =
Hi Mike,
You can't just throw in a very simple vertex shader to replace the
built in vertex shader and expect it to work. The vertex shader has
to use texgen to create the texture coordinates for the shadow map.
Robert.
On 14 November 2011 12:06, Mike Connell michael.conn...@gmail.com wrote:
Doh!
Thanks Robert, I had a niggling feeling it was something terribly
obvious...For the benefit of anyone following in my footsteps, you might
want to start off with a vertex shader looking more like this:
uniform sampler2D baseTexture;
uniform int baseTextureUnit;
uniform sampler2DShadow
1) Is the CAVElib creating multiple graphics contexts? If so there you'll
need a GraphicsWindow on the OSG per context you can't reuse the
same window per context.
Sorry, forgot to describe CAVElib's behavior there. CAVElib will create a
thread for each wall of the cave and thus a new
Hi Joshua,
On 14 November 2011 15:38, Joshua Cook countryartis...@gmail.com wrote:
1) Is the CAVElib creating multiple graphics contexts? If so there you'll
need a GraphicsWindow on the OSG per context you can't reuse the
same window per context.
Sorry, forgot to describe CAVElib's behavior
I'm been having the same problem today and all weekend, connecting to
www.openscenegraph.org eventually times out.
Scott
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43864#43864
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osg-users
Can somebody do a test for me? I'm using OSG 3.0.0 and this works with NVIDIA
Driver (Linux) 260.19.21 but doesn't seem to work with newer versions of the
driver (e.g. 275.31 beta) with no other changes being made. I've been in
contact with NVIDIA with this problem and they seem to think that
Robert,
Thanks for the replies.
Anyhow, the reasoning has to do with risk and periferal support; head tracker,
a wand, and other assorted goodies CAVElib already deals with. I probably
could write something that did the same but would have a heck of a time
convincing them it would be the best
Hello,
Hoping for a bit of help.
What I've been doing:
I have been using osgdem to merge a dted data geotiff with a geotiff with rgb
color values into an ive terrain complex. I am using the -t flag to tell
osgdem that my geotiff should be treated as a texture file. However, the rgb
values
Hi,
The OpenSceneGraph logo loads, but the redirection to the wiki, and the
wiki link itself (www.openscenegraph.org/projecst/osg), does not work (from
South Africa).
Cheers,
Chris
On Mon, Nov 14, 2011 at 9:42 PM, Scott Wasinger swasin...@comcast.netwrote:
Still Not able to connect to the
Ditto from SE USA
CD
Chris Jaquet wrote:
Hi,
The OpenSceneGraph logo loads, but the redirection to the wiki, and the wiki
link itself (www.openscenegraph.org/projecst/osg
(http://www.openscenegraph.org/projecst/osg)), does not work (from South
Africa).
Cheers,
Chris
Hi Joshua,
See if you can use the peripheral support from CAVElib and just plugin
in the camera view and projection matrix settings into the osgViewer's
Camera's and let the OSG do the threading and rendering.
Robert.
On 14 November 2011 18:25, Joshua Cook countryartis...@gmail.com wrote:
Hi Stephan,
I'm just about to do a 4 day course so will be out of the loop till
next week. Hopefully others will be able to pitch in to look at the
problem before then.
Robert.
On 14 November 2011 16:56, Stephan Maximilian Huber
ratzf...@digitalmind.de wrote:
Hi
I am having problems with
Earlier today I emailed Jose Luis Hidalgo about the server, I haven't
heard back yet.
Robert.
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paul1492 wrote:
Can somebody do a test for me? I'm using OSG 3.0.0 and this works with NVIDIA
Driver (Linux) 260.19.21 but doesn't seem to work with newer versions of the
driver (e.g. 275.31 beta) with no other changes being made. I've been in
contact with NVIDIA with this problem and they
Same problem in New Jersey, about halfway between Colorodo and South Africa.
-Don
osg-users-requ...@lists.openscenegraph.org wrote:
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dglenn wrote:
Greetings!
Since your so lucky to try out one of NVidea Beta Drivers, have you ran this
across the NVidia test team first? Also, I didn't get what Graphics Card you
are using!
That is where I would go with this! OSG works on top of OpenGL other than
that it is doing
Paul,
Have you done a search in this mailing list/forum for nvidia 275? Follow
some of the threads you find, and see if any help you track down or fix
your problem.
Due to previous discussions on the topic, I have been careful to generally
avoid this specific driver.
I hope this helps...
D.J.
Hi,
I used osgdem to create a Terraindatabase from 2 image files (Heightmap and
Colormap). Is there any way to access the height information in a texture? I
need to do some calculations in the shader for which i need informations abount
the surrounding terrain height, at guessed that it would
Hi Jonathan,
I used osgdem to create a Terraindatabase from 2 image files (Heightmap and
Colormap). Is there any way to access the height information in a texture? I
need to do some calculations in the shader for which i need informations abount
the surrounding terrain height, at guessed
D.J. Caldwell wrote:
Paul,
Have you done a search in this mailing list/forum for nvidia 275? Follow
some of the threads you find, and see if any help you track down or fix your
problem.
Due to previous discussions on the topic, I have been careful to generally
avoid this specific
Greetings All!
For: anyone that wants to know !
Just to let you know that Newtek has announced the prerelease of their
Lightwave Product Version 11 that you can get online at their website. This is
a prelease only! The full release will be available by the end of the year. If
you are a
Hi,
before I go restart X-servers all over the lab, can you give a bit more
info... :)
On 14/11/2011 20:13, Paul Palumbo wrote:
Can somebody do a test for me? I'm using OSG 3.0.0 and this works
with NVIDIA Driver (Linux) 260.19.21 but doesn't seem to work with
newer versions of the driver
Hi Ethan,
the triangle mesh of the terrain will represent the resolution of the DEM, not
of the texture. Usualy texture resolution is higher than the DEM ones,
therefore you would reduce your image resolution if you don't use textures but
try to assign each vertex a color.
But nevertheless
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