Hi Clement,
On 18 January 2012 23:37, clement@csiro.au wrote:
osgImage-setImage(nx, ny, nz, GL_RGB16F_ARB, GL_RGBA,
GL_UNSIGNED_BYTE, (unsigned char*)data, osg::Image::NO_DELETE);
My question is about the 4th parameter GL_RGB16F_ARB. It is very
difficult to find
Hi,
I am currently using SDLaudio for playing the sound of the videos I am
using, but when trying to load 2 or more videos at the same time, it only
plays one of them (and not always). I have read that SDL only allows one
audio channel, so I think I have to start using something else. I want
Hi, J.P.
Thank you very much, it works under your suggestion!
Best regards
Shuiying
On 01/19/2012 07:39 AM, J.P. Delport wrote:
Hi,
On 18/01/2012 20:24, wang shuiying wrote:
Hi, J.P.
the camera isn't rendering to a texture.
Yes it is. It is just made for you automatically. FBO renders to
Hi,
great. OSG can maybe be more intelligent about these mappings, e.g.
automatically creating a float texture, but I don't have time to look at
it further.
jp
On 19/01/2012 11:30, wang shuiying wrote:
Hi, J.P.
Thank you very much, it works under your suggestion!
Best regards
Shuiying
Yeah skinning animation work but the patch is not yet merged. The patch does
not allow the exporter to be called from command line. After fixing this it
should be merged soon in the trunk.
it should be ok next week.
Cedric
Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 -
Hi all,
I'd like to capture frames from an osg scene to create a video out of them. I'm
using osgearth to build the scene. My plan was to modify the osgautocapture
example, so that it can capture a sequence of images, instead of only a single
image.
However, osgautocapture does only captures an
On 1/19/2012 2:17 AM, Héctor Martínez wrote:
I am currently using SDLaudio for playing the sound of the videos I am using,
but when
trying to load 2 or more videos at the same time, it only plays one of them
(and not
always). I have read that SDL only allows one audio channel, so I think I
Hi all,
We have seen the same behavior as Anna in our immersive system. It has four
screens; each screen has a single graphics context and either one or two
cameras (depends on if running in mono or stereo). The system is driven by
an Nvidia quadroplex containing four FX5800 cards, one card per
Hi John,
On 19 January 2012 16:32, John Kelso ke...@nist.gov wrote:
I also tried setting the traits-swapGroupEnabled value to true but nothing
changed.
swapGroupEnabled is only currently used under GraphicsWindowWin32 so
won't effect linux systems in any way.
So as far as I can tell we are
On 1/19/2012 9:57 AM, Robert Osfield wrote:
As long as your run the viewer multithreaded the OSG will use a
barrier so that each graphics thread waits at the end of draw
dispatch, then once all the threads join this barrier then all move on
together and then call swap buffers.
Hi Robert -- The
Hi Paul,
On 19 January 2012 18:48, Paul Martz pma...@skew-matrix.com wrote:
Hi Robert -- The default value for ViewerBase::_endBarrierPosition appears
to be AfterSwapBuffers. Does John need to change this to BeforeSwapBuffers
in order to get the behavior you describe above?
Man I'm impressed,
Problem solved! After also adding -framework ImageIO to the linker settings,
the example builds fine.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44908#44908
___
osg-users mailing list
Hi,
I downloaded OSG 3.0.1, compiled the examples, but none of them seem to run
correctly. I can't get the camera mouse controls to work at all; the camera
simply stays stationary. In other demos no content is displayed. In my own,
extremely simple demo (that worked with OSG 2.8), the
Hi,
I have the same problem when trying to compile the iPhone-example with the
latest osg trunk version, iOS-SDK 5.0 and Xcode4.
Code:
Ld build/bin/osgViewerIPhone.app/osgViewerIPhone normal i386
cd /projects/osg
setenv MACOSX_DEPLOYMENT_TARGET 10.6
setenv PATH
Hi,
Trying to build OSG for Android on Windows, I've been struggling with cmake for
a couple days...
I followed the wiki's page Building and using OpenSceneGraph in Android but
I'm still running into issues.
Here's my log :
C:\OpenSceneGraph-3.0.1cmake -G Unix Makefiles
Hi,
I'm really really new to OSG, I need to use it for my Virtual Environments
class. I have some experience with OpenGL in Mac with Xcode. I've been
searching all over the internet how to install OpenSceneGraph in Mac OSX Lion
and use it with Xcode (4). All I found was tutorials explaining
On 1/18/2012 10:17 AM, Sean O'Connell wrote:
I downloaded OSG 3.0.1, compiled the examples, but none of them seem to run
correctly. I can't get the camera mouse controls to work at all; the camera
simply stays stationary. In other demos no content is displayed. In my own,
extremely
OK then! This is getting good!
I tried setting setEndBarrierPosition(BeforeSwapBuffers), setting
setThreadingModel(CullDrawThreadPerContext), and running with four windows,
each with a single camera, on a desktop system with a single graphics card,
and the problem didn't go away.
But should the
Shaheed Khan wrote on 2012-01-19:
Hi,
I am new to OSG ...
Hi Shaheed, and welcome!
The best place to send your questions is the osg-users list instead of
the osg-submissions list (which is for code change submissions). I've
forwarded your email to osg-users and copied you on it in case you
Hi,
I've discovered that I can't define an integer vertex array using OSG
although it appears to be supported by GL and GLSL. I've found a post
from last May about it but I can't share the link due to this forum's
2-post requirement. The post title is:
Integer vertex attribute issue. Repro
Hey guys,
I'm trying to render some text using a special method which requires 2 - 3 draw
calls per character.
I'm adding all of the text to a Group node one character at a time in the order
that they appear in the text. What I want to do is sort the drawing of the
characters so that
Howdy folks,
Is there a way to tell osgOcean to look elsewhere for its resources folder?
My applications are looking for the resources folder directly in the
directory of its executable, but I have many different applications, and I
would like to share just the one resources folder among them.
Hi, Sean
Check if you compiled osg with opengl fixed function support (and options for
gl3 and gles disabled)
18.01.2012, 21:17, Sean O'Connell soconn...@zebraimaging.com:
Hi,
I downloaded OSG 3.0.1, compiled the examples, but none of them seem to run
correctly. I can't get the camera
Hi, Sean.
If you specify renderbin without sorting, then all geometry rendered in
traversal order. You can use graph structure like:
group for each unique font character used with matrix transforms inside
(containing same geometry) to position individual instances of characters
properly, so in
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