Bump... I still don't have a solution to this problem, and I'm in need of some
fresh ideas or insight. I think I'm missing some detail that's important but
is obvious to everyone else.
Scott
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=45561
On 15.02.2012 22:48, Scott Wasinger wrote:
Just for some clarification are you trying to make a camera that follows your
car model? Because I had the similar issue recently and through my research I
found I could attach a camera manipulator to a node and the camera will be
translated relative
Hello Ethan,
Is a border being added to my texture somehow? If so then this could explain
why my shader is pulling non-uniform values from my uniform lookup table
texture...
Set the wrap mode to CLAMP_TO_EDGE instead of CLAMP_TO_BORDER (which is
the default, and the default border color is
Sorry Preet almost forgot this work around If you don't want to recompile the
code you can run the example in SingleThreaded mode.
osgviewerQt --SingleThreaded
Scott
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=45557#45557
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Hi Preet
This is a X11 threading issue. That has been fixed with the release of Qt 4.8,
but you will need to make a change in the osgViewerQt code to correct it.
check these previous theads out
http://forum.openscenegraph.org/viewtopic.php?t=9628&highlight=4.8
and
http://forum.openscenegra
On 02/16/2012 05:38 PM, Sajjadul Islam wrote:
So it is posible to implement it with GLSL and could you provide me with some
reference materials ?
A quick Google search for ("GLSL area lights") found this:
http://www.gamedev.net/topic/552315-glsl-area-light-implementation/
--"J"
_
Hi,
I am pretty sure that I have seen an example (standard OSG) that shows
how to load models from different threads, at the same time. I can't
find it anymore though...?! Can anyone point me at an example that shows
this?
Thanks a lot, cheers
Raymond
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I figured it out. Turns out I needed to set the source format of my render
texture to GL_RGBA. Its interesting because if I had set the texture's internal
format to GL_RGBA it would have worked because when the source format is not
set the osg::Texture2D class uses the internal format as the pix
Robert et al,
I have been looking at an problem I have been having with the
osgManipulator::RotateCylinderDragger. I have been trying to follow the code
and there are a few things that stand out as questionable. Here are two issues
I found with osgManipulator/src/Projector.cpp:
1. line 202,
I tried setting the texture that I created to texture unit = 0 and found that
the resultant object in osgviewer was unchanged from its original texture. I'm
not if this means that I have created my texture incorrectly or if the texture
attachment process is not correct.
apecoraro wrote:
> I h
I honestly don't know why it doesn't work. Your code looks correct to me. You
might try removing the shader and setting your lut to use texture unit 0 on
your terrain node. Then you can at least verify that the texture is created
correct by viewing it on the terrain using the fixed function pipe
Hi,
Actually I provided the wrong error code. The error code is:
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT
According the OpenGL documentation attachment completion is defined as:
> Attachment Completeness
>
> Each attachment point itself must be complete according to these rules. Empty
> attachme
Thanks for the reply Alex. I tried those changes (I think I've tried just
about every pixel/internal format that I could think of) and the behavior of my
program hasn't changed unfortunately.
apecoraro wrote:
> I think the internal format of your osg::Image should be set to GL_RGBA8 not
> G
I think the internal format of your osg::Image should be set to GL_RGBA8 not
GL_RGBA, which is a pixel format not an internal format. I find the OpenGL 2.1
documentation very confusing on the use of internal format and pixel format,
but I think the 3.3 and 4.2 documentation is much easier to und
Hi,
I have already build OSG 3.0.1 on iOS 4. Now i would like to build it on iOS 5.
Core Libraries like osg, OpenThreads, osgDB and osgUtil are building correctly.
But the linking with my App, notify following error:
>
> Undefined symbols for architecture i386:
> "osgUtil::IndexMeshVisito
Your code is simply taking the results of the GUIEventAdapter's mouse position
conversion from the window system to osgGA. Since the mouse moves in integer
increments, I'm not surprised that you're getting confusing results.
A knowledge of how OpenGL coordinate systems work would save you a lot
Thanks for the reply Alex. My setup is exactly as you describe but I'm still
having troubles. I've taken the essential bits of my code to create a sample
main() to illustrate exactly what I'm doing:
Code:
int main(int argc, char* argv[])
{
//INITIAL SETUP
//create root
17.02.2012 16:11, Robert Osfield пишет:
Hi Mikhail,
If you want to remove elements from the scene graph but delay
destruction to be done in a background thread the way to do it take a
ref_ptr<> to the subgraph you want to remove to prevent it from being
deleted, then remove the subgraph from th
Hi Mikhail,
If you want to remove elements from the scene graph but delay
destruction to be done in a background thread the way to do it take a
ref_ptr<> to the subgraph you want to remove to prevent it from being
deleted, then remove the subgraph from the scene within the update
phase of the view
Hi Clement,
On 17 February 2012 01:53, wrote:
> I am using MFC to display osg volume data. If the sample data is 30 * 30 *
> 20 voxel, it is quite smooth on rotating the image on viewer. If the sample
> data is 350 * 350 * 60 voxel, I can't rotate the image as smooth as before.
> If I us
Preet writes:
> Hey all.
>
> I have an OpenSceneGraph tree I'd like to have displayed in QtQuick.
> I'd like the user to be able to interact with the scene where the
> mouse can zoom/pan/rotate the camera, just like osgViewer allows. I
> saw that there were a couple of examples (osgQtWidgets and
Dear community,
I use the OpenCV Library to collect feature points in an image and I need to do
intersection testing through the 2D-coordinates of these feature points with
osg.
The origin of the opencv image data structure is top left. The topmost pixel on
the left side is 0,0 and the bottomm
Jason
Thanks but the viewer still resizes taking the viewport with it.
This is a screen capture app with the resultant data being streamed to an image
processing algorithm for which the image size is fixed. It's based on the
osgscreencapture example which does mysterious things with the viewer
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