Hi Stephan,
On 13/03/12 4:43 , Stephan Maximilian Huber wrote:
> it seems that compiling osg and specifically OpenThreads is currently
> broken for IOS when using xcode 4.3.1. The compilation fails at
> OpenThreads/Atomic with
>
> Users/stephan/Documents/Projekte/cefix/cefix/ios/../../libs/ios/in
I'm doing my 16-bit RTT work with GL_RGBA16 successfully now, though
osg::Image doesn't like it much (I avoided the problem). However, recently,
I've made some change that knocked me off the fast path onto software
rendering(!) on some older hardware. My GTX 560M is just fine, but a Quadro
FX 270
Wow, it's cool to see so many questions. Here are some answers:
No current plans for porting to iOS or Android tablets. The CPUs
might be able to handle it, but I think I would have to dumb down the
graphics pretty bad. But mainly that's another huge project that I
don't have time to tackle rig
Hi Terry,
Thanks for sharing. This really brought forth some good ol' XPilot
memories. Any plans for making it multi-player?
Best regards,
John
On 03/21/2012 05:50 PM, Terry Welsh wrote:
At the risk of sounding like a shameless self-promoter, here's level
playthrough video from a hobby proje
Am 21.03.12 17:22, schrieb Matthias Thöny:
> this is in fact working, but with some sideeffect (crash while statics blend
> in, etc.etc...), but I am really confused about is, why this method is not
> always called while the draw process, because if my xcode debugger does not
> lie to me (becaus
Very nice job !
I already tried to make an OSG based game, this was not so beautiful !!
Regards,
Vincent
2012/3/21 Terry Welsh
> Hi guys,
> Thanks for the kind words. Unfortunately, the little people cannot
> extinguish themselves. Life is hard for virtual fodder :( I wrote
> the particl
Hi guys,
Thanks for the kind words. Unfortunately, the little people cannot
extinguish themselves. Life is hard for virtual fodder :( I wrote
the particle system ages ago. At the time, osgParticle still had
immediate mode code in it and I wanted some very different features
and the ability to o
Hi Terry,
On 21 March 2012 17:50, Terry Welsh wrote:
> At the risk of sounding like a shameless self-promoter, here's level
> playthrough video from a hobby project I've been working on. I'd be
> grateful to hear any critiques or ideas anyone has. Plus, I thought
> people might get a kick out o
Hi Terry
This looks great, love the lighting. Crazy to get a hobby project looking
so polished.
Any plans for a release, a port to IOS or Android would be cool.
Tom
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Fantastic!
Some hints of that old helicopter game from back in the day. Nice!
-B
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Terry Welsh
Sent: Wednesday, March 21, 2012 10:51 AM
To: osg-users@lists
Very nice, Terry!
Looks like the human characters need a "stop drop and roll" behavior,
though... ;-)
--"J"
On 03/21/2012 01:50 PM, Terry Welsh wrote:
At the risk of sounding like a shameless self-promoter, here's level
playthrough video from a hobby project I've been working on. I'd be
Hi Terry,
Wow, that is awesome! I really like the particle effects and lighting. Did
you use osgParticle for that?
Cheers,
Farshid
On Wed, Mar 21, 2012 at 10:50 AM, Terry Welsh wrote:
> At the risk of sounding like a shameless self-promoter, here's level
> playthrough video from a hobby projec
At the risk of sounding like a shameless self-promoter, here's level
playthrough video from a hobby project I've been working on. I'd be
grateful to hear any critiques or ideas anyone has. Plus, I thought
people might get a kick out of seeing a pretty involved OSG project in
development.
http://
Hi Mattihas,
Please have a look at the OSG header for include/osg/Geometry, in
particular the section on setVertexIndices() :
/** deprecated - forces OpenGL slow path, just kept for
backwards compatibility.*/
void setVertexIndices(IndexArray* array);
See the forces OpenGL slow pa
Hi,
Thanks for the help. In the end by using Qt libraries everything works fine.
By the way, I'm using a IR USB receiver which maps remote control events with
keyboard events.
Thank you!
Cheers,
Helen
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Hi,
I'm trying to do the same... but I only get errors... The steps that I follow
are the next:
I create a class OSGQtRenderThreadManager: public OpenThreads::Thread which
contains a variable class ViewerQT : public osgViewer::Viewer, public
AdapterWidget (class AdapterWidget : public QGLWidget
On Wed, Mar 21, 2012 at 7:54 AM, Paul Griffiths wrote:
> Hi,
> I have included a second camera to my scene.
> When I use the TrackballManipulator It effects every camera in the scene.
> How do I stop this?
>
> Take a look at the osgprerender example. It shows how to set up the
child pre-render
Hi Paul,
On 21 March 2012 13:54, Paul Griffiths wrote:
> I have included a second camera to my scene.
> When I use the TrackballManipulator It effects every camera in the scene.
> How do I stop this?
I can't second guess what exactly your setup is so there is no way for
me or others to give a de
Hi,
I have included a second camera to my scene.
When I use the TrackballManipulator It effects every camera in the scene.
How do I stop this?
...
Thank you!
Cheers,
Paul
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> Could you just remove the uniform when you remove the leaf node? Or reset the
> uniforms value?
No, I can't because it is part of a generic management system and the leaf node
may be removed by many ways.
Since this application is single-threaded, use multiple viewer instance (no
composite
Hi Aurelien,
On 21 March 2012 09:20, Aurelien Albert wrote:
> I've tested the solution based on the camera stateset, but it's not fuly
> satisfying because when the leaf node object is remove from the graph, the
> uniform and the stateset are still affected to the camera.
Could you just remove
Hi robert,
I've tested the solution based on the camera stateset, but it's not fuly
satisfying because when the leaf node object is remove from the graph, the
uniform and the stateset are still affected to the camera.
So I'm interested by the positional state special case : how can I add a
sta
Hi Eldar,
What you are seeing is by using a vertex shader to position the vertex
data you are moving it so the bounding box of the osg::Geometry
becomes inappropriate. The OSG does it's culling and set up of
near/far planes based on the bounding volume of the nodes and
drawables so if you don't r
HI Aurelin,
You can attach an osg::StateSet with an osg::Uniform to the
osg::Camera assigned to the View(er), this will decorate any scene
graph that you attach to the View(er). Placing a uniform on leaf
won't effect the global uniform as state is inherited top down.
The only exceptions to this
Hi, Paul
get a piece of paper, draw this stuff and do the math, that's my advice
Cheers
21.03.2012, 02:01, "Paul Griffiths" :
> Hi,
>
> Lets say:
>
> A Quad (4 * 3 units) at pos(0, 10, 0), rot(0, 45, 0).
>
> The screen is 800 * 600 (ratio 4/3)
>
> What is the trans & rot needed from the Quad for
Hi Daniel It is ok by spec to use sampler when texture is not bound, but it can easily crash on bad drivers (i've had such crashes on intel cards)You can create 1x1 pixel white texture and set on all scene on all first four texture units. It will apply only to those nodes which dont have their own
I am not sure, if I made myself clear so I will try to be more specific.
Is it possible to somehow send to kernel array of geometries, so every thread
can work on one of them?
Thank you!
Cheers,
Vladimir
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I would like to build a generic fragment shader that can handle up to 4 texture
units, instead of building fragment shaders for each number of used texture
units.
Is there a way to figure out in my fragment shader if a texture unit is used or
not ? When a uniform sampler contains no valid textur
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