And 2 positive cents for Open Asset Import Library, we've successfully used it
in the past to import various 3D models (.3ds, .obj, etc.). As far as I know,
it does not support model exports.
Kind regards,
Ruben
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Hi Wojtek,
Thanks for that, setting the polygon winding to CW and the cull face to
front seemed to do the trick, no technique overriding required.
Cheers,
Kim.
On 7 June 2012 01:13, Wojciech Lewandowski w.p.lewandow...@gmail.comwrote:
Hi, Kim,
Lispsm in default mode renders back facing
Hi Jordan,
Have you tried running your model through osgconv to convert it to an .osg
file?
You should then be able to look at the structure of the model in a text
editor and rule out any issues with it.
osgwnames from osgWorks is also a great diagnostic tool for models.
Hope that helps.
Kim.
Hi,
I am actually working on a complex project which uses OSG 3.0.1 on a
Windows 7 Professional x64 SP1 platform with Visual Studio 2010
Premium SP1. Because I encountered random heap corruption errors, I
was testing and debugging with different configurations of my program
and could state the
Hi Joel,
The update traversal is run before all the cull and draw traversals so
one can't have an update happening between a RTT Camera and the main
Camera. If one is using DrawThreadPerContext or
CullThreadPerCameraDrawThreadPerContext threading models then it is
possible for the viewer to
Hi Matthias,
osg::notify() is written on the assumption that stream are thread
safe, avoiding adding extra mutexes is desirable as the performance
would really suffer if we had to add them to all osg::notify() calls.
I can see how that osg::initNotifyLevel() method might be problem if
multiple
Hi all,
I'm about to implement some instanced rendering in my application and I was
looking for the best way to pass
per-instance data to the shaders.
I've then discovered that besides the Draw Instaced ARB there is another
extension called Instanced Arrays,
which basically allows to bind vertex
Robert,
Thanks for the clarification. I think you've identified exactly the problem:
...as the master's camera view matrix is copied from the
CameraManipulator at the end of Viewer::update() after the visitor
have run perhaps this is the cause.
Thanks again.
Joel
--
Read this
Hi,
take a look at function:
osgQt::setViewer
with multiple views use CompositeViewer.
it uses timer too, with some sleep (on_demand) logic.
or implement it yourself, you get Qt timer - osg rendering idea from code.
Cheers,
Filip[/i]
--
Read this topic online here:
Hi everone,
did anyone recently try out the packaging on Windows with VS2008? I get an
error message when I build the package project, e.g.
CPack Error: Problem creating temporary directory:
[code]
Hi,
I have two same looking different geometries:
One geometry with geometry shader and second without geometry shader which is
slower, more memory consuming fallback geometry that expands geometry on CPU.
All check extension functions require contextID. I don't have any contextID
when creating
On 06/06/2012 11:34 PM, Jordan Sparks wrote:
Hi,
I work in a research lab that uses a CAVE. We were recently given a large 3D
model made in Google SketchUp to work with by a client. Unfortunately, we keep
having issues when running it in the CAVE on OSG. The model seems to have it's
ambient
Hi Robert,
Thanks for your fast reply and revised code!
osg::notify() is written on the assumption that stream are thread
safe, avoiding adding extra mutexes is desirable as the performance
would really suffer if we had to add them to all osg::notify() calls.
I agree with the argument not to
Hi Filip,
take a look at function:
osgQt::setViewer
Thanks, I will do this.
with multiple views use CompositeViewer.
it uses timer too, with some sleep (on_demand) logic.
or implement it yourself, you get Qt timer - osg rendering idea from
code.
I am sorry, I do not understand this.
Is anyone else getting these Chinese emails quoting the subject of a post
made to osg-users?
I've had a few now and I have no idea where they're coming from.
K.
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Idem
2012/6/7 Kim Bale kcb...@googlemail.com
Is anyone else getting these Chinese emails quoting the subject of a post
made to osg-users?
I've had a few now and I have no idea where they're coming from.
K.
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Hey!
I read nearly everything about render to texture techniques and what you can do
with them, but not how to SIMPLY display it. My intention is to pre-render the
scene into a texture and sending this texture into my fragment shader (GLSL) to
simulate blur effects.
But before I can do this
Hi,
I want to send a geometry or a node to other computer via socket. Some people
suggest serialization and de-serialization, but I'm not sure how exactly to do
so. Can someone giva me a hint?
Right now I think I can write the node by osgDB::writeNodeFile and read the
file as a byte array
Me too.
El 07/06/2012 21:43, rocco martino martinoro...@gmail.com escribió:
Idem
2012/6/7 Kim Bale kcb...@googlemail.com
Is anyone else getting these Chinese emails quoting the subject of a post
made to osg-users?
I've had a few now and I have no idea where they're coming from.
K.
Hi,
I'm wondering if someone can suggest an elegant solution to the problem of
trying to voxelize some triangle based geometry. The general algorithm is to
render the scene from multiple different camera view points and then use the
resulting color and depth buffer from each render pass to
Hi James,
I did something similar, and is easy, but you need to use the ReaderWriter
API, that supports serialization to a stream. Here is my code:
void IOSocket::writeObject( const osg::Object* obj)
{
OpenThreads::ScopedLockOpenThreads::Mutex lock(_rwMutex);
if(!_rw.valid())
{
Ops! I forgot to mention that in my IOSocket class I have the
operator overloaded to support send and receive data from strings, but
there you can use send and recv of the sockets API.
Rafa.
2012/6/7 Rafa Gaitan rafa.gai...@gmail.com
Hi James,
I did something similar, and is easy, but you
Hi folks,
Reading my post it's even hard for me to tell what I'm asking. I'll try to
simplify the question with this reply.
I'm trying to make the cubemap used in osgOcean (and the example osgOcean
application) dynamic by attaching the faces of the cubemap to cameras as FBOs
(see
me three... gmail does a decent job of filtering it out once you mark
it as spam though
On Thu, Jun 7, 2012 at 4:49 PM, Jordi Torres jtorresfa...@gmail.com wrote:
Me too.
El 07/06/2012 21:43, rocco martino martinoro...@gmail.com escribió:
Idem
2012/6/7 Kim Bale kcb...@googlemail.com
Is
I have the same problem.
On Jun 8, 2012, at 12:29 AM, Preet wrote:
me three... gmail does a decent job of filtering it out once you mark
it as spam though
On Thu, Jun 7, 2012 at 4:49 PM, Jordi Torres jtorresfa...@gmail.com wrote:
Me too.
El 07/06/2012 21:43, rocco martino
Rafa Gaitan wrote:
Hi James,
I did something similar, and is easy, but you need to use the ReaderWriter
API, that supports serialization to a stream. Here is my code:
void IOSocket::writeObject( const osg::Object* obj)
{
OpenThreads::ScopedLockOpenThreads::Mutex lock(_rwMutex);
The same here. Though, I must have marked it as spam since I don't get
those recently.
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I wonder if we can have someone check for 139.com addresses in the
subscriber base, and remove them.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 •
AssImp exports a few:
http://assimp.sourceforge.net/main_features_export.html
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 •
GLSL • OpenGL
The Z buffer wasn't explicitly set in the blackberry utils... I played
around with the screen modes and EGL attributes (used RGBA and had
to specify a 24bit depth buffer with 8 bit stencil) and now it works!
Yup. Exactly my experience.
It's a bit slow on the device with higher poly
Hi Chris,
On 8 June 2012 02:54, Chris Hanson xe...@alphapixel.com wrote:
I wonder if we can have someone check for 139.com addresses in the
subscriber base, and remove them.
I'm getting posts from a 139.com address claiming to be an
administrative service handling mailing errors sent to a
Hi Christian,
You simply need to create a geometry and assign the RTT Texture to via
a StateSet and then render this as part of the main scene graph. Have
a look at the osgprerender or osgdistortion examples.
Robert.
On 7 June 2012 20:52, Christian Rumpf ru...@student.tugraz.at wrote:
Hey!
Hi Alex,
To use the same view point for LOD calculations for nested Camera's
the osg::Camera class has a support for setting the ReferenceFrame of
the nested Camera to ABSOLUTE_RF_INHERIT_VIEWPOINT which allows them
to have independent view matrices but use the same viewpoint and the
parent
May be someone who can talk in Chinese can tell 139.com to shutdown
this spam thing?
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Hi all,
I also received the email and fortunately I can speak Chinese. The mail is
sent from the 139.com administer and it said that a registered user with
the address 13488874...@139.com here is not active, but we still sent mail
to him (I think this is because the mail list server automatically
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