Hi Alvaro,
I just did a quick test under Windows 7, with OSG 3.0.1 and Qt 4.8.2.
Two views (created from GraphicsWindowQt) of a CompositeViewer in two
windows can render the same node (lz.osg for my case) smoothly. Could
you please provide more information about your implementation?
If you are go
Hi Gaurav,
A possible solution I think (but never tested it) is to set a draw
callback to left/right render stage (stages can be obtained from
camera->getRenderer()->getSceneView()->getRenderStageLeft(), and then
use RenderBin::setDrawCallback... Oops). And you may know if left or
right render sta
Hi Markus,
Default LinesegmentIntersector is unable to handle intersections with
lines and points. But PolytopeIntersector which will require a
rectangle on screen (or a polytope in space) may do the work for you.
The OpenSceneGraph 3.0 Cookbook (Packt Publishing) introduces how to
use custom int
Hi,
I'm trying to build OpenSceneGraph-3.1.0 (dev) using OpenGL ES 2.0 on an i.MX6Q
(Armel), but I'm having trouble with the X11.
By Compiling, I get the following error:
Code:
[ 62%] Building CXX object
applications/osgversion/CMakeFiles/application_osgversion.dir/osgversion.o
Linking CXX ex
Hi,
In open inventor, there is a transparency mode called: delayed blend
Transparent objects are rendered using multiplicative alpha blending, in a
second rendering pass with depth buffer updates disabled. And I want to get the
same effect.
here's what I am trying to do
transparency->
Hi,
I wan't to show QT controls inside my OSG scene.
I introduced with the examples "osghud" and "osgQTWidgets" from the osg project.
First i create a sample project to solve my issue.
The problem is, that the QT- controls are never been displayed on my scene.
I suppose the problem is the WidgetI
Hi,
We are having trouble using a CompositeViewer with 2 views in 2 windows,
showing the same scene (same Node*).
The first view (in addView order) is rendered correctly, but the second view is
badly rendered with some missing or garbled geometries.
If only one view is added, its rendering is
We had a similar issue. We had a stereo rendering setup that used slave
camera's to render the scene. The only thing the main camera did was to swap
the buffers.
Whats happened is when you do anything that will get bounding boxes of nodes
invalidated, if you don't recalculate those they will be
Hi,
Is there a way to know which eye (left/right) is currently being drawn inside
osg::Camera::DrawCallback. There is the UserData field in RenderInfo, but I
don't think I can use it for my purpose without having to patch
osgUtil::SceneView.cpp - the patch being that I update UserData before dra
Hi,
... Problem is the camera manipulator rotates but doesn't translate.
The desired gaming area consists of a geocentric terrain with a sky dome.
Using the osg::viewer and trackball camera manipulator (default view) i can
move around the scene, go underneath the dome, look at the terrain etc.
Hi,
I'm new to OSG and I tried the osgkeyboardmouse example
root/OpenSceneGraph/trunk/examples/osgkeyboardmouse/osgkeyboardmouse.cpp
but I still couldn't manage to use the polytope intersector to select a subset
of points via mouseclick in a pointcloud.
Did anybody have the same problem and
Hi,
I'm a total noob in using OSG and I would appreciate any advice from the
veterans and experts here who have used it in many different projects.
Basically I've to design a CAD/CAM in house tool and I've been reading about
OSG and OpenSG for quite some time. I've stumbled upon this FAQ (from
Hi,
I'm trying to use shaders on an Intel HD 3000 graphics chip (Windows7 x64,
latest graphics driver).
As soon as I pass a uniform variable to the shader (regardless of the type),
the memory of my process increases by about 400MB. Other than that, the shader
works fine.
The size of the object
Hi,
I build OSG3.0.0 on android with OpenGLES1.
I red that Environmental mapping is not working on Android.
So I convert model to earth.ive with embedded textures.(the convert tool is
VPB,on windows the earth.ive texture display no problem)
On android ,these are the things what I did
1) I adde
Hi,
I have build OSG for Android(cmake setings for OpenGL ES1.1),and it work on
Android no problem.
Then I add osgEarth source to OSG,put osgEarthDrivers file in osgPlugins
file,build it .I have get the osgEarth's lib,includes libosgEarth.a
libosgEarhtAnnotation.a libosgEarthFeatures.a lib
The error happens with the default order. I tried changing it, with no success.
In case you want to look into this further, you may want to refer to
my version that successfully builds with the latest SDK and NDK and
with dynamic runtime: https://github.com/Eduardop/osg/tree/osg-android
Eduardo
> I've been working with glslDevil a while ago and found it really helpful
> up to the point where it didn't support anything beyond GLSL 1.2.
>
You got it to work better than I did. ;)
> Since I'm not an academic(i.e. I don't study anymore) I didn't volunteer
> and replied to your request.
>
Hello Chris,
I've been working with glslDevil a while ago and found it really helpful
up to the point where it didn't support anything beyond GLSL 1.2.
Since I'm not an academic(i.e. I don't study anymore) I didn't volunteer
and replied to your request.
You can put me on the CC and I'm willing
Excellent, thanks for the clarification Robert
Regards,
Paul
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On Thu, Oct 4, 2012 at 9:33 AM, Chris Hanson wrote:
> So, do we have any Germans who could give me a hand liasing with
> Stuttgart? Just the time difference makes it awkward for me in the western
> US.
>
Well, since nobody has volunteered, I will try to contact them tomorrow
and see what ha
Hello.
Is there any difference between these 2 or are they different
implementations for the same purpose ?
For someone who wants to support multi passes (using shaders) on model
nodes which is better ?
thnx.
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Dear Robert,
Actually I can't use the S key because my application is running on iOS.
Is there any way to compute these value using a node visitor?
actually for knowing the vertices I tried using this line of code inside my
nodevisitor
totalNumOfVertices += geo->getVertexArray()->getNumElements
Hi,
Here are some bench I have made few years ago (2008).
Tests description:
- scene 1: 200x200 grid (8 triangles, 40401 vertices), only one geometry
- scene 2: small part of a real terrain (16x16 km), 1600+ geometries,
quad tree shaped scene graph
The benchmark application display the sc
Hello dear OSG-community,
I am glad to announce our official support for OpenSceneGraph integration with
our editing software, Grome.
The integration consists in an export plugin from Grome editor to OSG ive and
osg formats, a sample map and documentation:
"http://www.quadsoftware.com/index.php
H Tolga,
On 8 October 2012 08:09, Tolga Yilmaz wrote:
> is there any example that compares ray tracing performance in ms between
> kdtree and normal implementation with osg? i remember some time i found such
> an example and modified it, but couldnt find that code now.
There isn't any example
Hi John,
Ther a number of different ways to get stats on scene graphs:
The onscreen stats handling provides a range of options that may be
sufficient - run osgviewer on your model and press 's' a couple of
times to see the various different stats availble.
One can also convert model to .osg or .
Hi
Seems like you are messing with opengl state, and osg dont know about it. You
should either:
a) when you draw something with pure gl - after you finished, return all state
you modified to values being before you started drawing
b) use osg::State interface members to let osg know what state you
Hello,
I am wondering how many frames at most can be achieved when a scene is
rendered within OSG framework? Is it restricted by GPU performance or
the operating system or OSG framework?
Thank you very much in advance!
Best regards
Shuiying
___
Hi Shuiying,
I guess that there may be something wrong in the draw implementation
of drawable B. Although OpenGL calls can be executable in custom
drawables, it is still suggested that you apply all kinds of rendering
states to the drawable using StateAttribute derivatives. But without
looking at
Is nobody interested in this question?:-(
Hello,
I have two drawable nodes A and B under the same main group node. I
mapped two different textures on the drawables respectively. Those two
drawables do not have any overlappings in terms of pixels on the screen.
Drawable A is described using open
Hi All,
could you please explain me the reason why handleMouseWheel() of
OrbitManipulator class is never called? I derived from NodeTrackerManipulator
and set a breakpoint in OrbitManipulator::handleMouseWheel() implementation but
I never get inside that method. Even if I use an osg::TrackballMa
Hi All,
is there a way to install pdb files in the same directory of the dlls? if not,
could you please help me in finding the right cmake file to modify?
Regards,
Gianni
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Hi,
is there any example that compares ray tracing performance in ms between kdtree
and normal implementation with osg? i remember some time i found such an
example and modified it, but couldnt find that code now.
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