Hi all
I struggle to add a light to my viewer. I have the sky light illuminating the
scene (light 0). Now I want to add a spotlight to illuminate the area right in
front of my camera for night scenarios. I tried to attach the light to the
scene and position it in a cull visitor in front of
I'm saying about position of a node.
If I model earth (for example) then the camera (for example) or another node
will move from southern pole (0, 0) to equator (0, MAX_INT) and then it will
move again to southern pole though it increments its position (not decrements),
due to integer overflow
Jan Ciger wrote:
Hello Houhouh (sorry if that isn't your name, but you didn't provide one ...),
You haven't provided the ABI you have compiled for, but seeing that your
device has Tegra 2 SoC, I suspect that the crash comes from the lack of
support for the Neon instructions on it. These
Hi,
I've been working with the OSG Beginners book. I am trying to get the first
program to run but I continually get a bad alloc error:
Code:
Microsoft C++ exception: std::bad_alloc at memory location 0x00a1d4f0..
The break point is:
Code:
inline osg::Node* readNodeFile(const
Hi,
I am trying to use the osgManipulator::RotateCylinderDragger in the OSG example
code for my project. However, I need to have it rotate around a predefined
point in the space rather than its own center. Does anybody know how to do that?
...
Thank you!
Cheers,
Zhou
--
Hi,
Thanks for your reply. I have two use cases:
1) In my application, I am using outline fx to render red outlines around
selected objects. I am also using outline fx to render dark edges around some
basic geometries (like CAD application, SolidWorks) for a better look. For
example:
-
Hi
Where did you found anything about node positions being stored as integers in
OSG? Nodes are positioned with osg::Transform derived classes which use
floating point (single or double precision, depending on build configuration)
matrices\vectors\quaternions for transformations.
Cheers.
Hi,
I have a terrain model with 1024x1024 DXT1 textures. Using a min filter with
LINEAR_MIPMAP_LINEAR the textures are gone, changing only this filter to LINEAR
everything is back again. The textures contain 1 main image and 10 mipmaps...
Any ideas?
Thanks Cheers,
Tim.
--
Hello,
On Mon, Oct 29, 2012 at 2:39 AM, wang xinyu houh...@163.com wrote:
Hello,Jan
i am sorry that didnot say it clear :
Android NDK: Building application 'local' for ABI 'armeabi'
Android NDK: Using target toolchain 'arm-linux-androideabi-4.4.3' for
'armeabi' ABI
OK, that should be
OK, thanks, looks like I need to read more about OpenSceneGraph before asking
such questions.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50881#50881
___
osg-users mailing list
Hi
it seems like osg dds plugin cant (correctly) read your mipmaps from dds file.
You can use file without mipmaps or try to dive in and find exact reason for
this behaviour.
Cheers.
30.10.2012, 14:19, Tim Rambau tim.ram...@dlr.de:
Hi,
I have a terrain model with 1024x1024 DXT1 textures.
Hey,
I've encountered the same problem some time ago.
The problem was the macro in the CMakeLists.txt. On my system it hast to be
_INCLUDE_DIRS and _LIBRARIES.
Try this osg-cmake project setup:
cmake_minimum_required(VERSION 2.8)
project(MyProject)
set(target MyProject)
Hi all !!!
I m trying to compile OSG 3.0.0 in ubuntu 64bits
I m trying using ffmpeg with many versions but the error persist :
In file included from /usr/local/include/libavutil/avutil.h:327:0,
from /usr/local/include/libavutil/samplefmt.h:22,
from
Hi Gianni,
I'm afraid I personally don't have the time available to chase up the
problem in your code. Perhaps others will be able.
Robert.
On 29 October 2012 17:11, Gianni Ambrosio ga...@vi-grade.com wrote:
Thank you Robert for the fast reply.
In the meanwhile I'm attaching the code.
Hi David,
On 30 October 2012 08:17, Daniel Schmid daniel.sch...@swiss-simtec.ch wrote:
I struggle to add a light to my viewer. I have the sky light illuminating
the scene (light 0). Now I want to add a spotlight to illuminate the area
right in front of my camera for night scenarios. I tried
Hi Tim,
Try running your app on a system with a difference graphics
card/driver, there is a change the issue is a driver bug.
Robert.
On 30 October 2012 09:18, Tim Rambau tim.ram...@dlr.de wrote:
Hi,
I have a terrain model with 1024x1024 DXT1 textures. Using a min filter with
On 10/30/2012 5:05 AM, Christian Buchner wrote:
Hi,
for rendering a sphere (or any other round shapes) it might even be
better to use a shader, instead of trying to tesselate the shape into
a complex geometry consisting of a lot of triangles or quads.
One issue with this approach, as well
I've seen that kind of problems on AMD/ATI boards.
Luc
De :
Robert Osfield robert.osfi...@gmail.com
A :
osg-users@lists.openscenegraph.org
Date:
30/10/2012 15:27
Objet :
Re: [osg-users] [osgPlugins] DDS Texture vanish with LINEAR_MIPMAP_LINEAR
Envoyé par :
If you're modeling on the earth, you should be using double precision
for your camera position...
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Dmitry
K.
Sent: Tuesday, October 30, 2012 2:16 AM
To:
Another thing to check is make sure you're not mixing debug version of
OSG with a release version of your app and vice versa. They must be the
same.
I've had readNodeFile() fail as below when I accidently linked my
release built app with debug OSG...
-Shayne
-Original Message-
From:
Hello Gianni,
I just tried your code and it works fine on my machine
I don't know how to help you.
Martino
2012/10/30 Robert Osfield robert.osfi...@gmail.com
Hi Gianni,
I'm afraid I personally don't have the time available to chase up the
problem in your code. Perhaps others will be
Hi Koduri,
for the project I'm working on I needed something similar.
Using the C++ API of OpenCV I found the following code to be working:
Code:
osgImg-readPixels( 0, 0, width, height, GL_BGR, GL_UNSIGNED_BYTE );
cv::Mat cvImg(osgImg-t(), osgImg-s(), CV_8UC3);
cvImg.data =
Hi Rocco,
thank you for trying the code!
Anyway that's really strange. In a Qt application I can get correct images just
with WindowCaptureCallback::READ_PIXELS mode. While I get a black image s with
the others (WindowCaptureCallback::SINGLE_PBO and
WindowCaptureCallback::DOUBLE_PBO). On the
Yes, I tested SINGLE_PBO, DOUBLE_PBO, TRIPLE_PBO and READ_PIXELS
with SingleThreaded, CullDrawThread etc.
I simply had to change the mode at line 666, right?
I have osg 3.0.1 and Qt 4.7.0 on Slackware64 13.1 with latest fglrx
proprietary drivers
2012/10/30 Gianni Ambrosio ga...@vi-grade.com
Hello,
I'm trying to implement an advanced HDR lighting algorithm where I need
the average luminance of the last frame(s).
Currently I've encountered two major problems:
1. Is there a possibility to get only the last mipmap-level from
texture/image bound to a FBO?
I can get the whole image
Finally, I have done some investigation regarding this subject: returning
the active child bounding sphere when the getBound() method of an
osg::Sequence is called can increase considerably the renderingTraversal
execution time (2x for my complex scene). This is probably due to the
invalidation of
Hi Sebastian
2012/10/30 Sebastian Messerschmidt sebastian.messerschm...@gmx.de
Hello,
I'm trying to implement an advanced HDR lighting algorithm where I need
the average luminance of the last frame(s).
Currently I've encountered two major problems:
1. Is there a possibility to get only
robertosfield wrote:
Hi David,
I can't recall all the options off the top of my head so with the help
of osgdem --help and grep I get:
$ osgdem --help | grep LOD
--LOD Create a LOD'd database.
--PagedLODCreate a PagedLOD'd database.
--subtile LOD X Y
-l numOfLevels
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