Hi,
On Tuesday, April 23, 2013 22:17:42 Marcel Pursche wrote:
> I recently checked out the newest development release of OSG (version
> 3.1.5). After playing around with the osgatomiccounter and osgcomputeshader
> examples I tried to implement order independent transparency with per pixel
> linke
So it turns out that I have been asking the wrong question.
It is true that I'm new to scene graphs and all the nuances that go along with
them. However, I do understand enough about the to know that if you have two
objects whose local coordinate center is 0,0,0 then they should be
interchanga
Thanks so much for your kindly help and will try the solution tomorrow.
robertosfield wrote:
> On 24 April 2013 17:16, Fan ZHANG < ()> wrote:
>
> > Thanks for your reply but my house names are not HUD texts.
> >
> > They are 3D objects too.
> >
> > And for future purpose they have to be 3D ob
On 24 April 2013 17:16, Fan ZHANG wrote:
> Thanks for your reply but my house names are not HUD texts.
>
> They are 3D objects too.
>
> And for future purpose they have to be 3D objects.
>
It doesn't matter, the same technique applies for 3D and 2D objects.
> And I realize I posted to a wrong
Hello Robert,
I have two different machines that I've got functioning independently of one
another, one with 16GB of RAM and one with 32GB of RAM. I'm currently
attempting to process the ASTER dataset on the 16GB of RAM machine (Quad Core
i5).
For the dataset statistics I provided above, how
Thanks for your reply but my house names are not HUD texts.
They are 3D objects too.
And for future purpose they have to be 3D objects.
And I realize I posted to a wrong place in the forum, please move this post to
the right place if you can ,thanks:)
robertosfield wrote:
> Hi Fan,
>
>
> F
Hi Fan,
For HUD's like this have a look at the osghud example. The key bit you
need to add is to set the ClearMask to just clear the depth buffer of the
overlaid Camera, and set the RenderOrder of the Camera's to make sure the
overlay camera gets drawn second.
Robert.
On 24 April 2013 16:57, F
Hi all,
Sorry to disturb but I want to know how can I overlap two cameras with two
different scenes?
Here the picture is the result I tried with CompositeViewer, but this is not
exactly what I want. As you can see, the names of houses are displayed in one
view while buildings in another view.
Hi Bob,
Calling
osgUtil::RenderBin::addRenderBinProptotype("mybin",new MyRenderBin);
Should be sufficient.
Robert.
On 24 April 2013 15:44, Bob Smith wrote:
> Hi,
>
> I try to use a library which is made for osg 2.8 and uses the method
> osgUtil::RegisterRenderBinProxy to register a new r
Hi,
I try to use a library which is made for osg 2.8 and uses the method
osgUtil::RegisterRenderBinProxy to register a new renderbin. This is not
supported anymore in OSG 3, as I see, a replacement would be
osgUtil::addRenderBinPrototype, but I can't get it working. What is the proper
way of u
Hi Joshua,
On 24 April 2013 14:48, Joshua Cook wrote:
> I may not be asking the correct question. Unfortunately, if that is the
> case, I don't know what the right question is.
>
If you don't know then how are we supposed to guess what you do know and
what gaps to fill in. The nature question
As noted from the last reply from robertosfield:
I may not be asking the correct question. Unfortunately, if that is the case,
I don't know what the right question is.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53783#53783
__
Hi Joshua,
The two models are very different in coordinate sizes, it's kinda bizarre
that you are expecting them to somehow to automagically do what you want.
The issue is nothing to do with model offsets but you understanding of how
you application and how scene graphs work. We can't simply fix
Well, here are the objects in question. My cube and a crossing arm. If you
display them both using OSGViewer you end up with the crossing arm inside a
black box (I didn't set the flag to keep the texture from scaling). I'm not
sure how the program I'm working with translates and rotates the o
Hi Joshua,
>From the nature of questions - it's a bit odd to talk about "removing a
nodes built in offset" as it's kinda meaningless in the general concept of
scene graph - there really isn't any built in offset, objects are just
placed where the modelling tools place them, I think it might be wo
No dice. I just end up with a second matrix offset to offset the first matrix
offset. This works fine for a simple viewer, say osgviewer, but when loaded by
our software it still doesn't show up. I'm wondering if the way OSG performs
its matrix multiplication has something to do with it. Not
Hi Wang
Yes you are right, later I've found out that I merged the serialization stuff
in my local osg project and I used it. now I had to recompile it becuase I was
missing some things and then I found out that its not in the 3.1.5 version or
any other version.
never mind... My problem is fixed
Hi Arun,
As I specified in my original reply, I used svn/trunk for testing not
OSG-2.8. I don't have a build of 2.8 on my system right now and have
plenty of other work to do. As svn/trunk works fine then there is
reasonable chance that 3.0.x works too. Please try updating.
Robert.
On 23 Apr
Hi Sebastian,
the reason to split the shader effect into two different shaders, is to create
a software library ables to apply multiple effect (something like the
superposition property) on the same 3D model (or on the total scene).
I'm going to investigate on, and i hope to get a good result.
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