Hi Glen,
Hi Robert,
Thank you very much for helping me trace the problem. I will
later check the material parameters according to what you indicate.
Now I concern about another issue. Suppose that I got an quite large
model file and need to load it into OSG. Usually the model file i
Hi Robert,
Thank you very much for helping me trace the problem. I will later
check the material parameters according to what you indicate. Now I concern
about another issue. Suppose that I got an quite large model file and need
to load it into OSG. Usually the model file is so big that it
OK Robert, thank you for the explanation.
Gianni
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You are right... i have now implemented fxaa to achieve the desired behaviour.
Thank you!
Claus
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Hi,
According to
http://www.opengl.org/registry/specs/EXT/framebuffer_multisample.txt all your
attachments need to have the same amount of samples.
Cheers,
Pjotr
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Hi Gianni,
If you want to remove and add back StateAttribute to a StateSet you have to
mark the StateSet's DataVariance as DYNAMIC, otherwise the draw thread will
overlap the update traversal and contend on the data structure and crash.
Setting DataVariance to DYNAMIC isn't ideal though as it brea
Hello everybody!
*osgAnimation/Animation.cpp**bool Animation::update (double time, int
priority)*
*OpenSceneGraph 3.2.1*:
case ONCE:
if (t > _originalDuration)
return false;
*Should be:*
case ONCE:
if (t > _originalDuration)
{
*for
Thanks Robert for the reply.
I suspected a thread issus but since osgFX::Scribe code does not do anything
special regarding thread safety I expected my code should work fine as well.
Can you see the point in my code? Or maybe a threading issue in OSG code? The
difference wrt the osgFX::Scribe us
HI Gianni,
My guess would be that you've introduced a threading bug by
creating/destroying state objects in the scene graph whilst it's being
rendered.
If you want to toggle on/off behavior like this considering using a
NodeMask on the wireframe portion of the subgraph and just toggle the
wirefra
Hi,
unfortunately now I found an unexpected behavior with the non-osgFX solution.
Pushing wireframe button on and off quite fast from my application I get
sometimes a crash, sometimes the surface disappears and I can see just the
wireframe (there's no way to get the surface visible again). OSG 3
Hi,
when attaching a textures to a camera one can define separate values for the
parameters multisampleSamples and
multisampleColorSamples for each attachment.
In my specific use case i want to enable multisampling for COLOR_BUFFER0 and
disable it for all other color buffers (e.g objectid and
Hi,
I used osgFX easily but it seems the solution of osgscribe looks nicer (i.e.
the wireframe color is the same of the surface but a little darker)
Code:
osg::StateSet* stateset = new osg::StateSet;
osg::PolygonMode* polymode = new osg::PolygonMode;
polymode->setMode(osg::PolygonMo
>
> Looks okay. Still the osg_Normal might default to attribute slot 0, so it
>
>
> >
> >
> >
> > > I still don't get what you are trying to achieve.
> > >
> > I want to draw some walls with textures and a model with shaders.
> >
> > Should I render walls with a shader too?
> >
>
>
Wh
Am 26.08.2014 13:37, schrieb Daniel Lobo:
Why is the attribute aliasing enabled in the first place?
If I am not wrong I have to enable attribute aliasing to use osg_Normals from
shaders.
You can use gl_Normals if you use a compatibility profile and no vertex
attribute aliasing. You need this
> Why is the attribute aliasing enabled in the first place?
If I am not wrong I have to enable attribute aliasing to use osg_Normals from
shaders.
> Have you tried loading a osg model and display it with your shader?
The cow in ScreenShot168.png is rendered with my shader (It is a simple sh
Hi,
Thanks Nick for the clarification.
In my code I am doing
Code:
osg::StateSet* shaderState = cowG->getOrCreateStateSet();
...
shaderState->setAttributeAndModes(program, osg::StateAttribute::ON);
that seems similar to your suggestion.
The weird thing here is that geometries with no shad
Thanks Nick for the clarification.
In my code I am doing
Code:
osg::StateSet* shaderState = cowG->getOrCreateStateSet();
...
shaderState->setAttributeAndModes(program, osg::StateAttribute::ON);
that seems similar to your suggestion.
The weird thing here is that geometries with no shaders s
Hi,
> is it possible for OSG to render a geometry with shaders (e.g.: cow) and
another geometry without any shader (e.g.:walls) in the same scene
yes. You set your osg::Program with the shaders only for that part of the
scene you want to have it in effect, via StateSet, like
sceneWIthShaders->get
The color of the walls could be texture coordinates as you says, it sounds
convincing. But, anyway, I tried adding some normals for testing with following
code but it is still not working:
Code:
osg::Vec3Array *normalArray = new osg::Vec3Array();
normalArray->push_back(osg::Vec3(0.0f,0.0f, 1.0
On Tue, Aug 26, 2014 at 11:29 AM, Björn Blissing wrote:
> The lack of official support from the Oculus team on the their support forum
> is actually quite surprising. The feeling I get from the forums are that they
> are totally focused towards game developers using Unity3D and Unreal Engine.
>
Jan Ciger wrote:
> Yeah, I hope so too. At the moment I am not really motivated to doanything
> with it, because they could just pull the rug from under meagain by license
> changes or simply not supporting (properly) my platform.
The lack of official support from the Oculus team on the their
HI Glen,
Thanks for posting the model. The mailing list rejects messages that are
larger than 300k so it won't have made it through to the list. I get all
bounced messages as I'm the mailing list admin. I had a quite look at the
model - it loads fine with my osgviewer but I get the message:
Wa
On Tue, Aug 26, 2014 at 4:43 AM, Simon Wood wrote:
> I believe (from a presentation by Oculus) that they are sequencing the LEDs
> in order to aid identification of which is which, but don't have access to
> DK2 to prove/experiment.
Yeah, that I think so too, but that doesn't really require the
Hi Glen,
A 100Mb file is relatively small and shouldn't normally be expected to
cause problems. However, unless you can provide stack trace or a post a
link to the model so that others can test there really won't be much we can
do to help.
You don't mention what hardware you are using, this may
Hi Sonya,
On 25 August 2014 20:24, Sonya Blade wrote:
> Hi Jorge,
>
> It can be a quite dumb suggestion, since other experts comment on the
> issue ,
> but did you call the dirtyDisplayList after you performed all the
> transformations?
>
Drawable::dirtyDisplayList() only forces a rebuild of
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