Re: [osg-users] [build] Building Nvidia Texture Tools plugin (nvtt) under Windows VS2017

2017-12-08 Thread Henrique Bucher
I am working with OSG 3.5.9 - downloaded the zip file from github. Henrique -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72561#72561 ___ osg-users mailing list osg-users@lists.openscenegraph.org

[osg-users] Resizing an FBO camera with OSG 3.2.0

2017-12-08 Thread James Turner
Hi, I’m trying to correctly support both OSG 3.2.x and 3.4.x in a codebase (since we need to support older versions of Debian / Ubuntu which still ship OSG 3.2.x as the supported version) I have some FBO camera which I’m resizing: in 3.4.x I use osg::Camera::resizeAttachments. In 3.2.x

Re: [osg-users] [ShadowScene traversal] program in Shadow rtt pass not overriden ?

2017-12-08 Thread Julien Valentin
..settings rttcams stateset in each technique seams more flexible than mod ShadowTechnique::CameraCullCallback... mp3butcher wrote: > Hi, > > Hi > Shouldn't there be an overriding "simple gl_depth output" program for > shadowscene traversal?! > I'll try to hack my way in > > Code: > void

[osg-users] [ShadowScene traversal] program in Shadow rtt pass not overriden ?

2017-12-08 Thread Julien Valentin
Hi, Hi Shouldn't there be an overriding "simple gl_depth output" program for shadowscene traversal?! I'll try to hack my way in Code: void ShadowTechnique::CameraCullCallback::operator()(osg::Node*, osg::NodeVisitor* nv) { if (_shadowTechnique->getShadowedScene()) {

Re: [osg-users] How to simulate camera distortion ?

2017-12-08 Thread Jishen Li
Thanks very much @robertosfield && @Bjorn! I will check your suggestions out. ... Thank you! Cheers, Jishen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72557#72557 ___ osg-users mailing

Re: [osg-users] How to simulate camera distortion ?

2017-12-08 Thread Robert Osfield
Hi Jishen, Have a look at the osgdistortion example, this use a render the 3d scene to a texture, then a rendering this texture to the screen using a distorted mesh. Alternatively you can do wha Bjorn suggested and use a simple quad and shader to do the distortion during the second pass.

Re: [osg-users] How to simulate camera distortion ?

2017-12-08 Thread Björn Blissing
Hi Jishen, I did the opposite, i.e. corrected the optical distortion from a captured image. This was done by applying the captured camera image to a plane and then using a fragment shader to rectify the image. https://github.com/bjornblissing/osgueye/blob/master/src/camerarectification.frag

Re: [osg-users] Exporting to 3D studio?

2017-12-08 Thread Björn Blissing
Trajce Nikolov NICK wrote: > Hi Bjorn, > > the LightWave obj exporter can do the job with osgconv. We use this format > for interchange amond Blender, 3ds, Modo etc > > > Nick > > -- > trajce nikolov nick > Worked perfectly! Thank you for your quick reply! Regards, Björn

[osg-users] How to simulate camera distortion ?

2017-12-08 Thread Jishen Li
Hi, I would like to simulate a real camera with intrinsics and distortion parameters. To make it more clear: I want to have a viewer, which I could assign a real camera model (pinhole, fisheye, etc) to, then I could get the real camera view. (I want to record the sequence for some later

Re: [osg-users] dynamic cube map

2017-12-08 Thread Rômulo Cerqueira
Thanks a lot, Nick. I will have a look in this source code. If I have some doubts, I will ask. ... Thank you! Cheers, Rômulo -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=72552#72552 ___

Re: [osg-users] Exporting to 3D studio?

2017-12-08 Thread Trajce Nikolov NICK
Hi Bjorn, the LightWave obj exporter can do the job with osgconv. We use this format for interchange amond Blender, 3ds, Modo etc Nick On Fri, Dec 8, 2017 at 10:49 AM, Björn Blissing wrote: > Hi, > > Sorry, if this is a basic question. I have tried to find the online,

[osg-users] Exporting to 3D studio?

2017-12-08 Thread Björn Blissing
Hi, Sorry, if this is a basic question. I have tried to find the online, but all search results only give me export options from 3D studio. I need to export a model from native OSG format into a format that can be imported into 3D studio Max. There is no need for animations or textures. I

Re: [osg-users] Example with ClipNode not work on iOS

2017-12-08 Thread Robert Osfield
Hi Vlad, osg::ClipNode uses osg::ClipPlane(wrapper around glClipPlane) and enabling of the fixed function pipeline's support for clip plans. OpenGL ES doesn't provide support for clip planes, and 2.0 doesn't have the fixed function pipeline either. So to implement clipping you'll need to find

Re: [osg-users] [build] Building Nvidia Texture Tools plugin (nvtt) under Windows VS2017

2017-12-08 Thread Robert Osfield
HI Henrique, What version of the OSG are your working with? Robert. On 7 December 2017 at 23:21, Henrique Bucher wrote: > Hi, > > I built OSG with VS2017 > I used the pre-compiled dependencies from osgvisual - as suggested in the osg > dependencies page. > > However I got

[osg-users] Example with ClipNode not work on iOS

2017-12-08 Thread Vlad Domashevich
Hi, I start work with OSG(OpenSceneGraph) and got some problem on iOS. iOS use OpenGL ES 2.0 and OpenGL ES 3.0 for A7 GPU based devices. I use ClipNode for clipping other object, but it's not work. My code based on example on GitHub: OpenSceneGraph/include/osg/ClipPlane Sorry, can not post

[osg-users] [build] Building Nvidia Texture Tools plugin (nvtt) under Windows VS2017

2017-12-08 Thread Henrique Bucher
Hi, I built OSG with VS2017 I used the pre-compiled dependencies from osgvisual - as suggested in the osg dependencies page. However I got several linker errors regarding NVTT plugin. I saw that there were some threads with the same subject but it seems that the windows build has not been