I suppose you are writing the data in a texture with gl_FragColor = vec4(...,
depth).
What exactly are you doing with the data that you write afterwards, or how do
you actually obtain your point cloud?
If for example you take the position vec4(..., depth) (which is a world space
position?) and
For the alpha channel look here:
http://forum.openscenegraph.org/viewtopic.php?t=1776
I posted the solution to my problem (similar to yours) at the end of the thread.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8785#8785
Try attaching a texture to the COLOR_BUFFER0 instead of an image directly.
That's what worked for me.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8465#8465
___
osg-users mailing list
Hi everyone,
I am using a camera whose zNear / zFar is calculated automatically and I need
to obtain the zNear / zFar values in the camera's PreRenderCallback.
Just trying to use the function camera-getProjectionMatrixAsPerspective(fovy,
aspect, zNear, zFar);
always gives me the initial near
An update:
I forgot to say that I am rendering to a texture.
So basically what I do is the following:
Code:
osg::Camera* camera = new osg::Camera;
...
camera-setComputeNearFarMode(osg::CullSettings::COMPUTE_NEAR_FAR_USING_BOUNDING_VOLUMES);
...
camera-attach( , texture);
When stepping
Thanks for all your help. It directed me to the solution!
For other users who face the same problem:
The setting to obtain a RGBA texture with 32Bit floats per component which one
can write unclamped values to is as follows:
Code:
osg::Texture2D texture2D = new osg::Texture2D;
Hi everyone,
what I want is to obtain the z-Buffer content from a previous render pass
(pass1) where I render my scene and use it in a subsequent render pass (pass2).
Of course I would like to avoid doing pass1 twice, first to render to the
screen and second to render the z-buffer to a texture
Hi Joseba,
I use FBOs but the problem is that in the beginning of my application it
says RenderStage::runCameraSetUp(), FBO setup failed, FBO status=
0x8cd6. Could this be the problem? And what is the reason for that?
Could you tell me which internal format you where using and which issues
Hi,
I just want to make sure that we do not misunderstand each other:
The problem is not to make a fragment invisible (the discard statement
in fact works for that pretty well) but to simply store normalized data
([0,1]) as the alpha component of my RGBA texture by using
gl_FragColor.a = ...
Hi everyone,
I have trouble with a render to texture pass, where I try to write to
the RGB and ALPHA components of an attached RGBA texture in a custom
fragment shader.
Writing to the RGB components works, but gl_FragColor.a = ... does not
have any effect at all. The ALPHA component will
Hi osg-users,
is it possible to access the Z-Buffer content from a render pass 1 in
the shaders during a second render pass 2 if I do not clear the Z-Buffer
content in pass 1?
In my project I render my scene in pass 1 and set the clear mask for
pass 2 to 0, hence not clearing neither the
Hi everyone,
I am trying to store the Z-Buffer of a subgraph of my scene in an
osg::Image for later processing,
but the values I obtain are not as expected in the range [0,1] but
appear to be integer values starting at 0 and going up to about 200.
I am writing the depth buffer to the
Hi Robert,
the points you and others mention are valid, and perhaps I was being too
harsh in my first posting. Both products have their strengths and Creator is
well suited to airport modeling and has unique capabilities for vis-sim
that 3dsmax does not offer.
Cheers,
Daniel
Robert Weldon
Hi Michael,
try using a osg::vec2 instead of a float for your vertex_shader_attribute.
Recently I had a similar problem. I received wrong values when
associating a vertex attribute array of floats with a vertex array and
trying to read the floats in the shader.
Using a vec2 instead and just
Hi Sashidhar,
some weeks ago somebody had the same problem.
here his mail and the last response:
Hi,
try this:
in groups.google.com
search for this:
osg-users ralph kern screenshot
in google.com
osg-users Taking a screenshot with
cheers
jp
maruti
hi,
first of all: the words modeling and creator should not appear in the
same sentence :). probably you can use creator for cad tasks but thats
all. the texturing tools are quite ok though...
i would go with a combination of both. using 3dsmax for the model and
creator to compose everything
thats a good idea..I will definitely try that and let you know how
it works out. Thank you.
Siddharth
- Original Message
From: Daniel Holz [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Saturday, December 1, 2007 2:50:11 PM
Subject: Re: [osg
hi renan,
i think he meant that you should look at the examples included in the
osg package.
quote:
[..]and the examples that come with the OSG
are a treasure trove of code and information.
cheers,
daniel
Renan Mendes wrote:
Hey, Jean-Sébastien.
Now I'm asking for that example code
hi,
don't you have to multiply the matrix from the left side with the
vector, like this:
M * x = x',
whereas M is your 'WorldCoordsMatrix', x is your local BBox vector and
x' is the same in world coords.
hope this helps.
daniel
Siddharth Palaniappan wrote:
Hi osg users,
I'm currently
/MatrixTransformations
In the end , robert says ways are defined ... i initially multiplied
the matrix on the left side. But after reading this i changed it...am i
wrong ?
Siddharth
- Original Message
From: Daniel Holz [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
://osgcal.sourceforge.net/
2007/11/29, Daniel Holz [EMAIL PROTECTED]:
hi,
ok, got it myself.
the argument of the method drawImplementation changed in osg 2.2
compared to prior versions (don't know which one in particular).
in osgCal the method drawImplementation(osg::RenderInfo renderInfo)
should
hi,
what are the benefits of using a 64bit build of osg. as far as i know at
least the floating point precision is not higher than with 32bit, or am
i wrong?
cheers,
daniel
Robert Osfield wrote:
Hi Robert,
The OSG support 64 bit builds on Irix, Solaris, Linux, and even
Windows.. I'm not
hi everybody,
is there anybody who succeeded in compiling osgCal with osg 2.2 ?
i have the following problem when compiling it in msvc8:
1 edited\include\osgCal/SubMesh(50) : error C2259:
'osgCal::SubMesh' : cannot instantiate abstract class
1due to following members:
1
hi everybody,
i have a problem when reading the values of user-defined vertex
attributes in the vertex shader.
THE SITUATION
i implemented an algorithm which generates tracks, left behind by a car
which drives on a terrain.
the track of one wheel is logically represented in the following way:
hi,
the class DrawElementsUInt is defined in the file osg/PrimitiveSet.cpp.
hope this helps,
daniel
Renan Mendes wrote:
Hi, Jean-Sébastien.
I've read the Tutorial and while compiling, there has been
detected that I don't have the osg::DrawElementsUInt in my computer.
Would you mind
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