Hi all,
> - An osg::Camera::DrawHandler...
> - An osg::Node::NodeHandler...
I just noticed some mistakes in my original post: DrawHandler should be
DrawCallback, and NodeHandler should be NodeCallback. Sorry about that.
I'm writing the emails on one machine and reading from another, and
I've got some results.
Cheers,
Garth
> On 30 September 2015 at 10:56, Garth D <garthy_...@entropicsoftware.com>
> wrote:
>> Thanks for having a look at things and for the suggestion.
>>
>> On 30/09/15 17:35, Robert Osfield wrote:> HI Garth,
>>> I'd
Thanks again for the suggestion. Is there
anything else I should try?
Cheers,
Garth
>
> Robert.
>
> On 30 September 2015 at 03:49, Garth D <garthy_...@entropicsoftware.com>
> wrote:
>
>> Hi all,
>>
>> I was wondering if anyone has been successful in using th
Hi all,
On 01/10/15 10:12, Garth D wrote:
If I had to guess, I am doing something in my project at some point
after the setRealizeOperation operation is called that causes it to fail
by the time it gets around to the first call to the callback set by
setInitialDrawCallback() in the Camera
ject. I'll have to experiment with the two to figure out
what the difference is.
Cheers,
Garth
> On 30 September 2015 at 10:56, Garth D <garthy_...@entropicsoftware.com>
wrote:
Hi Robert,
Thanks for having a look at things and for the suggestion.
On 30/09/15 17:35, Robert Osfield wr
Hi Jan,
On 28/09/15 17:36, Jan Ciger wrote:
On Sun, Sep 27, 2015 at 9:28 PM, Garth D
<garthy_...@entropicsoftware.com> wrote:
As a side note, I have to say that I am really liking the ability to hang
Uniforms off arbitrary parts of the scene graph- generally on Geometry or
Groups dep
Hi all,
I was wondering if anyone has been successful in using the
NVX_gpu_memory_info extension with OpenSceneGraph, and the best place to
call glGetIntegerv to get the associated values.
Details on the extension here:
https://www.opengl.org/registry/specs/NVX/gpu_memory_info.txt
I'm
Hi Jan,
Thanks again for sharing your thoughts on the subject. :)
On 26/09/15 19:46, Jan Ciger wrote:> On Sat, Sep 26, 2015 at 5:02 AM,
Garth D
> <garthy_...@entropicsoftware.com> wrote:
>>
>> My original motivation was to move to using "modern" OpenGL (ie
Hi Jan,
Many thanks for the additional information. :)
On 25/09/15 17:48, Jan Ciger wrote:
On Fri, Sep 25, 2015 at 2:01 AM, Garth D
<garthy_...@entropicsoftware.com> wrote:
Thankyou for the suggestion. :)
I have to admit being unsure how to set the specific context at present.
Fro
Hi Jan,
On 25/09/15 05:18, Jan Ciger wrote:> -BEGIN PGP SIGNED MESSAGE-
> On 24/09/15 00:19, Garth D wrote:
>> Many thanks for the interesting suggestion. :)
>>
>> My main development environment is Linux-based, with a secondary
>> virtualised Window
Hi all,
I was wondering if anyone can make some suggestions as to resources that
are useful for learning GLSL in modern OpenGL (say, 3.0+) with a
specific focus on use with OSG.
My existing GLSL knowledge is weak compared to my general 3D knowledge,
and mostly dates back to the early days
fall back into using deprecated (fixed function) features
> because these have been stripped from the API.
>
> There would also be plenty of books about OpenGL ES 2.0 available -
and you
> can immediately target mobile platforms (iOS, Android)
>
> Christian
>
>
> 2015-09
normals are handled similarly.
Hopefully this helps someone in a similar situation to the one I was in.
On 23/09/15 22:14, Garth D wrote:
Hi all,
I was wondering if anyone can make some suggestions as to resources that
are useful for learning GLSL in modern OpenGL (say, 3.0+) with a
specific f
Hi Robert,
Re OSG 3.2.1-rc6.
Builds and installs fine on a Debian Linux 7 system, updates as of less
than a few days ago. gcc 4.7.2. nVidia, multi-head Xinerama, 2x2head
cards. cmake line was:
cmake -D CMAKE_INSTALL_PREFIX=/opt/OpenSceneGraph-3.2.1-rc6 -D
CMAKE_BUILD_TYPE=Release -D
Hi Robert,
No problem at all, HTH.
Cheers,
Garth
On 04/07/14 23:46, Robert Osfield wrote:
Thanks for the testing and feedback Garth, much appreciated. No need to
run the overnight build as I'll be tagging 3.2.1 this afternoon
On 4 July 2014 15:05, Garth D garthy_...@entropicsoftware.com
,
Garth
On 02/11/13 13:24, Garth D wrote:
Another problem: If I use shadows, specifically ShadowTexture, the HUD I
use (implemented with a Camera set with POST_RENDER rendering order)
vanishes entirely. If I disable shadows, it returns. It worked fine in
3.0.1 (ie. shadows did not impact the HUD
Hi Robert,
Are you still after input on 3.2.1-rc1? If so:
Successful build of 3.2.1-rc1 on Debian 6 Linux, 64-bit with gcc 4.4.5.
FBX plugin (20141) enabled and works. Used in my app both in the model
setup workflow (using osgconv with FBX models), which imports and
reorients many fixed and
Hi all,
On 02/11/13 13:24, Garth D wrote:
... It is almost as if the model is being drawn in
the reverse order with depth buffering disabled. ...
Looks like I stumbled onto the solution for this one, and my guess on
what was happening wasn't too far off. Creating an explicit StateSet
under
about it if you search for
setGlobalDefaults and 3.2. I had a very similar problem when we
upgraded to 3.2, and this fixed it for us.
best wishes
Mike
On 2 November 2013 11:07, Garth D garthy_...@entropicsoftware.com
mailto:garthy_...@entropicsoftware.com wrote:
Hi all,
On 02
:07, Garth D garthy_...@entropicsoftware.com
mailto:garthy_...@entropicsoftware.com wrote:
Hi all,
On 02/11/13 13:24, Garth D wrote:
... It is almost as if the model is being drawn in
the reverse order with depth buffering disabled. ...
Looks like I stumbled onto
Hi all,
I am attempting to migrate an existing codebase that uses OSG 3.0.1 to
use 3.2.0 (as a precursor to 3.2.1), and I've run into a number of
problems. I could really use some starting points and suggestions to
assist in tracking these down.
I am running on Debian Linux 6 with 2xGT630
Hi Chris,
There's also osgconv if you're happy to reorient and/or convert models
before loading.
http://trac.openscenegraph.org/projects/osg//wiki/Support/UserGuides/osgconv
Cheers,
Garth
On 04/10/13 02:21, Chris Stankevitz wrote:
On Thu, Oct 3, 2013 at 9:22 AM, Glenn
information in my previous posts:
- VirtualBox 4.2.10
- OSG 3.1.2 (dev release)
- ATI RadeonHD 5700 series with atiumdag 9.2.0.0 (Catalyst 12.10) driver
- Host Windows 7 64-bit
- Guest Windows 7 Ultimate N 64-bit
Thanks,
Judson
On 3/20/2013 10:36 PM, Garth D wrote:
Hi Judson,
On 20/03/13 09:57, Judson
Hi Judson,
On 20/03/13 09:57, Judson Weissert wrote:
Has anyone had success viewing their models using VirtualBox?
I can confirm textured static and animated models work fine in my app
under VirtualBox. I use it as a test environment in my development setup
semi-regularly.
- Host: Debian
Hi Michael,
I don't believe you'll find too many games, but you'll find a
respectable number of completed simulations and other projects, along
with a good number of people working professionally with it.
Coming from an OGRE background you'll probably appreciate the number of
included
welcomed.
Any input appreciated. :)
Cheers,
Garth
On 21/04/12 16:50, Garth D wrote:
Hi all,
I was wondering if someone could help me out with respect to correcting
my understanding of shadows and node masks. I am using OpenSceneGraph
3.0.1.
I have created a scene, including a osgShadow
Hi,
The osganimation* examples (eg. osganimationviewer,
osganimationhardware) included in the source distribution may be a good
place to start.
Cheers,
Garth
On 20/04/12 21:46, 炫界 wrote:
I want to learn osg Skeletal animation,but I can't find the
appropriate.Is anyone has several
Hi all,
I was wondering if someone could help me out with respect to correcting
my understanding of shadows and node masks. I am using OpenSceneGraph 3.0.1.
I have created a scene, including a osgShadow::ShadowedScene. I have set
the node mask for receiving shadows (via
Hi everyone,
In OpenSceneGraph 3.0.1, is there a known fundamental incompatibility
between osgShadow and osgEphemeris (circa 4/4/12)? I am using osgShadow
(namely ShadowTexture), with both animated and static models, and
started to work in osgEphemeris in order to provide a more interesting
, osgEphemeris is an
overkill for that.
You probably still have to consider the culling problems introduced by
skydomes (a scene with a skydome is artificially big).
Luc
De :Garth D garthy_...@entropicsoftware.com
A : OpenSceneGraph Users osg-users@lists.openscenegraph.org
Date: 05/04
Map), with custom shaders for
multi-texturing, transparency, fog, etc...
I exclude the skydome of osgephemeris from culling (cf thread) and
disable depth test on it.
VDSM works quite well for non human-like viewpoints (near the ground,
looking towards horizon).
Luc
De :Garth D garthy_
(a scene with a skydome is artificially big).
Luc
De :Garth D garthy_...@entropicsoftware.com
A : OpenSceneGraph Users osg-users@lists.openscenegraph.org
Date: 05/04/2012 15:34
Objet : [osg-users] Using osgShadow with osgEphemeris (or alternatives)
Envoyé par :osg-users-boun
really need the advanced features of osgEphemeris at this point.
I haven't experimented with a separate camera yet, but this might be
something I try out at a later stage, especially since it has worked for
others.
Garth
On 06/04/12 11:20, Garth D wrote:
I might also code up my own skysphere
/5/2012 10:37 PM, Garth D wrote:
lists osg and ive as the native OSG formats.
Is this still accurate? Should this be listed as osgb for the binary format, and
osgt
for the text format?
You're correct, those are the new native formats. The old should be noted as
deprecated
in 3.x.
If the FAQ
Hi Robert,
Not a problem at all, happy to help. Thankyou for making such a great
library available.
Incidentally, can I suggest a minor change in the new FAQ entry?
Presently it is:
The extensible of the new formats enables end user application ...
How about, instead, one of:
The
Hi Philipp,
This is just a personal preference, but when faced with a similar
problem I tend to keep the data separate rather than extend the existing
class. The benefits are:
- You can use whatever class hierarchy suits your problem without being
bound by the constraints of what works
Hi all,
The OSG FAQ here:
http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ#DoestheOpenSceneGraphhaveanativefileformat
lists osg and ive as the native OSG formats.
Is this still accurate? Should this be listed as osgb for the binary
format, and osgt for the text format? Or have I
Hi Steven,
I certainly can't speak for everyone (or with any authority whatsoever)
;), but for my own OSG 3.0.1 -based project, for what it's worth, things
started working very nicely for me when I started using FBX as an
intermediate format for skeletal animation (I subsequently convert
Hi Paul,
A good search term in Google that will give you a lot of useful info is:
3d rotation. You'll also have to give some thought as to which axis
you are rotating around. Good luck. :)
Garth
On 17/12/11 22:52, Paul Griffiths wrote:
Hi,
Lets say i have a point:
float x = 20;
float y
39 matches
Mail list logo