Hi,
maybe check code in osgfpdepth example.
jp
On 26/01/2012 12:13, Aurelien Albert wrote:
Hi,
I've done all the tests, and they are all ok.
May the problem comes from the depth buffer attachment ?
When I use :
Code:
p_camera-attach(osg::Camera::COLOR_BUFFER, p_renderTextureColor, 0, 0,
Hi,
On 26/01/2012 20:02, Tim Moore wrote:
Btw, the Linux tool oprofile is mentioned later in the thread, but I
find the newer tool perf to be more useful.
niiice, new tools :) I've used gprof2dot with oprofile before to get a
nice graphic view of execution. I see it supports perf too now,
Hi,
On 26/01/2012 01:20, Jason Daly wrote:
On 01/25/2012 04:59 PM, Jason Daly wrote:
Hi, all,
This is a general request to the community for some advice and
expertise. This is a bit lengthy, but if you can spare a few minutes to
look over this and send along your thoughts, we would really
Hi,
I think there is some code in the osgmovie and InteractiveImageHandler
that gets vertices and texture coordinates from intersected geometry.
jp
On 22/01/2012 13:49, Aurelien Albert wrote:
Hi,
I'm using PolytopeIntersector to handle some picking functionnality.
The resturned
On 01/19/2012 07:39 AM, J.P. Delport wrote:
Hi,
On 18/01/2012 20:24, wang shuiying wrote:
Hi, J.P.
the camera isn't rendering to a texture.
Yes it is. It is just made for you automatically. FBO renders to a
texture and the image is read from this texture when you attach it to
the camera.
I
Hi,
On 18/01/2012 20:24, wang shuiying wrote:
Hi, J.P.
the camera isn't rendering to a texture.
Yes it is. It is just made for you automatically. FBO renders to a
texture and the image is read from this texture when you attach it to
the camera.
I suggest attaching a texture (to the same
Hi,
what format is the texture you are rendering to? If it is UNSIGNED CHAR
then your data would be discretised.
e.g. 45/255 = 0.176471
jp
On 17/01/2012 21:11, wang shuiying wrote:
Hello,
when I write gl_FragColor = vec4(0.174977,0,0,1) in Frag shader,
then I get through a related image:
Hi,
try without the version and just
#extension GL_ARB_texture_rectangle : enable
jp
On 17/01/2012 20:15, wang shuiying wrote:
Hello,
my shader compile stage throws out such warnings:
0(8) : warning C7532: global type sampler2DRect requires #version 140
or later
0(8) : warning C: ... or
Hi,
try image-dirty() after you've changed it. It's normally not needed to
texture-setImage(image); again.
jp
On 15/01/2012 11:12, Kevin Williams wrote:
As an experiment I have got a single triangle, and applied a list of colours as
a texture across it. (I modifed the osgtexture1d
Hi,
On 13/01/2012 18:37, Chris Denham wrote:
Ah ha,
Another interesting experiment doing the round trip from osg to ive and back.
e.g.
osgconv -O noTexturesInIVEFile cow.osg cow.ive
osgconv cow.ive cow2.osg
cow2.osg has the same problem and cow.ive, and on comparison on cow.osg and
cow2.osg I
Hi,
On 12/01/2012 19:40, Kevin Williams wrote:
Thanks Robert.
I'm not sure what you mean with your second suggestion. I don't
understand how a vertex has a texture associated with it, and not a
triangle?
Texture coordinates are always assigned to vertices. A triangle's colour
depens on the
Hi all,
I've updated to latest OSG svn and have Qt 4.7.4 on Debian 64-bit with
NVidia graphics. For both osgQtBrowser and osgQtWidgets I get a white
rectangle where the Qt widgets are supposed to be.
osgViewerQt works fine.
Anyone else seeing this?
thanks
jp
--
This message is subject to
Hi,
On 03/01/2012 15:55, wang shuiying wrote:
Hello,
In my programme, the fourth element of gl_FragColor is changed by
fragment shader to be a random number between 0 and 1. But when I access
this element by the corresponding image, the element is always 1.
What image are you talking about
Hi,
On 03/01/2012 23:39, wang shuiying wrote:
Hello,
(1)to J.P.
the related source code is as following:
// camera and image setup
osg::Camera::RenderTargetImplementation renderTargetImplementation;
renderTargetImplementation = osg::CameraNode::FRAME_BUFFER;
^ If you want FBO, you probably
Hi,
On 16/12/2011 21:45, Martin Scheffler wrote:
Hi,
here's a video showing the capabilities of the dtEntity property editor:
http://www.youtube.com/watch?v=0X0EH3YQmPI
Looks really good. Qt and OSG looks like the way forward.
The property editor can be used to modify game objects on the
Hi,
On 09/12/2011 10:19, lucie lemonnier wrote:
Hi,
Thanks for your reply!
I work with an ATI FirePro v8800 on Windows 7.
we had endless problems with a FirePro M8900 on one of the newer Dell
laptops. Try the changes to OSG I mentioned in the thread link I sent.
Good luck,
jp
Cheers,
Hi,
On 08/12/2011 02:15, michael.a.bo...@l-3com.com wrote:
Hello,
I am trying to encode some position information in a Texture2D for
consumption by a vertex shader. I found a pretty good example in the OSG
examples directory of something similar, osgtexture1d and I have
successfully
Hi,
On 08/12/2011 16:19, lucie lemonnier wrote:
Hi,
I developed an application that loads textures dynamically.
I tested my application with a NVidia card and my application works fine but
when I test my application on ATI card, the textures doesn't change.
Can you help me?
Does anyone have
Hi,
On 06/12/2011 15:01, bart gallet wrote:
Hi jp, thanks for your response
Must rendering happen in parallel, or just the processing by each agent?
That was the plan - I thought this way I can easily swap in/out other agents.
OK I see. You can still encapsulate an agent and its
Hi,
you can also check out osgEarth. I like the fact that it can convert
data (imagery and terrain) into a tms compatible format (jpg, png,
tiff). How you display the data is up to you, you can add shaders to do
fancy things per layer if you want.
regards
jp
On 06/12/2011 17:44, Chris
Hi,
On 06/12/2011 23:15, bart gallet wrote:
thanks Chris
I almost don't dare to ask, but I'll do it anyways, so then I will
have come to a full circle :)
I'd like to run a viewer for rendering to an FBO in a separate
thread, so that it is in the background since it's not for
displaying. Will
Hi,
maybe check out the old depth partition example - basically draw a scene
with a massive depth range. I think functionality is now somehow
integrated into Viewer/View as well.
cheers
jp
On 07/12/2011 03:03, Glenn Waldron wrote:
Paul,
I don't want to create clip planes in the glClipPlane
Hi,
On 06/12/2011 04:47, bart gallet wrote:
Hi Chris
Thanks for your reply.
Yeah, it definitely feels like an off-road excursion ;) Last time I
used OSG was when you still had to use Performer.
I am trying to simulate a bunch of autonomous systems/agents that use
cameras to control their
Hi,
On 29/11/2011 11:34, Robert Osfield wrote:
Hi Paul,
On 15 November 2011 13:04, Paul Palumbopaul1...@yahoo.com wrote:
The probably is evident when the X server is restarted between these calls to
create the osgViewer::Viewer. I don't think it matters any if the restart is
inside the
Hi,
I'd suggest attaching a texture with a GL_RGBA32F_ARB internal format to
the camera as well (in addition to the image). I'm not sure you are
getting a float FBO. See the osgprerender example with the --hdr switch.
jp
On 29/11/2011 16:12, wang shuiying wrote:
Hallo,
I want to simulate
Hi,
On 29/11/2011 23:46, wang shuiying wrote:
Hello, J.P. Delport
I followed your advice but it still doesn't work well.
And I also changed the internal format of the Image as GL_RGBA32F_ARB,
but the points remain the same.
What is the name of the osgprerender example with the --hdr switch
Hi,
before I go restart X-servers all over the lab, can you give a bit more
info... :)
On 14/11/2011 20:13, Paul Palumbo wrote:
Can somebody do a test for me? I'm using OSG 3.0.0 and this works
with NVIDIA Driver (Linux) 260.19.21 but doesn't seem to work with
newer versions of the driver
Hi,
see this discussion:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/4260
I can also suggest you use/look at the code of the osgEarth overlay
classes, I think it handles the view-dependent overlays a bit better.
rgds
jp
On 11/11/2011 23:36, Blake Mason wrote:
I was
Hi,
I think maybe computeLocalCoordinateFrame just assumes you want a
coordinate frame at 0 height. The separate functions
convertXYZToLatLongHeight [1] for going from ECEF to LLA and
computeLocalToWorldTransformFromLatLongHeight work fine AFAIK.
You can also modify the transform so you
Hi,
I don't claim this is the ultimate solution, but I've got this piece of
hacky code to work around an autotransform limitation when multiple
views are present. Maybe you can experiment with it a bit.
I think I originally got it from one of the examples that did some
manual terrain
Hi,
is the image coming from the GPU? If so, you can let OpenGL convert it
for you on the way to CPU if you don't mind too much about transfer
speed. Also, double check the image writing code if a certain format
does not support BGRA.
jp
On 01/11/2011 02:40, Blake Mason wrote:
I have a
Hi Ryan,
On 31/10/2011 23:48, Ryan Pavlik wrote:
My workflow for simple applications is: Create/find models in Google
SketchUp (the 3D warehouse is very useful). Export to OSG -
https://github.com/rpavlik/sketchupToOSG - this works even with the free
SketchUp by automating the export to
Hi,
look at some of the code paths in osgprerender for where it uses float
data and see if that works for you.
jp
On 27/10/2011 12:17, wang shuiying wrote:
Hi, Robert
Thank you for your reply.
Sorry that I don't think I expressed my problem clearly.
I want to simulate radar using osg
Hi,
On 27/10/2011 11:17, Christian Buchner wrote:
Regardless which render bin order you're using, the order of
the rendered triangles in a transparent object is still wrong,
but there even isn't a right rendering order for triangles,
because the ordering has to happen on fragment level.
For
Hi,
On 23/10/2011 04:25, brian tse wrote:
Hi,
I am very new to CUDA and OSG, please accept my apologies if this is
a stupid questions. I am trying to build SPH algorithm using Cuda to
calculate the particle forces and update its position. I would like
to ask is there a way in Cuda to pass the
Hi,
I know osgEarth has a stencilling technique for drawing vector overlays.
Maybe you can have a look at how they do it. Their site has reference to
a research paper for the technique too.
http://www.osgearth.org/wiki/TileSourcePluginModelFeatureStencil
regards
jp
On 20/10/2011 09:21,
Hi,
the GPURegionOfInterestCallback does not do async read at the moment,
but you can have a look at the osgscreencapture example. Specifically
check the code path for the --double-pbo command line option.
Also see this page, it has the best explanation of async pbo I've come
across.
Hi Aurelien,
I'm not sure how to get you manual method working. It might have to do
with multiple contexts? How are you running the shader? In pre-render
pass? If so, you'll have to make sure the cuda code also executes in the
pre-render stage.
All I can add is that I'm mixing GLSL passes
Hi,
On 17/10/2011 15:26, Aurelien Albert wrote:
Hi,
The Shader is executed as a normal osg shader program : by setting
it on the node stateset.
The Cuda code is executed before any rendering (before the
pViewer-frame() call)
By diggging in the osgCuda code source, it seems like
Hi,
I think search in the osgCuda code for Memcpy2D. I think the cuda
shadow buffer that osgCuda makes is copied to the texture in the
unmap(). There is possibly some other things like updating the texture
dirty count as well so that OSG knows the texture has been changed.
I'm sorry I can't
Hi Alexej Sergey,
also note that if you only want to change a texture attachment and the
formats and sizes stay the same, you can in the cull callback change it.
Like so:
void KeepHistoryPass::CameraCullCallback::operator()(osg::Node* node,
osg::NodeVisitor* nv)
{
osg::Camera* fboCam
Hi,
I want to mix some FBO pre-render cameras and osgCuda. Basically I need
to do the following in a single frame:
- do some FBO rendering
- some cuda ops
- again some FBO rendering
- some cuda ops
- again some FBO rendering
For each cuda ops part I have a Computation node. Ideally I'd like
Hi,
On 12/10/2011 15:55, Wojciech Lewandowski wrote:
Could you guys check if this problem also happens in other systems ?
I'm getting the good result.
Debian Sid 64-bit
Nvidia Quadro 2000M
Driver 280.13
jp
--
This message is subject to the CSIR's copyright terms and conditions, e-mail
Hi,
reply to self...
On 12/10/2011 16:45, J.P. Delport wrote:
Hi,
I want to mix some FBO pre-render cameras and osgCuda. Basically I need
to do the following in a single frame:
- do some FBO rendering
- some cuda ops
- again some FBO rendering
- some cuda ops
- again some FBO rendering
Hi,
On 12/10/2011 18:45, Wojciech Lewandowski wrote:
So if you are on Linux and have a
minute please let me know how the test passed on your machine ;-)
tested on two more for you, both Debian 32-bit.
1:
dual nvidia GTS250s, driver 270.41.19, good result across 4 screens.
2:
nvidia 9600GT,
the code to see how an FBO texture is passed into
osgCuda.
jp
CD
J.P. Delport wrote:
Hi,
On 05/10/2011 22:23, Conan Doyle wrote:
Hi,
My schedule lightened up a bit... I have an extra 24 hours to
work on my osg/cuda problem, so I would like to incorporate CUDA
into osg the correct way
does the cuda_auto_contrast example takes
as input. I had an avi (not sure of any specfics) on my machine and
the example read it and display it (as far as I could tell) but it
was scrolling in a funky way other wierness...
CD
J.P. Delport wrote:
Hi,
On 07/10/2011 17:32, Conan Doyle wrote:
I
Hi Jens,
On 07/10/2011 13:02, Jens Orthmann wrote:
Thank you very much J.P.. We simply have overseen it.
We have changed the implementation of osgCuda::TextureMemory::setup()
in the current SVN version according to your correct implementation.
thanks
jp
Great work!
Best regards, Jens
J.P. Delport wrote:
Hi,
pls send the error message
s you are getting. Also pls send output of gcc
-v and g++ -v.
Did you build the CUDA examples that came with 4.0? What did you build
OSG with?
jp
On 06/10/2011 23:16, Conan Doyle wrote:
Things are moving along nicely, until I tried to build
Studio
2008). Is that supported?
Not sure.
jp
CD
J.P. Delport wrote:
Hi,
On 07/10/2011 15:17, Conan Doyle wrote:
The CUDA Examples built fine.
I built OSG with 4.4.0
The core of osgCompute built but the examples didn't.
make sure you checked out the data part of osgCompute as well
/gmane.comp.graphics.openscenegraph.user/71107
cheers
jp
On 05/10/2011 15:10, Conan Doyle wrote:
64 bit. I modified this post after your reply to say that I am using Cuda 4.0,
which is a requirement. I have a feeling there may need to be some mods made
to osgCuda to support 4.0.
CD
J.P. Delport wrote:
Hi,
I think it should
Hi,
On 05/10/2011 22:23, Conan Doyle wrote:
Hi,
My schedule lightened up a bit... I have an extra 24 hours to work on
my osg/cuda problem, so I would like to incorporate CUDA into osg the
correct way, which I think may be osgCUDA.
Here's what I am currently doing
Step 1 App renders scene to
Hi,
On 06/10/2011 09:06, J.P. Delport wrote:
Questions:
1. Is this something I can use osgCUDA to do? 2. Would it be
similar to the osgTexDemo? 3. Can I use an FBO, or do I have to
switch to a PBO RTT?
1. Absolutely
2. Not sure, but I will forward you an example from the osgCuda devs
too. I
of gcc. I made all of the
changes in the CMake files to point to the correct version of cuda, and check
it thrice. Any suggetsion?
CD
J.P. Delport wrote:
Hi,
I've just recently compiled osgCuda with CUDA 4.0 on 64-bit with gcc/g++
4.4 (which is a requirement for nvcc). I had to make only
Hi,
are you running SingleThreaded? Cameras (siblings) under the same node
are normally rendered in the order they have been attached (you can
force this with TRAVERSAL_ORDER bin too).
jp
On 05/10/2011 11:05, Sebastian Messerschmidt wrote:
Hi,
I know this has been discussed more then once
Hi,
only other option I can think of is that some cameras don't get rendered
because of culling. Try camera-setCullingActive(false);
jp
On 05/10/2011 11:47, Sebastian Messerschmidt wrote:
Am 05.10.2011 11:39, schrieb Sebastian Messerschmidt:
Hi JP
I've tried single and multithreaded, but
Hi,
On 05/10/2011 14:04, Mick Keller wrote:
...I just committed the changes to the trunk. Thank you.
The FindCuda-script has not been updated yet.
Best regards,
Mick
thanks.
Tt appears that the latest CMake versions (at least 2.8.5 that I have on
Debian Sid) includes a FindCUDA script as
of osgCuda, on RHEL 5.4. Is that a workable
combination?
CD
J.P. Delport wrote:
Hi,
an alternative to doing this manually would be to look at
osgCompute/osgCuda. Even if you don't use osgCuda you can learn from
there how to do what you want.
cheers
jp
On 05/10/2011 01:28, Conan Doyle wrote:
Hi
Hi,
an alternative to doing this manually would be to look at
osgCompute/osgCuda. Even if you don't use osgCuda you can learn from
there how to do what you want.
cheers
jp
On 05/10/2011 01:28, Conan Doyle wrote:
Hi,
[dumbquestion]
I am integrating some cuda into my osg app and one call
Hi,
I just compiled osgCompute trunk with the latest OSG trunk and Cuda 4.0
on a 64-bit machine with gcc/g++ 4.4.
I had to make some minor changes, I think the diff below should be OK to
notice them. gl-GL for case sensitive Linux and cstring or string.h is
needed for memcpy.
Also, I had
I think Paul Martz did already.
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/9237/focus=9304
jp
On 29/09/2011 13:46, Per Nordqvist wrote:
I also struggled with this issue once and I believe osgspotlight suffers
from exactly the same quadrant defect if you look closely.
Would
Hi,
I can't help you with your specific drawable question, but what would
you like to achieve? In the osggameoflife example there is an example of
ping-pong using multiple cameras and switches. You can also swap output
textures if they are exactly the same using a callback. See here for
the bill: I need a real single pass ping pong rendering
here if I want to achieve good performances.
Cheers,
Manu.
2011/9/28 J.P. Delport jpdelp...@csir.co.za mailto:jpdelp...@csir.co.za
Hi,
I can't help you with your specific drawable question, but what
would you like to achieve
Hi,
for forcing load from disk to CPU mem you can check what osgposter or
osgSim HeightAboveTerrain does. This does not however force tiles to GPU
memory.
jp
On 06/09/2011 13:25, Boon Wah wrote:
Hi Robert,
In VPB, I have set my tile-image-size to 2048 and tile-terrain-size to be
Hi,
On 02/09/2011 01:19, Frank Sullivan wrote:
Thanks guys, that is very helpful.
I am having a bit of trouble with this, and I was wondering if you might be
able to help. For some reason, my call to glReadPixels seems to be a no-op.
That is, none of the memory that my data* points to is
Wow, so this is how a government dept submits a bug report :)
Should be nice to hunt this one down, I was just wondering over the
weekend what happened to it.
References here:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/62225
I'm sure it can, but effectiveness will depend on what you mean by
part. We e.g. use multiple gpu with video streams on multiple
monitors. You can also google for equalizer opengl.
jp
On 18/08/2011 14:37, Miguel Lokida wrote:
Hello,
I would like to know if OSG can benefit of a PC with
Hi,
I've probably asked the questions below at the wrong time of year.
Anyone have any ideas/comments?
thanks
jp
On 06/07/2011 11:39, J.P. Delport wrote:
Hi all,
I'm having some issues with AutoTransform (scale to screen) and wide
aspect viewports. To reproduce do something like:
export
Hi,
search for hdr in osgprerender and osgmultiplerendertargets examples.
jp
On 12/08/2011 09:54, Martin Großer wrote:
Hello Guys,
I am a little bit dissatisfied. I want to render into an Image. I need the
pixel data on the cpu memory. That is the reason why I don't use a texture as
Hi,
you could also try setting the LODscale:
view-getCamera()-setLODScale(scale);
I'm doing this when creating an ortho camera for osgEarth scenes and
placing the camera far from the earth.
jp
On 10/08/2011 16:14, Emmanuel Roche wrote:
Thanks for those inputs Sergey, but actually I tried
Hi Jeremy,
if this could be combined with osgEarth it would be very cool for overlays.
rgds
jp
On 04/08/2011 21:23, Jeremy Moles wrote:
NVidia recently added an extension to their 275+ series of drivers
called GL_NV_path_rendering. This turns path (sometimes called vector
graphics) rendering
Hi,
AFAIK alt must be pressed with some other key before you'll get an event.
jp
On 05/08/2011 09:59, ramy panda wrote:
Hi,
In my codes, i rewrite keyPressEvent function like below:
void AdapterWidget::keyPressEvent( QKeyEvent* event )
{
_gw-getEventQueue()-keyPress(
On 26/07/2011 18:57, Paul Martz wrote:
On 7/26/2011 8:44 AM, Jeremy Moles wrote:
http://www.thisamericanlife.org/
For those of you who live in the US, this was a great, GREAT episode of
This American Life on NPR last weekend. It talks about how absolutely
insane the patent system is in the US.
Hi,
check in MovieEventHandler::handle in osgmovie example. There is an
example of how you can get vertex indices for the part of the geometry
that was picked.
jp
On 22/07/2011 09:58, Miguel Lokida wrote:
Hi,
I would like to know if it is possible to selects vertices of an osg::Geometry
data is now somewhere else.
jp
Clement
From: osg-users-boun...@lists.openscenegraph.org
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport
[jpdelp...@csir.co.za]
Sent: Wednesday, 20 July 2011 1:00 AM
To: OpenSceneGraph Users
Hi,
On 19/07/2011 10:46, Torben Dannhauer wrote:
Hi,
currently I'm working on a pixel-based distortion for projection on
nonplanar surfaces. The output looks ok , but I would like to enable
antialiasing.
My Programm renders to texture, modifies this texture with a fragment
shader and after
see the dirty() function
On 19/07/2011 14:10, clement@csiro.au wrote:
Hi,
I used the Image to display data. I used setImage and assigned I defined
unsigned char pointer. My question is how to let viewer to know to update the
view after completed updated the data into image.
?
From: osg-users-boun...@lists.openscenegraph.org
[osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport
[jpdelp...@csir.co.za]
Sent: Tuesday, 19 July 2011 11:39 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] How to update image data
see
...@janelia.hhmi.or mailto:bolst...@janelia.hhmi.or**g*
office: +1.571.209.4623
web: http://www.hhmi.org/janelia/
On Jul 14, 2011, at 10:45 AM, J.P. Delport wrote:
Hi,
On 14/07/2011 16:37, Jason Daly wrote:
On 07/14/2011 10:08 AM, Bolstad, Mark wrote:
I like the idea of combining the passes into one
Hi,
On 18/07/2011 13:19, David Cofer wrote:
Hi,
I am using the Drag handlers with an autotransform on them (see code
below). I have it set to AutoscaleToScreen. This works great as long
as I only have 1 view of the scene. When I have multiple views
though, I get a problem where zooming in on
on this.
If you got this far, let it be a reminder to spend a bit more and get
the NVidia GeForce/Quadro next time.
jp
PS. Wish I could find an AMD support email address to copy this too, but
they're hiding behind web forms with lots of required fields. Bah.
On 12/07/2011 08:35, J.P. Delport
Hi,
On 15/07/2011 11:14, Diana Kittelmann wrote:
Hi,
I'm implementing a lidar scanner simulator ins osg and got kind oft
stucked.
I'm loading a world from file as my scene and let my sensor fly
through the world, everything works fine. From a 3d Party I got a
Vertex- and Fragment Shader to
Hi,
On 13/07/11 17:04, Bolstad, Mark wrote:
For an application that we are developing, I need to be able to render
three different objects into the three color channels separately, then
render to the display. I'm currently using a setup similar to
osgdistortion. The question is how to render
Hi,
On 14/07/2011 14:58, Jean-Sébastien Guay wrote:
Hi Mark, JP,
I think easiest would
be to render to 3 luminance textures and then combine in another step
into rgb.
Why not render 3 passes into the same RGB texture but just write to one
channel per pass using color masking? You'd save the
Hi,
On 14/07/2011 16:08, Bolstad, Mark wrote:
I like the idea of combining the passes into one, but if I had a blue
object and had to mask it into the red channel, wouldn't it just be black?
I had talked to a professor who had suggested a one-line fragment shader
to do RGB- Luminance and use
Hi,
On 14/07/2011 16:37, Jason Daly wrote:
On 07/14/2011 10:08 AM, Bolstad, Mark wrote:
I like the idea of combining the passes into one, but if I had a blue
object and had to mask it into the red channel, wouldn't it just be
black?
Yes, it would be black on the red and green passes, but it
setting to do that I think.
It put an end to Geometric nightmare and random crashes.
I really don't know what's pro in Ati FirePro...
Luc
De :J.P. Delport jpdelp...@csir.co.za
A : osg users osg-users@lists.openscenegraph.org
Date: 07/11/2011 05:18 PM
Objet : [osg-users] ATI FirePro M8900
Hi,
On 11/07/11 17:47, Martin Großer wrote:
Hello,
I have written a little application, which renders a scene into a
texture. I use the frame buffer object, but my problem is, I need the
data on the cpu after the rendering. I know that is the bottleneck,
but I hope someone can give me a clever
Hi,
this is known behaviour. Currently OSG caters for the common case where
the size and attachments of the RTT camera does not change frequently.
There are workarounds. I suggest you search the list archives for
runCameraSetup. You can also check how osgPPU handles resizes.
rgds
jp
On
Hi,
Are you recreating the texture so that it fits the new view size? Are
you modifying the RTT camera viewport?
Above is however not needed when using FBO RTT, the texture size can
stay the same no matter what the final view window size is, unless you
want to match it pixel for pixel.
I
Hi Alessandro,
On 07/07/11 15:46, Alessandro Terenzi wrote:
Well, no, I was not re-creating the texture, so if I understood it
correctly: if I want to use the FRAME_BUFFER target I also need to
re-create the texture every time a resize occurs and also call
runCameraSetup as well, right?
If you
Hi all,
I'm having some issues with AutoTransform (scale to screen) and wide
aspect viewports. To reproduce do something like:
export OSG_WINDOW=0 0 800 600
osgautotransform
Then zoom out until only Autoscale with no min, max limits is visible.
Then make the aspect of the window
Hi all,
I've recently fixed some of these in our own code.
See here:
http://code.google.com/p/flitr/source/detail?r=34
It was for ffmpeg on Debian sid:
apt-cache policy ffmpeg
ffmpeg:
Installed: 5:0.8-0.1
It should give some hints on where to start. I'm too busy to help currently.
cheers
jp
Hi,
for an RGBA texture you would need data to be of size width*height*4.
Also, not sure what your magic 4 is in image - setImage. Put GL_RGBA
instead of 4.
Try:
image - setImage (width, height, 1,
GL_RGBA,
Hi,
On 22/06/11 11:29, Sergey Alekseev wrote:
Hi, JP,
thanks you for your answer.
I have made as you wrote and have received - the same solid texture color. Only
has changed color of a texture: from dark lila to dark grey.
how are you applying the texture to geometry? Are your texture
Hi,
other option is described in this thread:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/65564/
cheers
jp
On 20/06/11 14:26, Robert Osfield wrote:
H Dnaiel,
The normal way to manage rendering to multiple textures is to have two
different Camera, if you want to switch
Hi,
std::string has a constructor that you can pass a char* and size to.
string ( const char * s, size_t n );
This ignores \0's.
You can then it into a stringstream or possibly even directly put it
into stringstream.str()
HTH
jp
On 14/06/11 16:35, Daniel Cámpora wrote:
Hello community,
it in a HUD, or you can make an
orthographic camera.
HTH
jp
On Tue, Jun 7, 2011 at 1:27 PM, J.P. Delport jpdelp...@csir.co.za
mailto:jpdelp...@csir.co.za wrote:
Hi,
another option instead of drawing geometry would be to put your data
into a texture (image) and then just visualise
Hi,
another option instead of drawing geometry would be to put your data
into a texture (image) and then just visualise that. Using nearest
sampling would give you little squares too.
jp
On 07/06/11 12:38, Sebastian Messerschmidt wrote:
From the first look I'd advise to split up the
Awesome!
On 02/06/11 17:30, Glenn Waldron wrote:
Friends,
Slightly off-topic perhaps, but hopefully of interest!
I'd like to make you aware of our brand new FOSS project - Godzi.
(http://godzi.org)
Inspired by osgEarth, and built atop Cedric's excellent OSGJS library
(http://osgjs.org), Godzi
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