Jason
I know it's possible if I dig into the windowing system for a specific
platform, but I was hoping to do it using an OSG cross-platfom method (see
first post).
The app's developing and I'm now using a CompositeViewer for which I'm
explicitly creating a GraphicsContext so I have access to
Hi,
I still haven't got to the bottom of this.
Use the source?
John
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Hi,
I'm trying to do motion blur just using OSG rather than osgPPU and I had
intended to use the fragment shader from osgPPU which uses two textures holding
the current and previous frames and mixes them together to produce the desired
effect. All I need to do is store the current frame as the
Jason
Thanks but the viewer still resizes taking the viewport with it.
This is a screen capture app with the resultant data being streamed to an image
processing algorithm for which the image size is fixed. It's based on the
osgscreencapture example which does mysterious things with the viewer
Hi,
For info: this can be achieved using...
osgViewer::ViewerBase::Windows windows;
viewer.getWindow(windows);
windows[0]->setWindowDecoration(false);
But this also prevents the window being moved - not ideal.
John
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Hi Werner
Thanks for the reply. No I'm not using Qt, it's cross-platform at the console
level so I'm relying on OSG's viewer windowing.
John
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Hi,
I need to display a viewer window that the user can't resize. Tried all sorts.
I assume it's the viewer's graphics context traits resize boolean but can't
figure out a way to change it. This is a cross-platform app and I guess there
will be a way of messing with the underlying Windows an
The algorithm I mentioned is correct but I'd forgotten to account for the fact
that I was set up so that the far reported as 0 and the near as 1. My code now
reads
LinearDepth = 1.0 - ((2.0*near)/(far+near-(1.0-nonLinearDepth*(far-near)))
I can now select/deselect DO_NOT_COMPUTE_NEAR_FAR and g
Sergey
Thanks for your responses.
I should be in a position on Monday to try out your suggestions (I'm just
battling with porting my nice Eclipse project to Visual Studio 2008 which I'm a
bit rusty on). I'll get back to this thread then.
Cheers
John
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Hi Sergey
> Instead of relying on matrix that you get from osg camera, you can use
> gl_ProjectionMatrix in shaders which is guaranteed to be current projection
> matrix, this uniform contains all values you need to get linear depth from
> 0..1 postperspective depth which i belive can be calcu
Hi JP
Thanks for the quick response.
I'm not used to these forum things so the format of my response will probably
be odd, anyway...
> what are you setting
> for near/far in the DO_NOT_COMPUTE_NEAR_FAR case? What is your
> nonLinearRange value? Is it dependent on camera field of view?
In b
Hi,
I'm writing a laser range finder simulator using the depth component of a scene.
I'm linearising the range in a fragment shader using..
linearRange = (2.0*near) /(far+near-(nonLinearRange*(far-near)))
I was hoping to display the foggy depth image by allowing the rtt camera to
calculate the
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