I'm trying to piece together a simple third-person camera manipulator for my
project and I'm a bit confused. I've been reading through some of the examples
like FirstPersonManipulator and OrbitManipulator, and I've got the basic class
up and running, but I don't quite understand how the manipula
Oh, that might be the problem. I'm working on an older computer and only the
legacy open source AMD drivers are available. The graphics card is a Radeon
X1650 Pro and it only allows up to OpenGL 2.1. Maybe the cessna file uses some
modern feature that isn't available with the legacy drivers.
--
Thanks for the suggestion. I hadn't thought of trying the newest release.
3.4.0-r4 built without any errors, but the entire system still crashes when I
try to load the "cessna.osg" or "cessna.osgt" files. I can load my own .obj
files and I can load other .osg/.osgt files just fine, but I still g
Good to see it open source. Is it Windows only?
2015-07-28 5:11 GMT+07:00 webmaster :
> Hi Jim,
> Great news!
> Before your VDPM for osg,i ever used glod(
> http://www.cs.jhu.edu/~graphics/GLOD),will test your VDPM for osg when
> have time,and feedback the results to you.
> cheers
> zhuwa
Ok, I've narrowed down the problem. It turns out it only occurs with some of
the .osg/.osgt files from the SampleData. If I try and load the "cessna.osg",
"cessna.osgt", "cow.osg", or "cow.osgt" files, then my entire computer
instantly freezes so badly that I can't even kill the process. But if
I've been trying to build osg on an arch system for a bit now and I'm running
into some problems with newer libraries. I was trying to use the new version in
the arch repo (3.2.1), but whenver I tried to load a .osg scene file, the
entire computer would immediately lock up and it sounded like th
Yep, give us the code, otherwise this never happened.
2015-07-23 18:42 GMT+07:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:
> Am 23.07.2015 um 12:37 schrieb Jim Tan:
>
>> View-dependent progressive meshes on OpenSceneGraph
>>
>> Hello dear OSG-community,
>>
>> I have implemented H
Hi.
Can you please explain what problems OpenIG solves?
Thanks.
2015-07-12 1:38 GMT+07:00 Chris Hanson :
> Nice stuff! Congrats!
>
> On Sat, Jul 11, 2015 at 7:05 AM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Community,
>>
>> I would like to announce a young project, cr
Hi.
I'm implementing node picking.
As I understood, the usual approach is:
1) go through all nodes and set their node masks to some custom value like
0x1
2) set pickable/selectable node masks to some custom value like 0x2
3) set osgUtil::IntersectionVisitor's traversal mask to 0x2
4) IntersectionV
Hi.
I use Viewer with PBO (almost an exact copy of
http://minervagis.googlecode.com/svn/branches/releases/1.0.0/Source/OsgTools/Render/OffScreenRenderer.cpp
) to render models into textures without altering main window.
I found out that Intel HD Graphics GPU can't process it by simply crashing
with
I want to make sure I got you right.
There's no way to convert Texture to Image, I can only get the Image at the
time of Camera draw operation. Thus, it would be easier to attach the Image
to Camera. Correct?
2015-05-19 20:27 GMT+07:00 Robert Osfield :
> Hi Michael,
>
> A Texture
Hi.
I have osg::Texture that is attached to camera, it contains a rendered
scene (deferred rendering). I want to save it to a PNG file.
I tried to use osg::Texture::getImage(), but the resulting osg::Image seems
to be invalid, because osgDB::writeImageFile() crashes with it.
What's the correct way
wonder if they'll ping me about my ancient osg binaries at mew.cx?
-- mew
On May 17, 2015 9:25 PM, "Chris Hanson" wrote:
> Wut? Seriously? Sheesh.
>
> I'm moving my downloads to a different domain, alphapixel.org. Not that
> that will probably help much.
>
> Sigh.
>
> On Sat, May 16, 2015 at 9:29
You can set ViewerWidget as MainWindow's central widget, and that's it.
2015-04-15 15:38 GMT+07:00 Christian Kunz :
> Hello everyone,
>
> I have a question regarding the combination of OSG and Qt 5.4.
> I already combined my OSG application with Qt. I used the example which is
> shipped with OSG:
Hi.
First, I'm all for new #pragma(tic) approach, because I use uniforms for
the same reason currently.Thanks for an easier way to do the same thing!
Second, I'd like to clarify that I understand it correctly: #pragma is OSG
specific and thus works with OpenGL2, right?
Thanks.
2015-03-05 18:39 GMT
As for multipass rendering, we use Wang Rui's EffectCompositor instead of
osgFX::Technique you mentioned in your blog post. I recommend having a look
at it.
2015-02-26 14:44 GMT+07:00 webmaster :
> Hi Max,
>
> Welcome to the OpenSceneGraph Community (:-
>
> zhuwan
>
> 02,26,2015
>
> > -原始邮件--
Hi. Our team (we only produced OGS Mahjong and now working on an editor
before the next game) has switched from OGRE to OSG 2 years ago. We moved
because of OGRE poor dependencies (
http://opengamestudio.org/lang/en/blog/1262 ), in short:
* FreeImage: doesn't use system PNG, JPG, etc., ships its ow
: error C2051: case
expression not constant
4>E:\Sandbox\OpenSceneGraph\src\osg\Program.cpp(406): error C2065:
'GL_GEOMETRY_OUTPUT_TYPE_EXT' : undeclared identifier
4>E:\Sandbox\OpenSceneGraph\src\osg\Program.cpp(406): error C2051: case
expression not constant
Thank you!
Cheers,
Michael
It would be nice to see some explanation video with real world examples of
yours.
2015-01-23 6:17 GMT+07:00 Julien Valentin :
> I'll try to stay simple:
> pmoc generate customisable and extendable graphical components embedding
> objects method and I use in a generic Editor to demonstrate the abi
So what problems does your software solve exactly? I couldn't understand it.
2015-01-22 18:56 GMT+07:00 Julien Valentin :
> Corrected post with a little more info
>
> My basic idea was to use QT wrapping in order to do create and call method
> object at runtime as cppintrospection …
> But QML sea
It would be nice to see some screenshots. Both here and at github.
2015-01-22 6:13 GMT+07:00 Arthur Bogard :
> Hello Johan,
> When trying to configure trunk with CMake-gui, I get the following errors:
>
> The C compiler identification is GNU 4.9.1
> The CXX compiler identification is GNU 4.9.1
>
Looks like some kind of editor with an ugly interface. You can have a look
at Unity3D for interface hints. As for raising the money, Unity3D allows
one to do a lot more for free, so yours should be better.
2015-01-17 17:53 GMT+07:00 Robert Osfield :
> Hi Julien,
>
> It's kinda hard to know what y
My bad Robert. No I do not need it and I am on Ubuntu 14.04. I tried
to see where to turn it off with no luck.
Michael
On Sun, 2014-12-14 at 20:14 +, Robert Osfield wrote:
> Hi Michael,
>
> I am away from my dev machine right now so can't look into things in
> detail.
c/osgPlugins/RestHttpDevice/CMakeFiles/osgdb_resthttp.dir/connection.o]
Error 1
make[1]: ***
[src/osgPlugins/RestHttpDevice/CMakeFiles/osgdb_resthttp.dir/all] Error
2
make: *** [all] Error 2
Any ideas on how to resolve?
Michael
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Just to follow up on this, I've confirmed that the behavior we're each seeing
is caused by the same bug. The STL plugin for 3.2.0 does not initialize its
normal vector array correctly (it reserves all the memory it needs, but only
fills in 1/3 of it), which results in undefined behavior. For you
Thank you so much! Now it makes perfect sense why the behavior I was seeing
didn't match the code; I didn't realize that the version on the repo wasn't
released yet. I guess I'll see about putting 3.2.1 on all my computers.
Thanks again!
--Grey
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h
Hi, Robert
I think the one that generated the output I posted was found here:
http://www.thingiverse.com/thing:60726
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This might be related to an issue that I'm currently having. It seems that
during the transition from 3.0 to 3.2, binding per primitive was deprecated,
but the STL format binds its normal vectors per primitive. To deal with this,
there was an ad hoc addition to the STL plugin where the normals o
Hi, Robert
Thanks for your advice! I finally got back to this issue, and did as you
recommended. I loaded a few of the STL files in the osgviewer application, and
it had similar strange coloring problems (as seen in the attachment).
As you recommended, I looked at the change in the source code
Hi,
I'm running into an issue that I think is related, but not exactly the same.
Prior to the 3.2 release, I could load an .stl file using the
osgDB::readNodeFile(~) function, and it would come out looking like a diffuse
white material. Presumably this was just a default setting somewhere in OS
You are really annoying with your spam, dude.
2014-10-01 16:02 GMT+07:00 Shenyanchun Shenyanchun :
> 1.First of all,please let me introduce myself briefly:
> My name is SHEN Yan chun,from china,is a university professor,and find
> OSG is very useful,so learning osg programming and teaching osg
how to use the
imageStore GLSL function there.
Cheers,
Michael
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http
ed by the physical limits of the radar).
Thanks.
Michael
robertosfield wrote:
> Hi Michael,
>
> I would just create the geometry using an osg::Geometry and specify the
> vertices and primitives exactly how you want. SphereSegment was written for
> very specific usage case of vi
words, the arc
length at the northern edge would be the same as at the arc length southern
edge.
...
Thank you!
Cheers,
Michael
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display aspect ratio problems switch to the other
display.
Has anyone else seen this?
...
Thank you!
Cheers,
Michael
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I estimated it would take me about 2 months since I'm not good enough at
OSG and CEGUI internals. But I may return to the issue later in 1 or 2
years when I expect to have a good understanding of both.
2014-07-04 21:54 GMT+07:00 Sergey Kurdakov :
> Hi Michael,
>
>
> >
ed to take into account?
Thanks.
2014-07-04 21:16 GMT+07:00 Sergey Kurdakov :
> Hi Michael,
>
> though I did not dig into code ( just spotted that there is native render
> for ogre ), but seems an approach like
>
> http://static.cegui.org.uk/docs/0.8.3/classCEGUI_1_1OgreRenderer.html
Hi.
I'm working on integrating CEGUI into OSG and I have successfully followed
Wang Rui's example from his Cookbook:
https://github.com/xarray/osgRecipes/tree/master/cookbook/chapter9/ch09_04
But there's an ugly part with CEGUI initialization: it happens in
CEGUIDrawable::drawImplementation(Render
That's obviously a bot that deserves the ban.
2014-06-30 19:14 GMT+07:00 Christian Buchner :
> Hi all,
>
> Can we not use this list for political statements/criticism/propaganda
> please?
>
> Unless there's a 3d model or OSG based visualization of said arrest, the
> majority of this list won't b
It turned out that I was not calling osg::Program::addBindAttribLocation to
bind "Tangent" to "6". Somehow it worked fine under Linux. Now it works
under OS X, too.
2014-06-28 1:58 GMT+07:00 michael kapelko :
> I tried 7, 8, 9.
> 8 looked even more broken than before (
Nah. Looking at all the emails here, Re: is pretty much the standard.
2014-06-28 11:23 GMT+07:00 Sergey Kurdakov :
> Hi Michael.
>
>
> >Sergey, don't forget to append "Re: " when you reply
>
> strange, threading should not depend on Re: ( neither it depends
Sergey, don't forget to append "Re: " when you reply. Otherwise, GMail sees
it as different threads. And that's even more annoying that what's
happening already ;)
2014-06-28 10:11 GMT+07:00 LearningOSG LearningOSG :
> yes,off topic,so we stop and not to continue this,let back to osg related
> t
I tried 7, 8, 9.
8 looked even more broken than before (looked like it was used by some
predefined attribute).
7 and 9 were (0, 0, 0) again.
2014-06-28 1:34 GMT+07:00 michael kapelko :
> Here's my wrapper TSGVisitor class: http://goo.gl/Hd0WwJ
> And I use ID=6 for the attribute.
&
Here's my wrapper TSGVisitor class: http://goo.gl/Hd0WwJ
And I use ID=6 for the attribute.
I'll try 7 and 8.
2014-06-28 1:28 GMT+07:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:
> Hi Michael,
>
> can you show the code calling the TSG and assign
06-26 17:51 GMT+07:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:
> Hi Michael,
>
> The shader code seems indeed to be faulty and I found the errors generated
> quite appropriate. Maybe your driver in the Linux is quite sloppy and uses
> some extensions. Nvid
I'm downloading it for about 2.5 hours now. Too curious into the ongoing
show.
2014-06-27 18:42 GMT+07:00 LearningOSG LearningOSG :
> Today,when updating the www.osg3d.org website encounter some problem,so i
> upload the full sourcecode version first,this package include all the tools
> and sour
Can you just provide your name without further explanations? :D
2014-06-26 21:34 GMT+07:00 LearningOSG LearningOSG :
> hi Chris Hanson,
>I think you have some misunstanding:
>1.Not mentioned you must run and click the osg demos sites's .exe,this
> is a release of OSGWARES 1.0 Beta,and yo
Wang Rui, he either pretends or doesn't understand English. Since he seems
to be from China, could you ask him a few questions in Chinese and see if
he knows Chinese to make a final judgement.
2014-06-26 21:54 GMT+07:00 LearningOSG LearningOSG :
> Hi NICK,
>You can try www.awesomium.com,and
Hi.
I get the following errors when running my OSG app on OS X which runs
perfectly fine on Linux:
FRAGMENT glCompileShader "" FAILED
FRAGMENT Shader "" infolog:
ERROR: 0:67: Incompatible types (vec4 and float) in assignment (and no
available implicit conversion
)
glLinkProgram "" FAILED
Program
Wow. It's good to hear you take care of your health. But how many hours
will it take to run such a long distance? Will you run it in several
iterations or a single one?
2014-06-20 21:58 GMT+07:00 Robert Osfield :
> Hi All,
>
> A non coding post for once, just to keep you up to date with some of
r the second best solution: embedding OSG window
inside another process.
2014-06-20 16:06 GMT+07:00 Alberto Luaces :
> michael kapelko writes:
>
> > PS: I know of osgQt and have successfully used it, but I need
> > different processes.
>
> Hi Michael, what about using osg
Hi.
I want to be able to launch 2 separate processes: OSG and Qt, and make OSG
be displayed like a Qt widget. Is it possible?
Thanks.
PS: I know of osgQt and have successfully used it, but I need different
processes.
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io" is not in
src/osgQt/GraphicsWindowQt.cpp.
When I run my app on a retina display, I have the expected issue with only
displaying at half resolution, since it doesn't account for 2x pixel ratio.
Can anyone shed any light on this?
...
Thank you!
Cheers,
Michael
--
GMT+07:00 LearningOSGLearningOSG :
> Hi *michael kapelko,*
> please vist:
> http://www.osg3d.org/
> the download link is:
> http://115.126.74.11/osgdemo01.zip
> http://115.126.74.11/osgdemo01mp4.zip
>
> not vist osg3d.org
> then all is ok.
>
> Cheers,
>
There's only a screen shot attached, no video and no runtime file.
Also, osg3d.org doesn't work.
I suspect spam.
2014-06-15 17:38 GMT+07:00 LearningOSGLearningOSG :
> Hello OSGers,
> Attached, is a runtime snaphot,the MP4 video and runtime file can be
> downloaded from following site:
> http:
I found the issue. I added a call to osgQt::initQtWindowingSystem() before any
other OSG call, and it cleared up the exception.
...
Thank you!
Cheers,
Michael
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x0001 0x0 + 1
)
...
Thank you!
Cheers,
Michael
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hi,
what do you consider 'high-resolution' data and where do you need it? USGS
has 1/3 arcsecond elevation for all CONUS downloadable via The National Map
website, and some 1/9 arcsecond in areas.
-- mew
On May 26, 2014 7:39 AM, "Robert Grah" wrote:
> Hey guys,
>
> I am quite new to OSG and i am
As I've hit the same problem some time ago, seeing already the third person
having the same problem makes me think this issue deserves special notice
somewhere.
2014-05-16 16:17 GMT+07:00 Robert Osfield :
> HI Christian,
>
> This difference is likely down to a bug fix in OSG-3.2 that meant that
I vote for GCC (MinGW in case of Windows) :)
2014-05-16 14:55 GMT+07:00 deniz diktas :
> Hi Nick,
>
> ok, added to my list. Starting with multiple shadow-casting lights seems
> like the first thing to start with, nearly everyone wants it.
>
> Could you guys also comment on which compiler &/platf
Hi.
I think it would be good to join forces with Wang Rui on Effect Compositor:
https://github.com/xarray/osgRecipes/tree/master/effectcompositor
I've used it for deferred rendering, normal mapping, glow mapping, parallax
mapping, cube mapping ( http://youtu.be/MczUHwixPYU ) and liked it very
much.
Hi.
I won't go into each of the questions, but I recommend you read
"OpenSceneGraph 3.0: Beginner's guide" and OpenSceneGraph 3 Cookbook". The
first book describes your first 2 questions with working examples. Not sure
what the 3rd one means, but handling mouse events is described, too.
Examples' s
Nice!
2014-05-05 18:19 GMT+07:00 Martin Siggel :
> Dear OSG community,
>
> we built a small Android app to visualize aircraft geometries based on
> OSG. It is available here:
> https://play.google.com/store/apps/details?id=de.dlr.sc.tiglviewer.android
>
> It should work both on normal devices as
l.com>:
> Hi Michael,
>
> this sounds good but I just tried and it seam without changing the OSG
> code it is not possible as well. The StandardShadowMap does not holds any
> instance of the StandardShadowMap::ViewData where the _stateset is kept.
>
> Nick
>
>
> On
I would derive from StandardShadowMap to gain access to _stateset variable.
Then, osg::StateSet::getAttribute can return osg::Program it contains.
2014-04-14 22:44 GMT+07:00 Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com>:
> I looked at the code of StandardShadowMap.cpp and I think this obj
Hi.
Here's my example: https://bitbucket.org/kornerr/osg-deferred-shading (
http://youtu.be/AjWOSuLxZ68 )
It has 2 implementaions: plain OSG and EffectCompositor (not part of OSG).
The basic idea behind my implementation is to:
* render the shadow only information to texture;
* do all the rest eff
Hi.
I was getting similar result when I was using custom camera. The revision
that introduced the change in SVN was 13604 (July 2 2013), version 3.1.9 or
3.1.10.
If these versions don't break rendering for you, you should simply hunt the
necessary revision in SVN. That's what I did.
2014-04-09 18
Hi.
I was asking the same question some time ago:
http://forum.openscenegraph.org/viewtopic.php?t=10308
2014-04-01 17:34 GMT+07:00 Jaime :
> First of all, I wanna to introduce me because it is my first post in the
> forum. Hello everybody :)
>
> I have been learning and using OSG for 6 months,
Hi, Sebastian.
I would like to have a look at that CMake file :)
Thanks.
2014-03-19 4:45 GMT+07:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:
> Hi folks,
>
> I found the problem and thus a solution.
> The main issue was that I generated the project with CMake and therefore
> the
include_directories( ${${LIBNAME}_INCLUDE_DIR} )
target_link_libraries( ${PROJNAME} ${${LIBNAME}_LIBRARY} )
endmacro()
In my osg project cpp, I included the osgAudio header files:
#include
#include
using namespace osgAudio;
That's it, now compiling and linking of the osg applic
iewer.cpp.o] Error 1
make[1]: *** [CMakeFiles/MyProject.dir/all] Error 2
make: *** [all] Error 2
Thank you very much!
Cheers,
Michael
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As you see, they don't have underscores. I have a suspicion you didn't
compile zlib with MinGW. I compiled all dependencies myself with MinGW.
2014-03-07 3:55 GMT+07:00 Josh Manz :
> Hi,
>
> First of all, thank you for replying. I agree that the inflate/deflate
> functions cannot be located how
Hi.
It means that zlib.dll (iirc, or zlib.a) doesn't have deflateInit2_,
deflate functions. If you static linked zlib, you should do the opposite.
2014-03-05 22:39 GMT+07:00 Josh Manz :
> Hi,
>
> I'm having problems building openScengraph on windows 7 using mingw32-make
> 3.82.90
>
> It is resul
d it to my cmake-folder,
which did not achieve anything).
Thank you very much!
PS: I am new to this forum, so, hello to all.
Cheers,
Michael
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Cairo is the first that comes to my mind.
2014-03-05 11:34 GMT+07:00 Gordon Tomlinson :
> Hi Folks
>
>
>
> This question is a little of topic but thought this group might be a good
> group to ask, I have a windows application ( that has an OSG component)
> that it looks like I have to port to L
th exit code 1 (use -v to see invocation)
make[2]: *** [lib/libosgDB.3.3.1.dylib] Error 1
make[1]: *** [src/osgDB/CMakeFiles/osgDB.dir/all] Error 2
make: *** [all] Error 2
Here is the terminal output (I use cmake to create a unix makefile):
Code:
michaels-mbp:~ michael$ cd Downloads/OSGsub/OpenScen
Hi.
What properties do you want to modify exactly?
2014-02-26 14:14 GMT+07:00 Daniel Schmid :
> Hi all
>
> I know this topic comes from time to time. But it is a real pitty that
> there seems to be no good Editor that allows you to modify .osg files. I
> know that I can use blender or similar, b
Great! Thank you!
2014-02-21 2:49 GMT+07:00 Chris Hanson :
> This is not OSG-based, but SURE is useful for doing OSG work.
>
>
> http://alphapixel.com/content/glsl-debugger-now-buildable-windows
>
> The requirement for the closed-source Detours toolkit has been removed.
>
> We'd really lov
ion (if possible) and how do you
identify the offending part of the scene graph if it has happened?
Thank you!
Cheers,
Michael
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Hi.
I'm reworking an example of parallax mapping with OSG.
I've stopped at cleaning up shaders and I don't understand some lines there.
Here's the vertex shader: http://goo.gl/uen5gQ
According to this article: http://www.txutxi.com/?p=316 TBN matrix converts
tangent space to object space.
Is it cor
Ok. I will do that.
Michael
On Fri, Jan 24, 2014 at 9:55 AM, Robert Osfield wrote:
> Hi Michael,
>
> On 24 January 2014 07:08, Michael Jensen wrote:
>
>> Yes you may suggest upgrading to 3.2 ;-). It is indeed a good time since
>> we have shipped our product to the c
osgWorks) so we
have a lot of rebuilding ahead of us, though.
Thank you,
Michael
On Thu, Jan 23, 2014 at 10:44 AM, Robert Osfield
wrote:
> Thanks for the example Michael. Using this example I recreated the
> problem with svn/trunk and fixed it by adding a clean up of an osg::Program
>
Hi again,
I should mention that I am currently on OpenSceneGraph 3.1.4. :-)
Michael
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of osgshape.cpp that causes the failure.
Thank you for looking into it!
Cheers,
Michael
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/* OpenSceneGraph example, osgshape.
*
* Permission is hereby granted, free of charge, to any
you think?
Thank you!
Cheers,
Michael
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Hi. Nice!
Is its source code available? :)
2013/12/9 Marcin Hajder
> Hello dear OSG-community,
>
> I am representing a group of people interested in computer graphics and
> OSG. We've started our company and made our first game on Android called
> TeleRide. It is free and just released:
>
> htt
Nice!
Can you save it as Collada or similar format for better interoperability?
2013/12/7 Farshid Lashkari
> I was surprised to find that there is no 3D version of the OpenSceneGraph
> logo, at least not in the osg-data repository. I think OSG has been around
> long enough to deserve a 3D logo,
?
Sicnerely,
Michael
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yay! the next step for one of my favorite toolkits
cheers
-- mew
On Nov 21, 2013 7:30 AM, "Glenn Waldron" wrote:
> Friends,
>
> The osgEarth team is proud to announce the release of Version 2.5!
>
> osgEarth is a cross-platform Terrain and Mapping SDK built on top of
> OpenSceneGraph. Visit http
robertosfield wrote:
>
> It is starting to sound a bit like a driver bug.
>
>
> Does the texture get applied to the whole scene?
>
>
> One thing you could try is to only apply the problem texture to a specific
> geometry and make sure the texture unit it's applied is disabled for the rest
>
Nice!
I wish you could make a video to depict that.
2013/11/15 Julio Jerez
> Hello
>
> I'm happy to announce a new Open Scene Graph tool.
>
> The name is osgNewton and can be acquired here:
>
> http://code.google.com/p/osgnewton/
>
>
>
> This is a wrapper that integrates Newton Dynamics version
robertosfield wrote:
> Hi Michael,
>
> You don't say what you mean by flicker or what it relates too. Is just the
> video texturing flickering? What does the flicker look like?
>
>
> Robert.
>
>
Hi Robert,
What it looks like is different geometry in
?
...
Thank you!
Cheers,
Michael
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=57201#57201
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materials relative to the used
pipeline, because separate pipelines with materials allow for easy video
setup changes (low, medium, high), easy theming (different material sets),
etc..
Any ideas?
Thanks.
2013/11/7 Sebastian Messerschmidt
> Am 07.11.2013 14:04, schrieb michael kapelko:
>
&g
an object manages its
> define-set?
> In my case, I simply get the object's StateSet and setup uniforms. But I
> don't get how to setup defines.
> Thanks.
>
>
> 2013/11/7 Sebastian Messerschmidt
>
>> Am 07.11.2013 12:55, schrieb michael kapelko:
>>
>&
Can you please provide an example of how an object manages its define-set?
In my case, I simply get the object's StateSet and setup uniforms. But I
don't get how to setup defines.
Thanks.
2013/11/7 Sebastian Messerschmidt
> Am 07.11.2013 12:55, schrieb michael kapelko:
>
Hi, Sebastian.
So you compose one shader per object?
Thanks.
2013/11/7 Sebastian Messerschmidt
> Hi Michael,
>
> I solved a similar problem by overriding osg::Program which composes a
> shader from an Ubershader. This is not done via uniforms but defines.
> It seems to w
Hi.
I decided to go with single pipeline that provides big shaders and objects
using own uniforms and textures to change the pipeline behaviour.
I started to design a simple material format so that it resembles the one
of EffectCompositor.
Thanks.
2013/10/31 michael kapelko
> Hi, W
Hi, Wang.
I've just checked if I can use some uber shader and control its behaviour
per object by setting the object's uniforms. And it works.
I wonder if that's ok to do that to make different objects rendered
differently in the same scene.
Thanks.
2013/10/31 Wang Rui
Hi.
I've recently implemented deferred shading with normal mapping and shadow
mapping using EffectCompositor, but it has effect on the whole scene, not a
single object.
Is it possible to use EffectCompositor to apply effects per object?
Thanks.
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