Looking for ideas to get the best shiny antique Gold? For a frame.
A few on screen, don't wish to use up too much GPU.
With rough texture if not too much GPU too.
Thanks.
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how do i get a reflective chrome metal type look to my models?
thanks.
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Hi,
Is it possible to have a clipped scene within a clipped scene?
Say, i have a clipped cube, can i add this object within another scene which is
also clipped(using 4 clipplanes?)
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Paul Martz wrote:
> His description is difficult to understand, but it seems like he wants some
> type
> of stencil solution. So the plane rendering pass would be:
> 1. Render the plane with stencil set to write a 1 bit.
> 2. Render a fullscreen quad to display the texture, but only where stenci
I need the texture to "always" face the camera regardless of the angle of the
plane, the tuxture being fullscreen and only rendered where the plane is.
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Any ideas?
OpenGL should do this.
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Paul Martz wrote:
> I've attached the source of the rtt example from the osgWorks project.
> Perhaps
> it will be helpful. See the comment block at the end of the source for a
> description.
> -Paul
Code you gave is not what I need.
My plane is not fullscreen, but I need the texture to be fu
Hi,
I have 2 scenes, one scene rendered to offscreen framebuffer. Other scene
contains plane to render first scene on to.
How do I render the image so it is entire size of monitor, face on.
Only rendering area where plane is displayed?
Hope you understand.
Cheers.
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Hi,
Thanks chris.
the needed lines was:
Code:
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
The problem for some reason is I cant move the camera.
which I can't understand.
Heres a class to create my portal, (quite a handy class if you need one?)
Code:
class Portal
{
public:
Hi,
I have included a second camera to my scene.
When I use the TrackballManipulator It effects every camera in the scene.
How do I stop this?
...
Thank you!
Cheers,
Paul
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Hi,
Lets say:
A Quad (4 * 3 units) at pos(0, 10, 0), rot(0, 45, 0).
The screen is 800 * 600 (ratio 4/3)
What is the trans & rot needed from the Quad for the Quad to fill the entire
screen?
I need to pull back from the Quad for it to exactly fill the screen.
Any advice?
...
Thank you!
Hi,
Lets say I have a texture 800 * 480.
I have a quad which is 10 * 10.
If I render the texture to the quad, the texture will be squashed on the x axis.
How do I compensate for this, correct the aspect ratio?
...
Thank you!
Cheers,
Paul
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I'm sure my texture is not working because of mt tex coords and or normal?
This is what I'm currently using.
What I'm currently seeing is a quad, clearColor is correct but I'm just seeing
a faint diagonal line as the scene.
osg::Geometry* polyGeom = new osg::Geometry;
osg::Vec3
Hi,
I'm using the code below, mixture taken from the examples.
It's only rendering black. Anything I'm doing wrong?
Thank you!
The function takes a node providing a new scene, and a back color.
It returns a node containing a quad with the texture being the new scene
rendered to it.
Code:
osg
Hi,
These are the steps I would like to produce.
1. Have multiple nodes(well call these nodes 'roots')
2. Each 'root' and it's tree renders to it's own off-screen buffer.
3. Have a few 2d triangles(black) rendered in 2d space over the top.
4. Where ever there is black convert the area to transpar
Thanks for the link.
Don't think ill be using firebreath, seems a bit of a overkill considering its
windows only.
Theres next to nothing on the osg forum about osg and web browsers, which is
quite surprising if not shocking! :O
Anyone have any code to share for browsers internet explorer, fi
Hi,
Just a quick ask.
Has anyone had any experiance integrating OSG with Firebreath? (
http://www.firebreath.org/ )
Firebreath gives you the power of c++ as a plugin within the most popular
browsers.
Anyone?
...
Thank you!
Cheers,
Paul
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Hi,
Lets say i have a point:
float x = 20;
float y = 5;
float z = 3;
how do I rotate the point using point 0,0,0 as the pivot?
Say I wish to rotate it by 45deg?
It's for some math to set a clip plane's 3 points.
...
Thank you!
Cheers,
Paul
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Code:
void getEulerFromQuat(osg::Quat q, double& heading, double& attitude, double&
bank)
{
double limit = 0.49;
double sqx = q.x()*q.x();
double sqy = q.y()*q.y();
double sqz = q.z()*q.z();
double t = q.x()*q.y() + q.z()*q.w();
if (t>limit) /
I now wish to get the z rotation angle of the camera in degrees.
How do I do it?
ive got my :
Code:
osgGA::TrackballManipulator* man;
...
and if i go
Code:
osg::Matrixd mat = man->getMatrix();
float angle = mat.getRotate().z();
but if i spin my camera doing a 360 the result is not in d
Hi,
I wish to get the camera X rotation relative to the scene in rads, any ideas?
Thank you!
Cheers,
Paul
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ive created a window but cant draw anything 3d. any ideas why not?
Code:
#include
#include
#include
#include
const unsigned int MASK_2D = 0xF000;
int main(int argc, char** argv) {
osgViewer::Viewer viewer;
osgWidget::WindowManager* wm = new osgWidget::WindowManager(
Hi,
Does anyone have a code snippet for building a simple window on windows?
Thank you!
Cheers,
Paul
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&sa=X&oi=video_result_group&resnum=4&ct=title#
>
> (http://video.google.com/videosearch?q=cross+product&oe=utf-8&rls=org.mozilla:en-US:official&client=firefox-a&um=1&ie=UTF-8&ei=LE4dSreZCpLt_AbS4OGxDQ&sa=X&oi=video_result_group&resnum=4&ct=
--Original Message-
> From:
> [mailto:] On Behalf Of Paul
> Griffiths
> Sent: 27 May 2009 13:40
> To:
> Subject: Re: vertex shader help: compare position against
> plane
>
> ok, i got the world position with:
>
>
> Code:
> mat4 ToWor
ok, i got the world position with:
Code:
mat4 ToWorldMatrix= osg_ViewMatrixInverse* gl_ModelViewMatrix;
vec3 worldPos = ToWorldMatrix * gl_Vertex;
now i need to check which side of the plane the worldPos is.
I googled and found some code for this but its not for glsl, ive came up with
this b
I know the code:
vec3 worldPos = gl_ModelViewMatrix * gl_Vertex;
is worng, if i rotate the view so does this position. i need the world position
and not the modelview position.
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Hi,
Im trying to use a shader to make parts of models transparant(clipped) i was
using a clipnode but learned you cant use more than one in a scene? or am i
wrong?
anyway, i wish to clip along a plane.
currently this plane is defined as 3 points:
Code:
varying vec3 pos0;
varying vec3 pos1;
v
Wish someone could of told me, you cant put clipplanes within clip planes, you
cant make holes!
Is it possible to have more than one clipNode in a scene? if i try 2 clipnodes
everything gets clipped to the second node.
Any ideas?
If I cant use more than one clipNode in a scene im thinking abou
Simon wrote:
> Paul Griffiths wrote:
>
> > Ive worked out whats required to get my effect working , though im only
> > guessing right now at the math required.
> >
> > Just need 4 clipPlanes facing into the into the scene surrounding the
> > panel. S
Hi,
I know I said I wouldnt need this feature for a while yet, but i do. I need to
impliment this before my toolkit gets too large.
So in the hope that someones up to the challenge I present here a simple
example of a shadowed scene containing a cube which has been split in half by a
clipPlane
Ive worked out whats required to get my effect working , though im only
guessing right now at the math required.
Just need 4 clipPlanes facing into the into the scene surrounding the panel.
Simple, in theory lol
Cheers,
PaulG
[Image: http://img411.imageshack.us/img411/713/clipplanes.png ]
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Just to let people know, portals is not quite what im looking for, its more of
an extended type portal, i believe a portal is a plane with a texture of a
scene applied to give to look of a scene within a scene, im looking for scenes
within scenes but with models coming out from the portal front
Simon Hammett wrote:
> 2009/5/23 Paul Griffiths <>:
>
> > Enabling/disabling clipPlanes won't do the job, your looking at the side
> > and into the scroll window at the same time.
> >
> >
> > > From what i can work out, clipPlanes slice all t
[quote="Paul Martz"]
> If it's something you
> really need done now,
No, im in no real hurry, am 6-12-24-48 months away to be honist.
But if you or anyone does impliment such a feature or comes upon such info then
please dont forget me.
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Enabling/disabling clipPlanes won't do the job, your looking at the side and
into the scroll window at the same time.
>From what i can work out, clipPlanes slice all the way along the model and
>remove the outer half, so any clipping applied is going to effect what I see
>at the front of the sc
How do you disable a clipPlane?
osg::ClipPlane plane = this->clipNode->getClipPlane(2);
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However, you
> could easily attach an UpdateCallback that knows the current view position,
> and enable/disable the corresponding GL_CLIP_PLANE accordingly.
>
> Paul Martz
> Skew Matrix Software LLC
> http://www.skew-matrix.com
> +1 303 859 9466
>
> -Original Mess
Paul Martz wrote:
> I couldn't view your screen shot for some reason. I'm assuming you are
> clipping a model and seeing "inside" a part of the model that is solid, and
> you want to render a polygon coincident with the clip plane that only draws
> where there are these "holes".
>
> The stencil b
Found the fault, forgot to add hitr->nodePath.pop_back() at the end of each
itteration
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Skylark wrote:
>
> If that's the case, then you're probably using getParent(0) to go up in
> the graph, instead of using the intersection's node path.
Yes, i am going
osg::Node* node = hitr->nodePath.back();
if (node && node->getNumParents() > 0)
{
node = node->getParent(0);
...
}
now im t
Kim C Bale wrote:
> Could you not check the name of parent node to identify the instance of the
> child?
>
> I might be wrong I haven't used the picking functionality for a while.
>
> K.
Tried that but it always gives the parent node of the first instance.
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My second idea of how to create my effect has a flaw, if the rear contents of 2
scrollpanels overlap then ill get the contents of the scrollpanels inside each
other.
If anyone knows how to create single-sided clipPlanes which only clip when
viewed from one side and when viewed from the other si
Kim C Bale wrote:
> Hi Sebastian,
>
> Unless you explicitly ask the osg to clone your model's geometry it will
> share the geometry by default. It simply stores a pointer to the loaded
> model's vertices etc. So the below code should work for you.
>
> You can also set osgDB to cache the model
The reason i chose static is so the model is loaded only once when the first
class instance is created.
You could however create this node non-static but you must make sure you load
it only once, like put it in another class and referance to it or something.
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Is the only way i worked out that works, though i belive there is a tutorial in
the turorial section.
Got to ask though, whats wrong with using static?
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Dont worry people, the reason i needed this wont work, my idea has a flaw, what
if the contents of 2 windows overlap, ill get the contents of one window inside
the other :(
If anyone knows how to create single-sided clipPlanes which only clip when
viewed from one side and when viewed from the
I does this:
const static osg::ref_ptr< osg::Node > staticNode =
osgDB::readNodeFile("Shapes/Shape.osg");
then for each required instance:
const static osg::ref_ptr< osg::Node > nodeCopy =
(osg::Node*)staticNode->clone(osg::CopyOp::DEEP_COPY_NODES);
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Heres an easyer way to show what im after
[Image: http://img196.imageshack.us/img196/9836/textureo.png ]
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No, im after a texture that can be applied to a plane, this texture is the size
of the osg window and it always faces you(the window).
Take these screenshots below:
I capture the screen and apply it to a plane, whenever the plane moves, the
texture coords do not, the texture coords are always s
I have a second idea to get my desired effect, but i would much prefer
single-sided clipPlanes.
If anyone know of other ways too then please do post.
[Image: http://img507.imageshack.us/img507/8462/idea.png ]
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Hi,
How can i get a texture to be displayed always facing the screen? the width of
the texture has to be the width of the screen, same for height. and the corner
of the texture always start at screen coords 0,0
osg::StateSet* stateset = new osg::StateSet();
osg::
[Image: http://img265.imageshack.us/img265/922/capping.png ]
This is the problem im having, as my window is scrolled, this funny looking
chrome block sticking through my window in this example is being clipped at the
window top, but it's leaving a hole, i really need to fix this.
Any ideas?
Th
[Image: http://img177.imageshack.us/img177/9184/singlesidedclipplane.png ]
This is the effect im after, if i can have single sided clipPlanes then i can
construct a clipBox behind my window so from the outside it clips my
scrollpanel behind so my window has virtually no depth, but from looking i
Hi,
Im using a clipNode, and when I clip a model, i get a hole, can these be filled?
...
Thank you!
Cheers,
PaulG
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Hi,
Is it possible to set a ClipPlane so it's singe-sided so it only clips when
viewed from only one side? and can you select which side?
...
Thank you!
Cheers,
PaulG
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Simon Hammett wrote:
>
> Right I've had time to play with ClipNode, and what I said above is rubbish.
>
> You just need the matrix which transforms from the parent to the
> intersection node.
>
> Given you are writing a tool kit, I suspect you can quickly and easily work
> out
> that transform
Simon Hammett wrote:
>
> Okies, if memory serves me correctly, the clip planes aren't in world
> coordinates,
> I think they are in eye coordinates.
>
> So that would be take the local intersection coordinate and transform it using
> computeLocalToEye (in osg/Transform) and test that point.
>
>
Ive came up with this but it returns outside true every time regardless:
Code:
bool outside = false;
if (obj->getParentWidget() && obj->getParentWidget()->getUsingClipBoundingBox())
{
osg::ref_ptr clipNode =
obj->getParentWidget()->getClipNode();
if (clipNode)
{
for (unsigne
Im clipping an osg::group with an osg::ClipNode so parts of it is invisible on
screen but when i click on the invisible parts the picker is still picking the
object . i dont want it like that, i want the invisible parts to be invisible
to the mouse as well. so i wish to create an aabb around the
Simon Hammett wrote:
>
> LineSegmentIntersector::Intersection has a member: matrix
> which is the accumulated local to world coordinates matrix.
>
> If you transform the nodes BoundingSphere center by that, you
> can then construct an aabb around that at whatever size you want.
>
Sorry, i sho
Hi,
I wish to compute an axis aligned bounding box of a given size whos position is
centered to a node.
This node cound be scaled, translated or rotated. it must be axis aligned.
I need to know this to test if a picked part of a node picked with the mouse is
inside the bounds a bounding box sur
i found out i can simple use:
if (clipBox.contains(hitr->getWorldIntersectPoint()))
how do i get a clipNodes clipBox? so i can check if the WorldIntersectPoint is
within it?
Any ideas?
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If i have a osg:Group added to a osg:ClipNode and i set its bounding box how
can i check when using a picker if the world pick point is within this bounding
box?
for example in my app i use this code on a group call someGroup
this->clipNode = new osg::ClipNode;
this->clipNode->addChild(someGro
Im guessing ill have to create a method like getClipBoundingBox in the parent
control of that being detected during the pick and check the world coords of
the pick are within the bounds of the box. was hoping there was an "out the
box" solution though.
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Simon Hammett wrote:
>
> Which picker are you using?
Im using a LineSegmentIntersector, i did not know there were diferent types. am
new to osg. just used the osgpick example.
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Paul Martz wrote:
> The scene graph that you perform the pick on doesn't have to be the same
> scene graph as the one you display, if that helps.
No, my scene is a bit too complicated for that. It's for a new 3D gui system im
creating called RedWidget!
I really do need to ignore cliped parts o
Hi,
Im using code based on the osgpick example, im clipping a model so some of is
it is invisible on screen. But I can pick the part with the mouse pointer even
though that part of the model is invisible, is there an easy way for the pick
code to ignore cliped parts?
heres my code, my PWidgetBa
Hi,
Is there a way to change the glow example so the glow effect does not glow
through other objects?
Thank you!
Cheers,
Paul
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Not to worry, I got it working., i used the precompiled binaries and changed
StandardShadowMap to ShadowMap.
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Hi,
Im trying to get shadows and SPHERE_MAP effect working together without
success. Infact if i even just apply a texture to a osg node i just get pure
black.
What do I have to do to get textures working with osg nodes with shadows and
will this work with SPHERE_MAP effect?
heres the code
Hi,
Im creating a music application, below is a screenshot, im after a glow effect
for my enabled buttons. does anyone have any ideas?
Anything goes just don't want to use up too many gpu cycles though.
[Image: http://img401.imageshack.us/img401/8212/pichbu.jpg ]
...
Thank you!
Cheers,
Paul
Salvador wrote:
> Hi
>
> I'm facing the same troubles. I'm using Visual Studio, and my application
> crashes when I try to move the scene.
>
> Is it a bug, or something?
>
> Thanks in advance
>
> Rodrigo Salvador
I don't think so, mines crashing before i get to see the scene.
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