Hi,
I would like to render my scene in a lower resolution than the viewport
resolution, but want it stretched afterwards. When I scale the texture(s) that
are attached to to the camera, e.g. half res, the render output is only half
the size ( in x and y ) and placed in the lower left corner, an
Hi,
about the crash, I tried the file and it crashes on my system as well in
release mode. The polygon Export creates a Log nemad Maya2OSG_Write.log, stored
in the same directory of exported file. This might help a little. It exports
the mesh as geometry, but than creashes. I guss in Shading st
Hi J-S,
jumping in to say hello, and sorry that I coudn't answer your post earlier. I'm
student, and as Javier mentioned my time is very limitted these days and for
the next two months. At Holiday time I contribute frequently, and I think this
won't cahnge too soon. So for now this is it, I'l
Hi,
hm ... current Trunk Version is 2.9.9 after it was 2.9.11 already ???
My mistake with the topic ... ?
Cheers,
Peter
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Hi,
there are Build Issues with the current Trunk and the GL3 Option
osgText does not build due to glPushAttrib / glPopAttrib in
Text::renderWithDelayedDepthWrites.
osgSim OverlayNode Serializer uses Deprecated glTexEnv GL_DECAL Enum.
Fix for Text::renderWithDelayedDepthWrites:
void Text::
Thank you very much, that helps a lot in understanding. So I assume there is no
example for this one ...
Anyway, many thanks.
Cheers,
Peter
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Hi,
I found this sceniX forum post
http://developer.nvidia.com/forums/index.php?showtopic=5357&pid=16495&mode=threaded&start=
and wonder if this is akin to the osg approach.
If so, how can osg be extended in the right way so that currently not supported
GL3 features are accessible ?
Thank you
Hi,
Topics like GL Funktions in osg have been discussed in other posts, but still
not getting the essence.
I wonder which steps are required to make e.g. GL_PRIMITIVE_RESTART work within
osg ?
Could you point me to an example, more elaborated than osgTeapot ?
Thank you!
Cheers,
Peter
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Hi,
this is an information and sollution hack about a strange issue with the Debug
build from source of SVN Trunk 2.9.11 throwing the error code 0xc0150002
I confirmed this on two different Win7 x64 machines, any Debug example and my
osg apps linked to Debug libs throw this error.
Traced it dow
Hi,
I have a Normal Map for an animated Character. To my understanding, I need to
transfrom the Tangent and BiNormal which I got from
osgUtil::TangentSpaceGenerator with the osgAnimation::RigTransform(
Implementation ), otherwise Bump Mapping will not look correct. The
RigTransform computeNorm
pamakela wrote:
> Hi
>
>
> I'd like to use curves, particularly simple 2d control point based splines to
> drive variables of scene graph objects over time. I'd also like to use both
> linear and cubic interpolated curves. So for example the curve could be sharp
> sawtooth, a cubic curve wit
Hi,
well, this code is properly updating my Uniform:
osg::Uniform * uniform = new osg::Uniform( "Vector" , osg::Vec4f( 0.0f , 0.0f ,
0.0f , 0.0f ) ) ;
uniform -> setUpdateCallback( new UniformCallback ) ;
stateSet -> addUniform( uniform ) ;
So the update call back does reach the Uniform.
My gue
Hi Robert,
I don't think that this is a valid fix, just mentioned what worked for me and
my system. File attached.
Cheers,
ParticlePeter
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Hi,
Issues with osgWidget
My System: Widows 7 x64, VS2010
Building for x64
osgWidget couldn't build ( Input.cpp ) due to: 'inserter' : is not a member of
'std'
fixed that with #include iterator
Cheers,
ParticlePeter
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Thanks for your help, this will do for now.
However, I would be very interested that this functionality becomes part of
osgAnimation, as I am writing on a maya osg exporter. I'll try to look deeper
into osgAnimation functionality. The opossite case, morphing two RigGeometries
with different Ske
Hi,
Kim is right, check out osgPPU, its straigth forward to use, and there is an
example doing exactly what you want, bluring on key press.
Cheers,
ParticlePeter
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Hi,
I'm feeding a MorphGeometry into RigGeometry, to achieve Character Animation
with Facial Morphing. The system works, but it is unclear where to attach the
osgAnimation::UpdateMorph.
Two cases ( Source Attached ) :
1.) Animation for UpdateMorph does not work
GroupRoot ( with BasicAnimtionMa
Hi,
I am having exactly the same issues, please could you post your suggestion how
to fix this ?
Thank you!
Cheers,
ParticlePeter
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Hi,
do you assume, that I have only six Planes of Points, one per Cube side ?
That's not the case, its a filled Volume with points.
Or do you suggest to built 6 Pyramids of points one per Cube side ?
Thank you!
Cheers,
ParticlePeter
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Hi,
this is rather a technique question then related to an osg feature.
I create a VBO from lot of Points ( ( 50-100 ) ^ 3 ) in the shape of a cube. I
create them with three nested loops, one per Axis, so that first I get a line
of Points in x-Direction, then draw the next lines to shape the xy
Hi,
I have an osg::Uniform::Callback which is working fine with osg::Programm, but
I don't get it working with osg::ShaderAttribute.
The Uniform Value used in Constructor is correctly passed to my Shader, but the
Values don't get update, as if the UpdateVisitor would not reach the Uniform.
osgP
Hi,
that was classic, thx Fredric :-)
Thank you!
Cheers, searching for the Pivot of my Soul, PP !!!
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Figured it out finally.
Need to use :
stateSet -> addUniform( new osg::Uniform( "stTexture" , 0 ) ) ;
stateSet -> setTextureAttributeAndModes( 1 , projTexture ,
osg::StateAttribute::ON ) ;
stateSet -> addUniform( new osg::Uniform( "projectionTexture" , 1 ) ) ;
Instead of :
stateSet -> addUniform
Hi,
yes, it should use texture 0, but how do I specify this ? The 1 in this code
line :
stateSet -> addUniform( new osg::Uniform( osg::Uniform::SAMPLER_2D ,
"stTexture" , 1 ) ) ;
does not choos a texture, but sets the number of elemets in the uniform ( one
sampler2D ).
The texture unit assoc
Hi,
Am following osgstereomatch example, but can't find my mistake.
Trying to use two Textures in a Fragment Shader, with one set of geometry
texCoordArray and one with Screen Projected Coordinates.
I include an .osg file in my programm which has properly textured geometry. The
.osg file has fo
Hi,
To Wojciech, that would be a workaround, but not a ( correct ) solution, right ?
To Robert, nice, this was my hoped-for answer, will try building right away.
Thank you!
Cheers,
ParticlePeter
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Hi,
gl_ModelViewProjectionMatrix and ftransform() are deprecated since GLSL Version
120 ( but still working ), in Version 150 not working at all.
Is there a straight forward way to extract the current ModelView and Projection
Matrices ( e.g. from StateSet ? ), without having to pass around the C
Hi,
i need to switch on and off objects through an animation clip. The Idea is to
use a switch node, but there is no boolean "interpolator" type, and also no
keyword name for this kind of channel if I'm not wrong.
More over my constraint is to use osg 2.8.3 as it is, and I need to write out
th
Hi,
Emy wrote:
> And also why you think using hardware is a better start than software.
Well, you'll find the skinning shader under osgAnimation. You should be able to
tweak it, the input for linear palette blending should be the same as for dq.
So there is no need to extend or derive from a
Hi, thank you for all your help. I found that what I was looking for in the
osggeometry example, its a property of PrimitveSet:
polyGeom->addPrimitiveSet(new
osg::DrawElementsUShort(osg::PrimitiveSet::QUADS,numIndices,myIndices));
myIndicies is the IndexArray which I need to pass.
Thank you!
Hi,
sorry, the process is still not clear for me. So just to summerize: I create
arrays for Vertices, Normals and UVs, all of them have the same length and I
set them with Geometry::Vertex/Normal/TexCoordArray.
The Triangles I want to render share some of these VertexData. So I would like
to pa
Hi,
Think I'm talking about glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, ... )
http://www.opengl.org/wiki/Vertex_Buffer_Objects
>
> I suggest that you make a VBO for your vertices (vertex, normals, texcoords,
> perhaps other things) and another VBO for indices (IBO).
>
Thank you!
Cheers,
Peter
-
Hi, thanks for your answer.
robertosfield wrote:
> ... no use of the
> deprecated vertex indicies arrays that osg::Geometry support for
> backwards compatibility
I don't think that this also includes Index Buffer Objects. Do those get
specified with Geometry::setVertexAttribArray ? Thank you.
Hi, I have several questions regarding osg and the usage of VBOs.
1.) How do I ensure usage of vertex buffer object ? When I set osg::Geometry
setUseVertexBufferObject to true does this allways create a VBO from the
structure I passed to osg::Geometry ? E.G. In the OSG Quick Start Guide by Paul
Hi,
I'll have to do the same in some time. My I idea is to get hardware skinning to
work ( not tried out yet ) and exchange the skinning vertex shader with Dual
Quaternions.
Here you'll find a cgShader for this purpose, in case you don't know this site:
http://isg.cs.tcd.ie/projects/DualQuatern
Hi,
Thx, but if I understand the simuation time right, it is a global value for the
complete SG. I am seraching rather for individual Animation Control per
Animation Manager.
I import different Characters into the osg environment, each of them has its
own AnimationManager and I would like to co
Hi,
Is there a way to set the speed of the BasicAnimationManager without deriving
from this class, or deriving from UpdatCallback, overwriting update method for
BasicAnimationManager ?
The Speed is hardcoded in AnimationManagerBase, with update(
fs->getSimulationTime()) ;
which calls the upda
Hi,
The FileWrite Systems puts an entry of UniqueIds into osg files only if the
_refCount of a referenced object is equal or greater then 2. Those Ids are
required in osgAnimation Skinning System, so that the linkVisitor can link
bones, skeletton and rigGeomtry.
Usually all the bones in a skel
Hi,
The change in the bone class was on my feature request list for osgAnimation
:-) as its quite confortable to get the inverseBindMatrix from Maya, especially
if the Charecter is animated and not in bindPose.
But in any case, the issue that I have is still there with your trunk. I
created a
Hi,
Uh, I did not know that this one can be extended by users. How can I add stuff
there, and who gives me the permission to do this ?
Thank you!
Cheers, searching for the Pivot of my Soul, PP !!!
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Hi,
but how can this be a version issue ? I have created both the osg files with
OpenSceneGraph 2.9.6.
Figured out something, those Unique_Ids get written only if ref_ptr is used
instead of normal pointers ( for e.g. BasicAnimationManager ), can this be this
true ?
I will try your trunk.
Tha
Hi,
Would like to suggest an own Categry for osgAnimation in this Forum, and also a
user driven Wiki. Examples and Documentation ( if any ) are quite tough to
read, so community could share experience, explain functionality, post examples.
If this already exists, I couldn't find it, so please p
Hi,
I'm writing a Maya to osg Exporter, so I need to write Animation and Skinning
into osg files. I examined the example osgAnimationSkinning and tweaked it so
that it writes an osg file as well.
My osg files look quite similar to that from osgAnimationSkinning ( both
attached ) , but still I'm
Hi,
I would like to crossfade Animations, maybe even mix certain channels of
multiple Animations. Is this possible ? The weight attribute of animation and
channel seems to be made for this purpose.
The osganimationviewer stops an Animation befor it starts a new one. Reading
its sourcecode, in
Source Code, thx.
Cheers, searching for the Pivot of my Soul, PP !!!
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Hi,
to Paul:
> Did you accidentally leave display lists on?
Well, I set my Drawable to useVertexBufferObjects, which should overide
useDisplayLists.
Btw, setting useDisplayLists( false ) throws a null Pointer Exception in
threadex.c on my system.
To Skylarke:
Yes that was one problem, thx, b
Hi,
I'm trying to set up an Update Callback in osg::Geometry to dynamically change
the color of a vertex. I get no error, but my code is not evaluated ( cout in
Callback is not printing ). I attached my Callback to osg::Geometry ( a simple
Quad ) and setDataVariance( osg::Object::DYNAMIC ) ;
/
Hi, and thanks for your fast answer.
To reconstruct my problem I take the osgAnimationNode Example and tweak its
"main", so that it writes an osg file instead of creating the viewer (
Attachment ).
When I open the osg file with an text editor, the UpdeteCallbacks are empty,
and the file crashes
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