Hello OSGers !
I am trying to render to a large float image of dimension 4368 X 2912.
I allocate an osg::Image of that size, GL_RGB, GL_FLOAT, and GL_RGB32F_ARB.
I attach that image to my camera COLOR_BUFFER.
Interestingly when I read back the image pixels > 4096 in x wrap around.
Everything <
sure
about FBO's you'll need to look this up.
Robert.
On Fri, Feb 22, 2008 at 9:41 PM, Poirier, Guillaume
<[EMAIL PROTECTED]> wrote:
>
>
>
>
> Hello OSGers !
>
> I am trying to render to a large float image of dimension 4368 X 2912.
>
> I allocate an o
Hello,
I am trying to represent a trackball view with a cube, with each face of the
cube labelled "front", "top",
"right", etc. I'd like the cube to be positioned in the window corner and
follow the trackball view. I
assume that the initial home position corresponds to the front view. Now I've
up, you'll
need to derive a new manipulator.
BTW, I think this is covered in the online FAQ as well as the Quick
Start Guide.
-Paul
On May 30, 2008, at 8:21 AM, Poirier, Guillaume wrote:
> Hello,
>
> I am trying to represent a trackball view with a cube, with each
>
Hello Robert et al.,
I am trying to get in a texture the minimum and maximum depths for each texels.
I render my scene to a FBO using
a float texture (GL_RGBA32F_ARB). The scene has different fragments in depths
that maps to one texel. I disable
the depth test to process all those fragments in
Hello again,
My program outputs the maximum vertices output for a geometry shader as follows:
GLint maxGeomVerts;
glGetIntegerv(GL_MAX_GEOMETRY_OUTPUT_VERTICES_EXT, &maxGeomVerts);
osg::notify(osg::NOTICE) << "Max geometry shader output vertices: " <<
maxGeomVerts << std::endl;
Interestingly,
Hi John,
I wrote a osgImage2IplImage, not sure if it could help you, but here it is:
/*! Image conversion functions
Utility functions to convert between different image representations */
IplImage* osgImage2IplImage(const osg::Image& p_osgImage)
{
const unsigned char *buffer = p_osgImage.d
Hello everyone,
I am using a SimpleViewer. I set up a post draw callback on its main camera. In
it
I read the camera eye, center, and up vectors. Initially, this give me (0, 0,
0),
(0, 0, -1), and (0, 1, 0) respectively. This is what I expect and it gives me a
particular view of my scene.
N
d has been totally superseded.
Robert.
On 9/18/07, Poirier, Guillaume <[EMAIL PROTECTED]> wrote:
>
>
>
>
> Hello everyone,
>
> I am using a SimpleViewer. I set up a post draw callback on its main
> camera. In it
> I read the camera eye, center, and up vectors. In
27;m a
bit perplexed that you are suprised by this.
Also please considering move from SimpleViewer up to osgViewer::Viewer
working as an embedded viewer in 2.x rather than using SimpleViewer as
it only existed for a short while and has been totally superseded.
Robert.
On 9/18/07, Poirier, Guillau
Well this is what I was trying, using
viewer.getCamera()->getViewMatrixAsLookAt(osg::Vec3 &eye, osg::Vec3
¢er, osg::Vec3 &up, float lookDistance=1.0f). In step 2 (with trackball
manipulator) I read back the
eye, center, and up values in the camera post draw callback. When the pose is
almost i
appreciate
> > any feedback on this, pointers or gothcas from people with more
> > experience than I have. Also, if there are any examples that
better fit
> > what I am trying to do, I would be much obliged.
> >
> > Thank you kindly,
> > Morne
> >
---
Hello !
I just downloaded version 2.2 and switched. The only modification I've made
to my code that was working was to upgrade from SimpleViewerQT to ViewerQT,
following the
example. Since I upgraded I keep getting run-time errors in
0x2b78c03ff596 in osg::TemplateIndexArray::index () from
: Re: [osg-users] osg2.2 and TemplateIndexArray
Hi Guillaume
This look like a use of library with different version
Have you rebuild and reinstall OSG before run your test.
David
2007/10/11, Poirier, Guillaume <[EMAIL PROTECTED]>:
>
>
> Hello !
>
> I just downloaded ver
I've seen a lot of posts lately regarding multi-pass shading. I think
the core osg should probably offer more high level capabilities wrt
shaders. I am attaching some code I've made that works for me to do
what I call "ModelEffects" (multi-pass shaders on models) and "PostEffects"
(multi-pass pos
Hello !
Sorry if this was already discussed... I checked on the gmane archive and could
not find anything on the topic :(
Is the osgviewerQT supposed to work with the StatsHandler ? Most viewer examples
use it except osgviewerQT.cpp. When I do
ViewerQT* viewerWindow = new ViewerQT;
viewerWindow
---
From: [EMAIL PROTECTED] on behalf of Mario Valle
Sent: Wed 10/17/2007 9:40 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgviewerQT + StatsHandler
Poirier, Guillaume wrote:
>
> Hello !
>
> Sorry if this was already discussed... I checked on the gmane archive
> and co
I think that anti-aliasing settings are specified in the driver. Check driver
settings
in Windows or __GL_FSAA_MODE variable in linux.
-Original Message-
From: [EMAIL PROTECTED] on behalf of Yi Wang
Sent: Wed 10/24/2007 11:07 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users
Hello,
I have a class deriving from Drawable. In the drawImplementation(), I'd like to
render 2 objects, with 2 different programs (and different textures, uniforms).
What is the best way to do this ?
I tried:
pProgram1->apply(state);
// draw something
pProgram2->apply(state);
// draw som
formance as the OSG will be able to do state
sorting and lazy state updating, something you can't do if you embed
state into Drawables.
Robert.
On Mon, Dec 22, 2008 at 4:12 PM, Poirier, Guillaume
wrote:
> Hello,
>
> I have a class deriving from Drawable. In the drawImplementat
Any idea why in Windows the simulation / reference time is not always
increasing ?
I tested in Linux and it works fine as expected... I base an animation on it is
it is
jerky. The frame number is always increasing properly but not the time.
I do
void Update::operator() (osg::Node* node, osg::N
Hi Serge,
You could probably achieve that look with flat shading (maybe some color
quantization) combined
with edge / silhouettes / creases extraction. Check out something like
http://postulate.org/silhouette.php
From: osg-users-boun...@lists.openscenegrap
Hello,
I am trying to use a LineSegmentIntersector and want to specify start and end
points in world space coordinates. Aditionally, the Drawable I want to
intersect has parent nodes with transformations (translate / rotate / scale).
How can I achieve this ?
regards,
bill
_
Hi Paul,
I would suggest that you check the nvidia shader library where there are many
glow effects. Usually it is done in screen space with some blur and additive
colouring.
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html
bill
_
Sorry I meant that you can do something like:
>osgvolume --images data/*.png
or
>osgvolume --images data/data_000.png
And it would load all 256 slices from data_000.png to say data_255.png.
guillaume
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-us
nderstand the problem you have that your are trying to solve.
Please also remember the osgvolume example is just an code example,
it's not a tool, you as programming will be using the osgVolume
NodeKit, it's up to you how your app assembles it's data.
Robert.
On Mon, Aug 17, 2
-users] osgVolume ready for testing
Hi Guiillaume,
On Tue, Aug 18, 2009 at 2:52 PM, Poirier,
Guillaume wrote:
> My question is: If I have 1024 slices as 1024 png image files, how do
I
> load them in osgvolume ? Sorry this is trivial...
osgconv --image *.png
is how I'd do it...
> Al
-18-09 10:53 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgVolume ready for testing
On Tue, Aug 18, 2009 at 3:40 PM, Poirier,
Guillaume wrote:
> Thanks. The typos are on lines 687, 689, 695, and 930.
And which version of the OSG are you talking about??? These line
numbers don
: OpenSceneGraph Users
Subject: Re: [osg-users] osgVolume ready for testing
Hi Guillaume,
Just to be clear, it looks to me that the typo was "LUMINANACE" (an
extra A crept in) which should be "LUMINANCE".
Robert.
On Tue, Aug 18, 2009 at 4:01 PM, Poirier,
Guillaume wrote:
>
I am trying to apply a transform to a particle system like this:
_transform = new osg::MatrixTransform;
_transform->setMatrix(osg::Matrix::rotate(fromDir, toDir));
_geode = new osg::Geode;
_geode->addDrawable(particleSystem.get());
_transform->addChild(_geode.get());
addChild(_transform.ge
...@lists.openscenegraph.org] On Behalf Of
Poirier, Guillaume
Sent: Monday, October 05, 2009 11:18 AM
To: OpenSceneGraph Users
Subject: [osg-users] MatrixTransform and particle system
I am trying to apply a transform to a particle system like this:
_transform
Tom Jolley
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Poirier, Guillaume
Sent: Monday, October 05, 2009 12:09 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] MatrixT
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Poirier, Guillaume
Sent: Tuesday, October 06, 2009 1:25 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users
Hi,
I'd like to know if osgVolume can write an isosurface to a mesh file.
cheers,
bill
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hello OSG community !
Just a quick question on the MergeGeometryVisitor. What is it supposed to do
exactly ? My expectation is that it will merge all geometry drawables of a
geode into one ? I created and exported a simple cube in 3DSMax. The file has
one geode and 6 drawables, one for each fac
Hello OSG users,
I extract geometries from the scene graph and perform some line intersections
directly on them. If there are some transformations above in the tree then the
intersections will not take them into account. I'd like to use
osgUtil::Optimizer::FLATTEN_STATIC_TRANSFORMS so that the
Hello OSG users,
My problem is simple to describe: When in our application we press 's' or 'h'
to display either the stats or help, the
lighting changes when it should not.
Now although I've used OSG for a little while, I am not familiar with the
rendering backend of it and may need some
sugges
-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent: September-19-11 4:56 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Lighting problem when using help or stats handler
On 9/19/2011 2:43 PM, Poirier, Guillaume wrote
-boun...@lists.openscenegraph.org] On Behalf Of Poirier,
Guillaume
Sent: September-19-11 5:16 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Lighting problem when using help or stats handler
Hi Paul and al.,
Yes the geometries do have color and normal arrays. From what I understand the
problem is tha
I have attached a simple example that reproduces the problem. I am not sure if
this is a OSG problem or if we are not using it properly.
The problem occurs when more than 2 pre-render stages are cascading (as
described in previous post of thread), as the inherited
PositionalStateContainer will
private:
osg::observer_ptr m_fx; /// group which has the scene
under it
};
cheers,
guillaume
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Poirier,
Guillaume
Sent:
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P. Delport
Sent: October-20-11 12:54 AM
To: Poirier, Guillaume
Cc: osg users
Subject: Re: [osg-users] OSG question on asynchronous texture readback
Hi,
the GPURegionOfInterestCallback does not do async read at the moment,
but you can
Hello all,
We are using quite large 3D textures in our application loaded from images (a
couple hundred MB). On reload the texture / underlying
image are deleted and we can see that the Texture3D destructor is called
properly and that the application memory is released looking at
the process in
Thanks for your input. I've upgraded from OSG 2.9.8 to 3.0.1 and the issue
seems to be gone...
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Filip Arlet
Sent: December-12-11 3:56 AM
To: osg-users@list
Hello OSG users,
osgvolume does not work for me with an ati card and found the following thread
in the archives which sounds
like the same issue but unfortunately without a solution:
http://forum.openscenegraph.org/viewtopic.php?t=8913&start=0&postdays=0&postorder=asc&highlight=
I am using Windo
0 08/03/2012) ? Note that you
will have to drag and rotate
the initial view to see the image slice...
cheers,
guillaume
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Poirier,
Guillaume
Sent: April-
46 matches
Mail list logo