Merlin,
As Chris already mentioned the complete application needs to run on
core-profile. That means there is no fixed function pipeline and no
backward-compatibility features.
In order to get your application running in core-profile you need to write
shaders for everything and IIRC compile
Hi,
Usually you can use the output-colors in case of a fragment shader to
inspect the values per fragment. Rendering to a texture and inspecting
the values in the image is also an option.
Another approach to display incoming/per state values is this nifty shader:
http://mew.cx/drawtext/drawt
Hi,
As mentioned in this thread
http://forum.openscenegraph.org/viewtopic.php?t=2525 you need to change your
username to something human-readable. Unfortunately many people including
yourself don't register with a email address they don't check on a regular
base. Else they would get my emails
Hi Lin,
Your question is simply to vague to make any sense. Can you elaborate,
what you mean by "auto-rotate"? Do you mean the mouse-interaction via
controller? In this case you might want to take a look into the
implementation of the controller you use (Trackball?)
Cheers
Sebastian
Am 10.0
Windows tells me:
Screen 0:
Windows Error #170: [Screen #0]
GraphicsWindowWin32::makeCurrentImplementation() - Unable to set current
OpenGL rendering context. Reason: The requested resource is in use.
If I move your code into the callback it displays the correct
information however. Tested o
Hi Ryan,
Your code works when my laptop is using Intel graphics, but when I switch to
Nvidia graphics, the glGetString calls fail for some reason (maybe the GL
context isn't switching?). Strange.
Switching the whole app to single-threaded works for both.
That's indeed strange. The snippet I
Hi Ryan,
I guess your interfering with the currently set context. You're not
explaining where/when you call your snippet, but usually this would be
done inside a "realizeOperation".
A small example operation:
class TestSupportOperation: public osg::GraphicsOperation
{
public:
Tes
Hi lin,
It would be useful for others encountering a similar problem to know
what your problem was and how you solved it.
Cheers
Sebastian
Am 05.07.2018 um 09:30 schrieb lin hui:
Hi,
Thank you for your Reply ! I have sloved the issue.
Thank you!
Cheers,
lin
--
Read this
Hi Werner,
Hi all,
I recently discovered a strange case in creation of a Uniform:
farRadiusRescaleUniform=newosg::Uniform("farRadiusRescale",2.0f);
The only constructor I could find is like that:
Uniform(Typetype,conststd::string&name,intnumElements=1);
The wrong construction sometimes
Hi Igor,
you might want to explicitly set the font resolution to get smoother fonts.
text->setFontResolution(128,128);
And make sure you're using an appropriate true type font.
E.g.
text->setFont("/fonts/arial.ttf");
hth,
Sebastian
Hi.
I tried to set sampling traits->samples = 4 but I don't
Hi Daniel,
Sorry I was mixing up VSG and OSG here. For OSG you're totally right
with your concerns.
Cheers
Sebastian > Hi Daniel, > Hi Sebastian,
I'd rather target C++14/17 though since almost all modern compilers
are good at keeping up with the new features (even Microsoft is doing
a goo
Hi Daniel, > Hi Sebastian,
I'd rather target C++14/17 though since almost all modern compilers
are good at keeping up with the new features (even Microsoft is doing
a good job here).
you just have to consider that switching compilers isn't that easy for
everyone, because they've constraints t
Hi,
I totally support the step to use a more modern feature set of C++. It
really makes code easier to read, maintain and coding more fun. I'd
rather target C++14/17 though since almost all modern compilers are good
at keeping up with the new features (even Microsoft is doing a good job
here)
Hi,
Am 04.06.2018 um 21:00 schrieb Mean Taipan:
Again, my apologies but I can't delete this account. Moderators, please do it
ASAP, no problem for me. (I won't try creating a new account until then, since
I need to use the same email).
Simply tell me the name you need your profile change
Hi Romulo,
Have you debugged into the writeImage functionality of the png-plugin?
Have you tried using tiff etc.?
I suspect that either the read-back image is either empty or has the
wrong image format, so the plugin cannot write it. Not all formats that
you can use for images can be written
Hi Marlin,
you need to get the appropriate parent-node paths:
osg::NodePathList parent_node_list = mat.getParentalNodePaths();
Now if you know the path you want to retrieve, you can call
e.g.:
node_path = parent_node_list[1];
osg::Matrix mat = osg::computeLocalToWorld(node_path);
Also the get
enSceneGraph git repository
Merge pull request #542 from psyinf/fix_particle_system_headerFIX:
removed unimplemented functions from header
Mon, 30 Apr 2018 11:16:02 +0200
Author : Sebastian Messerschmidt
FIX: removed unimplemented functions from header
Fri, 27 Apr 2018 11:23:07 +0100
Author : Robert Osfield
Fixed partic
Hi Marlin,
Re-phrasing Roberts advice:
osg::Uniform* sampler = new osg::Uniform(osg::Uniform::SAMPLER_2D,
"NameOfTheSamplerInGLSL");
sampler->set(0); //assign unit
ss->addUniform(sampler);
ss->setTextureAttribute(0/*unit*/, texture0 ,osg::StateAttribute:ON );
osg::Uniform* sampler_1 = new os
Hi Antoine,
set a postDrawCallback to the pass/camera that writes to the texture.
In the callback:
virtual void operator () (osg::RenderInfo& render_info) const
{
osg::State* state=render_info.getState();
state->apply(render_info.getCurrentCamera()->getStateSet());
state->apply
Hi,
Hi Sebastian,
I have managed the normal and depth using MRT-FBO. I changed the osgdeferred
example to display the normal (blue) and depth (green). Now I need to repeat
this process for each six faces of cubemap.
Nice to see that you're making progress.
I have a question: to capture th
I'll try a last time:
Hi,
I still have problems to manage the normal view from reflected objects (using
dynamic cubemaps technique). Please any tip here?
Have you managed to render your normals, colors, depth etc to a MRT-FBO?
If so, the next step is to render to do this 6 times, where eac
Hi Antoine,
the gl_ built-ins are not part of the core-profile and thus are not
available in every version of GLSL.
Cheers
Sebastian
Hello Robert,
Actually I don't get why OSG doubles the gl predefined variables
gl_ModelViewMatrix, gl_ModelViewProjectionMatrix... with osg equivalents.
Are
Hi Julie,
can you provide a sample set for us to take a look at?
Cheers
Sebastian > Hi!
I'm not sure if this goes here so please let me know.
I'm having trouble making textures and animation appear in my OSG and IVE
files. A client of mine is trying to use OSG to create some AR.
I've create
Hi Rômulo,
I already tried to describe the building-blocks for the way:
1. Render to FBO with MRT (see osgmultiplerendertargets example for
this). The MRT/FBO-attachments should be your color, normal and depth.
You'll need to use a shader that writes the correct information to the
correct buf
Hi Rômulo,
Repeating the question won't magically solve it.
If you're after rendering normals and depth into textures (it doesn't
matter if you are rendering to cubemap-faces IMHO) then see the multiple
rendering target (MRT) example. Basically you need to attach a depth and
normal target to
Hi Per,
Just a thought:
Maybe the Optimizer simply applies normal-rescaling?
Cheers
Sebastian
Hi all,
I came across something strange recently;
the attached model is a red triangle scaled down by a factor 1000.
The normals are squashed and I see some rendering problems in my app,
which uses
Hi,
alternatively you can setup a geometry shader to run a second pass [1]:
layout(triangles) in;
layout(line_strip, max_vertices=6) out;
// (projection * view * model) matrix
uniform mat4 proj_view_model;
// length of the normal (object space)
uniform float normal_length;
in vec3 normal;
ou
Hi,
On Mon, Nov 20, 2017 at 1:36 PM, Robert Osfield
mailto:robert.osfi...@gmail.com>> wrote:
On 20 November 2017 at 19:52, Chris Hanson mailto:xe...@alphapixel.com>> wrote:
> For purposes of discussion, do you believe the Google forum
would improve on
> this in any way?
One
Hi Maxim,
Hi,
I have a osg::Texture2D that I'm using as a render to texture target.
I can see that it is working on the screen, but I need to have access to the
RGB values of the texture itself so I can also copy them to another API.
How can I access the RGB values?
set a postDrawCallback
Hi Rômulo,
Hi,
I have used normal mapping using GLSL and OSG for my application (an imaging
sonar simulation) and I got problems by calculating the TBN matrix on shaders.
The normal vectors contain lower resolution on border in comparison with the
center of image.
You cannot get a valid
Hi Eon,
Hi,
Slightly off-topic, I started learning and using OpenSceneGraph end of last
year, by using OpenSceneGraph 3.0 Beginner's Guide and OpenSceneGraph 3
Cookbook as my tutorial sources. It has been 5 years since the books were
published. It will be nice if there are updated version o
Hi Jochen,
can you please provide a minimal compiling example, or at least the
vertex shader you use.
The
Cheers
Sebastian
Hi, all :)
I have so a simple quastion but I can solve the problem.
I want to draw a quad attach a simple Shader with a simple texture operation.
But I only get a black
Hi Guys,
Maybe this [1] might help to increase performance.
I'm not sure which ffmpeg is supported now, but maybe that's a good
argument to upgrade.
Cheers
Sebastian
[1] https://developer.nvidia.com/ffmpeg
Hi Michael,
we use a modified version of the ffmpeg plugin with changes in
OpenSceneG
Hi Nickolai,
In case you're really after the ModelMatrix you need to use the
osg_ViewMatrixInverse and multiply it with your current
osg_ModelViewMatrix.
As Robert already mentioned you need to set the
osg::State::setUseModelViewAndProjectionUniforms(true) in order to make
this work.
Chee
Hi Milos,
Hi,
I have problem to set field of view od second slave camera. I used it like lens, but when
I on lens camera, distance of my "grapf" is incorect. My lens camera is smaler
as you can see in the pic.
Lens option:
osg::ref_ptr lensCamera = new osg::Camera;
lensCamera->setCullMask
Hi,
wow
It seams you're clearly overthinking required command line arguments..
try using
Code:
cmake-gui %OSG_ROOT%
instead
..and don't forget to delete CMakeCache.txt..
No, he's building it. Not configuring the project. The syntax is correct.
Cheers
Rollastre Prostrit wrote:
Hi list.
I
Hi Antoine,
Hello Sebatian,
I was finally able to test your suggestion and it does work fine except that it
does return the primitives, not the vertices composing the primitives
(triangles for me).
Of course you can retrieve the vertices from the primitives (which I am
currently doing), bu
Hi Amudhan,
Hi Sebastian,
Thanks for your reply.
It worked using 2 cameras passes to achieve the result. I was wondering to
achieve the same result with single pass. I will be working huge models and i
didn't want to run 2 passes.
Since you're doing MRT and multiple passes anyway, can't you sim
Hi,
This can usually done by setting the explicit drawbuffer and a
consecutive call to glClear with the appropriate color set.
In OSG-terms I'd use a separate camera pass with the appropriate buffers
bound. Another option, if you need to selectively write to a certain
color buffer only is to u
Am 09.09.2017 um 14:42 schrieb antiro black:
Hi,
1. I enabled blending on the root node of the subtree containing the camera's,
I'm assuming this is carried over to the camera nodes.
I'd rather enable it under the camera. Camera's have a default state set
when created IIRC. So start by enabl
Hi Antiro,> Hi Sebastian,
So I screwed up on both the color clearing and the depth writing, I tried to
disable both is follows.
On the cameras:
Code:
//Disable depth buffer writing
osg::ref_ptr depth = new osg::Depth(osg::Depth::LESS,0,1,false);
camera->getOrCreateStateSet()->setAttribute(dep
Hi Antiro,
Without the complete code it is hard to guess, but some things to check:
1. Are the consecutive cameras set up _not_ to clear the color buffer?
2. Have you disabled depth writes?
Hi,
I'm trying to compute the effect of multiple lights in a deferred shading
setup. The subgraph of m
Hi Antoine,
I handle a scene which is very dense (~4M triangles) and displayed with
triangles only (no line, nor points). I would like to select the vertices of
this scene though (not the displayed triangles).
I thought of reusing the same osg::Geometry twice in the graph and with
different
Hi Raymond,
If you're okay with having a regular mesh after your editing operation
you can either use a vertex-texture that you modify or you can adapt a
osgTerrain::GeometryTechnique to generate modified geometry patches.
I've done this once for a game that used SimCity-style terrain
sculpti
Hi Antoine,
The stack indicates, that the last thing attempted is compiling the
buffer and the crash seems to be in the memcpy. Either you're running
out of memory or your array is corrupted.
A more complete example for us to compile and try would help a lot.
Cheers
Sebastian
Robert,
Fr
Hi Antoine,
Hello all
I have a mesh (a osg::Geometry) which I would like to change color depending on
the mode it s in:
osg::Geometry all white by default
osg::Geometry all blue when selected
In order to achieve this I thought of using the BIND_OVERALL mode with 2
Vec3Ar
Hi Antiro,
I've cleaned up the example (removed the image mod, hdr etc.) and
supplied vertex shaders (once you move towards aliasing, you basically
need to replace ALL fixed function stuff).
You were right about the viewer.realize before setting up the aliasing
however. This is due the the c
Hi. Sorry I don't on my computer right now, but it seems you are not providing vertex shaders. I'm not sure, but that might cause trouble. I'll get back to the issue tommorow or on Monday.
Cheers
Sebastian
--
Sent from my Android phone with GMX Mail. Please excuse my brevity.On 9/2/17, 21:36 ant
Hi,
Unfortunately your example doesn't compile. If you provide a minimal
(i.e. compileable ) example showing the problem we could take a look
into it.
Due to copyright reasons I cannot give you an example from my code base.
Cheers
Sebastian
Hi,
I'm still struggling with getting setUseVerte
Hi Chris,
I'm also transitioning a legacy GL OSG project with a mix of custom shaders to
modern GL bit by bit. And I've also had lots of trouble and headache with the
built-in modern GL vertex attrib aliasing setting.
It seems crazy that the official advice is to write shaders and use OSG just
Hi Antiro,
Hi,
I'm still struggling with getting setUseVertexAttributeAliasing(true) to
combine rendering to textures.
To this end, I made made a tiny change to the osgmultiplerendertargets example
to see if I could adapt that example to work with
setUseVertexAttributeAliasing(true).
Aside
Hi Antiro,
I'd start of with a simple viewer that simply adds the aliasing and adds
a shader. If the problem remains, we could try to take a look into the
minimal example.
Cheers
Sebastian
Hi Sebastian,
I'm using the latest stable version from git (which is indeed 3.4.something).
I applied
Hi Antiro,
I don't have an idea why it is not working.
For which camera's state set did you enable it?
Have you tried to check this with a simplistic non-MRT/FBO setup?
Which OSG-Version do you use (its working with 3.4.x definitively)
I've been using this for years, so there must be some error
Hi Antiro,> Hi Sebastian,
Thanks for the quick response. The osg_XXX matrices work perfectly. The
setUseVertexAttributeAliasing() however does not seem to work. Where I had some
output before, now don't get anything with it enabled
Does osg always give the exact layout which you posted? or is
Hi Antiro,
Hi,
I am converting a project written in pure opengl to use OSG to improve
compatibility and reduce maintenance. The original project used a deferred
rendering pipeline with a pretty big set of custom shaders. I would like to
reuse these shaders with minimum adjustments.
In ord
Hi Chris,> Hi Robert,
For now it'd be too time consuming to isolate a test case. Supporting modern
OpenGL does seem like it would be more natural if you had some way of hooking
into the setting of the model matrix and vertex attributes so that you could
assign / name / alter them yourself.
Hi Nickolai,
Robert wants something like this:
https://i.stack.imgur.com/SjnI9.png
It is called "Call stack" in VisualStudio.
Cheers
Sebastian
Do you mean this stack?
ntdll.dll!779315ee()
[Указанные ниже фреймы могут быть неверны и (или) отсутствовать,
символы для nt
Hi Joachim,
Hi,
I was tasked with writing a visualizer for large 3D areas, the kind of areas
that may not fit into RAM, either because they are too large, or because the
RAM on the machine is not large enough ;).
I am new to OSG, this is my first post to the forum (hello, guys :)!). I was
w
Hi Chris,
Why are you trying to override the default behavior in the first place?
Simply set the node's matrices by adding a transform node with absolute
reference frame as parent/modify the camera's projection matrix. If you
need it per graphics context you might consider using different scen
Hi Werner,
I'm using slave cameras only for certain multi-channel setups where I
need multiple viewports rendering the same content with different
frusta. For multipass applications (and I simply consider HUD to be a
separate pass) I always use normal cameras (with absolute reference
frame f
set in the state and program.
The osggeometryshader example might help here to get started.
Cheers
Sebastian
On 21 July 2017 at 09:36, Sebastian Messerschmidt
mailto:sebastian.messerschm...@gmx.de>>
wrote:
Hi Nabil,
Hello,
I'm using geometry shade
Hi Nabil,
Hello,
I'm using geometry shader with OSG to do some operations on mesh using GPU.
When i use /triangles_adjacency/ in the input layout, my shader crashes.
I tried with /layout(triangles) in/ and it's running well.
Is there any configuration in OSG that i should use, or a pre-proce
Hi John,
Hi,
I am compiling some code with the current git repository version of OSG and found that
State's "getGLBeginEndAdapter" has been removed. Looking through the history,
I see this happened at: commit e11e45a2e36de91bbe956223c43e8c5a50f9b72b.
The comment is only "Removed GLBeginE
Hi,
I've just checked. My osg-3.4.0 based code uses
"
else if (osgGA::GUIEventAdapter::KEY_Escape == ea.getKey())
"
so it obviously works ..
The Eventhandler is the first however (since it is a console), so maybe
this might be worth a shot.
Cheers
Sebastian
Hello,
I am using an event hand
Hi Michael,
As a side note:
In order to get your matrices to your shaders simply use the osg_
equivalents to the gl_-Matrices and setup aliasing:
Viewer->getCamera()->getGraphicsContext()->getState()->setUseModelViewAndProjectionUniforms(true);
Viewer->getCamera()->getGraphicsContext
them through the mail list.
-Original Message-
From: osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf
Of Sebastian Messerschmidt
Sent: Monday, July 10, 2017 4:10 AM
To: OpenSceneGraph Users
Subject: EXTERNAL: [osg-users] Forum
Hi folks,
The forum seems up and running
Hi folks,
The forum seems up and running again. My best guess is, that Art Tevs
(who is hosting the forum) has fixed the issue.
Cheers
Sebastian
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cg
with Robert.
Maybe someone in community has experiences setting up, up2date forums.
Cheers
Sebastian
On Thu, Jun 29, 2017 at 9:22 AM, Sebastian Messerschmidt
mailto:sebastian.messerschm...@gmx.de>>
wrote:
Hi Glenn,
We are aware the forum is down. We're still wai
Hi Glenn,
We are aware the forum is down. We're still waiting for some contact
with Art Tevs.
Cheers
Sebastian > Greetings!
Subject OSG forum error:
Got message:
phpBB : Critical Error
Could not connect to the database
That is all!
David Glenn
Senior Graphics Software Engineer
TARIF Lab!
Hi Latha,
You're most likely measuring your framerate with a debug-build.
Always measure in release-mode! OSG can easily handle tens of thousand
of quads if the scene graph is well balanced.
Cheers
Sebastian
Hi
in my application i am drawing a quad about 1 kilometer length and 0.1
meter
Hi Qiaokun,
Hi,
Approaching Zero Driver Overhead (Presented by NVIDIA) can substantially
improved efficiency in OpenGL. But, I don't find any interface to call AZDO in
the osg source code. Can we realize it in osg finally?
If you encountered this problem, please tell me how to combine osg and
It should work just fine with a newer FBX SDK. The API changed and it seems they changed the signature. If you need to use the old 2014 SDK simply change it to char *.
Cheers
Sebastian
--
Diese Nachricht wurde von meinem Android Mobiltelefon mit GMX Mail gesendet.Am 09.05.17, 16:38, Joe Kindle s
namic will prevent it
from being written to while being read.
Cheers
Sebastian
Glenn Waldron
On Wed, May 3, 2017 at 11:49 AM, Sebastian Messerschmidt
mailto:sebastian.messerschm...@gmx.de>>
wrote:
Hi,
I've just stumbled upon something I find hard to understand.
M
Hi,
I've just stumbled upon something I find hard to understand.
My setup contains multiple cameras (using FBO and MRT) with a specific
render-order set to them. The first camera is essentially a
render-scene-to-MRT pass.
In the simplest case a second camera will pick up the textures rendered
Works for me ;-)
HI All,
Just checking osg-users/forum is still up.
Robert.
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Hi Rambabu,
Hi,Actually iam able to displaying the buildings,roads on the terrain using
shape files in osgearth,How to display the buildings,roads etc on the desktop
screen coordinates only and how can i limit the remaining part where
buildings,roads are loading for the purpose of increase of
Hi Rambabu,
> Hi,Iam Using polygons and drapping the buildings texture on that in
the terrain using osgearth,Buildings are coming but my problem is
loading slowly in the output scene,How to load the buildings immediately
after launching the output scene and upon moving from one place to
anot
Am 4/18/2017 um 2:17 PM schrieb Ale Maro:
Hi Sebastian,
I would like to avoid that becouse each node may have complex (dynamic)
transformations so I should traverse the scene, calculate the global
transformation for each node and update each transformation for the children of
the sibling-gr
Hi Ale,
in my scene graph I have a root node of type osg::ClipNode.
In this way I can add easily clipping planes to my scene. This works fine.
Now I would like to exclude some nodes from clipping. I wonder if ClipNode
supports something like a visitor mask to selectively apply clipping to
chi
Am 4/15/2017 um 6:24 PM schrieb Yura Ivanov:
Hi,
I created stateset with bool uniform to indicate that node is selected and mat
uniform with current mouse transform. To select nodes, I set this uniforms to
nodes and all transformation preforms in shader. On mouse release, all
transform appl
Hi Yura
Hi,
I have a transform matrix and I want to apply it in shader. I pass it into
uniform and set gl_Position =
gl_ModelViewProjectionMatrix*my_transfrom_matrix*gl_Vertex.
If I set translate only, everything is ok. If I set translate and scale -
translate multiplies by scale and transfo
Hi Latha,
Hi,
I am working on 'Lighting' to blink lights on a sphere by making
osg::StateAttribute ON and OFF ,its working fine.But i am
not able to make that sphere itself as light souce(means from sphere light is
not diffusing,just it is blinking),how to apply different light properties.
Hi Jannik,
Hi,
I've seen this quite often in the past; so far deleting the site cookies and
logging back in always solved it (for a while anyway).
That indeed did the trick.
Cheers
Sebastian
Cheers,
Jannik
--
Read this topic online here:
http://forum.openscenegraph.org/vi
Hi folks,
Is anyone else experiencing forum problems related to getting a "502
Bad Gateway" for some topics?
@Robert: I sent you a private message/email concerning the topic. Could
you please check if you got it?
Cheers
Sebastian
___
osg-users mail
Hi Yura,
Hi,
Quads are unique and images are different.
Sorry but I cant make screenshot of real images because of author. It is just
like big puzzle. This is editor, and user decides how many objects can be.
I am using PagedLods to draw images and have no problem with memory. I have
problem w
Hi Yura,
Hi,
I have created NodeCallback like in example osggeometry to update
MatrixTransform of all nodes in a group.
I applied it only for group: group.setUpdateCallback(mycallback);
In operator() of mycallback i am calling traverse(node,nv) but it works only
for group, not for it childre
Am 4/4/2017 um 3:53 PM schrieb Yura Ivanov:
Nodes are unique quads with editable geometry. I had no problem with
performance exept removeChild when i tried to move them into transform matrix.
If you're actually holding all the childs in a single group, the remove
will become horribly expensiv
Hi Ramababu,
Hi,Sebastian I added that dll but it is asking some other dlls i added those
dlls also but again one error i.e ordinal 1338 not located in the dynamic link
library for dirapi.dll.
You can use the dependency-walker [1] to see what dlls are missing.
[1] http://www.dependencywalk
Hi,
Hi, Iam loading the tiff image in osg earth then i got this ERROR 6: Unable to
load PROJ.4 library (proj.dll), creation of OGRCoordinateTransformation
failed.How to solve this ?
By reading the error message carefully and putting the appropriate
proj.dll in the folder ;-)
Cheers
Sebast
Hi Yura,
Hi,
I need to move a lot of nodes from Group to MatrixTransform to translate them
into new position by user input, and then move them back into Group with new
position. Call addChild and removeChild for each node is slow because of
removeChild. Also I cant use removeChildren to remo
Hi Gianni,
Thanks Nick,
I have to think it over since I've implemented a shader some months ago but
I'm not really familiar with. The point would be how to get the real geometry
color? BTW, I can try.
I finally managed to take a look at the attached video. Most probably
your problem is
Hi Gianni,
Simply disable depth testing. (osg::Depth)
Cheers
Sebastian
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Hi Bhanu,
Hi,
I am drawing nearly 4000 Quads.How can i reduce number of triangles in
geometry. I tried with osgUtil::simplifier but it takes more time to load.Is
there any other ways in osg.
4000 isn't exactly many. If each quad is a separate drawable however it
could induce some performance
ked for me, when I had to retrieve one of
the textures written to in my chain.
Cheers
Sebastian
Thanks again
- Werner -
Am 15.03.2017 um 11:28 schrieb Sebastian Messerschmidt:
Hi Werner,
from diagonal reading:
You could make all cameras composing to the same FBO and get the
texture in a fi
Hi Werner,
from diagonal reading:
You could make all cameras composing to the same FBO and get the texture
in a final pass that can either put the image to Framebuffer or read
back the texture. Also take a look at the screenshot example (using
pbuffer) and the various draw callbacks.
Chee
the
entity center to the corners of the BBox. The entity can move in any
direction
May the standard manipulators are a good start. Some of them perform
collsion detection. A number of LOS-intersectors will do the job, too ;-)
Cheers
Sebastian
On Mon, Mar 13, 2017 at 9:41 PM, Sebastian
Hi Nick,
basically this is not an easy task. What exactly do you expect as a
collision result?
I've implemented a triangle-box collision with MTD (minimal transform
distance = vector describing how to push the box to get it exactly away
from the colliding triangle). OSG has all the math facili
Hi Sam,
Hi All,
Is there a simple way to display the bounding box of Geode or Geometry?
Or will I have to write up something to do it?
osgWorks[1] might yield something ( osgwbvv)
[1] https://github.com/mccdo/osgworks
Cheers
Sebastian
Thanks, Sam
__
Hi Johny, Valerian
Dude shut the fuck up lmao
refrain from yelling insults, ad hominem and use of explicit language.
...
Cheers
Sebastian
kragnfroll wrote:
Hi Steal
It seems that you're suffering of something call narcissistic perversion.
Everyone spotted you, you won't be able to ha
Hi,
Ok wow but what does it mean?
Screen space sounds evil. I can't really get any hard results on Google for it.
Basically the first hit gives an implementation guideline and links to
the other techniques I've mentioned:
http://martindevans.me/game-development/2015/02/27/Drawing-Stuff-On-O
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