Hi,
Thanks for the responses. I tried Robert's initial suggestions, but they get
Code:
Warning: detected OpenGL error 'invalid value' at after RenderBin::draw(..)
on my system.
Glenn's suggestion basically worked, although the image was literally shades of
red. So I looked at the DefaultFo
Hi,
I am trying to render a monochrome camera image to a 2d texture, but without
success unless I first convert it to BGR.
After reading
http://forum.openscenegraph.org/viewtopic.php?t=16236
I got closer, but still no cigar as the result is a boring uniform black. Here
is some code:
Code:
v
Hi Robert,
Thanks for the reply. I take it that quad intersection is the right approach
for this problem.
So follow-up question: what would be a good way to improve efficiency? I know
exactly which quad to intersect, but don't want intersection to test against
all the other zillions of geodes
Trying to answer my own question by using the form of
View::computeIntersections() which takes a node path parameter. The following
code (as a member of my View subclass) doesn't seem to work (even though the
simpler deprecated form works)...
Code:
osg::Geode* geode = ...;
osgUtil::LineS
Hi,
Is there any way to create a "virtual infinite" quad (i.e. plane) that
satisfies the intersection test, but without being rendered itself?
Or is there a good way of converting screen coordinates to "local" embedded 2d
model coordinates?
Motivation:
My application has line strips and other
Hi Robert,
OK I will check out the resize policy settings.
Excellent point about inverting the projection matrix. Since the last post, I
managed to eliminate most of the copying, with the single remaining copy
reversing the pixel row order on-the-fly. Since that copy is unavoidable, in
the e
So far, the kludge solution is almost working. I needed to add
glPixelStorei(GL_PACK_ALIGNMENT, 1);
before glReadPixels() otherwise it broke if the window width wasn't a multiple
of 8.
Problems remaining:
1. the aspect ratio does not adjust properly on window size changes, so that
the sc
Hi Robert,
The full application uses the following:
- read .wrl files using osgDB::readNodeFile()
- create geometry nodes dynamically with quads, lines, line strip.
- billboards with text
- osgSim::DOFTransform, osg::MatrixTransform
- osg::Camera (additional cameras for HUD or inset display)
- os
Hi kornerr,
Thanks for the heads up. I'll give it a try when I get back to core profile
work, which I will feel better about once I have a kludge that works well
enough to keep the boss happy.
We basically use only geodes, switches and model transforms, along with some
state settings like ble
9 matches
Mail list logo