Thanks for the replies. This is mostly experimental and I have already been
calling frame() from a child thread for a while now without any problems as
long as I call createGraphicsContext() and realize() from the same child thread.
This effort is to streamline the initialization of the
I am attempting to switch which thread I call viewer::frame in.
I realize my viewer in thread A, call viewer::frame() several times, do some
loading, then switch the call to viewer::frame() to thread B. When I do so the
items within the window still update but I am unable to move/resize/select
So I've concluded that there is extra scaling occurring via the skeleton that
we have within our model.
It seems that our skeleton and our geometry are on two different scales and the
geometry is getting scaled up on the shader to match the skeleton's dimensions.
I think the fix is to match
Thanks for the attention Julien.
I'm setting my initial bound for the drawable equal to the computeBound()
returned by the initial geometry, which gives me radius = 20. This calculation
does not have the scale applied to it.
The character (a whale in this example) renders with dimensions
I understand this completely and realize that compute bound will return
something incorrect since the vertices are manipulated on the vertex shader.
I might have misrepresented my issue.
Even if I set the initial bound to be something I believe is correct... lets
say radius=20. The problem is
I've recently run in to what I believe is a bug.
I'm currently using hardware skinning to animate a character and I'm having
some issues with the bounding box calculation of the character.
It seems that applying a scale transform in a parent MatrixTransform is giving
me the wrong bounding box
Thanks for the reply Robert.
I'm attempting to get this done in the next 2 weeks so I don't think I can wait
for a rewrite of osgText.
I don't need to support many of the features. I just need to grab the mesh of
3D text that will be adhered to other 3D objects. I'll need to grab the vertex
Hi everyone.
I need to be able to write and osgText node to an flt file. I realize that this
is currently not supported but I am interested in adding this capability to the
openFlight plugin.
>From my initial investigation into this I believe I will have to implement the
>asGeometry()
Hi Robert,
Both views have the same eye point (view matrix) and vertical FOV. The only
thing that differs is the horizontal FOV. I would expect the edges to match but
I'm not sure why they are not.
Thank you!
Cheers,
Steven
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Here are the two cfg files I'm using for the two applications:
Camera "Left Camera"
{
RenderSurface "Default"
{
Visual { SetSimple }
Screen 1;
WindowRect 0 20 640 400;
Border off;
}
I have need a bit of a sanity check as I've been fighting with this all day.
I have two different applications that are rendering the same scene in
parallel. The only difference is the projection matrix and viewports. I would
expect both of these windows, when put end to end to match
I've added a camera as a child to the main view camera. This camera renders to
a texture using a FBO.
I'm trying to get the FBO of this child camera so I can redirect it to
different textures during runtime.
I'm attempting to get the FBO using this technique but its not working when the
I tried out osganimationhardware with nathan.osg but it does not seem to skin
the object correctly.
When compared to running the same application with the --software flag turned
on the results are VERY different.
With --software turned on it looks like the arms and head move correctly but
Markus Hein wrote:
I will have this in mind, it seems that this wasn't needed for my tests
right now. Why did you need the custom drawable ? Could you explain
this? Thanks.
I had to do this so that the Compute code was always run. Sometimes,
specifically with multiple compute
I have a piece of geometry that has a lot of interior articulated parts / light
points etc. They are all within the main groups bounding box and will never
cause the bounding box to be extended.
These extra nodes cause my cull traversal to be extended due to the increased
scene graph
HI!
Currently I have this texture getting generated by a plugin that I'm using:
glGenTextures(1, textureHandle);
glBindTexture(GL_TEXTURE_2D, textureHandle);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,
I've found a solution for this issue.
First, the compute node and result geometry must be assured to be in the same
render bin.
2nd, attach the compute node program to a custom drawable node and turn off
display lists so that is guaranteed to be executed every frame.
Thank you!
Cheers,
Hi,
I don't think there is anything special about the geometry. I also had the
issue that the compute shader would only work if it had the axis.osgt appended
to it's scene graph.
Is it necessary that the compute shader always appear previous to the
resultsRenderTree in the scene graph? It
Markus, more specifically... when is the appropriate time to call the
glDispatchCompute() function?
Thank you!
Cheers,
Steven
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Hi, I'm using the compute SSBO technique to handle a particle system.
I have everything working but in some cases the compute shader stops
functioning and the particle system freezes. This seems to happen when a
particular geometry in the scene is drawn. If the geometry is culled the
particle
I'm actively working on this as well. Could you send me the zip file so that I
can try it out?
Cheers,
Steven
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Currently I am simulating magnification by manipulating the projection matrix
like this:
Code:
left = nearClip * tan(atan(_left /_nearClip)/_magnification);
right = nearClip * tan(atan(_right /_nearClip)/_magnification);
top= nearClip * tan(atan(_top
Hi,
I tried to add a texture overlay that gets rendered through an orthographic
projection at the top of the scene graph. When I do so all objects in the
background of the scene that have transparency are no longer visible.
What am I doing wrong?
The texture is a png with transparency applied
That was it! I thought I had already tried that but I think I might have put it
on the wrong node.
Thank you!
Cheers,
Steven
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Hi,
How can I modify the alpha test value used in GL_ALPHA_TEST??
Thank you!
Cheers,
Steven
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Is it possible to load animations separately from the mesh/bone fbx file
structure?
I dont see an osg plugin for loading *.bip files but could they be compiled
into a fbx file and loaded that way?
Cheers,
Steven
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I'm having an issue with window initialization. The crash occurs on the
GraphicsWindowWin32::setPixelFormat() return.
Specifically within the ~OpenGLContext() destructor on this line:
Line 558- ::DestroyWindow(_hwnd);
The crash seems to be caused by some sort of a race condition but I can't
Hi,
I am currently running with OSG v2.8.2 and I am required to add in skeletal
animation support.
I'm wondering what the best file formats will be best suited to do this and if
it would be a good idea to upgrade OSG to a version that includes the FBX
plugin.
From reading the forums it seems
I'll add that (at least in version 2.8.3) changing the texture unit for the
shadows does not update the shadow technique's shader code. You'll have to
override the default shader code to align with whatever texture unit you choose
to use for the shadows.
Cheers,
Steven
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I'm working with some legacy code that uses ARBv1.0 shader code for some of the
leaf nodes.
The ARB shaders work just fine but they are never envoked when I place a GLSL
shader (simple shadowing shader) on the root node.
I've tried setting the mask of the ARB shader to ON | OVERRIDE |
Brilliant!
That did the trick. Luckily the code to apply an ARB shader is consolidated to
a single function. Otherwise I'd have to add these lines everywhere and ARB
shader was added.
Thank you!
Cheers,
Steven
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I'll clarify this a little more...
fovX = fovY * Aspect
Normally you want the Aspect (or aspect ratio) field of view to equal the
aspect ratio of the viewport.
Hope that helps
Cheers,
Steven
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Does anyone still have these binaries? I'm running into the same problem and
need the new build of freetype
Thank you!
Cheers,
Steven
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I know this has been asked before but everything I've tried off this forum has
not worked.
I'm attempting to build the freetype plugin using VS 2003 .Net SP1 and OSG
v2.8.3 but I'm not having any luck.
What I've done so far:
1. Dowloaded 3rdParty binaries from
Bingo!
Thanks for the quick response! I wasted hours scratching my head on this one.
Thank you!
Cheers,
Steven
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I think you misunderstand how the projection matrix works
setProjectionMatrixAsPerspective is defined with the parameters (vFov, aspect,
near, far)
vFov sets the vertical field of view of the perspective meaning you will have a
wider viewing angle the larger the value gets.
aspectRatio is
I'm going to preface my comment by saying I've never done an effect like this
before. I am, however, interested in how this could be accomplished.
Adding in the wiper effect adds a particularly difficult layer of complexity to
an effect like this.
I would still suggest using a shader to do
I'd use a pixel shader for the effects. Pass in the texture that represents the
snow overlay and have the shader scale the alpha up and down as it accumulates.
Rain would be handled the same way but you'd have to come up with a way to make
the water droplets move around on the screen. That
The easy/cheating way is to calculate the luminance of each pixel, amplify it,
(color it green to fit the stereotype) then add electric noise.
This is easiest to do on a fragment shader.
Cheers,
Steven
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I'm using OSG v2.4.
I'm having some problems with conflicting texture unit ID's.
In practice, I'm creating 2 textures and storing shader relevant data in them.
I'm assigning them to the state set using setTextureAttributeAndModes(1,...)
and setTextureAttributeAndModes(2,...) but some objects in
Hi,
I suspected that as well ... but I browsed the source code for 2.8.2 and it
looked like it would exhibit the same problem.
It might be a couple months before I am able to upgrade to 2.8.2.
Thank you!
Cheers,
Steven
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Hi,
OSG 2.2
The original issue:
I have a graphics context with multiple cameras. Some of which are rendering to
an attached image. When I resize the graphics context ALL of the camera's
viewports are resized. I did not want this to happen so I defined my own
ResizedCallback which will only
art wrote:
Hi Steven,
I've tried assigning the attached texture (without running the callback) to
a quad in the scene and it is still blank.
If your RTT texture is black without any post processing, so maybe you forgot
to add any scene below your RTT camera in the scene
Hi,
using OSG 2.2
I'm currently rendering to a texture using a FBO with an attached texture:
Code:
_texture = new osg::Texture2D();
_texture-setTextureSize((int)_camera-getViewport()-width(),(int)_camera-getViewport()-height());
Hi,
I should add that the RTT Texture is attached to one of two osg::Cameras in the
scene.
Thank you!
Cheers,
Steven
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Guy, Good Catch. Unfortunately that is just a typo in the post. My actual
shader only writes out 4 values.
I do need to pass values along the alpha channel outside of 0-1. But even if I
restrict myself to values from 0-1 I still get the incorrect data passed down
to the image.
Any other
I noticed something else that is interesting...
When I use the following shader code:
gl_FragColor = vec4(vVertPos.xyz , 1);
(where vVertPos.xyz is the calculated 3D position)
I get an accurate point cloud of the 3D points that matches up with the
geometry of the scene perfectly.
When I use
So far the alpha channel is completely ignored beyond the shader. I set each
vertex of the point cloud based off the r,g,b channels of the image buffer.
Before I add the vertex to the point cloud the r,g,b channels of the image
already seem to be scaled. I check this by logging the image
Here is my shader code in its entirety.
Code:
//Shaders
const char VertexShaderSrc[] =
varying vec4 vVertPos;
attribute vec4 gl_MultiTexCoord0;
uniform mat4 osg_ViewMatrixInverse;
uniform vec3 worldOffset; //offset from world origin
void main(void)
{
danielh wrote:
Try attaching a texture to the COLOR_BUFFER0 instead of an image directly.
That's what worked for me.
Thats what this code is doing. I've written to COLOR_BUFFER0 and whenever I
change the shader alpha value to something other than 1 all color values come
back incorrect.
Thanks JP but I dont see any attached code.
Also I'm running OSG 2.2 which doesnt have the multiplerendertargets example.
Could this be a bug with OSG2.2 ??
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I read that post... but his fix did not work for me. I'm running OSG 2.2,
perhaps that makes a difference.
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Camera Set up:
Code:
_image = new osg::Image();
_image-allocateImage(_camera-getViewport()-width(),_camera-getViewport()-height(),
1, GL_RGBA, GL_FLOAT);
}
_image-setInternalTextureFormat(GL_RGBA32F_ARB);
That looks like it did it! Thanks!
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I'm getting all 0s for my pixel buffer when I use GL_RGBA32F_ARB as the pixel
format.
It works fine with GL_RGBA.
This is how I set it up:
i = new osg::Image();
i-setPixelFormat(GL_RGBA32F_ARB);
i-setDataType(GL_FLOAT);
sliceVPX and sliceVPY are the viewport dimensions.
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This might be more of a general C++ question but I'm having the
following problem:
I have a MatrixTransform derived class called Entity
Ie. sgm::Entity : public MatrixTransform.
I use it to define a couple extra data values that I would like to store
and overload some of the inherited
wxWidgets or OSG EventHandlers.
Anyone else have some Ideas???
Thanks-
Steve
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven
Powers
Sent: Tuesday, May 13, 2008 10:24 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] wxWidgets onKeyDown Event
: Re: [osg-users] wxWidgets onKeyDown Event not called
Hi Steven
On Wed, May 14, 2008 at 3:42 PM, Steven Powers [EMAIL PROTECTED] wrote:
Still having the problem...
The problem I am having is that OnKeyDown and OnKeyUp methods are
never
called when I press a key. The mouse handler functions
Has anyone been able to get the keyboard handlers to work within the
osgViewerWx example?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven
Powers
Sent: Monday, May 12, 2008 11:53 AM
To: OpenSceneGraph Users
Subject: [osg-users] wxWidgets
send you an example.
Ciao!
mario
Steven Powers wrote:
Has anyone been able to get the keyboard handlers to work within the
osgViewerWx example?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Steven
Powers
Sent: Monday, May 12, 2008
I cant seem to get the onKeyDown/onKeyUp events to get called within the
osgViewerWx example. The mouse/resize/draw event handlers work just
fine.
I'm using the unchanged source from OSG 2.2 and wxWidgets 2.8.7.
Thanks in advance,
Steve
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:[EMAIL PROTECTED] On Behalf Of Steven
Powers
Sent: Thursday, April 24, 2008 7:33 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Point cloud culling/paging
I've added a _geometry-dirtyBound() to be called each visit but that
didn't help.
I printed out the bounding sphere data and as it does
|| rather than bitwise or |. If
any parents of the camera are using the OVERRIDE flag on a shader, this
can cause the problem you describe.
Mark
Steven Powers wrote:
Let me know if you need more code than this. I can throw together a
full
executable if it is needed.
So far I've added a camera
I'm experiencing some weird problems with my point cloud.
I have a fairly large terrain and a point cloud that expands the whole
terrain. When I build the point cloud and look around the environment
whole sections of the point cloud disappear when they aren't centered
within the camera's view.
Thanks for the reply.
I thought the near clippling plane might have been the problem but its
not clipping the terrain adjacent to the points.
It also makes me wonder why this would only happen if the terrain is
visible.
I've set my near clipping plane to .1 and the far to 1000.
The camera I'm
I should mention that perfect square sections of the point cloud will be
missing.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven
Powers
Sent: Thursday, April 24, 2008 11:39 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Point cloud
Currently I'm entering all points as 0,0,0 and update them with values
within the render loop.
Except for these:
addPoint(PCPoint(9, 0, 0), PCColor(0,0,0,0));
addPoint(PCPoint(-9, 0, 0), PCColor(0,0,0,0));
addPoint(PCPoint(0, 9, 0),
;
Brian
[EMAIL PROTECTED] wrote: -
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Steven Powers [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 04/24/2008 11:11AM
Subject: [osg-users] Point cloud culling/paging
I'm experiencing some weird problems with my point cloud.
I
a
shader to a single camera???
Thanks,
Steven Powers
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the problem if you need more code
than this.
I have also tried removing the slave camera then re-adding it after I attach
the shader to it.
This same code works if I add the camera to the scene rather than adding it as
a slave camera.
Thanks,
--
Steven Powers
Some Background: 1 viewer multiple slave cameras (viwer-addSlave(..))
I'd like to add a shader that would get visited by only one of the
cameras. To do this I tried to add a state set to that camera with the
program loaded, turned on and protected.
This, however doesn't seem to work. Is there a
I be adding the camera node as a slave camera to the viewer
rather than adding it to the scene graph?
Steven Powers
Hi Steven,
The CullSetting::setCullMask settings the traversal mask for the
osgUtil::CullVisitor, but only once the Camera has been entered so
only affects the traversal
somewhere.
Thanks in advance.
Steven Powers
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::createGraphicsContext(traits.get());
returns NULL.
I have the DISPLAY variable set and I'm using X11 forwarding actively
for other tasks.
Why does this work when I use viewer to build a window and not work when
I try to manually create a graphicsContext???
Thanks,
Steven Powers
Do you want to integrate with windowing toolkit like QT
Not necessarily, But I am using MFC for one of my applications that uses
this library. In that case I set the window directly to the render
surface.
Do you just want a full screen window up?
For now its windowed. If I set the viewport
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