Hello,
I try to write information of other things rather than that of color
into gl_FragColor through programmable fragment shader.
e.g. gl_FragColor = vec4(0.1,0.2,0.3,0.2);
However, whatever value I set gl_color.a(the fourth element above)
through fragment shader, I get the valu
Hi, Robert
Thank you for your reply.
Sorry that I don't think I expressed my problem clearly.
I want to simulate radar using osg camera. The important codes are:
osg::Program * program = new osg::Program();
program->addShader(osg::Shader::readShaderF
Hallo,
The osgText on my program worked fine with old osgVersion, but now
the text doesn't show up with osg 3.0.0. I notice that this problem was
already discussed in July, but it seemed there was no fixed solution.
What should I do now? Can anybody give any advice?
Thank you very much
Hallo,
I want to simulate laser scanner using osg camera. In Fragment shader
the color information is converted into position information. And then
the position information is accessed from this Fragment to be used to
draw points in a view. But the points are not so accurate, as it is
show
Hello, J.P. Delport
I followed your advice but it still doesn't work well.
And I also changed the internal format of the Image as GL_RGBA32F_ARB,
but the points remain the same.
What is the name of " the osgprerender example with the --hdr switch" ?
Thank you very much !
Shuiying
Hello,
In my programme, the fourth element of gl_FragColor is changed by
fragment shader to be a random number between 0 and 1. But when I access
this element by the corresponding image, the element is always 1. I got
to know that in the rendering pipeline after fragment operation, there
sh
Hello,
(1)to J.P.
the related source code is as following:
// camera and image setup
osg::Camera::RenderTargetImplementation renderTargetImplementation;
renderTargetImplementation = osg::CameraNode::FRAME_BUFFER;
osg::Program * program = new osg::Program();
program->addShader(osg::Shader::read
Hello,
Sorry, the third line of 'access data' part should be :
float color_a= color[3];
Shuiying
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;, line 339, in
send_error
'text/html')
File "/usr/lib/python2.5/site-packages/trac/web/chrome.py", line 684, in
render_template
data = self.populate_data(req, data)
Best regards
Shuiying
On 01/04/2012 07:43 AM, J.P. Delport wrote:
Hi,
On 03/01/2012 23:39, wang
camera, not the main scene camera.
Thank you very much again and Cheers
Shuiying
On 01/05/2012 07:48 AM, J.P. Delport wrote:
Hi,
On 04/01/2012 17:17, wang shuiying wrote:
Hi, J.P.
I am really confused now. I just want to get pre-rendering information
from a camera through an image, which is
Hello,
we know that in openGL rendering pipeline, there is a stage called
rasterization after per-vertex operation and before per-fragment
operation. In rasterization stage, openGl generates certain properties
(e.g. texture coordinates)for each fragment as a linear function of the
eye-space o
[osg-users] Help:How to control rasterization stage
through osg?
Message-ID:<4f0c98cc.8010...@ist.ucf.edu>
Content-Type: text/plain; charset="ISO-8859-1"; format=flowed
On 01/10/2012 02:55 PM, wang shuiying wrote:
Hello,
we know that in openGL rendering pipeline, there i
Hi,
Thank you all a lot for your help. That really helps me a lot.
Now I know that polygon triangulation and rasterization algorithms have
something to do with the imperfectness of my programm.
I have some other questions:
(1)
According to triangle raterization function (3.9), p185 in
http:
Hello,
I simulate a laser sensor with shader using osg, and want to compare it
with simulated laser sensor using ray tracing technique. So is there a
ray tracing example of osg in such application?
Thank you in advance!
Shuiying
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Hello,
In fragment shader, I would like to chage the fragment colour according
to the fragment's index. Here index means integer number pair(x,y),
where 0
Is there a way to achieve that?
Thank you in advance!
Shuiying
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os
Hello,
I am really sorry to trouble you again with my naive questions. :-)
(1)Where does LineSegmentIntersector carry out its intersection? In GPU
or CPU?
(2) How can I know which processes happen in GPU, which ones in CPU?
(perhaps only draw traversal happens in GPU?)
(3)How can I check the re
Hello,
my shader compile stage throws out such warnings:
0(8) : warning C7532: global type sampler2DRect requires "#version 140"
or later
0(8) : warning C: ... or #extension GL_ARB_texture_rectangle : enable
and Then I add
#version 140
#extension GL_ARB_texture_rectangle : enable
at the
Hello,
when I write gl_FragColor = vec4(0.174977,0,0,1) in Frag shader,
then I get through a related image: float Vec4: (0.176471,0,0,1)
so why 0.174977 changed into 0.176471?
I think there should be no process there after per fragment operations
that can change this element in the renderi
Hello, Sebastian
Thank you for your reply!
In my programme, camera is set to be prerender, render target is
FRAME_BUFFER_OBJECT, I attach the camera to an image, in order to get
the bufferdata via image.
(1) the fragment shader is as following:
out vec4 Frag_Color;
void main()
{
F
Hello Sebastian,
You are right. I have other errors in the shader when such warnings
happened. After I correct them, it works normal!
Thank you very much for the explanation!
Shuiying
On 01/18/2012 08:04 AM, Sebastian Messerschmidt wrote:
Hello shuiying,
either your card doesn't support gl
Hello, Sebastian
There is also another strange problem . When
Vertex shader is as follows:
varying out vec3 pos;
varying out float dist2;
void main()
{
vec3 pos1 = (gl_ModelViewMatrix * (gl_Vertex -
vec4(0.0,0.0,0.0,0.0))).xyz;
what format is the texture you are rendering to? If it is UNSIGNED CHAR
then your data would be discretised.
e.g. 45/255 = 0.176471
jp
On 17/01/2012 21:11, wang shuiying wrote:
Hello,
when I write gl_FragColor = vec4(0.174977,0,0,1) in Frag shader,
then I get through a related image: float Ve
Hi, J.P.
Thank you very much, it works under your suggestion!
Best regards
Shuiying
On 01/19/2012 07:39 AM, J.P. Delport wrote:
Hi,
On 18/01/2012 20:24, wang shuiying wrote:
Hi, J.P.
the camera isn't rendering to a texture.
Yes it is. It is just made for you automatically. FBO rende
Hello,
I want to record more than four elements by writing to "out variable"
in fragment shader.
I notice that FBO can connect to many buffers, so I define two images
which are respectively attached to a color buffer and a depth buffer.
osg source code are as follows:
osg::Image *imag
Hello,
My question might be silly, but I really want to know about that.
I wonder if there are many cameras (one main camera + many pre render
cameras), will OSG (or grahic hardware) manage to make these cameras
render one by one or at the same time?
I have a programm concerning leveraging
Hello,
This is somehow frustrating, if the rendering rate is the same with
update rate.
I check the update interval of the sceneNode in my application, it turns
out to be 300ms.
I only attach 51 3D models in my application.
when there is only 5 3D models, the interval is 70ms.
I just won
Hello, Sebastian
my model is simple 3D model like car (1MB), house(2~7MB).
This application is a car simulator within the framework of OROCOS,
which is a multi-task real time toolkit. OSG is used to display the
simulator.
I took a look at the "root" code just now (I only here take over the
lelly?
Thank you very much for any advice!
Cheers
Shuiying
On 02/05/2012 12:11 AM, wang shuiying wrote:
Hello, Sebastian
Of course, I can share my models. They are all from free model website.
attached are one house,7M, and 1 car.
after I change the timer interval to 1, the time interval fo
Hello,
My program has an osg::viewer as a view widget of a Qt window. An
intersectorVisitor object is initialised at the start of the program.
The osg::viewer updates its children nodes as a normal viewer does, and
updates the transform matrix of intersectorVisitor at the same time. I
mak
Hello,
In my programme, I have among others a view node and a thread. The
geometries under the view node changes every frame. The thread controls
the frequency at which an IntersectionVisitor visits the view node.
However it turns out it doesn't work. When the intersectionVisitor is
ready to
Hello,
In my application, there are several pre-render cameras and a main
camera. In order not to slow down the frame rate for the main camera, I
would like to try to move the pre-render cameras out of the graphics
context of the main camera, and into another graphics context. The view
node f
d and before the
cull and draw traversals start.
Robert.
On 1 April 2012 09:46, wang shuiying wrote:
Hello,
In my programme, I have among others a view node and a thread. The
geometries under the view node changes every frame. The thread controls the
frequency at which an IntersectionVisitor vis
Hello,
I have 2 questions about the lightSource node.
(1) Does lightSource affect all the geode nodes in the scenedata or
only the ones that are under it in the sceneData structure?
(2) In my application, a lightSource is attached to the main sceneNode,
and this lightSource has a osg::group n
Hallo,
I simulate a real camera with OSG camera node and for debugging I have
some problem with the pixel location. I would like to know whether the
following statement is correct or false:
if coordinate of vertex in eye coordinate is (xe,ye,ze), and we assume
that xe>0,ye<0,ze<0, namely, t
eCoord /= eyeCoord.w()
>
> }
>
> 26.05.2012, 19:58, "wang shuiying":
>
>> ?Hallo,
>>
>> ?I simulate a real camera with OSG camera node and for debugging I have
>> ?some problem with the pixel location. I would like to know whether the
>>
reads in some manner.
The normal frame loop that the OSG provides with the update and event
traversal that can do updates occurring single threaded and before the
cull and draw traversals start.
Robert.
On 1 April 2012 09:46, wang shuiying wrote:
> Hello,
>
> In my programme, I have
Hello,
In osgUtils::LineSegmentIntersector, there is a function "enter()" which
invokes function " intersects( node.getBound()) ". That serves to check
whether the LineSegment has intersection with the bounding sphere of the
node.
However, if I put LineSegmentIntersector into a IntersectionV
Hello,
The scene graph structure is as following:
Nodes B and C are children of Transform Node A. Node A is attached to
two camera nodes CamA and CamB(pre render).
I want CamA to be able to render B and C, but CamB only B. Is there a
way to achieve that without using fragment shader with "
hide a node from a camera? Message-ID:
Content-Type: text/plain; charset="windows-1252" On Mon, Jul 2, 2012
at 10:51 AM, wang shuiying wrote:
> Hello,
>
> The scene graph structure is as following:
> Nodes B and C are children of Transform Node A. Node A is attached
Hello everyone,
I would like to know where the prerender camera is rendered in OSG.
Is prerender camera regarded as slave camera during rendering traversal
of viewer?
Is there a way to directly render a prerender camera at any time I want
? That is, not at a tempo of 60 Frame per second.
Hello,
I have two drawable nodes A and B under the same main group node. I
mapped two different textures on the drawables respectively. Those two
drawables do not have any overlappings in terms of pixels on the screen.
Drawable A is described using open scene graph library while drawable B
is
Is nobody interested in this question?:-(
Hello,
I have two drawable nodes A and B under the same main group node. I
mapped two different textures on the drawables respectively. Those two
drawables do not have any overlappings in terms of pixels on the screen.
Drawable A is described using open
Hello,
I am wondering how many frames at most can be achieved when a scene is
rendered within OSG framework? Is it restricted by GPU performance or
the operating system or OSG framework?
Thank you very much in advance!
Best regards
Shuiying
___
Hello,
I have a very naive question. But I really need to make sure about it.
In one osg::viewer thread, if the time difference between two
successive update callbacks (or drawCallbacks)of one osg::node is equal
to T(s), then can I say that the corresponding FPS of GPU is 1/T?
Thank you in
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