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Thanks James
Nick
On Mon, Aug 12, 2013 at 5:04 PM, James Turner zakal...@mac.com wrote:
On 4 Aug 2013, at 23:35, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
has anyone has done some work on this and willing to share hints, snippets
?
FlightGear has a full deferred
::drawImplementation(osg::RenderInfo renderInfo) const
{
pushEverything()
doCustomGLRendering();
popEverything()
}
Thanks a bunch!
Nick
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are not accessible. Any hint how to do this?
Here is what is something like I need:
void Drawable::drawImplementation(osg::RenderInfo renderInfo) const
{
pushEverything()
doCustomGLRendering();
popEverything()
}
Thanks a bunch!
Nick
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this?
Here is what is something like I need:
void Drawable::drawImplementation(osg::RenderInfo renderInfo) const
{
pushEverything()
doCustomGLRendering();
popEverything()
}
Thanks a bunch!
Nick
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lol ;-) ... Come on. I am trying to wrap it with osg code instead of OpenGL
calls (and forgot many things in between the ages)
Nick
On Tue, Aug 20, 2013 at 3:00 PM, Robert Osfield robert.osfi...@gmail.comwrote:
On 20 August 2013 12:54, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com
...@gmail.comwrote:
On 20 August 2013 13:05, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
lol ;-) ... Come on. I am trying to wrap it with osg code instead of
OpenGL calls (and forgot many things in between the ages)
There isn't a straight single line call, or answer to your
Hi Community,
I have an issue to load an ive model converted with osg 3.15 into 3.20. I
know there is major update in the Geometry class, but what would be the
procedure to get these loaded with the latest osg. It gives segfaults (on
linux 64bit)
Thanks for any hints
Nick
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this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=56085#56085
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Hi Community,
I recall there was a uniform set by osg doing this but can not recall the
correct name. Any hints?
Thanks a bunch!
Nick
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=
_localStateSet-getOrCreateUniform(osg_ViewMatrixInverse,osg::Uniform::FLOAT_MAT4);
So I guess you want the last one :-)
Robert.
On 25 September 2013 16:21, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
I recall there was a uniform set by osg doing this but can
Robert, osg_ViewMatrixInverse seam to not be set properly in case of nested
cameras
nick
On Wed, Sep 25, 2013 at 7:23 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Thanks Robert. Didn't know where to search for it eaither. Thanks !
Nick
On Wed, Sep 25, 2013 at 7:19 PM
]
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and if you are really after fully opensource you can look for osgEphemeris,
a work I think done by Don Burns years ago, but that was my initial step
before figuring out SilverLining as well
Nick
On Fri, Sep 27, 2013 at 9:00 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
3
hahaha .. come on all the option :-)
Nick
On Fri, Sep 27, 2013 at 9:08 PM, Kim Bale kcb...@googlemail.com wrote:
Traitor ;)
K.
On 27 September 2013 20:00, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
3 -for the sea I use osgOcean,
Nothing against osgOcean. I have
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Hi Community,
any hint how to setup this for the main viewer camera?
Thanks a lot
nick
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Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
any hint how to setup this for the main viewer camera?
Thanks a lot
nick
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Hi Community,
I ran into a topic of this mentioned in the subject. I am using 3rd party
SDK (OpenGL) with OSG and I get a texture created by this SDK. Is there a
way to wrap it into osg TextureObject and have it all osg-ish without
mixing with GL calls?
Thanks a bunch!
Nick
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Found the way, it is possible. Thanks anyway ! :-)
Nick
On Sat, Oct 5, 2013 at 4:16 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
I ran into a topic of this mentioned in the subject. I am using 3rd party
SDK (OpenGL) with OSG and I get a texture created
!
Nick
On Sat, Oct 5, 2013 at 5:10 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Found the way, it is possible. Thanks anyway ! :-)
Nick
On Sat, Oct 5, 2013 at 4:16 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
I ran into a topic
/viewtopic.php?p=56673#56673
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this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=56708#56708
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is still present when app exits but no longer bugged with the
warnings in real-time. Thanks again for sharing. This email was more for
the archive if someone ends up in similar situation
Nick
On Thu, Oct 10, 2013 at 12:39 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
thanks !
Nick
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, Gianni Ambrosio ga...@vi-grade.com wrote:
Trajce Nikolov NICK wrote:
Hi Gianni,
have a look at osgcompositeviewer example. You can add another view in
the corner (no need of osgWidget::Window). There is a class
osgViewer::CompositeViewer and osgViewer::View. The example demonstrated
how
://forum.openscenegraph.org//files/example_467.png
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Hi Community,
is there some materials on this topic available somewhere? I know Wang Rui
pointed to some code in osgRecipes for this, I am more into books, papers
etc.
Thanks,
Nick
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this topic online here:
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/
iD8DBQFSeqRWn11XseNj94gRAuBdAKDuE2rxjaXltXEWg4g2Mka1ZBqVIgCfbKju
vGG9MllrwxlDZjkUd1HHg+8=
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, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Jan,
Your approach isn't safe. OSG is *not threadsafe*. Or, rather, it is
not threadsafe from arbitrary modifications. If you want to be safe,
the only time when modifications to the scene graph may happen is
before or after
.
Just a note
Nick
On Thu, Nov 7, 2013 at 9:33 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Jan,
Your approach isn't safe. OSG is *not threadsafe*. Or, rather, it is
not threadsafe from arbitrary modifications. If you want to be safe,
the only time when
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with this code? Also, there is some
delay (when I don't apply the orientation just for debug), the model when
attached is sort of delayed following the camera. Any hints?
Thanks a bunch
Nick
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I gave up on this approach. Used another Camera that mimic HUD but with
Prespective projection. Works now. Have to learn to stress less when
looking for answers :-)
Cheers,
Nick
On Thu, Nov 14, 2013 at 1:32 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
I would
Hi Robert,
thanks for the hint. I don't have CameraManipulator. Anyway I made it work
with HUD like approach.
Thanks again
Nick
On Thu, Nov 14, 2013 at 2:55 PM, Robert Milharcic
robert.milhar...@ib-caddy.si wrote:
On 14.11.2013 11:32, Trajce Nikolov NICK wrote:
It doesn't look right
to the Viewer from the scene? I was hoping
to find something like
osg::Camera* camera = ...
camera-getView()-getViewer() but there is nothing like this in the API.
Any hints?
Thanks a bunch
Nick
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=
dynamic_castosgViewer::View*(camera-getView());
osgViewer::Viewer* viewer =
dynamic_castosgViewer::CompositeViewer*(view);
...from top of head :)
Mattias
On Mon, Nov 18, 2013 at 10:27 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
I am working with OSG
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for your response, so will this still allow the user to be
looking at one location, while the scene itself rotates around a different
location?
I did think I tried this, and I thought the whole view changed to the new
centre, I will try again all the same.
Cheers
Jason
From: Trajce Nikolov NICK
Hi Robert,
just a note, I have tested the osgcluster example and I found a missing
setup, just a line of code. You have to set at ln 530
if (viewerMod != SLAVE) viewer.setCameraManipulator(...)
Otherwise it doesn't work
Cheers,
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be fine. Ideally one
wouldn't have any camera manipulators on the slave so you suggested change
is good practice, but why it's actually required when you've tested needs
to be explained as something else must be going on.
Robert.
On 21 November 2013 08:28, Trajce Nikolov NICK
this topic online here:
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Hi Community,
I remember someone has faced this problem and I think with some solution.
Anyone knowing some pointers willing to share some hints, techniques?
Thanks a bunch
Nick
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*From:* osg-users-boun...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce Nikolov
NICK
into GLSL example, please email me
Nick
On Mon, Dec 2, 2013 at 7:02 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Nick,
On 2 December 2013 15:18, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
I have to model rain drops on wind shield, and not aligned to screen but
in 3d
the vertex program from osgvertexprogram sample ;-) .. forgot to mention
Nick
On Mon, Dec 2, 2013 at 7:21 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Robert,
you are right, and probably that is the best approach. How would you
approach the coalescing of drops? I am
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Hi Community,
I went through the osgParticle code and I am wondering if some of its parts
can be extended to support list of templates instead of single one for the
Particles. I think it shouldn't be very hard to implement. Any thoughts?
Nick
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to override it with a shader still lighting is applied to the
whole scene. I see changes when pressing 'l' in the osgviewer (extended
sample)
Any clue, hints?
Thanks a bunch!
Nick
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the state below that StateSet
in the scene graph, and you use PROTECTED when you want to avoid a subgraph
being overridden from above. So for your usage case I think PROTECTED
would be appropriate rather than OVERRIDE.
Robert.
On 9 December 2013 09:17, Trajce Nikolov NICK
Hi Robert, I tried this in osgprerender to disable the lighting on the
camera with PROTECTED and I can confirm it doesn't it. Can you try on your
end and confirm, seam like a bug somewhere
Thank You.
Nick
On Mon, Dec 9, 2013 at 1:18 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote
Actually, it is the on screen quad that was causing the lighting issue.
Works fine after setting the mode to the quad itself. Sorry for the false
bug report
Nick
On Mon, Dec 9, 2013 at 2:00 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Robert, I tried this in osgprerender
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the it works using directly the vector implementation
of the MixinVector:
osg::IntArray *array = ...
std::vectorint v = array-asVector();
v[0] = 10;
On 13/12/2013 11:50, Trajce Nikolov NICK wrote:
Hi Lionel,
this topic was discussed before as I can recall and there was a neat
solution
::Point with min/max point size but still
no luck, getting them same in size.
Any hints? What is the trick behind?
Thank You
Nick
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a bunch!
Nick
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Hi Sebastian,
that is actually a good idea to do the traversal first. Let me try it
first. Thanks !
Nick
On Thu, Dec 19, 2013 at 11:51 AM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Am 19.12.2013 09:26, schrieb Trajce Nikolov NICK:
Hi Nick,
My first question would
Thanks Sebastian. That was it. It did helped!
Nick
On Thu, Dec 19, 2013 at 11:53 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Sebastian,
that is actually a good idea to do the traversal first. Let me try it
first. Thanks !
Nick
On Thu, Dec 19, 2013 at 11:51 AM
welcome
Thanks Sebastian. That was it. It did helped!
Nick
On Thu, Dec 19, 2013 at 11:53 AM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Sebastian,
that is actually a good idea to do the traversal first. Let me try it
first. Thanks !
Nick
On Thu, Dec 19, 2013
so they
move with the view but here is again update callbacks and such.
Thanks anyway !
Nick
On Thu, Dec 19, 2013 at 9:35 PM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Am 19.12.2013 12:09, schrieb Trajce Nikolov NICK:
Sebastian, it was too early to be happy. Changing
and projection matrix
different. Any clue why?
Thanks
Nick
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Hi Robert,
machine per channel, the view matrices are set to blend on the edges. I
will try your hint and let you know
Nick
On Mon, Dec 23, 2013 at 12:47 PM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi Nick,
On 23 December 2013 07:41, Trajce Nikolov NICK
trajce.nikolov.n
PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Robert,
machine per channel, the view matrices are set to blend on the edges. I
will try your hint and let you know
Nick
On Mon, Dec 23, 2013 at 12:47 PM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Nick,
On 23
!
Happy Holidays
Nick
On Mon, Dec 23, 2013 at 4:46 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi again Robert,
It has to do something with the ClipNode (mimiced code from the
osgprecipitation example). On one of the channels the rain is less dense
then on the other two, I
19, 2013 at 9:35 PM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Am 19.12.2013 12:09, schrieb Trajce Nikolov NICK:
Sebastian, it was too early to be happy. Changing it to traverse first
then update didn't helped actually. On the windshield model I have attached
, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
when the particle system is frozen, then it is moving without delays.
Otherwise I see still delays. Robert, any comment on this issue. It is sort
of big for me
It is almost certainly an order of operations issue, but can't say what
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Hi Community,
is there a way to do this with osg (not with engineering) maybe something
built in
Thanks a bunch!
Nick
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for blending it
or not?
Thanks,
Émeric
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Trajce Nikolov NICK wrote:
Hi Community,
is there a way to do this with osg (not with engineering) maybe
something built in
Thanks a bunch!
Nick
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Read this topic online here
Trajce Nikolov NICK wrote:
Hi Deniz,
I have a terrain model built in Creator (OpenFlight) and I want to make
a quad tree like structure to optimize it since it is done really bad -
roads and other linear features as one large mesh that can be decomposed
and tiled and things like
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http
clampProjectionMatrixImplementation(osg::Matrixf projection,
double znear, double zfar) const
{
znear = 1.0;
zfar = 1000;
return true;
}
// same for the double implementation
then this callback is attached to the main camera, but it is not called ever
Any clue? Thanks a bunch
Nick
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enable the compute near far
mode. I don't recall the details off the top of my head, but I'd guess if
you have slave Camera's in action you'll need to attach to the Slave Camera.
Robert.
On 11 February 2014 17:56, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
Hi Community,
Any
for this, but it is
bit of old code) positions on the fly.
Any clue what this zoom in flicker could be? Any idea is welcome
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:44 GMT+04:00 Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com:
Hi Community,
I have a scene where I use light lobes (shader based) which seam to work
well. The lights are attached through osg::LightSource and are moved by
osg::MatrixTransforms. All works well. Part of the scene is rendered
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I read the code fast, actually it is the other way around I think. In the
reader it should read Vec4Array. Can you point me to the reading part
(file:line) where to look?
Nick
On Thu, Mar 27, 2014 at 4:21 PM, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com wrote:
from what you are stating
://forum.openscenegraph.org/viewtopic.php?p=58760#58760
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