you have to replace
getEventQueue()->mouseButtonPress(event->click_x, event->click_x, 1);
by
getEventQueue()->mouseButtonPress(
event->click_x, event->click_y, 1);
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RJ schrieb:
I tried building the example on linux using osg-2.0 and fox-1.6 but
the executable is giving sementationfault as soon as i run the program.
Has anybody tried this example on linux.
Hi,
yes it works fine on my linux installation, using FOX-1.7 & OSG-2.0.
havn't tried older
Hi Alexandre,
amalric alexandre schrieb:
I had to do this for my own application. In example's directory of
osgViewer integration there is no example for FOX.
It's quite simple but I hope it will help some people who wants to
integrate OSG in their Fox application. I've attached a Visual 20
Hi Brad,
Can shaders be added to a osg::LightPointNode?
I'm trying to add both a vertex and fragment shader (pointsprite) but I
just don't see any effect.
I don't have problems with shader based pointsprites on nvidia hardware.
don't forget this line:
stateset->setMode(GL_VERTEX_PROGRAM_P
Hi Bryan ,
I would like to be able to view this model using OSG, since examples I've
seen show fast rendering among other things.
I have also written an animation of a growin neuron using matlab and
VRML's extrusion capabilites, which I believe osg has, and I would like to
recreate this in osg.
it should also work on elder GPUs based
systems
/adegli
2007/3/2, Markus Hein < [EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>:
Hi Adrian,
maybe if you put the textures in 2 different texture units, adding
Sampler2D uniforms and a
Hi Adrian,
maybe if you put the textures in 2 different texture units, adding
Sampler2D uniforms and a fragment program like this:
---
uniform sampler2D firstTexture;
uniform sampler2D secondTexture;
uniform float osg_FrameTime;
void main(
Hi Robert,
How far advanced are you with gl2benchmark? What is your delivery
schedule?
Some people tested it yesterday and reported their results. Some useful
comments came and i have to implement
more functionality and exception handling for old hardware, ati
hardware :-) etc.
The fi
Hi Robert,
thanks for the info.
You could, but why not just point people at OpenSceneGraph-Data?
to make the installation process simple for novice users (apt-get
install gl2benchmark)
you can be sure that the HUD permanetly shows "OpenSceneGraph" in big
letters :-)
the source has info a
Hi Robert,
i wrote a little noncommercial tool (a simple bench) which is meant to
check and measure the implementation of OpenGL 2.0 on different systems.
I wonder how to license this? The application itself is open source, is
linking against OT|OP|OSG Debian Packages. Distributed as BinP
Hi bm,
None of that is very useful but it is fun to play with, so I thought
I'd share it with the group.
i saw the video and i like to see artistic uses of OSG. Even if it is
mostly just for fun so it shows how powerful OSG is to make demos,
pre-process images etc.
I remember i did some
Hi Robert,
I'm struggling to follow what bits work and what doesn't. Is it that
_image->getInternalTexureFormat() is not GL_RGBA32F_ARB?
yes, finally after a debug session I found out that setting up the
internal Format for the RenderBuffer (is done via:
FrameBufferAttachment::FrameBuffer
Hi Robert,
I just wonder how to debug such tings on the GPU ? Has someone played
with FBO's and VertexTexture this way ?
Which image-extensions (using Nvidia hardware) er best?
using osg from cvs.
after debugging inside of FrameBufferObject.cpp & RenderStage.cpp
in FrameBufferObject.cpp:
Hi Andrew,
Does anyone know how I can diminish or remove the aliasing effect?
have you tried PointSprites instead of GL_POINTS ?
Modify the StateSet for using PointSprites and add a suited Texture and
the pointsize-gl-extension. Then you can control the appearance of your
points from a GLS
Hi Scott,
May, Scott schrieb:
I tried this for the moon, but during daytime it is still not blending
into the sky. The moon is a dark blue compared to the sky. We are using
a moon light source could that be the problem? Any ideas?
right now, I have no osgEphemeris installed here, but I hope
Hi,
Now that the 1.0-9746 drivers are released, maybe someone with
something other than an 8800 nvidia card can try running a Producer
app and let us know if it hangs in the same spot. I wonder if it's an
8800 issue or an issue for all nvidia cards.
as i know , the 8800 driver under linux is
May, Scott schrieb:
We just upgraded from to osg 1.2 and now we can see through the
Ephemeris Skydome into the Stars during the day.
Is there a fix or change that will return the sky to be opaque?
-Thanks for all the good advise you guys give, this mailing list is great!
-SRM
-
Hi all,
i did some testings with a modified osgPrerender example:
what i tried was to use the image target of a CameraNode as input for a
VertexTexture, controlling
the vertex.z of a model in the scenegraph ( using a vertexshader ).
It works good, but it seems for me that the GPU internal pre
Hi Robert, hi all,
I'd like feedback from the community on what you needs are on the
viewer front.
the applications i think about would have multiple views , sharing the
same scene.
what i would need to build my gui-dependent stuff on it is:
Interactive Editor Views:
- right-hand popup-
Hi Robert,
To cut a long story short, a cvs update will fix the problem ;-)
thanks for fixing this :)
I tried to trace back , but I didn't dig so deep.
I gave up after I saw that it is the creation of userData located in
createNewFadeTextUserData(osg::View* view) ...
- Markus
--
Robert Osfield schrieb:
Hi Markus,
I have just done some testing on my machine with osgfadetext and top
does show an increasing memory usage when the fade text arn't culled.
Don't know what the cause is, reproducing the problem is half of the
battle so I don't think it'll be too difficult to fix
Hi All,
has someone the same memory problem with osgText::FadeText:?
I'm using the current code from CVS.
When running osgfadetext example, my system is rapidly running out of
memory .
I changed the example code, so it uses osgText::Text and tried again.
Now it runs
without problems, and me
Hi All,
based on osgParametric-example i try to get a vertexshader to update a
Uniform from a sum of perVertex-operations. I tried to read the result back
into the application. While there is no problem to "feed" the VertexShader
with updated values from a UniformCallback, i can't update a uni
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