Hi all,
I convert some existing 3ds models to ive format through the following two
steps:
1) call osgDB::writeNodeFile func to save the loaded 3ds model into osg
format;
2) run osgconv to convert osg to ive format.
But I find that the size of ive file I finally get is much larger than the
Hi All,
Working on a way to find the good world matrix for a node, I've encountered
some problems :
My structure is this one :
-root
|-Node...(not osg::Tranform)
|-PAT (osg::PositionAtitudeTransform)
If I get the PAT translation and rotation, I've a vector and a Quat, which
looks good,
Look in the osghandglide example for MoveEarthySkyWithEyePointTransform;
you will need to add the z-coordinate transform as well (currently 0.0 in
the code).
David
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James,
The most obvious problem: Group::traverse ...
Is one of the visitors you use a TRAVERSE_ALL_CHILDREN visitor? If so, the
Group::traverse profile makes sense. Make sure that you do traverse only this
subgraphps you need to traverse. You can then minimize that calls too. Will
help
sorry!
I was following some mistakes。
Linking CXX shared library ../../lib/libosg.dll
Creating library file: ../../lib/libosg.dll.a
[ 11%] Built target osg
Scanning dependencies of target osgDB
[ 11%] Building CXX object src/osgDB/CMakeFiles/osgDB.dir/Archive.obj
Fangqin,
Can't comment about your file size, but you could save yourself a step by
doing osgconv My3DSFile.3ds MyIVEFile.ive directly...
David
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David Spilling wrote:
Fangqin,
Can't comment about your file size, but you could save yourself a step
by doing osgconv My3DSFile.3ds MyIVEFile.ive directly...
The increase in size might be because of textures that get included in
the .ive, while the .3ds refered to them by file name only.
Thank for you all!
osgExp is REALLY NOT surport Texture UV repeat!
But I have make it run ok through change its code!
Thank you very much!
-- 原始邮件 --
发件人: GMD GammerMaxyandex.ru[EMAIL PROTECTED];
发送时间: 2008年7月29日(星期二) 凌晨02:59
收件人:
Could you submit your code changes to the community?
Thanks,
Daniel
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of monkey
Sent: Wednesday, July 30, 2008 10:47 AM
To: OpenSceneGraph Users
Subject: [osg-users] ??: help me!
Thank for you all!
Paul Melis wrote:
Can't comment about your file size, but you could save yourself a step
by doing osgconv My3DSFile.3ds MyIVEFile.ive directly...
The increase in size might be because of textures that get included in
the .ive, while the .3ds refered to them by file name only.
And you can
Hi,
sorry, I can only guess at potential problems...
I am assuming you are viewing the data with osgviewer so that I can
discard other cases where blending might not be set up correctly.
The black portions normally indicate that something is up with the
blending of data. E.g. sometimes the
Hi Sherman,
sherman wilcox schrieb:
My question is this: what other method might I employ to deal with
these alpha blending issues? How do you guys recommend handling this?
What's the recommend route to take?
have you tried using osg::ColorMask and disable writing to the
alpha-channel? You'll
Thanks Ulrich and Dimi
I supposed that it has s.th to do with the missing material paramters; my
idea was to change the original material of the node, therefore I set:
osg::StateSet *ss = loadedModel -getOrCreateStateSet();
osg::Material* blendMaterial =
I did the following:
class CullCallback : public osg::NodeCallback
{
public:
bool isVisible;
CullCallback():isVisible(false){}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
traverse(node,nv);
if (!((osgUtil::CullVisitor*)
Hi Hagen,
Kaiser, Hagen (CT) wrote:
I did the following:
class CullCallback : public osg::NodeCallback
{
public:
bool isVisible;
CullCallback():isVisible(false){}
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
traverse(node,nv);
OGL sets up a default material , you may be picking this up
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dieter
Pfeffer
Sent: Wednesday, July 30, 2008 8:09 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] transparency becomes dark
Thanks Ulrich
Hello Jim,
ShadowMap does suffer from bad aliasing when the viewpoint is very
near the shadow.
The Orange book (GLSL shader) describes how to super-sample
the depth buffer to mitigate aliasing.
Indeed, aliasing is a big problem with vanilla shadow mapping in
almost all real-world cases.
John,
I have run into the same issue. PagedLOD children expire after a certain
period of time (default is something like 5 seconds?) If a PagedLOD child
has not been visited in the last N seconds, the pager will discard it and
revert to a lower LOD. OSG updates the time-last-visited during the
Hi Robert / all
Thanks for the info on vpbmaster again, finally got around to trying it out.
My data is in the ecw format and after some initial problems the trick about
transforming them into vrt which is recommentet in another thread worked
like a charm.
Im currently building what will be a
Behaviour of function osg::Image-getPixelSizeInBits() is strange. After
loadind OSG-file, I tryed get
count bits by pixel (several different images was examinated)? and function
returns 64! After
changing image of texture by its copy:
osg::Image* dest =dynamic_castosg::Image*
Hello Robert, all,
As for fixing this in an osg application one idea for Win32 could be
to add a WM_ACTIVATE handler in
GraphicWindowWin32::handleNativeWindowingEvent. Note that this method
is virtual so the message can be handled by just deriving a class from
GraphicWindowWin32 so you do not
Hello all,
Along with another Win32 fix I'll be submitting soon (see the Win32
keyboard bug message I just sent), I'd like to fix another issue that's
been nagging me a bit, which is that when you move the mouse cursor to
the edge of an osgViewer window, they don't change to the resize
I don't know any publicly available real-world LIDAR data, though I
know Velodyne has some pretty nice datasets they were passing about
fairly freely to DARPA Urban Challenge teams. Their sensor is a 360
degree, ~1 million points/second sensor, so it produces some beautiful
point clouds of
Hi Glenn,
Thanks for your quick reply as always:) Changing topic title to use more
appropriate terms. See comments below:
I used to refer to the technique you're using as lazy rendering
(i.e. only render a frame when something has changed) ... try
searching the archives ...
When searching
John,
Digging into my memories on the subject...
One issue is, like you said, keeping data from paging out when the renderer
is idle. One approach might be to force a cull traversal every so often, or
to visit the scene graph and manually update the timestamps on your
PagedLODs. There may be
Hi all,
Sorry for simple question, but I am new on MFC windowing toolkit. I have
looked at the mail-archive and web-site but there was no more sample except
osgviewerMFC. I want to open my project on MFC window. At normal, I am using
code as below.
osgViewer::Viewer viewer;
viewer.setSceneData(
Hi everyone, I am noticing something strange with osgviewer.
When I start up osgviewer (with any old terrain model), and turn on the
stats, I see DrawThreadPerContext mode with an unusually long draw time. In
one case, it's 22 ms and pretty much pegging one of my cores. If I cycle
though the
Hi Steffen,
I also didn't find anything on the API, so I'm afraid you'll have to dive into
the code and find if you can get this functionality by subclassing or if you
have to modify OSG instead.
Alberto
El Martes 29 Julio 2008ES 17:28:09 Steffen Kim escribió:
Hi,
I'm a little lost on
Hi all -- Now that the write permission issues have been resolved, I've
checked in a few changes on the 2.6 branch in Robert's absence.
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph
-2.6/
The 2.6 branch could definitely benefit from testing; please do so when you
Hey JP,
First of all I want you to know that I really appreciate your help. :)
I tried the BMNG image that covers my area of interest and that worked
like a charm. No more black areas.
Now, I only ran the data using a level setting of 10. When I zoom in
on the high res image that I provided,
Hi Greg,
I would just remove the -l command line and let vpb run as long as it needs
to. Depending on the level of your data, it might need to go higher than
level 10.
Thanks,
Jason
On Wed, Jul 30, 2008 at 1:33 PM, Greg Myers [EMAIL PROTECTED] wrote:
Hey JP,
First of all I want you to
Hey Jason,
Thanks for the reply. I guess I'm going to have to bite the bullet
and try that out. It just takes a substantial amount of time so I
hate to do it without knowing if I'm doing it right in the first
place. Tell me this though, is it possible to add new images to an
existing ive file?
Hi Greg,
I don't believe it is currently possible to modify a database with new
imagery or terrain once a database is created. That is something that I
know Robert was planning on working out at some point for osgTerrain/VPB but
I'm not sure what its status is. Using the --terrain option should
Hi again Greg,
Forgot to mention this previously...
You should also try building overviews for all of your geospatial data files
using the gdal utility gdaladdo if they don't already have them. Doing so
can result in pretty dramatic increases in speed.
Jason
On Wed, Jul 30, 2008 at 2:44 PM,
Viggo,
Thanks much...:)
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Viggo Løvli
Sent: Tuesday, July 29, 2008 11:56 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] sky model tracking the camera...
Hi Shayne,
Add your sky node
David,
Thanks for your help as well...
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Spilling
Sent: Wednesday, July 30, 2008 1:31 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] sky model tracking the camera...
Look in the
ShadowMap does suffer from bad aliasing when the viewpoint is very
near the shadow.
The Orange book (GLSL shader) describes how to super-sample
the depth buffer to mitigate aliasing.
Indeed, aliasing is a big problem with vanilla shadow mapping in
almost all real-world cases.
What you
Hi Dieter,
Dieter Pfeffer wrote:
I supposed that it has s.th to do with the missing material paramters; my
idea was to change the original material of the node, therefore I set:
osg::StateSet *ss = loadedModel -getOrCreateStateSet();
osg::Material* blendMaterial =
Dear All,
I would like to turn a Drawable object into a Geometry counterpart in order to
retrieve its texture coordinates.
I have tried to use both the asGeometry method of the Drawable class and the
dynamic cast operator but both attempts ended up delivering a NULL pointer. I
am not sure if
Hello stranger,
GMD GammerMaxyandex.ru wrote:
I decided my issue. I removed the code from the file. (as was the case
previously in 2.5.2). The problem disappeared! Make it please in the next
version.
LineSegmentIntersector.cpp
removed the code from the file: line 290 ..
double epsilon =
Franclin Foping wrote:
I would like to turn a Drawable object into a Geometry counterpart in
order to retrieve its texture coordinates.
I have tried to use both the asGeometry method of the Drawable class
and the dynamic cast operator but both attempts ended up delivering a
NULL pointer. I
Running latest version of OSG in SVN, calling glGetString(...) from
main render loop (single threaded osgViewer). Like this:
while(viewer.done() == false)
{
viewer.frame();
char* extensions = (char*)glGetString(GL_EXTENSIONS);
}
extensions is always NULL. Am I doing something
Hi Ulrich,
I am not sure if you have understood the code snippet I provided. I am also
unsure about your C++ knowledge but I think it is better than mine.
From the code (and the title of the post), it is easy to see that I am
downcasting from a Drawable object to a Geometry one. The
hi Philip Lowman!
my mingw version is
binutils 2.18.50
gcc 4.3.0
runtime 3.14
w32api 3.11
gdb 6.8
my msys version is
core 1.0.11
thanks!!!
在2008-07-30,Philip Lowman [EMAIL PROTECTED] 写道:
2008/7/30 songbo_1220 [EMAIL PROTECTED]
sorry!
I was following some mistakes。
Linking CXX
Hi Franclin,
Downcasting from a derived class to a parent class is possible with the
dynamic_cast operator. From what you have written in your mail, it looks like
the snippet won't compile at all, I can bet something it will as I tried it a
couple of hours ago. Try it yourself and let me know.
hi Philip Lowman!
You really a good man!
I have read this page, on the mingw osg compiled,
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Mingw
but feel it's too low osg version, so i didn't do that, first, i creat msys-osg
using cmake, then, I made osg directness
2008/7/30 songbo_1220 [EMAIL PROTECTED]
hi Philip Lowman!
You really a good man!
I have read this page, on the mingw osg compiled,
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Mingw
but feel it's too low osg version, so i didn't do that, first, i creat
msys-osg
2008/7/30 songbo_1220 [EMAIL PROTECTED]
hi Philip Lowman!
my mingw version is
binutils 2.18.50
gcc 4.3.0
runtime 3.14
w32api 3.11
gdb 6.8
my msys version is
core 1.0.11
thanks!!!
Songbo,
The GCC 4.3.0 release for MinGW is listed as alpha quality software (which
could explain the
Thank you very much for help, I will follow you try to do that, thank you once
again ^-^ !
在2008-07-31,Philip Lowman [EMAIL PROTECTED] 写道:
2008/7/30 songbo_1220 [EMAIL PROTECTED]
hi Philip Lowman!
You really a good man!
I have read this page, on the mingw osg compiled,
Jason,
Thanks for the vpbmaster tip. I thought it only applied to multiple
systems... I guess I need to read things a little better ;) My
database creation times went down dramatically now that all 8 cores
are being utilized. I went ahead and launched a build with a decent
amount of imagery
Hi Philip,
Yes, that page is out of date. I will update it if I can figure out how
to edit the darn wiki.
Pretty easy: go to
http://www.openscenegraph.org/projects/osg/wiki/Community/WikiLogIn
Click the Login link at the top-right of any page and use the username
and password on the page
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