Dear Mr. Art Tevs,
I have been able to sort out the problem I posed yesterday, i.e., making
the texture Image available for analysis / parameter determination. Similar to
your osgPPU::UnitOutCapture, a class called UnitTextureTap is derived from
osgPPU::UnitOut. It overrides the
Hi all,
I think that it can be a good thing to tell you I just found a crash in
the Writer in the plugin IVE.
The crash occurs when a drawElementUInt is empty.
osg::ref_ptrosg::DrawElementsUInt drawelems = new
osg::DrawElementsUInt(GL_TRIANGLES);
Sorry I just forget :
Windows XP sp3
OSG 2.8.1
Vincent Bourdier a écrit :
Hi all,
I think that it can be a good thing to tell you I just found a crash
in the Writer in the plugin IVE.
The crash occurs when a drawElementUInt is empty.
osg::ref_ptrosg::DrawElementsUInt drawelems = new
Hi Chris,
The ImageLayer is part of osgTerrain, and just wraps up an osg::Image
with geospatial coords to place it in the correct place on the
terrain. At runtime osgTerrain actually creates an osg::Texture2D for
each ImageLayer, but this is not something that is saved to disk, as
the ImageLayer
Hi,
I saw the Update function and understood that you're absolutely right!
I saw more accurate results also!
Yesterday I changed the function to retrieve the normal too. Now with the
normal I can make the models not only to move up and down but rotate also when
a wave passes.
I will try to use
Hi Vincent,
I just checked the src/osgPlugins/ive/DrawElements*.cpp files and none
of them check for an empty array before attempting to write out the
array. I'm surprised it crashes as I would have thought trying to
write out 0 bytes from an array wouldn't require any pointers to be
Hi Dimitrios,
The interpolation function in OceanTile works on indices fetching the
vertices from the vertex array within it. So you pass it the 4 unique
row/column indices that make up the surrounding four points and then a
row and a column index for the target point (tx ty).
For your
Hi,
I am using osg-2.8.0
and osgOcean 1.0
i have also downloaded the resourse...
it got installed sucsessfully
but while running it gives segmentation fault
may i have missed some step.
can somebody help me.please..
[r...@localhost bin]# ./oceanExample
Hi Gopal,
The sample datasets are found here:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/SampleDatasets
Setting those up will at least get rid of the the font warning.
Could you try running the oceanExample without the 'isNotChoppy' flag.
If it works without that then I should
Hi,
I am using the obj plugin to load polygonal models, but it seems that the
models are placed at wrong positions and with a wrong attitude in the
coordinate system. I have a model that is centered at (1014, 1025, 999), but it
is placed at coordinates (1014, -999, 1025).
In the program we
Hi Claus,
Claus Scheiblauer writes:
Hi,
I am using the obj plugin to load polygonal models, but it seems that the
models are placed at wrong positions and with a wrong attitude in the
coordinate system. I have a model that is centered at (1014, 1025, 999), but
it is placed at
I found the problem. The complex app was creating it's own root node and
setting it's rendering hint to transparency. Not sure why it did that. Now it's
working like a charm.
Thanks,
Brian
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Read this topic online here:
Hi,
I was not aware that there are options for the loading plugin, thank you, this
option solves both problems, now it works!
Cheers,
Claus
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17743#17743
Hi Harash,
Subsampling/Resampling:
Yes, the UnitInResampleOut, do resample the input texture to the size you want
to have it. However it use the default hardware resampling algorithm, so
GL_LINEAR. From your question, I thought you are thinking of some lagorithm
wich do something better than
Hi Jean-Sébastien,
ok thanks a lot for yours answers, I will work on it et keep in touch
Thank you again
Sebastien
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Read this topic online here:
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osg-users mailing
Hi Brian,
On Wed, Sep 30, 2009 at 2:10 PM, Brian Hill br...@hotmail.com wrote:
I found the problem. The complex app was creating it's own root node and
setting it's rendering hint to transparency. Not sure why it did that. Now
it's working like a charm.
Setting hint to drop the geometry
Hi, Guys
Just wanted to followup.
And thanks Roger for the sample code.
I ended up making it work while we build the scene graph rather than doing it
after in a traversal.
Thanks again. BTY, Safe is hiring software engineers with Google Earth and
General GIS and 3d experience.
Hi Robert,
My comment Not sure why it did that was about why the complex app wanted to
set the transparency, not why it changed the performance. Once I found it I
understood what it was doing - render order based on distance from camera
instead of order based on optimized state.
BTW - kudos
Looks good!
With the sobel filter I get ~360 fps.
With the 5x5 Gaussian blur I get ~300 fps.
The graphics hardware is a GeForce GTX 280.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17750#17750
Hello Michael,
With the sobel filter I get ~360 fps.
With the 5x5 Gaussian blur I get ~300 fps.
The graphics hardware is a GeForce GTX 280.
Just curious, to put that into perspective, what frame rate do you get
without filtering on the same scene? (just so we can get an idea of the
Sure, after removing the filter I was getting ~530 fps. Since fps is
nonlinearly related to frame time, here's the breakdown:
530fps = ~1.89ms
360fps = ~2.78ms (sobel)
300fps = ~3.33ms (5x5 guass)
So the cost of applying the slightly more expensive 5x5 filter kernel cost
about 3.33ms -
Well, I followed the initialization all the way through the
GraphicsWindowX11 initialization and looked at the visual info.
Everything looks like I expect it should. I then followed it through
to make sure the context that watched get created in GraphicsWindowX11
is in fact the one being made
Hi Michael,
Sure, after removing the filter I was getting ~530 fps. Since fps is
nonlinearly related to frame time, here's the breakdown:
Thanks for the breakdown. Since the filtering is a post-process
operation it's basically a fixed cost per frame... 1.44ms is not bad.
J-S
--
So I've been studying the example code and the first thing that sticks out to
me is that they require some default shaders to be set even though they do
nothing special. Why doesn't this work with the fixed function pipeline?
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Read this topic online here:
Hello:
Can someone please explain how can be used the command line option
--vector with osgdem?
Is there reproducible examples of the use of --building, --forest,
--type-attribute, --height options?
Thanks in advance for any help.
--
Alejandro
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Hi Kim,
yesterday I realized that my object goes up and down from the water
because:
a) it is smaller than the distance of two vertices of the grid
b) the vertice displacement that takes place to simulate the wave
on larger objects it works fine!
I used the linear interpolation
Alejandro Aguilar Sierra wrote:
Hello:
Can someone please explain how can be used the command line option
--vector with osgdem?
Is there reproducible examples of the use of --building, --forest,
--type-attribute, --height options?
I was just asking about the same thing. I'm curious too,
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