Hi,
Similar to osgEarth which provides to set fading effect to the terrain
tiles, could it be is possible to get the same effect directly from osg alone
and how? Bcoz, to exploit that feature from osgEarth, it puts some constraints
like the terrainDB should be generated with --terrain
Hello, I tried what you said, but it doesn't work.
Do you see an error in my code ?
Code:
osg::ref_ptrosg::Sphere sphere = new osg::Sphere(osg::Vec3f(0.0, 0.0, 0.0),
.5f);
osg::ref_ptrosg::ShapeDrawable sphereDrawable = new
osg::ShapeDrawable(sphere.get());
Hi Paul,
On Tue, Apr 13, 2010 at 10:46 PM, Paul Gotzel
paul.got...@us.cd-adapco.com wrote:
Something I've noticed since I started using osg is that the viewer uses all
of one cpu even when the view is not changing.
Do you have vsync off? If so enable it right away. You should only
ever have
Hi Chris,
This is almost certainly a driver bug, so if can't change the driver
your options are likely to be pretty limited. Sometimes drivers screw
up on display list generation so you could try disabling display
lists.
Robert.
On Wed, Apr 14, 2010 at 5:48 AM, Chris 'Xenon' Hanson
Hi Akilan,
When you say fading effect do you simply mean that you want to
change the alpha value of the terrain so that it becomes transparent?
Robert.
On Wed, Apr 14, 2010 at 8:12 AM, Akilan Thangamani
akilan.thangam...@gmail.com wrote:
Hi,
Similar to osgEarth which provides to set
Hi,
I think he intends fading out tiles (via alpha) which are replaced by tiles
with higher or lower LOD.
Is there any predefined method? Would be nice to test, especially regarding
performance :)
Cheers,
Torben
--
Read this topic online here:
Hi,
...
I am using osgSim::SphereSegment to create a cone.like this:
SphereSegment::SphereSegment(osg::Vec3(0,0), 100,0,360,-50,0).
It looks OK,but there always has a secton betwen the acme and the
bottom.I try to disable side color,surface color,spoke color,edgeLine
color,there always
Hi Lv,
You are trying to push a specialist node well beyond it's intended
design, please use a more appropriate class like osg::Geometry to
create exactly the geometry you want. See the osggeometry example.
Robert.
On Wed, Apr 14, 2010 at 11:51 AM, Lv Qing donlvq...@msn.com wrote:
Hi,
...
Hi,
My OSG version is 2.8.2, I downloaded the gecko-sdk-win32-msvc-1.8.0.4.zip, but
I still can not cmake the gecko plugin, XUL_DIR_NOTFOUND,
XUL_INCLUDE_DIR_NOTFOUND,
XUL_LIBRARY_NOTFOUND,
XUL_MOZJS_LIBRARY_NOTFOUND,
XUL_NSS_LIBRARY_NOTFOUND,
XUL_PLUGIN_LIBRARY_NOTFOUND,
hello,
i try to run the osgshadow.exe on windows xp and it doesn't work. Have
everyone a impression what the mistake is (see the image osgshadow.jpg)?
I have a NVIDIA GeForce 9600 and the latest driver.
Cheers
Martin
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Hi Wang Xianghua,
I have tried building osgdb_gecko on windows and found that the
xulrunner prebuilt SDKs were not suitable. You should download the 1.8
source code, for instance, xulrunner_1.8.1.16, and obtain complete
packages from it.
BTW, why not have a try of the new osgQt library and
Hi Wang,
I wouldn't recommend using the gecko plugin as gecko has turned out to
be rather a beast to get working across platforms. In OpenSceneGraph
svn/trunk and the 2.9.x series there is support for using QWebKit, so
I'd recommend using this rather than the gecko plugin as Qt is much
easier to
Robert,
Are you referring to a vsync option on my graphics card? I'm running
Linux and I have an option called Sync to VBlank. Checking or
unchecking this option has no effect. I also run develop other OpenGL
applications without this problem so I doubt it is a graphics card
setting.
I'm
Torben,
I mainly want it for serialization/deseialization. I've tried the
serialization available in 2.9.7 and it works a treat! Now I just need
to implement a cross platform STL socket stream. Thanks for your help.
Cheers,
Paul
Torben Dannhauer wrote:
Hi Paul,
I intended to use
Hi Paul,
I just did a test on my Kubuntu system and used top to track the CPU
utilization and found that when spinning the cow.osg CPU usage is very
low, but when I stop the model spinning the CPU usage goes up to 100%.
Ooops looks like the code is going into a spin lock. However, if I
enable
Hi,
On 14/04/10 15:28, Paul Gotzel wrote:
Torben,
I mainly want it for serialization/deseialization. I've tried the
serialization available in 2.9.7 and it works a treat! Now I just need
to implement a cross platform STL socket stream. Thanks for your help.
I can recommend the asio
Hi,
I'm learning OSG, and trying to build a ship simulator.
What is the best 3D model format I should use? Is it OpenFlight, or 3ds,
or obj?
Thanks a lot,
Yong
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Hi Akilan,
If you're talking about the FadeLayerNode in osgEarth it's basically
just doing a shader that blends multiple texture units together. The
osgFX::MultiTextureControl does something similar without using
shaders is so that we could support fading along with imagery that
contains an
Hi Paul,
On Wed, Apr 14, 2010 at 2:31 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
So my guess is that the frame loop, when runing on demand, is just
running in a continuous loop checking where a new frame is required.
The solution to high CPU utilization is likely to be just to add a
Hi everyone,
I'm having a tough time preventing textures from showing in the scene. I've
tried the approach explained in the QuickStartGuide, but I'm obviously missing
something bigtime...
Here is the main part of the code:
Code:
unsigned int mode = osg::StateAttribute::OVERRIDE |
Hi,all
how to develop OSG for Distributed usage? Could one give which Distributed tool
or software is right or best?
Thanks ahead
Donlin
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Hi Paul,
I'm working on extact the same issue! My plan was to finish my cluster
implementation and then discuss with the community if some parts could be
reused to add cluster functionality to osg something like osgCluster.
At first I tried to use boost::asio for my project, because the usage
I have created class AXConvexHull derive from osg::TriangleMesh
class AXConvexHull:public osg::TriangleMesh
{
public:
public:
AXConvexHull() {}
/* AXConvexHull(const AXConvexHull mesh,const CopyOp
copyop=CopyOp::SHALLOW_COPY):
Shape(mesh,copyop),
Robert,
Unfortunately, this causes another problem. Now when I do this:
$ osgviewerd --run-on-demand --window 0 0 400 400 cow.osg
The window doesn't rerender on resize or repaint. I would expect that
a window resize would set a need to render flag. Thanks for you help.
Paul Gotzel
Depends on what you want and the tools you have
I personally think Open-flight through Creator or one of the few clones
out there now, is a good choice for to modeling and then convert to IVE
for run time. Others uses 3ds and obj fine but I' also old school and
know Creator very well. (Main
Torben,
At the minute I'm cobbling a prototype together. I'm using VTK's
client/server socket implementation. I plan to wrap this with
something that derives from ostream. (Hopefully, VTK is not
considered the devils work here but it is something I'm more familiar
with. :-) I'll let you know
Hi, Gordon:
Thanks a lot for your quick response, does that mean IVE provides better
performance for runtime?
Yong
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tomlinson, Gordon
Sent: Wednesday, April
Hi
Generally in many cases yes IVE's will/can help improve your runtime
performance especially load time, when converting from other formats
such as 3DS, FLT to IVE optimizations can be done that can aid the run
time as well , but could model a lot of that as but most folks don't
model that way
Robert Osfield wrote:
Hi Chris,
This is almost certainly a driver bug, so if can't change the driver
your options are likely to be pretty limited. Sometimes drivers screw
up on display list generation so you could try disabling display
lists.
There may not be an official driver update,
Hi Torben,
On 14/04/10 16:14, Torben Dannhauer wrote:
Hi Paul,
I'm working on extact the same issue! My plan was to finish my
cluster implementation and then discuss with the community if some
parts could be reused to add cluster functionality to osg something
like osgCluster.
At first I
This is what we use every day and it works
http://www.vis-sim.com/osg/osg_faq_1.htm#f47
we also tend to do stateSet-setDataVariance(osg::Object::DYNAMIC); as
well
Personally I would not use ref_ptr on the state here but that's me
Also were are doing this ?
Gordon Tomlinson
Product Manager
Yeah try the website below, I had a problem with a Sony Vaio laptop I just
updated to Windows 7.
It has a geforce 7600 gt (go) . Using the drivers from the site below and a
hacked .inf file got my OpenGL working on the laptop.It just crashed when
you fired up anything OpenGL.
Good luck.
Martin.
Hi,
I create a simple scene with osg where I load an osg model.
Then I try to position it with PositionAttitudeTransform and setPosition but it
remains always in the same position (center of the scene).
How can I position objects in absolute way?
Thank you!
Cheers,
daniele
--
As you don't show your code I have to ask a couple of obvious questions
Is the node you loaded a child of the PAT?
Has the PAT been added to the Scene?
Gordon Tomlinson
Product Manager 3d Technology Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
Hi all,
I've now updated the FBX plugin to compile with the latest FBX SDK.
Unfortunately this breaks compatibility with previous versions so next time
you get the plugin you'll need to install version 2011.2 FBX SDK if you want
to recompile the plugin.
-Michael
On 13 April 2010 13:29, Doug
Hi Delport,
I'm a bloody beginner using boost, so I tried to compile it myself (failed) and
to install/use prebuild packages for VC 2005 (also failed).
Finally, after a full week of disappointment I stopped this approach and
implemented my own simple upd transmission.
In linux, I think it is
daniele argiolas wrote:
Hi,
I create a simple scene with osg where I load an osg model.
Then I try to position it with PositionAttitudeTransform and setPosition but it
remains always in the same position (center of the scene).
How can I position objects in absolute way?
The viewer always
robertosfield wrote:
Hi Chris,
This is almost certainly a driver bug, so if can't change the driver
your options are likely to be pretty limited. Sometimes drivers screw
up on display list generation so you could try disabling display
lists.
Robert.
I was wondering if it comes up
Hi,
I am a relative new OSG user and I am developing OSG ActiveX application.
My C++ project is compiled in VS2008 with /CLR (I am using .NET platform for
the Web services communication).
In my application the rendering (viewer-frame()) is running in a separate
thread which is started when the
Hi Michael,
I've now updated the FBX plugin to compile with the latest FBX SDK.
Unfortunately this breaks compatibility with previous versions so next
time you get the plugin you'll need to install version 2011.2 FBX SDK if
you want to recompile the plugin.
Wouldn't there have been a way to
Hi Kim,
I am in a hurry for this and willing to fund the finalization of the new
code. Any time estimation to make it work? Please let me know
-Nick
On Tue, Apr 13, 2010 at 2:15 PM, Kim Bale kcb...@googlemail.com wrote:
Hi Nick,
Sorry chap, I'm afraid not. I haven't had the time to sit
Hi, I created a scene consisting of a man holding onto a book.
Now I am trying to get the scene to act as follows:
* when i pick the man, the book moves with it
* when i pick the book, it moves without the man, and actually detaches from it
(if i move the man again another time the book will not
Hi,
In my windows machine i am using osg and qt based framework for making a
small application.
I am able to draw lines as AXES in my application, but when i try to draw
line using mouse. It
does not work.
The same code of line drawing using mouse works on windows 7 to my surprise.
it also works
Wouldn't there have been a way to keep it compatible with both? (#ifdefs or
something)
I would have if I could have without making the code nightmarishly
complicated but the structure of how animations are presented by the SDK is
very different now.
Also, will the new sdk/plugin read
Essentially, it REALLY depends, because some formats are text based while
others may be proprietary file types. Some are designed for animation,
others may include textures. It might help to try experimenting with some of
them. See which ones you like.
-Masoug
Thanks for the helpful replies! So it is just a matter of preference, i
guess :)
-Masoug
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Hi,
can somebody explain to me why in Matrixd/Matrixf there is a getRotate,
setRotate, getTrans, setTrans, getScale ... but no setScale? is there a reason
for this?
and why do i have to pass a matrix to the (non-static) bool Matrix::invert
method?
Cheers,
Jason
PS: a Matrix
Hi Michael,
You guess correctly, yes old files read fine :) I should have said the
latest SDK breaks compatibility with previous versions/ of the plugin
code/; there's no break in compatibility with any .fbx files.
Great, thanks, that clears it up. Guess I'll install the new SDK. Will
your
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