Hi Robert,
sorry for bothering you with a problem, obviously caused by my arrangement of
sourcecode.
The version is SVN HEAD of Friday 11:30 German time.
The downloaded structure compiles fine. So it is definately MY problem. But I
have to do it this way because it has to be integrated into my
Hi Werner,
On Mon, Jan 31, 2011 at 9:55 AM, Werner Modenbach
werner.modenb...@texion.eu wrote:
The downloaded structure compiles fine. So it is definately MY problem. But I
have to do it this way because it has to be integrated into my commercial
distribution. Unfortunately I couldn't find a
Hi,
I created terrain from srtm30 hgt file and georeferenced (using gdal_warp with
srs WGS84) google earth images. I got the terrain but the altitude seems not
included in terrain. When I opened the osg file, I could see altitude is less
than 1 which is not the actual. I don't know why? Can
Very concise and educational, good work!
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Petr Srom writes:
Hi,
I have problem convert .flt to .ive
console debug output:
USING: c:\Program
Files\OpenSceneGraph-2.8.3\bin\osgPlugins-2.8.2\osgdb_ive.dll
dynmaic library failed loading: osgPlugins-2.8.2\osgdb_ive.dll
cmd osgoconv --plugins
find all .dlls in c:\Program
Hi Alessandro,
Am 28.01.11 18:31, schrieb Alessandro Terenzi:
but I was still getting linking errors. The linker complied because it could
not find both the Cocoa and OpenGL frameworks (note: I wrote OpenGL not
OpenGLES, even though I checked only the GLES1 option in CMake). So I tried
to
Hi, I actually have been using osgOcean for a year now. Well, I actually use
Delta 3D which uses OSG and in turn osgOcean. It's a pretty good library for
rendering ocean, would be better if you can add atmospheric scattering using
Mie and Rayleigh approximation for real time day-night
Hi,
This is my second post here. I split it here because I am actually confused
about a shader related problem and I decided to post it here.
I'm trying to implement a glow shader in osgOcean like the one explained at GPU
Gems chapter 21 on NVIDIA's site (can't post the link because it looks
A noob trying to help a bit. Try looking at OceanScene::preRenderCull()
method. You'll see that it's being used there to render the scene.
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Hi Wojtek,
You probably know this but if not it may be other option for you. One
can define restart index that works as terminator for triangle/quad
strips (check GL_NV_primitive_restart extension) . So in practice
multiple triangle strips can be separated by restart indices and put
into one
Hi Tim,
That sucks. I'll take a look.
OK, let me know what you find out. I was pretty surprised the optimizers
would go out of bounds, as I've used them on a variety of models without
problems (as I bet you have, and many others too).
Thanks in advance,
J-S
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Hi Sergey,
I've used gDEBugger tool for rendering optimizations, it have modes that turn
off some features of rendering so you can determine what impacts framerate most
(like it have modes which turns off all lights(fixed pipeline vertex lighting
impact), replaces all textures with 2x2
Hello Mukund,
r.makeRotate( rot += 10, osg::Vec3( 1., 0., 0. ) );
The angle should be in radians. I think your code above assumes it's in
degrees.
What are you expecting to see BTW? The camera might rotate around the
scene's origin (since your view matrix has no
Hi Robert,
Thanks for the reply.
So in your case you simply add the Geode to the
MarixTransform node and then the geode and all it's children then are
transformed by it
So, you mean this is fine?
Code:
osg::ref_ptrosg::MatrixTransform mt = new osg::MatrixTransform;
Hi Bawenang,
Hi, I actually have been using osgOcean for a year now. Well, I actually use
Delta 3D which uses OSG and in turn osgOcean.
Excellent, we appreciate you using it! Progress has been slow in the
past few months but we hope to be able to put a bit more time on it in
the near
Hi Tim,
I've found that that problem happens because the attribute arrays are
shared among several Geometry objects. The fix is simple, but I haven't
submitted it yet because the results of INDEX_MESH are still not great
on the sphere object, and I have a different idea for how to approve that.
Hello J-S,
Thanks for the reply.
Why do you insist on using
glut to learn OSG? Using the plain viewer is even easier:
Absolutely. i did not realize it first since i was used to using glut. But now
i realize the osgviewer is much easier and efficient.
So, im currently using the method
Well, the model is as such. So, there seems to be no problem.
Thanks for the support.
Mukund
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Hi.
I wonder if there is a way for loading materials/statesets from
external osg-file.
I´ve tried to use ProxyNode in osg file to load a model but I would
like to just load a stateset or a material.
Best regards.
Nikola R
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Hi,
Thanks, that was helpful :))
Thank you!
Cheers,
Chris
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Hi Paul,
Thanks for this explanation about identifying nodes. Actually we also
implemented a node identification using child index...
However I did not spot metadata related classes in osgWorks. Well, ok, I just
had a very quick overview... Can you tell me where to look at?
Thanks.
Sukender
Hi Tim,
Sorry to jump into that conversation, but I also had a bug related to
IndexMeshVisitor: the output geometries do NOT have number of vertices ==
number of texcoords... Did I miss something?
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
I have a situation coming up where my code will be fed large blocks of
vertex, normal,
texcoord and index data from a non-OSG code environment. The goal is to draw
this data
with DrawElements.
Currently, it looks to me like I need to rebuild some of this data (anything
Vec*-based)
into an
On 1/31/2011 9:00 AM, Sukender wrote:
Hi Paul,
Thanks for this explanation about identifying nodes. Actually we also
implemented a node identification using child index...
However I did not spot metadata related classes in osgWorks. Well, ok, I just
had a very quick overview... Can you tell
Hi Chris,
Am 31.01.2011 17:10, schrieb Chris 'Xenon' Hanson:
I have a situation coming up where my code will be fed large blocks of
vertex, normal,
texcoord and index data from a non-OSG code environment. The goal is to draw
this data
with DrawElements.
Currently, it looks to me like I
On 01/28/2011 11:53 PM, Lilinx wrote:
hi,all
same as tile!!
Not yet, to my knowledge. I was going to tackle it at one point on my
own, but it turned out to be a bigger job than I first thought.
--J
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Hi Sukender,
I'm not sure what you mean; I need to see an example. The IndexMeshVisitor
doesn't work with BIND_PER_PRIMITIVE attributes and bails if it finds any.
If the number of vertex coordinates doesn't equal the number of texture
coordinates, that's a big bug. Normally the number of indices
Hi,
I finished my application and I want to improve it. I have to issues: I need to
increase the frame rate, since I rotate fast the camera and I need to start the
simulation window at fullscreen (for now, I have to fix the dimensions
manually).
How can I do this?
Thank you!
Cheers,
Axel
On 1/31/2011 9:19 AM, Peter Hrenka wrote:
You can have a look at osgsharedarray in the examples-directory.
It shows how you can subclass osg::Array to use static C-array
data without copying.
Thanks. That's exactly what I was hoping for. I'll go look at it right now.
Appreciate
the fast
Hi Axel,
I finished my application and I want to improve it. I have to issues: I need to
increase the frame rate, since I rotate fast the camera and I need to start the
simulation window at fullscreen (for now, I have to fix the dimensions
manually).
How can I do this?
For full screen,
Hi Jean-Sebastien,
thanks for the reply, you were realy helpful, now I have a better idea on how
to proceed!
Axel
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Am I suppose to use another version of freetype?
AFAIK no, it's a universal-lib (i386 + arm) and had worked in the past.
FYI, I recently setup a FreeType Xcode project for iOS to support
SDL_ttf. It is based on a blog entry written by Alfred Rossi. This
might be helpful if you need to rebuild
I have to agree with Paul, the Scene graph is just that. To renders data as
fast and efficiently as possible
OLD Performer handled some this by providing separate graphs for data and other
information (while it was not close to perfect it did allow the clean
separation that Paul is talking
Hi guys,
I am just beginning to get friendly with the osg api because i want to realize
an application that animates a loaded model of a human head. the head will copy
the motion of a real person.
well, my question is: can osg really help me ? i understand how to realize
rotation, translation
Hi all,
On my quest to reduce the amount of statesets and draw calls in my
graph, I've started building texture atlases with the
osgUtil::Optimizer::TextureAtlasVisitor. Now, when I build the texture
atlas(es) for a given model, I then save a .ive file of that model which
includes the
Hi J-S
I appreciate the help!
I am using Eclipse.
You mention MinGW-gcc440_1, is that what you're using?
Yes, and the line above that I had:
Eclipse Helios Service Release 1 Build id: 20100917-0705
I should have mentioned it's EclipseCDT for C/C++ rather than Eclipse with the
C/C++ plugin.
I
Skylark wrote:
with MinGW-gcc440_1
Probably not, it's probably a little-used compiler (I guess). On Windows
the most used compiler is Visual C++ (8.0/2005 or 9.0/2008 at the
moment).
.. plus if you find you need to make changes to get things to
compile for you, you will be able to
All,
I fired off a VPB build using vpbmaster on a 16 processor machine running Linux
Fedora core 13. The number of tasks generated was 5314 for this build. As
predicted, vpbmaster fired off 16 osgdem threads to work on the build.
As the build went along I noticed that the number of osgdem
Hi,
Oops sorry, the if condition was my first attempt to check and fix the bug. It
turns out that it was not working and the bug was somewhere else. The whole
method is this:
Code:
float FFTOceanSurface::getSurfaceHeightAt(float x, float y, osg::Vec3f* normal)
{
if(_isDirty)
Hi,
Because I can post URLs now, I'll post the source of what I want to implement.
http://http.developer.nvidia.com/GPUGems/gpugems_ch21.html
Thank you!
Cheers,
Bawenang
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