Hi Vijeesh
The database will us the same format as the input data, unless you specify a
different output format. In general its better to transform your data to the
desired format first using a tool like gdal.
If you want flat terrains in meters UTM projections are probably the best
option.
Hi Chris,
we are using on our helicopter flight simulator build with osg 2.9.11
the ATI Radeon HD5870 withh ATI Eyefinity 6 with 1 Go of DDR5 under
Windows 7. I agree with J-S on the fact that the drivers are much more
stable than before in concern of OpenGL. However the ATI Catalyst
drivers
Hi,
I'm working with both ATI/AMD and nVidia hardware, almost on a daily basis.
I've had a lot of bugs with AMD drivers with regards to GLSL shader
development, mainly in the compiler. It's been six months I am working with
them to help them fix bugs, which they have done, but I still have a
Hi,
Thanks Mr. Ralf
Thank you!
Cheers,
Vijeesh
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Hi Tom,
Rather than GraphicsWindow loosing it's reference to the EventQueue
I'd suspect that that the window itself has been deleted and this is
causing the corruption. There is also a possibility that you've got
an inconsistency in the build of your app vs the OSG, you'll need to
look at the
Hi Zuzana,
One way to have different rendering in different cameras is use a
seperate osg::Camera::setCullMask(uint) on each of the Cameras and
then a matching NodeMask above different subgraphs that you want
rendered for each of the cameras. The osgstereimage provides an
example of this in
Hi,
I'm trying to share a VBO and an EBO between multiple primitivesets of
different geodes. My structure is the following (I always have only one
primitiveset per geode, hence my question)
+ Geode
--+ PrimitiveSet
+ Geode
--+ PrimitiveSet
+ Geode
--+ PrimitiveSet
and so on
I've tried to do
Hi,
I am a new member of OSG. I am using 2.9.11 (latest developer release) version
of OSG. In last few weeks, I used OSG over OpenGL. All the examples and
Tutorials that are posted on the site have been very useful in learning OSG.
Now, I want to use OSG over OpenGL ES 2.0. For this, I have
Hi Robert,
Well, I don't see how my app could be deleting the window as I'm checking the
reference count of the EventQueue immediately upon the return from the
theGraphicWindow = new GraphicsWindowEmbedded;
and the reference count is already trashed.
So I suppose I'll need to dig through
Keith Parkins wrote:
After looking at this again, I am unclear as to whether you have built
the projection matrix from the intrinsic parameters. I was assuming that
you had made it by hand. To do that you would do something like this:
Chris,
We regularly test osgEarth against ATI cards. For the most part things work
fine; there are a couple issues though:
- The GLSL compiler on ATI is strict, whereas NVIDIA's is very forgiving.
Not a bad thing, but underscores the importance of testing on ATI
- Uniform array addressing is
Hi,
I have a very large scene graph where I have many geodes.
Each of this geode has a stateset with a GPU program defined on it, contianing
a vertex and a fragment shader.
The GPU program instance is unique for my whole application - I am not
recreating the program over and over again for
Hi Fred,
maybe have a look at this:
http://www.bricoworks.com/articles/stateset/stateset.html
I remember something like that state equality is only tested using
pointers and not internal data. So, maybe you'll have to explicitly
share state (that getOrCreate won't do).
Sorry I can't
Hi JP,
J.P. Delport wrote:
Hi Fred,
maybe have a look at this:
http://www.bricoworks.com/articles/stateset/stateset.html
I remember something like that state equality is only tested using
pointers and not internal data. So, maybe you'll have to explicitly
share state (that
Hi Benedikt,
I don't have time to look at this right now, but off the top of my head
the sign difference that you noticed may be because I grabbed this from
a reverse projection that I did (the projection was bounced off some
mirrors to a back projection which in turn was viewed by looking into
Thanks everybody. It looks like NVidia might be my best choice still. Will
keep an eye
on the situation.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
Contracting.
well, with this file you can see the animation of your .fbx,
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Hi,
it's just a really simple scene but it should help you figuring out, if your
OpenGLES 2.0 support works (tested on iPhone):
Code:
// create geometry
osg::Group* scene = new osg::Group;
osg::Geode* geode = new osg::Geode;
osg::Geometry* geo = new osg::Geometry;
scene-addChild(geode);
thank you, now i can separate the animations, but when i change the
destinationFile in .fbx file, the animation were not created. why?
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I'm investigating osgVolume and the DICOM plugin for a client, and am having
trouble
building the DICOM plugin on Windows, VC++2008 (SVN trunk from a couple months
back:
12159, 5:11:17 AM, Friday, February 11, 2011). I built dcmtk-3.6.0
successfully, and then
configured all the DCMTK include
hi
not sure if this is a solution but I found dmctk to be too much for
me... so I used itk instead the osgdb_dicom.so file built using itk...
what is the main difference in using itk or dmctk?
thanks
-s
On Wed, Apr 6, 2011 at 1:48 PM, Chris 'Xenon' Hanson
xe...@alphapixel.comwrote:
Hello guys,
You all know that a trackball camera manipulator, by default, will start
spinning the camera around if you release the mouse button while moving the
mouse.
I have a simple/silly question:
Is there any way to stop the spinning of the camera using code?
The only solution I can think
On 4/6/2011 11:59 AM, Simon Su wrote:
not sure if this is a solution but I found dmctk to be too much for me...
so I used
itk instead the osgdb_dicom.so file built using itk... what is the main
difference
in using itk or dmctk?
I don't have any idea. I just saw DMCTK first.
--
Hi
There is no write functionality for the fbx plugin, this is why you need to
use .osgb. Once converted there is no difference to using fbx other then you
can't re open it in 3ds max etc.
Cheers
Tom
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Hi,
just one addition to my previous post: Normally you wouldn't define an extra
vertex attribute array for the vertex color/normal as I did in this test code.
Just use
void Geometry::setColorArray(Array* array);
void Geometry::setNormalArray(Array* array);
and access the vertex color/normal
Hi, Fred
When it comes to gl calls, state checks attributes values with state cache.
You will never know for sure where time goes without profiler, so use one :)
64 to 30 fps change is in release mode with optimizations? If it is debug build
difference may be almost not noticable with
i understend, but how i can change that?, because i need do this but the file
should remain as .fbx
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Hi Tom,
On 6/04/11 21:29 , Tom Appollo wrote:
Well, I don't see how my app could be deleting the window as I'm checking the
reference
count of the EventQueue immediately upon the return from the theGraphicWindow
= new
GraphicsWindowEmbedded; and the reference count is already trashed.
Hi,
My starting file of interest is an ASC file with the following gdalinfo
Driver: AAIGrid/Arc/Info ASCII Grid
Files: sd_1_3_110805.asc
Size is 11880, 9720
Coordinate System is `'
Origin = (-117.910,33.391)
Pixel Size = (0.92592592593,-0.92592592593)
Corner
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc3
This is intended to be the final 2.8.4. It now builds successfully on VS2010,
and the
ffmpeg changes Robert put in have been tested on Windows.
We need testing on all platforms to call this one done. Please
its been long time since I used OSG and trying to get back to it.
What would be the preferred way to have OSG drawing sphere of constant pixel
size? Also OSG used to have an example of 3D Axes with rotated text. I am
not able to find it.
Any help with these two questions is appreciated.
Thanks
Hello,
Here's another useful information about the Symbols Hidden By Default
problem.
I have a Mac OS X application (not iOS). It built and ran ok on Xcode 4 in
Debug mode. In Release mode, it wasn't receiving any mouse clicks or
keyboard input.
After a couple of hours of tracking down, I was
On 4/6/2011 9:51 PM, Jayesh Chaudhary wrote:
its been long time since I used OSG and trying to get back to it.
What would be the preferred way to have OSG drawing sphere of constant pixel
size? Also
Autotransform.
OSG used to have an example of 3D Axes with rotated text. I am not able to
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