Hello,
I have a heavy application which uses osg viewer and a TXP terrain. After
some time the application is running, LOD level of the terrain starts
being switched higher and lower all the time in cycles, so one second I
have trees and building being displayed and one second later - they
Hi Daniel,
I am running large terrain (txp) on my laptop with no problems with the
latest code from the trunk (although I don't think the txp loader was
touched lately). What is the version of your archive? It seam that the code
in the repository works the best with 2.1 archives. Also, good
Hi Sebastian,
tahnk you for your suggestions. I have taken some days to study your solutions
and to apply them to my osg application. It seem that something is going on,
but i still get some doubts and some errors.
In the following code, i simulate the use of two shader on the same 3D object
Hello Andrea,
I didn't go through every line of code of your example, as it is far
from being minimal.
Maybe I'll dig into it later on - but it would be best if you'd assemble
a minimal compileable example.
Also I'd suggest trying to do some minimal debugging, i.e. don't try to
do everything
Hi Sebastian,
the first pass works well. I have tested it using the test_pass_0 (vertex and
fragment) and the HUD camera. (The result in the attached picture).
I'm going to prepare a minimal compileable example.
Thank you!
Cheers,
Andrea
--
Read this topic online here:
Hi Sebastian,
here you can find a minimal compileable example :
Code:
#include osg/Program
#include osgDB/ReadFile
#include osgViewer/Viewer
#include osgDB/FileUtils
#include osg/io_utils
#include osg/Texture2D
#include osg/Group
#include osg/Matrix
#include osg/MatrixTransform
#include
I've found out that the glitches are fixed by simply recreating
ShadowTechnique (SoftShadowMap).
If anyone is interested, here's the working example:
https://dl.dropboxusercontent.com/u/12634473/osg/osg_recreate_window_fixed.tar.bz2
2013/4/21 michael kapelko korn...@gmail.com
For those who only
Hi,
I have to develop the animation of several object based on GPS time ( GPS
tracking)
Is there an easy way to synchronize all tracks?
I saw that with AnimationPathCallback each object time start when I create it
.. so not what I want.
Thank you!
Cheers,
Tonino
--
Read
Hi Andrea,
First of all there several errors.
The first one is where you assign the texture as input to your stateset:
for making this work you should write this:
secondStateset-addUniform(new osg::Uniform(previousTexture,0));
Ok, so I have a set of IVE files and each one of them has some sort built in
offset. For example: a cube with a center of X, Y, Z. I really would love to
be able to save these off as an IVE with a center of 0, 0, 0.
My Google-Fu is weak today, master, and I humbly request assistance with this
I'm still not clear on what you're trying to accomplish. I thought you were
trying to get HOT for a given lat/lon pair. In this case, there's only one
intersection. From your last post, it sounds like you're tying find
intersections with the terrain for a given LOS between two points. Is this
Hi,
I need to disable culling on a geode which implements a skydome/plane as a
shader.
The problem is that the vertex shader places the existing vertices
screen-aligned at the far plane, but OSG still thinks they are in their
original positions.
This problem as already been discussed - but
Hi all,
I've a problem when I try to run a program which use OSG:
error while loading shared libraries: libOpenThreads.so.13: wrong ELF class:
ELFCLASS64
before that, i had to update my LD_LIBRARY_PATH and add /usr/lib, else shared
libraries wasn't found.
I use debian (64bits).
What I have
Hi,
I noticed the constructor for LightPointNode places the node in DepthSortedBin
number 20. I can understand the general case for this, however when placing it
after the default transparency bin (DepthSortedBin number 10) light points on
helicopters don't get drawn when behind the
Hi,
I fixed the issue by importing the Models in 3ds Max and there i changed the
diffuse Color from black to white and everything works.
But what do i do when i don't own such a software and just buy some Models.
Thank you!
Cheers,
Michael
--
Read this topic online here:
Hi,
we bought severall Models in .fbx with Animations.
Most of the Animations lie in seperated .Fbx files.
How can i add the Animations out of an .fbx file(with no Model included) to
another Model out of another .fbx file?
Thank you!
Cheers,
Michael
--
Read this topic online
Hi,
Original coordinate of tif file is the longitude and latitude coordinates,Use
gdalwarp converts to merctor projection: gdalwarp -t_srs “+proj=merc
+datum=WGS84” 0-40.tif merctor.tif, merctor.tif, Then use osgdem to make
merctor. tif generate planar model: osgdem --cs “+proj=merc
finally, smomeone solve my problem thakx
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53522#53522
___
osg-users mailing list
osg-users@lists.openscenegraph.org
wo,thanx for showing that to us
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53523#53523
___
osg-users mailing list
osg-users@lists.openscenegraph.org
i can think of that,thanks to my image convert
(http://www.rasteredge.com/how-to/vb-net-imaging/), i am praised by my emplyer.
:D
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53524#53524
___
I am studying computer graphics at my university and I have a few questions
about OSG.
Does OSG use the core profile?
Are scenegraphs in general suited for games? Yesterday my professor said that
scenegraphs are too expensive for games. (because of many state changes)
Unfortunately he didn't
Hello all,
I'm having some significant problems using VPB processing extremely large
datasets. For this example, we'll take a look at the ASTER dataset which
comprises 528.2GB of data split among 21,844 GeoTIFFs. The first problem I had
was an error about too many open file handles. I upped
u may try to set viewer's threading model as
CullThreadPerCameraDrawThreadPerContext, i think it will help u.
[quote=Pertur]Hi Robert,
So if I have a class where I describe the scene content and where I do changes
in real time int update function like this:
[code]
DemoOSGScene.h
/*! Cidetec
Hi,
1st of all I have to apologize for my english, this is not my native language.
Let's go to the point. I'm trying to match a osg::Node* into a osg::Node, but
I'm having some troubles.
My code is like:
Code:
void function(osg::Node node){
...
osg::Node *n = (something that
Hi,
I create the scene like this: the root node is SceneRoot, a hud node is
HUDCamera, a render-to-texutre node is RTTCamera, also a model root which is
added as child to RTTCamera, then i add a model node to ModelRoot.
Now I create a texture image attached to RTTCamera, and I render it to a
Hi,
I'm new member of this forum and interested to share with others member.
Thank you!
Cheers,
sharior
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53618#53618
___
osg-users mailing list
You could translate them with the .trans pseudoloader:
osgconv infile.ive.(-x,-y,-z).trans outfile.ive
I'm not sure that's the right syntax for the .trans pseudoloader, but you
can check the source code in src/osgPlugins/trans.
On Mon, Apr 22, 2013 at 12:00 PM, Joshua Cook
Hi,
1st of all I have to apologize for my english, this is not my native language.
Let's go to the point. I'm trying to match a osg::Node* into a osg::Node, but
I'm having some troubles.
My code is like:
Code:
void function(osg::Node node){
...
osg::Node *n = (something that
Hi All,
I want to drive two outputs. One output is 120hz 3D capable while other is
60HZ (2D capable).
I thought of two approaches for obtaining this scenario.
First :
Render the scene graph two times one with 120Hz and other with 60HZ.
This seems fine but here every computation is happening
Hello,
Another question though: I'd like to change osgmotionblur.cpp behavior so that
not-fading-out equally-time-spaced shots of my moving object are left behind,
kind of like a trail.
My first attempt has been to keep ALL object positions behind. If this works, I
can try to filter the
Hi,
I set up multiple views in a sence.I need to use keyboarding to remove one of
them.
Please,how to achieve it in Visual Studio 2008 .
Thank you!
Cheers,
Andy
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=53498#53498
Hi,
I am currently trying to implement camera control with the Leap Motion in an
OpenSceneGraph world. However, the Leap has it's own frame function, like the
OSG viewer. Naturally, when I run both frame loops, they are not asynchronous.
They happen sequentially. I would like to set it up so
Hi,
When I try to debug the osgpointsprites.cpp example, it builds fine, but I
can't run it, I get a bad allocation memory error in xstring.
What would be causing this or how can I get around it to run this code and view
the result?
Thank you!
Cheers,
Grace
--
Read this
Agreed, keeping Geometry out of the scene graph's inherent desire to deal
with it as spatial data is a serious issue in OSG.
One solution would be to disable culling on the Geode (as you did above)
and place it under its own dedicated Camera. Kind of heavyweight, though.
Another possibility
Hi Shayne,
S2LR wrote:
A couple of questions so that I have a clear understanding...
1) Why would you want to have the lower LODs available for doing collision
tests? You always want the highest LOD for doing intersection tests with the
terrain.
I am trying to compute two functions.
Paul Martz wrote:
You could translate them with the .trans pseudoloader:osgconv
infile.ive.(-x,-y,-z).trans outfile.ive
I'm not sure that's the right syntax for the .trans pseudoloader, but you can
check the source code in src/osgPlugins/trans.
On Mon, Apr 22, 2013 at 12:00 PM,
Hi Alain,
perhaps you are linking a 32 bit application to a 64 bit library
Martino
2013/3/1 Alain P al...@gallib.net
Hi all,
I've a problem when I try to run a program which use OSG:
error while loading shared libraries: libOpenThreads.so.13: wrong ELF
class: ELFCLASS64
before that, i
Core profile requires use of vertex array objects, and currently OSG
doesn't support VAO. As a result, OSG can't currently use core profile.
This may change in the future, when someone submits a patch that adds VAO
support.
On Sun, Apr 21, 2013 at 11:09 AM, maik klein
Hi Mike,
in respect to vao you might look at this thread
http://forum.openscenegraph.org/viewtopic.php?t=10001 with initial attempt
to add it.
with this you get a core profile,
Are scenegraphs in general suited for games?
yes, not all games use scenegraphs but most I know - do.
scenegraphs
On 04/22/2013 11:24 PM, Sergey Kurdakov wrote:
scenegraphs are too expensive for games.
it depends, but due to extensive use, scenegraphs like OSG are quite
optimized for minimizing state changes, and thus there are games on
smartphones and PCs which are based on OSG.
The scene graphs are
OSG works fine for my game so far:
http://www.reallyslick.com/retrobooster/I'm making heavy use of model
loading, textures, shaders, nodemasks, render
bins, and deriving Drawables. The linear math classes are very useful
outside of the scenegraph as well. The only serious rendering task I'm not
41 matches
Mail list logo