Hi,
Not sure if this helps but I believe you may define own Ellipsoid with
EllipsoidModel. Just define it with both Radii the same and voila you have
the sphere ...
Cheers,
Wojtek Lewandowski
2016-09-26 23:54 GMT+02:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:
> Hi Inna,
>
>
Hi Inna,
It still doesn't make a lot of sense, The ellipsoid model is to abstract
geographic coordinates to geocentric coords. Lat, long however is
spherical coordinates and can be mapped to an ellipsoid...
So please try to rephrase your question: What is it what you want to
do, or present
Hi Mr. Robert,
Thanks for the reply. Sorry , Seems I explained very badly . Well , my issue
is that I want to make sphere and text on it. I was able to do with the
EllipsoidModel and using log , lat and height. I want to do the same with same
Sphere. But I dont have idea how to do with
HI Temia,
On 26 September 2016 at 19:41, Temia Eszteri wrote:
> Just let it drop!
Drop what? The project leadership? Doing support for free?
Investigating issues and getting to the bottom of them? If you've
actually followed this thread and read what's been written
When reviewing doing a code review of the affinity code in OpenThreads
today I noticed that OpenThreads doesn't fully expose all the
functionality available for setting or resetting the thread affinity,
as OpenThrreads just allowed you to specify a single cpu number for a
thread to have affinity
Hey Robert,
Just let it drop!
Love, Temia
On Mon, 26 Sep 2016 16:38:19 +0100
Robert Osfield wrote:
> HI Christian,
>
> When it comes to perspectives of what is right or wrong for the OSG it
> absolutely has everything to do with my experience. I more than
> anyone
Hi Inna,
You don't say what you've tried, only that you tried something
relating changing from EllipsoidModel to Sphere, you don't say what
you changed the code to, what the result you got.
Without knowing what you are specifically having a problem with we
can't start helping you achieve what
Thanks Chris,
OSG earth does have some fixes for materials and lighting, but it would
be cleaner if it was part of OSG core. I'm pursing those as well, just
seems like the core libraries should function out of the box, without
spending a week applying patches or workarounds. We've been pursing
Gianni,
you should call geometry->dirtyDisplayList(); at the end of your move
function ... Not sure about the rest of the logic of your code now though
Maybe better idea then these email iterations is to write us what is
your goal with this code since I see no smart logic in there (sorry
Hi all,
I am a new bie here. I was playing with some examples. From the FadeText
Example
http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/trunk/examples/osgfadetext/osgfadetext.cpp
. In this example, I have the ellipsoid model from the lat, long and height.
It's clear,
Hi,
Thanks for your reply and that'S super. Hopefully, It will be good start for
me.
...
Thank you!
Cheers,
Inna
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Well, probably a good facsimile would be the situation for OpenGL ES, which
lacks all of those same features.
We did a bunch of work involving this, writing custom FFP to shader
generators, as well as doing the grunt work of making osgEarth work on
mobile devices (Android and iOS) through OpenGL
Hi Robert,
Thank you for the reply. I had been coming to that conclusion myself but
wanted confirmation from someone who knew more than I did.
I will look into catching all events from the main thread and passing them
along. I am not sure that it is even possible in my use case, but it is a
Hi Valerian,
On 26 September 2016 at 16:27, Valerian Merkling wrote:
> I didn't managed to get a running example, but working on it made me find a
> solution.
>
> It seems that I need to use the releaseGLObjects functions on nodes that I
> totally remove from the scene
HI Christian,
On 26 September 2016 at 15:49, Christoph Weiss wrote:
> Robert, I'm not quite sure what prompts you to bring in personal attributes
> here. Nor do I see any hyperbole to begin with. I stated that I strongly
> disagree. You can in turn disagree. I never was my
I didn't managed to get a running example, but working on it made me find a
solution.
It seems that I need to use the releaseGLObjects functions on nodes that I
totally remove from the scene graph.
With that call, my shaders are flagged for destruction AND destroyed when
closing the view =>
Hi Robert,
On 09/26/2016 04:35 PM, Robert Osfield wrote:
HI Christoph,
On 26 September 2016 at 14:20, Christoph Weiss wrote:
I strongly disagree with the last sentence. It is the most general use case
possible: using standard C++ features.
Please quite the hyperbole.
HI Christoph,
On 26 September 2016 at 14:20, Christoph Weiss wrote:
> I strongly disagree with the last sentence. It is the most general use case
> possible: using standard C++ features.
Please quite the hyperbole. It does you no favours.
I am been writing C++ programs
Hello,
I'm working on a OSG based rendering engine and we're trying to switch
OSG to run without OSG_GL_FIXED_FUNCTION_AVAILABLE and all the other
deprecated pipeline functions disabled. I'm wondering if there's a road map
for getting OSG to support all the various bits of functionality that
Hi Jannik,
Here's my code i am using the create the particle system and emitter. I am
creating two particle systems--one for each exhaust of the rocket.:--
int main()
{
osg::ref_ptr mt = new osg::MatrixTransform;
osg::ref_ptr mt_2 = new osg::MatrixTransform;
osg::ref_ptr trans= new
I think looking at the osgblenddrawbuffers or osgmultiplerendertargets might be
a good start. Neither of these are really doing what you are aiming for, but
shows you how to add the color buffers and shaders.
You might also look at the OSGPPU project. It I think it has some more relevant
Hi Gianni,
A very simplistic solution using a outline triangle:
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
//#include
#include
const osg::Vec4 selectedColor(1.0f, 1.0f, 1.0f, 0.5f);
const osg::Vec4 color1(1.0f, 0.0f, 0.0f, 1.0f);
Hi Gianni,
One question,
why should I use a "vertex" shader/attribute when I need to colour a triangle
uniformly?
Long story short: There is no such thing as per-primitive colors.
Long story long:
In order to color your primitives you need to assign a color to each
vertex. That is how modern
Hi Robert,
If you are using OpenThreads for your threads then you have no problem
at all anyway, you can create them before or after viewer.realizer()
without any problem.
It's only if you create your threads afterwards using another
threading library that doesn't set the affinity mask in any
Hi Sebastian,
On 26 September 2016 at 12:15, Sebastian Messerschmidt
wrote:
> Would a small function to enable/disable the affinity in SingleThreaded mode
> be a big breaking change? Defaulting to using the affinity mask, making it
> up to the advanced user to
One question,
why should I use a "vertex" shader/attribute when I need to colour a triangle
uniformly?
Regards,
Gianni
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Well, Nick,
I have to say I didn't understand what Sebastian suggested since I'm not
familiar with shaders. As far as I understood a shader can not be debugged and
I don't know if they are testable. Moreover the code is in a place different
from the usual code, so something that has effect in
Hi Gianni,
I have stopped looking at the issue since Sebastian's suggestion is really
better (more modern approach and really easier to implement and maintain
once you get a handle of it). If you still want to continue your way I will
have a look later today if I can spot anything .. Will ping
Hi Robert,
I
Hi All,
I have taken Christoph's test problem and reproduced the affinity
issue on my Kubuntu 16.04, so this is useful first step.
I've also reviewed the OpenThreads code, so have a better idea of the
code in question. Please note that I'm not the author of OpenThreads,
the
Hi Kevin,
This issue with OSX is one we can't workaround, it's very much tied
into how OSX passes events from the OS onto applications. We hit
against this issue when implementing osgViewer and trying to get the
multi-thread, mulit-context side work. There isn't anyway to tell OSX
to give
Hi All,
I have taken Christoph's test problem and reproduced the affinity
issue on my Kubuntu 16.04, so this is useful first step.
I've also reviewed the OpenThreads code, so have a better idea of the
code in question. Please note that I'm not the author of OpenThreads,
the project just fell on
Hi Christoph,
On 26 September 2016 at 11:01, Christoph Weiss wrote:
> This sounds a bit as if this was a rare thing to do, or at least a design
> choice that can or should be avoided. I think on the contrary, explicit
> thread handling is something that is slowly going to die
Hi Inna,
I use OSG in Qt applications for years and I've never had specific problems
with event handling.
Currently I'm on Qt 5.6 and OSG 3.4.0.
Gianni
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Dear Robert,
On 09/26/2016 09:39 AM, Robert Osfield wrote:
The only "difficulty" is when using a certain usage model when
threading, it's not a general issue. The issue looks to be isolated
to the case where users set up threads after the viewer has been
realized.
This sounds a bit as if
Dear Nick,
I'm not sure to use the solution suggested by Sebastian (I've never worked with
shaders so it is quite difficult to understand). So I would like to know if you
foud a reason of the problem in my example?
Regards,
Gianni
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Hi Suraj,
For flames I wouldn't use osgParticle these days. Personal I'd
implement it using shaders and perlin noise. In
include/osgUtil/PerlinNoise you'll find a helper class from creating
the image that you can assign to a texture. Also look online for
tutorials on how to use Perlin noise,
HI Fabien,
On 25 September 2016 at 22:52, Fabian Wiesel wrote:
> Yes, both cause the threads being distributed across the cores. That is
> probably also why initialising TBB early in main helps, as it creates a pool
> of worker threads. For my app, you can consider it
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