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Hi all,
I need to start a new project where I will be reading some GeoTiffs, and
possibly CIB/CADRG.
I wanted to use GDAL to help with the georeferencing.
The only example I saw of using this with OSG is with the gdal-plugin,
which works when the file's extension is .gdal.
Is this the best
In situations where your customer has bought hardware for another primary use
(try tens of thousands of laptops), ATI or even Intel wins out over Nvidia on
cost it seems.
Then we are stuck with integrated graphics, and poor drivers.
Where the developer has a choice of hardware, just saying no
I thought I understood this just fine, but I apparently don't.
I have a model that is half the size it needs to be. So, I need to scale
it by 2.0 in all directions.
It is also in the wrong position, so I need to translate it out to
(1000, 2000, 3000);
Once it is translated, I need to rotate
that Gazi posted this as well.
Thanks
Chris
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Dorosky, Christopher G
Sent: Thursday, January 15, 2009 11:40 AM
To: osg-users@lists.openscenegraph.org
I have a terrain model, that has some high resolution texture.
This texture is mipmapped.
If I view the model at a slight distance, it appears blurrier than I
would like.
If I go into wireframe, it sharpens up. The polygon density is such that
it almost appears filled.
To make sure this isn't
for doing this type of work - with osg::Camera embedded in the scene
graph you can control the compute near far locally. See the osghud
example.
Robert.
On Sat, Aug 16, 2008 at 12:04 AM, Dorosky, Christopher G
[EMAIL PROTECTED] wrote:
Hi,
I'm trying to integrate some complex openGL code into my
Hi,
I'm trying to integrate some complex openGL code into my scene.
It draws a sky, and works nicely if I set the DO_NOT_COMPUTE_NEAR_FAR.
So, we had an example of how to make the precipitation effects work,
which involved using osg::Precipitation.
to do the precipitation, which requires a
, is it that you are
using osgProducer::Viewer from osgProducer SVN with
OpenSceneGraph-2.4 and this is behaving differently from osgProducer and
OpenSceneGaph-1.2?
Robert.
On Mon, Jul 28, 2008 at 4:19 PM, Dorosky, Christopher G
[EMAIL PROTECTED] wrote:
Hello all,
Under OSG 1.2, I controlled
Hello all,
Under OSG 1.2, I controlled the orientation of an osgGA manipulator
through the use of a coordinate frame callback.
Under 2.4, I am using the same exact code, but the callback never
happens.
Here is the code snippet. Viewer is osgProducer (yes, still).
This loop runs 4 times.
Hi all,
I've gotta add the sun, moon and some 3D clouds to our simulation.
Any recommendations on osg-friendly examples to follow?
Thanks,
Chris
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or so.
Odd.
There were also fixes to bring it up to date with osg 2.4. VS_2005
Should I submit those changes to this forum or somewhere else?
Thanks,
Chris
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Dorosky, Christopher G
Sent: Monday, July 21
, 2008 at 2:01 PM, Dorosky, Christopher G
[EMAIL PROTECTED] wrote:
Hello,
I am having problems with a uniform value getting trumped in a shader.
Here is most of the shader fragment:
___
os \nuniform bool PreMultipliedAlpha;\n
flushed.
Robert.
On Thu, Apr 10, 2008 at 10:12 PM, Dorosky, Christopher G
[EMAIL PROTECTED] wrote:
If I have an IVE model, with texture, and I delete the model,
what
happens to the texture memory the texture was using?
Is it freed?
What about
If I have an IVE model, with texture, and I delete the model, what
happens to the texture memory the texture was using?
Is it freed?
What about if the model is on a switch, and I turn the switch off?
I am assuming that I have to do something manually to deal with this,
either way.
I seem to
I've got a strange problem.
After loading in model from openflight, I am trying to replace the
stateset of some of the nodes.
So the code looks like:
loop
{
osg::StateSet *ss = new osg::StateSet;
// do some stuff to it
node-setStateSet(ss);
}
If the node already had a stateset, particularly a
H... Where to start?
1. Windows will hog quite a bit of memory to begin with, so you don't
really have 3G available.
My 3G machine shows 2.5G available after windows loads.
2. Even if you did, the per process limit for 32 bit is 2G.
3. I think windows even restricts that a bit further.
4. MFC
Hi all.
We upgraded from 1.0 to 1.2 .
One of the changes that we noticed was that the rgba reader now doesn't
handle transparency correctly anymore.
Anyone else notice this?
I am going to start looking myself on the website, but don't know the
method to research this problem.
Is there a
:50 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Mixing GL
Have you tried pushing and popping around the call to your OpenGL code?
-Paul
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Dorosky, Christopher G
Sent
Never mind, just read stephen's post Haven't tried yet though.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Dorosky, Christopher G
Sent: Wednesday, November 21, 2007 10:33 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Mixing GL
yup
Hi all,
What is the easiest way to protect myself from a GL app that I am
calling that isn't cleaning up after itself?
I think that it is changing the states or attrs, or vertex arrays or
something, so that osg lazy eval gets messed up.
We have called
state::dirtyAllModes
dirtyAllAttributes
Just to clarify here, are we changing the way things work, or simply
adding another operation?
If we change the way things are working, hopefully it will be reflected
strongly in the release notes.
Chris
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
I downloaded the GLExpert program from NVidia's website.
It seems to give me output for regular applications that I know are
using GL.
Anything with OSG (osgviewer cow.osg) doesn't produce output.
Has anybody tried this and figured out a way around it?
I'm guessing it's due to something grabbing
for. Could
you try examples like the osgviewerGLUT and osgviewerSDL to see if they
work OK.
Robert.
On 10/29/07, Dorosky, Christopher G [EMAIL PROTECTED]
wrote:
I downloaded the GLExpert program from NVidia's website.
It seems to give me output for regular applications that I know are
using GL
Greetings,
I have a screwy world coordinate system that the standard manipulators
work OK with, but I'd like to fix it. In between the CoordinateSystem
Nodes, and the coordsystem callbacks, it seems like there is a way to
give the manipulator a better idea of the front,side,up vectors.
Can
are seeing looks to be a bug.
Which version of the OSG are you using?
Robert.
On 7/29/07, Dorosky, Christopher G [EMAIL PROTECTED]
wrote:
Hello.
I'm having unexpected trouble using LOD's.
osg::LOD *LOD = new osg::LOD;
LOD-addChild(modelA);
LOD-addChild(modelB);
LOD-setRange(0, 0.0, 100.0);
LOD
Hello.
I'm having unexpected trouble using LOD's.
osg::LOD *LOD = new osg::LOD;
LOD-addChild(modelA);
LOD-addChild(modelB);
LOD-setRange(0, 0.0, 100.0);
LOD-setRange(100.0, 1.0);
scene-setSceneData(LOD);
This works nicely. I modified osgviewer to do it.
Now, change that to using the
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