Hi, thanks for all the reply
like colin noted, the render problem vanished as i stripped off the offsets
which caused the large coordinates and work now with localized coordinates.
if i ever need to display the real coordinates in an text-insert, i can re-add
the stripped offset before display
i forgot three things to mention:
1.)
as i mentioned above, i place adjacent trees into one geometry.
e.g. a geometries' vertex-array has numberOfAdjacentTrees*8 (=double quads )
entries. but i use only one primitiveSet to construct the geometry. i hope this
is okay.
Sorry, for another posting:
i just tested the original one drawable per tree implementation with such
large coordinates again and noticed that it also tends to flicker, as well
hidden faces were revealed also. i couldn't encounter the outer mentioned
problems.
thanks in advance,
christian
Hi james,
regarding your last post, did you mean that you also tried to extract angles
from a rotation with the website's matrixToEuler or a similar approach, but
you encountered problems that were depended on your current
camera-orientation?
i think the same happened to me: i wanted to get
Hi james,
thanks for the quick reply, now everything is clear.
Best regards,
Christian
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Hi,
i have a manipulator which stores the rotation in a quaternion. i would like to
extract the angle of the, in matrix-words, x-axis of that rotation.
(think of a firstperson-view - i would like to extract the angle which defines
how much i look up/down)
is there an easy way to get this done?
Hi max, thanks for the hint
i needed some time to inform myself about quaternions, because like you, i
tried to avoid using them.
you mentioned Your X-rotation is pure in the quaternion., nevertheless i
don't know how to get only the Pitch-rotation (to say it in euler words) out of
them.
Hi,
i had to do a little further research on the web because first i didn't
understand what your code-snippet is doing. i found a website which describes
the whole topic:
http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToEuler/index.htm;
thank you james and max for
Hi robert,
thanks for replying. after some thoughts about it, i will ask the second
question another way.
how can i get a coordinateframe from only providing a position?
Code:
CoordinateFrame eyePointCoordFrame = getCoordinateFrame( eye )
- respectively
holds a coordinateFrame in case of
Hi simon,
i got it working, i added the osgGA namespace to the parameters of the function
below. i had to remove the outer enclosing namespace declaration, because the
compiler complained:
virtual void init(const GUIEventAdapter ,GUIActionAdapter); - virtual void
init(const
Hi,
okay, after some examples debugging i think i got it:
a CoordinateSystem is a user added node, which provides methods that allow to
setup a matrix with lat/lon instead of cartesian coordinates.
on flat environments, there is no need to setup a CoordinateSystem. when
getCoordinateFrame(pos)
Hi community, i'm currently trying to understand how the various
camera-manipulators work (trackball, terrain, ufo, etc.) and several questions
arrived:
- the first thing that confused me was, that Y/Z-vector directions are now the
openGL-way. (is there a reason why OSG normally uses Y as
Hi,
i included the following lines in my applicationcode:
#include ../include/FirstPersonManipulator.h
viewer.setCameraManipulator(new osgGA::FirstPersonManipulator);
and got:
1 Creating library D:\workspace\test-osg\sln\graz\Debug\graz.lib and object
Hi community,
i have a bunch of categorized roof-types. out of a handful of different
textures (small dimensioned), i want to assign - depending on the rooftype, a
texture per roof. the roofs are not ordered per rooftype, and i hardly expect a
roof to have the same texture assigned like the
hi paul, thanks for the reply
Paul Martz wrote:
OSG already sorts by state at runtime...
this is i wanted to know. (i wasn't sure if the optimizer is responsible for
things like that)
best regards,
christian
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Hi community,
i have three questions:
- if i want to replace a geometry's vertexarray, which was defined through an
imported .osg nodefile, does it suffice to just call setVertexArray(newArray)?
- will the previous array be automatically deallocated?
- does this also apply in a case when
Hi,
i wanna thank the two posters for clarifying which different approaches are
possible for this issue, because problems like that weren't covered in the
basic opengl books i have read.
Cheers,
Christian
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Hi,
i need a little help with some lighting issues. the geometry, a roof, consists
of a drawable with one primitive (DrawElement TRIANGLES) and associated normal
vectors per vertex. the problem is, the resulting shading of the rendering is
not what i have expected.
[Image:
Hi,
okay, i think i figured out that the odd shading is only a result of my
missunderstanding of the normals BIND_PER_VERTEX concept.
my geometry has 9 vertices - i thought if i use a drawElement index with index
swaps to revist a vertex, this would give me the opportunity to use more than
Hi,
according to documentation: Fast paths use vertex arrays, and
glDrawArrays/glDrawElements.
- what is the difference between vertex arrays and glDrawArrays, or is it meant
as generic term for glDrawArrays/glDrawElements?
will the use of something like this drop me into slow path mode?
hi bryan, thank you for your reply.
according to documentation: Fast paths use vertex arrays, and
glDrawArrays/glDrawElements.
Which documentation?
- sorry, i meant according to (doxygen) reference
FLATSHADING. i know this is not the same like
the above mentioned in SMOOTHSHADING, but i think it would certainly better
than the average normals.
so what do you think of that approach, or maybe you might have some other ideas?
Best Regards,
Christian Sam
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, pointing north)
this will result in two exact overlying, seperate triangle_strips so no
difference will be noticed,
[Image: http://www.spatiality.at/osg/roof.jpg ]
but wouldn't their faces z-fighting?
Best regards,
christian sam
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Hi,
okay, now i think i understand you. first step: construct the roof in
conjunction with a normalarray that defines normals for as much as complete
faces as possible. for the remaining ones, construct further primitives, which
overlap the faces where the right normals weren't defined till
Hi,
update: i'm now using another concept. (i think thats the one you recommended
at the beginning of the thread)
instead of my original indexlist: 0, 1, 4, 2, 5, 3, 4, 0 which prevents me from
assigning more than one normal per vertex, i'm using index swaps to (re)visit
a vertex more than
Hi,
i have a similar situation like the threadstarter longa...@gmail.com. i think i
understand what you are recommending, but i dont know how to apply duplicate
vertices (i also want to use different normals) for a triangle_strip primitive.
Thank you!
Cheers,
Christian Sam
btw. after retessellation a geometry, where are the additional created vertices
stored? are they added to the end of the existing vertexarray?
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thank you all for the performance hints, as far as i have understood you, i
should try to move from a geode-addDrawable(createSingleTreeSprite) to a
geode-addDrawable(createMultiTreeGeometry(Cell)).
with that approach also different tree geometry (width/size) should be possible
without
Hi,
i have a question about using VBOs and Display Lists in osg
according to my OpenGL book, both methods will optimize rendering due geometry
is moved to the graphics-hardware. it also says, a constraint when using
display lists is, that data can't be changed afterwards. so its great for
hi,
refering to osgforest as example, is a method like createTransformGraph, where
the different looking trees are based on the same (scaled) tree model better
from a performance point of view? i mean better than the two other fixed
pipeline methods in this example
thanks in advance,
Hi,
i'm using osggis to convert an esri shape file to an .osg file. i want to use
the scenedata, more precisely the vertex positions from that file. i need them
for an analyzing function, and won't add that loaded file directly into my
scenegraph, because i don't want to display it before
Hi,
could someone tell me in a few sentences what a proxynode (or is it just
proxy?) in osg is, and what it is used for?
thanks in advance,
christian
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Hi,
i'm working on a point-in-polygon test. my current implementation has a list
with plain pointers that hold references to the polygons' properties. (i use
them to ease the calculating of an inside-result for that polygons)
Code:
class FetchedPolygon {
public:
Hi,
i' m looking for a way to get the vertex positions of my geometry. i know there
are methods, provided by osg, to access these vertex positions, but i wanted to
get some insight how they are handled by osg, so i debugged a simple scene.
i found the geometry object along with the _primitives
hi,
thanks for the hints, after searching for some of the terms i stumbled over
http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuide/AnalysingAScenegraph;
which proved very helpful. (maybe someone references it in the tutorial
section)
best regards,
christian
hi,
i'm using vpb-0.9.9 and osg-2.8.0. as long as i don't use shape files with the
--forest/buidling option, osgdem works flawless, but when i use it, it crashes
at the following line:
Code:
D:\workspace\test-geodata\vpb\grazosgdem -t ortho\test.tif -d dem\test.tif
--forest forest\test.shp
hi
i have built osg against fwtools-2.0.4. now i'm planning to install the latest
fwtools version - what steps will i have to take referring my osg library ?
* does it suffice to update my %PATH% systemvariable from ...program
files\fwtools2.0.4\bin;... to ...program
hi,
i just noticed that osgdem provides --forest/--buidling outline options. whats
the effect of that in the generated file?
best regards,
christian
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hi,
as far as i understand every Drawable object in the scenegraph does have a
_boundingBox data member.
* does the user have to manually initalize this boundingBox (with a call like
myDrawableOject.computeBound()), or has it already been set by osg to nodes'
geometry extent (xmin, xmax,
hi,
i have a question concerning the osgtessellate example. why vanishes the
TRIANGLE_STRIP primitives constructed in the function makePolsTwo() after
TESS_WINDING_NEGATIVE?
as far as i understand, a similiar primitive, constructed in makePols() is
created with same settings, like the one in
hi,
i wanted to debug an osg example (osgtessellate) to see how the number of
primitives changes inside a Geode instance while tessellation is done. first
of all, let me tell you that i'm not only new to osg, but also to debugging c++
applications, so if something seems strange the way i have
hi,
i would like to extend the example-program osgforest in a way so that the
placement of trees becomes user-controllable via an additional raster mask. in
detail: a 1bit rasterfile should mark treeless areas with a value of 0 and
tree-covered areas with a value of 1. subsequent this
hi
i would like to get a better understanding of osg's various possibilities in
terrain-visualization. currently i'm using osggis/virtualplanetbuilder to
display georeferenced, common gis rasterfiles which work wonderful. but as an
osg-newbie i also would like to know what are the approaches
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