Hi Sergey,
On 13/5/09 7:53 PM, Sergey Bocharov wrote:
I spend my time and here is му test case for Dinamic Line Drawing
As I see , we dont need no setUseDisplayList(false), no dirtyBound()
It works fine.
Now i will search why it dont works in my application.
Test case in attach. run it and
Hello,
While porting my program to Linux, I encountered the following error.
If the keyboard layout is English (USA) then KeyboardEventHandler
works fine. But if it's something else, Russian for example,
ea.getKey() always returns zero. (Except system keys F1 - F12 and
digits)
It's the case for
Hi Paul,
Thank you for your reply.
My code computes the 8 corner points of object space bounding box, called p1 ,
p2 , ... , p8
Then I get the first matrix transform regardless to multiparent .. i forgot to
copy / paste the line :
Code:
osg::Matrix matrix = drawable.get-getWorldMatrices(0);
Thank you very much, I suspected it was something like that. Do you know if
there another standard way of making high resolution renderings via OSG that
isn't hit by the graphics card texture size limitations?
Otherwise I'll just have to implement the checking mechanism you gave me and
limit
Hi Jesper,
On 14/5/09 10:16 AM, Jesper D. Thomsen wrote:
Thank you very much, I suspected it was something like that. Do you know if
there
another standard way of making high resolution renderings via OSG that isn't
hit by the
graphics card texture size limitations? Otherwise I'll just have
Hello Harold,
There is another method to get the axis aligned box from an arbitrary
transformed box:
I can provide you some pseudo-code:
Given a aabox (box) and a matrix (mat) that transforms the box the
following will return a new axis aligned box:
See reference [1]
snip
void
Hi, and thank you.
That would be a possibility for sure, but I was hoping to avoid having to do
that. But if all else fails, I think that will have to be the solution (or just
demand that the users get a decent graphics card).
Jesper D. Thomsen
From:
Hi Simon,
What you need to do is use the Polytope::setToUnitFrustum(..) method
to create the eye space -1,1 unit cube, then transform this is to
world coordinates by multiplying it by the inverse of the camera's
view matrix. It just so happens that there is a
Hi Chris,
On Thu, May 14, 2009 at 1:01 AM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
The Goal: Render both of them, but with object A _always_ obscured by
object B, regardless of what their Z values (which are mostly
coincident) would normally dictate.
This type of task is exactly what
Hi Paul,
A couple of pointers
You can use GraphicsWindow::useCursor(boo) to toggle on/off the cursor.
You can use GraphicsWindow::requestWarpPointer(x,y) to position the mouse.
Robert.
On Thu, May 14, 2009 at 1:01 AM, Paul gaffe...@gmail.com wrote:
Hi,
Im creating a music application
Hi all,
I've just spent some hours running into the osgDB code, and some littles
things are more clear but there is the big question I cannot answer :
The method
DynamicLibrary::PROC_ADDRESS DynamicLibrary::getProcAddress(const
std::string procName)
is for me the only one which the loader must
Hi Dongpyo,
You should be able to set the osgViewer::Viewer's master Camera's view
and projection matrix directly in exactly the same way as you'd do
with OpenGL. The only different is that the OSG uses row major, so
the matrix is transpose of the one you'll read in OpenGL texts, but...
it's
On Thu, May 14, 2009 at 4:48 AM, Paul Speed psp...@progeeks.com wrote:
If you ever need a quick breather to clear your head... drink pineapple
juice. Something in it cuts through the crud but it doesn't last long.
I have a pinapple, but not any pinapple juice juice...
Will apple or orange
Hi Jesper!
For doing high quality screenshots I recommend you read the following articles:
Poster Quality Screenshots by Steve Rabin (Nintendo of America Inc)
Available in Game Programming Gems 4, 2004.
And
Rendering Print Resolution Screenshots by Alex Vlachos and Evan Hart (ATI
Research)
Hi Gammer? Maximum? Could you sign with your first name please so we
know how to address you, thanks.
I haven't heard of problems with keyboard mappings under Linux before
so don't have any prior knowledge to share, there must be something
specific about your setup which isn't supported that
Hi Robert,
LOD'ing, tiling and local coordinate systems are the tools of the
whole earth database trade. In the context of osgOcean I would expect
to have several different techniques - one for near water effects like
you have which his surface displacement and shaders, then for lower
Hi David,
Pretty clever solution, but yes it does sound difficult to implement
as a general case. To be honest I've don't think I've seen a real time
ocean simulation with geometric wake formations, they usually just use
texture overlays. I thought the overhead was too great. Perhaps I'm
behind
Hi Vincent,
osgDB Plugins register them self to the db registry. If you take a look into
every plugin, there is some kind of proxy global object. The constructor of
this get initiated as soon as library is loaded, and in the constructor the
plugin register himself to the osgDB. Hence no magic
Thanks for the reply.
What i am doing is using osgviewer.exe to display my model. So i just want to
adjust the rotation speed of the model when i click the left mouse button and
move the button. I am not creating anything from scratch, too early for me to
do that yet :)
It seems that the
Hi Vincent,
On 14/5/09 10:44 AM, Vincent Bourdier wrote:
I've just spent some hours running into the osgDB code, and some littles
things are more clear but there is the big question I cannot answer :
The method
DynamicLibrary::PROC_ADDRESS DynamicLibrary::getProcAddress(const
std::string
Thanks, I've been looking at KissFFT and it's a real pain to use as the
documentation is pretty sparse. This one looks a little more readable.
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Chris 'Xenon'
Hanson
Sent: Wed 13/05/2009 23:53
To:
Hi Paul, Robert,
whenever I get cold, I do following:
- drink a lot of (water, juice, whatever, no alcohol!!!)
- drink black/green tea with honey
- eat lemons, this helps really
- then put a lot of clothes over you over night so that you start to sweat
- sweating means you increase your body
- eat lemons, this helps really
Haha what a great image.
Kim.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Art Tevs
Sent: Thu 14/05/2009 10:14
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Taking it easy for a couple of days
Hi
Kim,
it does sound difficult to implement as a general case.
Actually, I think that the only way to meet all current techniques with as
common a scenegraph structure as possible is to render the heightfield to
texture (generated somehow, e.g. FFT on CPU, sum of sines, FFT on GPU), then
use
Hi Ulrich, Art ,
Thanks for the answers.
So if I understand well, when the dll is loaded by dynamic_library, the
REGISTER_OSGPLUGIN(...) create a static function, which is stacked in the
registry, just because of the load.
This is just native C++ behaviour, or do I miss some things... ?
I just
Hope this helps,
J-S
...
Thank you! J-S
It helps a lot. Currently, I just don't call viewer.run() to avoid the
installation of a manipulator. I tried something stupid like
setCameraManipulator(NULL), seems not working:)
Cheers,
Ruiying
--
Read this topic online here:
Hi Vincent,
On 14/5/09 11:53 AM, Vincent Bourdier wrote:
So if I understand well, when the dll is loaded by dynamic_library, the
REGISTER_OSGPLUGIN(...) create a static function, which is stacked in
the registry, just because of the load.
This is just native C++ behaviour, or do I miss some
Okay, so I implement a myClass in the core, and I declare a static myClass
mycalss in my DLL.
so, I can call with the static implementation, the methods I want in the DLL
from my core.
A last point I would like to understand :
in each plugin, there is the magic :
REGISTER_OSGPLUGIN(...)
Thanks Robert :)
Put me on the right track. Just for reference if anybody else needs it:
osg::Polytope frustum;
frustum.setToUnitFrustum();
frustum.transformProvidingInverse(
pViewer-getCameraManipulator()-getInverseMatrix() *
pViewer-getCamera()-getProjectionMatrix());
2009/5/14 Robert
On 14/5/09 12:13 PM, Vincent Bourdier wrote:
#define REGISTER_OSGPLUGIN(ext, classname) \
extern C void osgdb_##ext(void) {} \
static osgDB::RegisterReaderWriterProxyclassname g_proxy_##classname;
So the static member is for communication, but the osgdb_##ext is for
what ? I didn't
Hi Vincent,
Vincent.B wrote:
Okay, so I implement a myClass in the core, and I declare a static myClass
mycalss in my DLL.
so, I can call with the static implementation, the methods I want in the DLL
from my core.
Not really, you implement a static/global variable, which will then
Robert Osfield wrote:
On Thu, May 14, 2009 at 4:48 AM, Paul Speed psp...@progeeks.com wrote:
If you ever need a quick breather to clear your head... drink pineapple
juice. Something in it cuts through the crud but it doesn't last long.
I have a pinapple, but not any pinapple juice juice...
Hi Art,
This is not the same thing ?
Case 1 :
static variable in the dll, calling the register - add on declaration. when
the dll is loaded, the static member is initialized, so the register call
the dll variable constructor and add it on its available dll stack (see
RegisterReaderWriterProxy
Hi all !
I need to know if a movie that I m playing arrived in his end to do some
action.
But I dont have a status END for example. I m playing it once time and it
stay stop in the last frame.
I need to know when this happen automaticaly.
I was thinking to use getlenght() to know the size . but
Robert Osfield wrote:
This type of task is exactly what the stencil buffer is good for. The
OSG supports stencil buffer natively. See the osgreflect example.
I thought of that too, but it seemed like overkill since all I needed was a
bulk Z clear
at the right time. Plus, I couldn't
On 14/5/09 1:10 PM, Sergey Bocharov wrote:
I find the problem. I use QT and QOSGGraphics.cpp for rendering OpenGL into QT
Widget.
So , when I try to make dYnamic line , it works bad (in usual viewer works
fine).
Example in attach. Please help to fix it , or advise another method to render
Hello Dwight,
Thanks for the info Skylark. I got it working today and made a blog post about
the process in extremely simplified terms:
http://dwightdesign.com/2009/05/installing-openscenegraph-280/
A few notes on your blog post:
1. At step 5, you could have just copied the contents of the
Hi Alejandro,
I'm currently having issues with my Linux dev environment, I'm going to need
to rebuild it to get things rolling again. I primarily work in Windows, and
things work fine there.
Can you build in debug and try to get a stack trace as Glenn suggested?
Thanks!
Jason
2009/5/13 Jason
Hi again Dwight,
I've added a link to this tutorial on the tutorial originally giving
me problems, so hopefully it will help others in the future.
About this, I just spent a few minutes updating the tutorial. I tried to
make it clear in the first few lines of the tutorial that this is only
Hi Philip,
Does anyone depend on the OSG_ROOT, OSGDIR, and OSG_DIR environment
and/or registry session variables in the non-OSG related CMake find
modules in CMakeModules?
I don't think so, it would be a bit weird wouldn't it? What was the
rationale in using those in those modules in the
Sure, I'll try it tomorrow.
Regards,
-- A.
2009/5/14 Jason Beverage jasonbever...@gmail.com:
Hi Alejandro,
I'm currently having issues with my Linux dev environment, I'm going to need
to rebuild it to get things rolling again. I primarily work in Windows, and
things work fine there.
Can
Hi Paul,
const osg::MatrixList m = node-getWorldMatrices();
osg::ComputeBoundsVisitor cbv;
node-accept( cbv );
osg::BoundingBox bb = cbv.getBoundingBox();
osg::Vec3 minV = bb._min * m.front();
osg::Vec3 maxV = bb._max * m.front();
osg::notify( osg::ALWAYS ) minV
Alright, some more details.
I'm converting some constructive geometry models from BRL-CAD into faceted
models in OBJ format. I'm converting them region by region in a
constructive geometry sense. Each region becomes a group in an OBJ file
sense.
Now, each region has a material value
Hello Jesper,
Thank you very much, I suspected it was something like that. Do you know if
there another standard way of making high resolution renderings via OSG that
isn't hit by the graphics card texture size limitations?
You can do tiling - take multiple screenshots, each using the
On Thu, May 14, 2009 at 3:17 PM, Martin Beckett m...@mgbeckett.com wrote:
art wrote:
whenever I get cold, I do following:
.
And the best advice, stop thinking like: Ohh, I am sick... I am so sick...
I cannot do anything... Be positive, this helps also a lot!
But thats the best bit
Hi Chris,
Paul suggested using multiple Camera objects in the Scene
and playing with the heirarchy, reference frame and identity matrix to
make a sub-camera track its parent.
That's probably what I would have tried too. It seems weird to me that
the ClearNode clears at the start of rendering
Hi,
Im trying to get the osgshadow example working without success. Im using a
MinGW enviroment on windows.
Is there anything I have to do to get shadows working? It does compile but
crashes before showing a window.
...
Thank you!
Cheers,
Paul
--
Read this topic online here:
Hi,
Hi Paul,
const osg::MatrixList m = node-getWorldMatrices();
osg::ComputeBoundsVisitor cbv;
node-accept( cbv );
osg::BoundingBox bb = cbv.getBoundingBox();
osg::Vec3 minV = bb._min * m.front();
osg::Vec3 maxV = bb._max * m.front();
osg::notify( osg::ALWAYS )
That's the way I'm going to :)
Cheers,
Romain
Romain Charbit
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12114#12114
___
osg-users mailing list
On Thu, May 14, 2009 at 1:32 PM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
Robert Osfield wrote:
This type of task is exactly what the stencil buffer is good for. The
OSG supports stencil buffer natively. See the osgreflect example.
I thought of that too, but it seemed like overkill
Robert,
At the moment the OBJ loader builds a material to stateset map, which is
indexed by the material name. However when the stateset is applied to a
geometry, the material name is effectively lost.
Also the OBJ loader reads the group name (i.e. g groupname in the .obj)
and any object name
HI Morgan,
Earlier this week I checked in a new osgDB::FindFileCallback that can
be used to override the standard
osgDB::findDataFile()/findLibraryFile() mechanism. You can now assign
a FindFileCallack to an osgDB::Options object (was
osgDB::ReaderWriter::Options) or to the osgDB::Registry
Hi all
in the body of class osgViewer::View, EventHandlers is defined as follows:
typedef std::list osg::ref_ptrosgGA::GUIEventHandler EventHandlers;
In fact, I use a wrapper class for OSG in my application which acts as a
container for all major OSG objects, like Viewer, Manipulator,
Hi Fadi;
There is no concise way to do it besides of scratching the osgGA's
MatrixManipulator codes as I knew. So look at the built in example first if
you are newbie. Try and examine how TrackballManipulator's behave your
cursor's movements.
Best Regards.
2009/5/14 Fadi Chehimi
Ah. The OP didn't specify axis-aligned in the initial post (or if it was
mentioned, I somehow missed it... Either way) my apologies.
The task appears to be under-specified. You need to answer this question: Do
you want something fast and (possibly) inaccurate, or do you want accurate?
The fast
Hi Sebastian,
My previous post addresses exactly this problem in efficient way.
Yes, I saw your post after I sent mine. Sorry about that.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi Moji,
So is there any specific reason for using ref_ptr instead of
observer_ptr in definition of osgViewer::View::EventHandlers?
The viewer owns the event handlers, thus ref_ptr is the right choice.
The normal usage of an event handler is:
viewer-addEventHandler(new MyEventHandler);
Hi,
Is there a way to get access to the CullingSet::pixelSize() function while in a
drawable callback? I can't find a way to get access to it via the RenderInfo
that is that passed as a parameter to the drawable callback.
Thank you!
Cheers,
Guy
--
Read this topic online here:
Hello,
I am trying to use a LineSegmentIntersector and want to specify start and end
points in world space coordinates. Aditionally, the Drawable I want to
intersect has parent nodes with transformations (translate / rotate / scale).
How can I achieve this ?
regards,
bill
I need to be able to run my OSG program remotely (from a different machine that
where the display location). I'm using ssh to login to the remote location
and have my setenv DISPLAY set back to my original computer (I've set xhost +
on the server machine).
When I do this, on SOME OSG
Guy Volckaert wrote on Thursday, May 14, 2009 12:08 PM:
Hi,
Is there a way to get access to the CullingSet::pixelSize() function
while in
a drawable callback? I can't find a way to get access to it via the
RenderInfo that is that passed as a parameter to the drawable
callback.
The
paul1...@yahoo.com wrote on Thursday, May 14, 2009 12:28 PM:
I need to be able to run my OSG program remotely (from a different machine
that where the display location). I'm using ssh to login to the remote
location and have my setenv DISPLAY set back to my original computer (I've
set xhost +
Hi Paul,
Ah. The OP didn't specify axis-aligned in the initial post (or if it was
mentioned, I somehow missed it... Either way) my apologies.
Well, osg::BoundingBox is axis-aligned (xmin, xmax, ymin, ymax, zmin,
zmax) so I assumed. You didn't assume, which ultimately is better... :-)
The
Hello Guillaume,
I am trying to use a LineSegmentIntersector and want to specify start
and end points in world space coordinates. Aditionally, the Drawable I
want to intersect has parent nodes with transformations (translate /
rotate / scale). How can I achieve this ?
When you use your
Hi
I'm facing the same troubles. I'm using Visual Studio, and my application
crashes when I try to move the scene.
Is it a bug, or something?
Thanks in advance
Rodrigo Salvador
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=12137#12137
I have been doing some research on adding this and have some questions. I am
trying to look for the best solution (or maybe one that could be implemented
into osg later).
The setComment() functionality will work to an extent. I have the smc code
being output to the description field of the
Salvador wrote:
Hi
I'm facing the same troubles. I'm using Visual Studio, and my application
crashes when I try to move the scene.
Is it a bug, or something?
Thanks in advance
Rodrigo Salvador
I don't think so, mines crashing before i get to see the scene.
--
Yes, I am using Redhat Linux with OSG 2.9.3.
Using ssh -Y didn't help...
Also, as I pointed out in my last e-mail, I get this X11 connection refused,
however, the application still runs but FULL SCREEN instead of in a window...
Paul P.
- Original Message
From: Thrall, Bryan
paul1...@yahoo.com wrote on Thursday, May 14, 2009 1:15 PM:
Yes, I am using Redhat Linux with OSG 2.9.3.
Using ssh -Y didn't help...
Also, as I pointed out in my last e-mail, I get this X11 connection refused,
however, the application still runs but FULL SCREEN instead of in a window...
I’m trying to do some multi texture blending and I’m getting an OpenGL “invalid
value” error for some reason that I can’t figure out. I’ve tracked it down to
if I set the GL_RGB_SCALE_ARB parameter (via the
osg::TexEnvCombine::setScale_RGB function) to anything other than 1.0 then the
Don't you have to grant access on your machine to remote connections?
IIRC, try 'xhost +' on your machine before starting the program on the
remote machine.
2009/5/14 paul1...@yahoo.com:
Yes, I am using Redhat Linux with OSG 2.9.3.
Using ssh -Y didn't help...
Also, as I pointed out in my
2. There is a function setUserData() that is called within PrimaryRecord
which
puts the lat and lon within a reference pointer. If this is truely a
reference
to whatever I could create an new Reference subclass that would hold the
smc data.
I believe that all Record classes have this
Already tried xhost +.. No help..
What is so special about osgkeyboardmouse, osgcompositeviewer, osgsidebyside,
osgtexture3D, osgslice, and osgwindows that would cause them not to work but
other do? osgviewer --window seems to work fine.. Does this have something
to do with the
Hi,
Im creating a music application, below is a screenshot, im after a glow effect
for my enabled buttons. does anyone have any ideas?
Anything goes just don't want to use up too many gpu cycles though.
[Image: http://img401.imageshack.us/img401/8212/pichbu.jpg ]
...
Thank you!
Cheers,
Hi Paul -- The too many gpu cycles requirement is a little vague. I assume
as long as you still hit 60Hz, then any algorithm is fair game.
You could use MRT (multiple render targets) in a shader to create both a
normal image and a glow map, then do some kind of osgPPU-like post
processing to
Hi Paul
This would lead to rather large bounding boxes wouldn't it? From the
pre-transformed bounding box you would have to take the circumscribed
sphere (the sphere through the corners) and for the resulting you
would have to use the bounding box containing this sphere. Then the
original box is
Hi Paul,
I would suggest that you check the nvidia shader library where there are many
glow effects. Usually it is done in screen space with some blur and additive
colouring.
http://developer.download.nvidia.com/shaderlibrary/webpages/shader_library.html
bill
I Robert -- No, I don't think stencil applies here. Chris might not have
described the rendering task precisely. What he is trying to do is a sort of
smart depth partition, in which he knows that part of his scene graph is
always the background, and another part of always the foreground. So if he
This would lead to rather large bounding boxes wouldn't it?
It will be larger than the geometry it contains, yes. Thus my question: How
much accuracy is the OP willing to sacrifice to obtain efficiency? Because
the proposed solution so far (transforming the 8 corners and making a new BB
around
No idea, sry.
It's getting on for 15 years since I did any xlib programming.
You could have a poke around in:
src\osgViewer\GraphicsWindowX11.cpp
and work backwards from there.
2009/5/14 paul1...@yahoo.com:
Already tried xhost +.. No help..
What is so special about osgkeyboardmouse,
Don't know if there is a specific osg way of doing it but you could try
http://camstudio.org/ to record the screen.
Depending on your graphcis card it should work with OSG in a window
Cheers,
Martin
--
Read this topic online here:
Hi,
I am using a LineSegmentIntersector to determine all the intersections in my
scene. In the osgUtil::LineSegmentIntersector::Intersections multiset, is the
first intersection in the set the closest to the startPoint?
Thank you!
Cheers,
Cristina
--
Read this topic online
Hi Paul,
as other Paul said, take a look into osgPPU. There I have an example showing
exactly what you need. The example is simple and very easy to understand. You
can take this as a starting point and then change it for your needs.
Cheers,
Art
--
Read this topic online here:
Cool, thank you guys. I'll make the necessary changes to my tutorial
immediately.
Skylark wrote:
Hello Dwight,
Thanks for the info Skylark. I got it working today and made a blog post
about the process in extremely simplified terms:
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:
Hello Cristina,
I am using a LineSegmentIntersector to determine all the intersections in my
scene. In the osgUtil::LineSegmentIntersector::Intersections multiset, is the
first intersection in the set the closest to the startPoint?
Yes. The set automatically orders based on Intersection's
Paul Martz wrote:
I Robert -- No, I don't think stencil applies here. Chris might not have
described the rendering task precisely. What he is trying to do is a sort of
smart depth partition, in which he knows that part of his scene graph is
always the background, and another part of always the
I've noticed that when using VPB terrain, the coordinates of the OSGViewer
Camera as
determined by Camera::getViewMatrixAsLookAt(eye,dir,up) appear to be in the same
coordinate system as the terrain. For example, my terrain was built from
Lat/Lon/Elev(m)
data, and the camera X and Y are
Bonjour Kévin,
I try to create a cubeMap on a sphere. It works but all my images (.bmp) on
cubemap's faces are flip ...
You can flip images with osg::Image::flipHorizontal() or
osg::Image::flipVertical(). I don't know why they come out that way by
default though. Perhaps your BMPs assume
Jean-Sébastien Guay wrote:
You can flip images with osg::Image::flipHorizontal() or
osg::Image::flipVertical(). I don't know why they come out that way by
default though. Perhaps your BMPs assume (0,0) is at the top-left corner
instead of the bottom-left? I don't know if there's something in
Hi Chris,
I will expand on the abstract explanation, and then reveal my optimal
solution -- which
is a bit of a hack, but is still the most elegant.
[...]
Wow, yeah that's a nice setup and good solution to it. I'll probably be
able to use a similar technique in our simulators. Thanks for
On Thu, May 14, 2009 at 10:10 AM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Philip,
Does anyone depend on the OSG_ROOT, OSGDIR, and OSG_DIR environment and/or
registry session variables in the non-OSG related CMake find modules in
CMakeModules?
I don't think so, it
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! Recently, our project is planning to migrate from mini to VPB. However, we
encounter with several questions.
1. In the example of osgDEM, I infer that osgDEM processes tiff format
only. But tiff uses 32-bit offset which limits its size to 4G bytes. Most of
our data are ERDAS img
Hi Christian,
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
one normal per vertex (there are reasons why i need this ;-). i now think the
truth is, only real vertices in the
Mao wrote:
1. In the example of osgDEM, I infer that osgDEM processes tiff
format only.
Are you talking about for image drapes? osgDEM supports many formats for
images and DEMs.
But tiff uses 32-bit offset which limits its size to 4G
bytes. Most of our data are ERDAS img file or rrd
Hi Kevin;
If you have problem creation on cubeMap you can use Cube Map Generater to
create your dds file on
http://developer.amd.com/gpu/cubemapgen/pages/default.aspx
But as Jean said I don't know you can success on loading dds formated
cubemap on OSG, it might not be supported.
HTH, Regards.
Hi,
i am trying to read an iv file but its not being read. the code i am using is :
***
SoInput sceneInput;
if ( !sceneInput.openFile( plugins\\graphs\\myInventor.iv ) ) {
QMessageBox::information(mInventorGrid[3], Error,
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