Hi Paul,
On Jan 24, 2008 10:18 PM, Paul Pocock [EMAIL PROTECTED] wrote:
I was wondering this myself - If I build with cmake in 64 bit linux, how
do I know I'm getting 64 bit. Does Cmake do auto detecting of
architectures and is this reliable ?
It will default to 64bit if your OS is 64bit.
On
Hi Richard,
Way too little information to be able to know what is up with
performance, so lets start with a few questions to get the information
needed to guide you in the right direction:
What platform are you working on?
What hardware?
Did you compile a release build?
What performance did
it as
osg::observer_ptrosg::Object pagedLODObserver ?
and catch page unloads by testing for objectDeleted() ?
On Thu, 2008-01-24 at 09:01 +, Robert Osfield wrote:
Hi Michael,
To monitor file loads you just need to assign a custom
osdDB::Registry::ReadCallback to the Registry
On Jan 25, 2008 10:00 AM, [EMAIL PROTECTED] wrote:
Hi Robert,
Thanks for that. I thought it would be easier to derive from existing zip
reader, but evidently that wasn't the way to do it as I then ended up
creating two zip reader instances as the proxy construction and the class
Hi Stephane,
The OSG's FBO implementation doesn't yet support anti-aliasing, but it
shouldn't be difficult extension to add support for. I do have this
on my TODO list, just unfortunately quite within grasp as I've been so
swamped with other work.
Robert.
On Jan 24, 2008 9:49 PM, Stephane
HI Steven,
On Jan 25, 2008 5:06 PM, Steven Powers [EMAIL PROTECTED] wrote:
It seems that if the traversalMask gets set to 0x10 it shouldn't render
nodes with a node mask of 0x1. But this is still happening.
Can the problem be elsewhere. Where does the cull_mask / node_mask get
evaluated to
HI Jim,
Could you provide a stack trace and a few more details about when and
where this problems occurs i.e. which examples and data etc.
Robert.
On Jan 26, 2008 3:52 AM, Jim Brooks [EMAIL PROTECTED] wrote:
Occurs on OSG 2.x on FreeBSD 6.2.
Definitely a FreeBSD-specific problem.
Already
, and for higher rez terrains is might be slow on
some systems. Specific performance tuning is something of a black art.
I did not miss anything obvious, that's just the way it is. I can
accept that as an answer.
Richard
On Jan 25, 2008, at 10:22 AM, Robert Osfield wrote:
Hi Richard,
I'm
Hi Richard,
On Jan 26, 2008 5:18 AM, [EMAIL PROTECTED] wrote:
Although new to OSG, I am most certainly not new to software
engineering, nor how to do 3D graphics. I realize it is my own pride
that makes me feel patronized at times. This is not the first time I
have farted at the dinner table
Hi Wojciech,
I understand where you are coming from, unfortunately its a pretty
complex topic and one that really needs you to submerge yourself in it
to be able to really understand the issues - it really isn't a topic
that you can dip you toe in and out of. Right now I have another
large task
On Jan 26, 2008 3:48 PM, Richard S. Wright Jr.
[EMAIL PROTECTED] wrote:
Perhaps the word I should have used is general instead of vague.
However, I suspect it would have garnered a similar response, and this
is not the place for general questions either. Since I cannot even
manage to apologize
Hi Philip,
This is a problem with the path to the libs not being found, I guess
you'll need to add the path to where you've installed the OSG for the
libs to be picked up correctly.
Have a browse through the osg-users archives over the last couple of
month to see some indepth answer for Windows
Hi Steve,
There is a chance that is a threading issue - osgViewer threads even
for single camera/window apps, whereas osgProducer would run single
threaded in this case. The new DrawThreadPerContext will be picked
now by default if you have a multi-core machine, and provides better
performance
Hi Jim,
Unfortunately the stack trace doesn't tell us much beyond its
something related to pthreads, it could be a bug in pthreads itself, a
bug in OpenThreads, or a bug in OSG but we so far have absolutely no
way of telling. You'll need to try and isolate the failure condition
from the top
On Jan 27, 2008 12:26 PM, Serge Lages [EMAIL PROTECTED] wrote:
Hum... To come back to the subject, here is my advice on how to optimize
paged terrains rendering. :)
- First open to the DatabasePager.cpp file and take a look at all the env
variables available.
- Now play with them. :) If you
On Jan 28, 2008 2:44 AM, Stephen Northcott [EMAIL PROTECTED] wrote:
Hi Stephan, (Robert there is a comment about the svn repository in
here that may be of interest to you)
OK. Can I ask what is perhaps a more stupid question now..
Can you confirm the correct svn source..
There is only one
Hi Stephen,
On Jan 28, 2008 9:14 AM, Stephen Northcott [EMAIL PROTECTED] wrote:
Sure.. Here you go..
http://www.openscenegraph.org/index.php?page=Downloads.SVN
OK, this is the old pmwiki website, which explains why its been missed
- the new tracs website will be up to date.
I've fixed this
On Jan 28, 2008 1:51 PM, Jean-Sebastien Guay
[EMAIL PROTECTED] wrote:
Hello Robert,
Sure.. Here you go..
http://www.openscenegraph.org/index.php?page=Downloads.SVN
Any reason why the old wiki is still available? If all the info has been moved
over, why not just disable it? It's not the
Hi All,
On Wednesday morning very very early my family and I will all bundle
ourselves in a car for the beginning of Journey that'll end with us
all being safely installed in a rather warmer climate. Two weeks
later we'll be heading back to the cold, wet and windy, but oh so
beautiful region of
Hi JS,
I've just cleared my intray and am now reviewing your submission. A
quick read through of your posts and the mention of archive not
working with vpbmaster is illuminating - vpbmaster build's don't
support archives... yet... as you can't write to single archive
multi-threaded.
What I do
Hi Ahmed,
The OSG does not have a inbuilt collision detection system.
There is support for doing intersection using the
osgUtil::IntersectionVisitor coupled with osgUtil::*Intersector
implementation. The PolytopeIntersection is probably the closest to
what you require. You'd need to create a
On Jan 29, 2008 4:51 PM, David Guthrie [EMAIL PROTECTED] wrote:
If OSG just stripped off the [] when checking the names, it would work for
all cases. OSG already works around implementation details, picks the right
extensions to use for point sprites, etc. OSG should do all it can to make
Hi All,
Pretty please, could users do an svn update on OpenSceneGraph and
VirtualPlanetBuilder and let me know how the build goes. It's evening
now so I don't have much time left to make a dev release before I turn
in before early start tomorrow (3am wooppeee).
I am not planning any check-ins
Hi Terry,
You can't flatten a static transform when anything it its subgraph is
shared with other transforms, if you do flatten it the the object is
the trying to be in two places at one time, something it can't do,
what happens to these objects is undefined, in fact quite rightly
disallowed
FairbanksWWW: http://www.arsc.edu/
On Tue, 29 Jan 2008, Robert Osfield wrote:
Hi All,
Pretty please, could users do an svn update on OpenSceneGraph and
VirtualPlanetBuilder and let me know how the build goes. It's evening
now so I don't have much time left to make a dev
Hi Brian,
In OSG-2.2 there is the beginnings of osgViewer config file support,
and isn't yet as capable as Producer .cfg files, but it'll end up more
general purpose than Producer .cfg as you will eventually be able
embed scene graphs in the config files to set up things like
distortion
Date: Tue, 29 Jan 2008 19:28:24 +
From: Robert Osfield [EMAIL PROTECTED]
Subject: Re: [osg-users] trouble with flattening static transforms
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Message-ID:
[EMAIL PROTECTED]
Content-Type: text/plain; charset=ISO
Hi All,
I'm now back from my trip to the Cayman Islands, much sailing,
snorkeling and family time was enjoyed. 16 days without touching a
computer is the longest I've gone for 9 years, and not a single
withdraw symptom, just had too fund stuff to distract me :-)
You'll be seeing a scattering of
Hi Sherman,
A shader turning the scene black to me suggests that either the shader
itself contains a bug, the uniforms it requires are set up correctly
or that the vertex attributes it requires aren't set up correctly.
How this relates to your custom node is impossible to say without
viewing the
Hi Joseph,
The core OSG supports database paging, and the VirtualPlanetBuilder
supports paged database generation to native OSG file formats, the two
together provide terrain functionality that is both scalable and fast,
so there shouldn't be much need to use the likes of ChunkLOD any more.
Hi Eric,
No real clue what Cross Compile stubs are but have added a link on the
Downloads page under binaries section, let me know if this isn't
appropriate.
Cheers,
Robert.
On Wed, Jan 30, 2008 at 1:21 AM, E. Wing [EMAIL PROTECTED] wrote:
This package will let you cross compile for 10.4 or
Hi Peter,
If you want to set the home position of a manipulator then use the
MatrixManipulator::setHomePosition(...) method.
viewer.getCameraManipulator()-setHomePosition(...);
Robert.
On Wed, Jan 30, 2008 at 4:55 AM, Peter DeSantis
[EMAIL PROTECTED] wrote:
Hello
I may be wrong about
On Wed, Jan 30, 2008 at 3:31 PM, Paul Martz [EMAIL PROTECTED] wrote:
That was not even in the doc. Now that you mentioned it i
found it in the osgPlugins - ive - DataOutputStream.cpp.
You saved lot of my time :)
I've lost sleep trying to figure out a way to efficiently generate
Hi Mike,
For the most part the mailing list is just set up with mailman
defaults. I am not an mailman expert, and am not familiar with
anything relating to message numbering. Do you know of a specific
mailman option that relates to this?
Robert.
On Wed, Jan 30, 2008 at 4:12 PM, Mike Greene
Hi Luigi,
There aren't any other examples on imposter beyond osgimposter.
Personally I wouldn't recommend use of imposters as they stand, they
can improve performance in some situations, but severally degrade it
in others. On modern graphics hardware you are generally better to
just through the
Hi Manu,
I'm afraid I'm not an osgIntrospection expert so can't easily dispence
wisdom on issues relating to it. If you have changes that you think
worthy of inclusion could you post the changes as whole files and then
I can sit down with a graphics diff tool and review the changes line
by line,
Hi Manu,
In an ideal world, w.r.t treating everything uniformly, all OpenGL/OSG
attributes and modes would have a 1:1 mapping, but alas OpenGL and OSG
as consequence don't follow this rule, some attributes have multiple
modes associated with them, some have none at all.
Robert.
On Thu, Jan 31,
Hi Mike,
I can't really work out exactly what issue you have given your email.
The best I can do is point your towards the osgshader example for an
example of shaders set up in code, or the
OpenSceneGraph-Data/glsl_*.osg example .osg files.
Robert.
On Thu, Jan 31, 2008 at 8:00 PM, Dunhour, Mike
Hi Robert,
Static linking of plugins is a bit awkward in some cases due to the
way that they use auto registeration via proxy objects - this approach
is used to create a loosely coupled implementation that is easy to
extend, but the loose coupling fools the static linking into thinking
that one
Hi Tiago,
I'm afraid I'm rather cold on particle system right now, having not
worked on them for a couple of years. From the screenshots I could
immediately see what the specific problem was so we'll need to go back
and forwards a few times to work out what might be amiss, either in
your setup
Hi Harold,
What do you mean by loading a .cpp file? Do you mean a C++ source
file?? If so this is compiler issue and nothing to do with the OSG at
runtime loading.
As for creating networks, again this is rather open ended. There is
an osggeometry example that shows you how to create lines and
Hi Tobias,
getTrans() and getLookAt() are two very different beasts and have no
direct mapping, getLookAt is based on the OpenGL gluLookAt function so
please refer to OpenGL docs on gluLookAt to understand how its put
together. getTrans() is just the bottom row of the matrix.
Robert.
On Fri,
Hi Dietrich,
It's hard to know exactly what might be going on remotely. Could you
modify the osgcompositeviewer example to do something similar to what
you are doing to reproduce this problem, this would provide a good
base for reviewing the issue, it might be that a tweak to
Hi Ashley,
Static building with the OSG isn't fully and cleanly implemented yet,
the plugins are what introduces complexities. I had a bash at better
static build last year but only could test under Linux, and the work
didn't cover all plugins. The osgstaticviewer is what I used as the
test
Hi,
A 60ms draw time is high, and may be high simply because the OpenGL
fifo is full and stalling draw dispatch, or could be that you could
requires a round trip from CPU to GPU. I wouldn't have though having
lots of Camera in itself would be the cause of the slow draw times.
W.r.t multipass,
Hi Jansen,
Could you try OSG-2.2 or even better 2.3.x or SVN version of the OSG,
there have been improvements to the handling of fallbacks so there
chance that the problem you have might be addressed.
Robert.
On Mon, Feb 4, 2008 at 1:58 AM, Jansen Yu [EMAIL PROTECTED] wrote:
Hi OSG folks,
On Mon, Feb 4, 2008 at 4:23 PM, Shvartsman, Andrey
[EMAIL PROTECTED] wrote:
Is there a way to determine the number of polygons being rendered by the GPU
in the current viewing frustum?
There is stats support built into osgUtil::SceneView/RenderStage that
allows you to collect polygon stats.
Hi J-S,
On screen stats adds extra compute and GPU load to the rendering of
the frame, so one would expect it reduce rather than enhance frame
rate. The fact that you have an instance where the reverse happens
suggest something odd happening with the OpenGL driver - something
like is given the
Hi Andi,
On Mon, Feb 4, 2008 at 2:27 PM, [EMAIL PROTECTED] wrote:
Is it possible to load xyz Point data with osgdem?
No, it just reads DEM's for elevation data.
Or ist it possible to load Esri Shape Files?
The latest SVN version of VirtualPlanetBuilder (which contains osgdem)
does have
Hi Steve,
On quick review of your email it seems like you event handler is
deleting itself when the view its associated with is deleted, and also
invalidating the iterator the CompositeViewer is using.
The way to fix this is to avoid deleting the view within the callback,
by doing the delete in
Hi Peter,
The --dome implementation creates a texture cube map using FBO's,
something that normally works fine, but last year NVidia updated their
Linux OpenGL driver and broke its performance when doing texture cube
maps and FBO's. Changing to Pbuffer improves performance in this
instance, so
Hi Tomas,
When you say camera in the scene, what do you mean? The OSG's
osgViewer library has an osg::Camera that you can control via a
CameraManipulator or just directly in the main loop.
Robert.
On Fri, Feb 8, 2008 at 3:20 PM, Tomas Larsson [EMAIL PROTECTED] wrote:
Hi all,
I'm trying
Hi Wojciech,
VPB doesn't yet support this type of operation, so you'll need to do
this as a post process operation of the database
Robert.
On Fri, Feb 8, 2008 at 9:56 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Thanks,
I am looking for some tool that will cut portions of OSGDEM/VPB
Hi Michael,
The --geocentric option is required if you want to generate a
ellipsoid whole earth model. Also if you have png files you'll need
to assign the coordinate system for them either via a .prj file
infront of the image/dem entry or one of the other osgdem coordinate
system options. Use
Hi J-S,
Which platforms have you seen this problem on?
What happens when you setUpViewInWindow(...)?
Robert.
On Mon, Feb 11, 2008 at 4:52 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hello,
If I use the osgViewer::View::setUpViewOnSingleScreen() method, the view
is on the single
Hi Paul,
Since the constructor is copying the indices rather than taking
ownership of them then it is more appropriate to use const GLuint*.
I've updated the relevant code and am now waiting on a clean build to
make sure that everything builds cleanly.
Robert.
On Wed, Feb 13, 2008 at 8:37 PM,
Hi Michele,
On Fri, Feb 15, 2008 at 11:20 AM, Michele Bosi [EMAIL PROTECTED] wrote:
Hello to all (and welcome back Robert!),
I have 2 questions about the Trackball manipuator
1- In my application I have multiple views each with a model in it
(and a trackball manipulator) and when I
On Fri, Feb 15, 2008 at 3:09 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hello Robert,
Which platforms have you seen this problem on?
Windows XP/Vista.
What happens when you setUpViewInWindow(...)?
It's in a window :-)
I've found a workaround, which is to use
On Fri, Feb 15, 2008 at 3:44 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
This sounds like an issue that GraphicsWindowWin32 needs to take
account of, I can't say what's the best way as I'm no Win32 expert,
having to do funky workarounds is hacky and hardly the type of
behavior
HI J-S,
Simply assign your custom GraphicsWindow implementation to the
viewer's osg::Camera's directly, rather than rely upon
View::setUpView*() methods.
Robert.
On Fri, Feb 15, 2008 at 3:27 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hello Robert et al,
I have a very specific
Hi Judd,
The core OSG does have a FadeLOD feature. One can implement it a
higher level but its a bit awkward.
Robert.
On Feb 15, 2008 6:38 PM, Judd Tracy [EMAIL PROTECTED] wrote:
Does osg support or has anybody implemented fading between LOD
transistions? I found an old thread where someone
Hi Per,
Is it simply that the new objects aren't in the current camera's view?
Try moving the camera around the scene. Try pressing space bar to
force the camera manipulator back to its home position.
Robert.
2008/2/15 Per Rosengren [EMAIL PROTECTED]:
I try to add Geoms to the scene of my
Hi Brad,
The UpdateVisitor by default visits all children, you can change its
TraversalMode to TRAVERSE_ACTIVE_CHILDREN and it will no longer visit
the children of your switch.
Robert.
On Feb 15, 2008 11:59 PM, Brad Colbert [EMAIL PROTECTED] wrote:
Hi,
I may be misunderstanding what a switch
Hi Paul,
On Feb 16, 2008 11:26 PM, Tanja Paul [EMAIL PROTECTED] wrote:
Thanks Robert - Yes I meant multiple displays, thanks for your response. I
saw a thread a while back in regards to openProducer, cant recall it but I
believe Don was saying openProducer supported multiple channels or a
On Feb 15, 2008 6:53 PM, [EMAIL PROTECTED] wrote:
What is the status of FBO Anti-Aliasing? It doesn't look like it is in 2.3.4.
Still waiting for someone to have the time to read the specs and
implement the feature.
Any idea what I need to do to get FBO Anti-Aliasing. I'm currently using OSG
Hi Renan,
There isn't a convenience function in Plane or LineSegment for
computing the intersection point, but there are maths functions in
Plane to help you. Rather than me try to explain the maths of how to
compute a intersection of line with a plane it would be best to
consult online texts
Hi Kiff,
I can't really provide a good answer as there is way too little info
about the problem for me to get the bottom of it remotely, one really
needs the database and the an animation path that reproduces the
problem, then one can start digging in to it. It might be a database
set up
Hi Nicolas,
For future posts could you break you posts into several paragraphs so
the various questions and points are easier to spot and follow, this
will make it easier to read and answer without getting
misunderstandings.
I think the question are asking is how to do a viewer with different
Hi Lucas,
Have a look at the osgtext example as there is code in their, invoked
by osgterrain that has a compile operation.
Robert.
On Feb 18, 2008 5:14 PM, Lucas Lallement [EMAIL PROTECTED] wrote:
Hi,
I would like to be able to load textures painlessly, and by that I
mean loading the image
Hi Jeremy,
Most OSG objects implement the clone operator with CopyOp parameter so
you can just pass this along. For objects like std::vector etc you
would typically just implement a deep copy, i.e. copy all the
contents, unless of course its a vector of ref_ptr's in which case
copying the
a convenience method to getVec3Array() { return
dynamic_castVec3Array*(getVertexArray()); }
Would this solve this problem?
Robert.
On Feb 18, 2008 7:31 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
Thanks for the response, Robert.
On Mon, 2008-02-18 at 17:54 +, Robert Osfield wrote:
Hi Jeremy
Hi Arnuad,
You'll need to specify a view matrix for the camera to position the
view frustum over the part of the HUD scene you want.
Robert.
On Feb 19, 2008 1:18 PM, arnaud houegbelo [EMAIL PROTECTED] wrote:
Hello,
I want to display a HUD without text but with perspective.
I used the code
On Feb 19, 2008 1:31 PM, arnaud houegbelo [EMAIL PROTECTED] wrote:
Hi Robert,
Many Thanks for your answer but can you give me a small code exemple?
How long is a piece of string?
What is the sound of one hand clapping?
Both questions one can't really answer... and code example that does
Hi Aurora,
I think what you are looking for is the osgTerrain::ValidDataOperator
that you can attach to your elevation layer via
Layer::setValidDataOperator(operator);
In include/osgTerrain/ValidDataOperator you'll find the NoDataValue
subclass which is probably what you want to use in your
Hi Chunk,
The fuzziness you see is under sampling due to the texture being
captured in objects space rather than in screen space - one texel on
the overlay texture is being sampled by many screen pixels. Ideally
you want a 1:1 mapping, but this is very hard to achieve and different
algorithms
Thanks for reporting this Anders, this. The ; was indeed erroneous,
fix a bug, introduce a bug... I've now removed the ; and checked in
this fix.
On Feb 19, 2008 2:52 PM, Anders Backman [EMAIL PROTECTED] wrote:
When I build osg from svn today I got the warning:
.\ParticleSystem.cpp(187) :
On Feb 19, 2008 4:19 PM, arnaud houegbelo [EMAIL PROTECTED] wrote:
In the code exemple osghud.cpp we have the possibility to avoid to the
camera to grab the event of the main camera viewers with
camera-setAllowEventFocus(false); I want that my HUD oject
use my trackball event for dipslay (eg
On Feb 19, 2008 3:25 PM, Bradford, Chase [EMAIL PROTECTED] wrote:
Can anyone explain the significant differences between using an LOD that
has many ProxyNode children for paging vs. a full PagedLOD node? Right now,
the biggest benefit that I see for PagedLOD nodes is that they'll continue
to
Hi Umit,
Just use VirtualPlanetBuilder/osgdem and add the extra high res data
you have - this is what VPB is designed for.
You'll be able to browse the data in just the same way as a paged
database based on just blue marble data.
Robert.
2008/2/19 ümit uzun [EMAIL PROTECTED]:
Hi All,
I
Hi David,
I have seen this problem with osgdem before. Which version of
osgdem/VPB are you using?
Robert.
On Feb 19, 2008 5:08 PM, Riepl, David M [EMAIL PROTECTED] wrote:
All,
I have created a terrain database using osgdem with DTED .dt1 and 5m
imagery. I have osgdem reproject my
On Feb 19, 2008 6:15 PM, Robert Osfield [EMAIL PROTECTED] wrote:
Hi David,
I have seen this problem with osgdem before. Which version of
osgdem/VPB are you using?
Sorry typo, I *haven't* seen this problem with osgdem before.
Robert.
___
osg-users
Hi Paul,
This is known threading problem in osgGA::StateSetManipulator when
using osgViewer's
DrawThreadPerContext/CullThreadPerCameraDrawThreadPerContext threading
models.
I haven't yet had time to fix it, but it is firmly on my TODO list.
Robert.
On Feb 19, 2008 5:11 PM, Paul Martz [EMAIL
Hi Arnaud,
I don't know how you have added the HUD Camera so giving specific
advice is not possible. What you will need to do is pass the view
matrix you want onto the camera on each frame after the
eventTraversal(). If you break the frame loop out into its
constituent parts this will be
Hi Anders,
Could it be that the project files by CMake are still referencing the
old freetype path/lib name, rather than the new one. Try doing a
clean CMake generation of the project files to see if this updates the
libs etc. properly.
Robert.
On Feb 19, 2008 6:21 PM, Anders Backman [EMAIL
On Feb 19, 2008 6:29 PM, ümit uzun [EMAIL PROTECTED] wrote:
Thanks Robert,
I will use VPB/osgdem . This process will take a long time, so I don't make a
mistake. I will use this command;
osgdem --bluemarble-west -t ../land_shallow_topo_west.tif \
--bluemarble-east -t
Hi David,
On Feb 19, 2008 7:51 PM, Riepl, David M [EMAIL PROTECTED] wrote:
I am using osgdem associated with osg 1.2 because that is the version
the target Image Generator software is using.
A lot has changed to osgdem since OSG-1.2, its now part of separate
project VirtualPlanetBuilder and
.
Besides I also have problems to color the terrain.
My objective is to draw a terrain with a casting of washes.
Can you recommend me a book where to find a good documentation for my
specific problem?
Thanks
Aurora Restivo.
Robert Osfield ha scritto:
Hi Aurora,
I think what you
Aurora
Robert Osfield ha scritto:
Hi Aurora,
To assign the no data value do:
hfLayer-setValidDataOperator(new osgTerrain::NoDataValue(0.0f));
Also you shouldn't need a ShapeDrawable when you are using
osgTerrain::Terrain, but you will need to assign a TerrainTechnique
Hi Andi,
On Feb 20, 2008 1:23 PM, Kremser, Andreas (Praktikant)
[EMAIL PROTECTED] wrote:
hi,
is there a possibilty to store/restore the current server/clientstates
besides glgetIntegerv() and glPushClient/ServerAttrib?
opengl es does not provide these functions.
osg::State is used to track
On Feb 20, 2008 1:52 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote:
I noticed that there is VPBExtrude example in VPB repository. What it does ?
Its a example written to test the shapefile extrusion code added into
VPB. This work has been carried out by David Callu so he'd be best
place to
Hi Brett,
State::pushStateSet()/popStateSet() is not equivilant to
glPushAttrib/glPopAttrib() son't can't be used in place. There are
several haveApplied*() methods in osg::State that can be used to pass
declare certain state dirty, and this is the most efficient way to do
things, but... it does
The algoirthm I implemented in osgUtil::Simplifer is one that I've
written loosely based on composite published edge collapse algorithms
so I can't point to a single published work and say its this. The
basic algorithm weights edges according how much estimated error one
would see in removing
On Thu, Feb 21, 2008 at 2:36 PM, Adrian Egli OpenSceneGraph (3D)
[EMAIL PROTECTED] wrote:
hi
i am wondering why osgViewer glut is only as singlethreaded application
available ? (os/x)
GLUT is single threaded it can't be run in any other way.
Robert.
Hi Christophe,
Is the normal discontinuity only apparent along one longitudinal
split? What happens when you zoom in?
I presume the normal discontinuity is along the boundary where the
longitude goes from -180 to 180. The is code to equalize normals
across boundaries between tiles, but don't
Hi Bill,
I have never tried to allocate such a large FBO or associate
osg::Image so can't really say too much. osg::Image itself doesn't
really care how big dimensions you choose, it should in theory be able
to allocate as big as you need. The OpenGL side is governed by how
much the OpenGL
HI Nicolas,
On Fri, Feb 22, 2008 at 7:11 PM, nicolas peña [EMAIL PROTECTED] wrote:
I have done several tests and have reached to the conclusion that it is not
possible to use two viewers at the same time from one process.
Are you running the viewers single threaded? If so then the lazy
Hi Janusz,
I've never done a depth of field effect myself, but I'd start render
to texture and then in second pass resample this texture in a shader
to provide the blurr effect. Generating a mipmap from the render to
texture might be very useful to streamline the sample.
Robert.
On Sat, Feb
The OpenSceneGraph website only has 1.0 onwards as far as I recall.
You could grab 0.9.6 from SVN. However you shouldn't expect support
for it... its very very out of date.
2008/2/24 [EMAIL PROTECTED]:
Dear All:
Could anyone give a website to download osg0.9.6? Thanks.
Appreciate any help
HI Michael,
You'll kick yourself, parse the command line and you find no space
between las_shallow_topo_east.tif and --geocentric.
Robert.
On Sun, Feb 24, 2008 at 8:35 PM, Michael W. Hall [EMAIL PROTECTED] wrote:
I have the following files land_shallow_topo_east.tif and
Hi Paul,
On Mon, Feb 25, 2008 at 1:32 AM, Paul Mlyniec [EMAIL PROTECTED] wrote:
We have been developing an application framework over OSG for several years
(previously over Performer). We've built several apps, including an
immersive CAD system and an immersive Command and Control system.
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