Am 06.07.2011 00:33, schrieb Luigi Calori:
On 05/07/2011 20.32, Sebastian Messerschmidt wrote:
Am 05.07.2011 17:42, schrieb Chris 'Xenon' Hanson:
On 7/5/2011 5:50 AM, Sebastian Messerschmidt wrote:
Hi,
It seems like referencing e.g. tree1 multiple times in the graph
creates multiple render
Hi, I've built some hires regions diveded by 5 by 5 degrees like SRTM data.
And now I want to create globe around it.
So I download bluemarble.tiff and built database by using vbpmaster whole globe
and finnaly I've got z-fighting.
Because I have lowres and hi-res in the same time.
Is there some
Hi,
I asume you built 2 different databases and tried to display both of them.
You have to build all your data in single database and only load that database.
Search also in the mailing list for optional layer to learn more about
advanced database setup.
Cheers,
Torben
--
Thanks a lot for your answer dude!
Cheers!
Wang Rui wrote:
Hi George and Chris,
The QThread support was submitted initially for the further migrating
to Symbian and Meego. AFAIK, the Meego version of OSG is already
workable in a Chinese lab. But I don't have a clear plan of when and
how
Hi all,
I'm having some issues with AutoTransform (scale to screen) and wide
aspect viewports. To reproduce do something like:
export OSG_WINDOW=0 0 800 600
osgautotransform
Then zoom out until only Autoscale with no min, max limits is visible.
Then make the aspect of the window
Hi Brad,
thank you very much for your detailed tips and tricks!
I'll go through it and give you feedback as soon as I can. I'm looking forward
to write an article in the VPB wiki about the optional layer issue so others
can dive in that topic with the same help I got from you.
Thank you!
Hi,
I have an osg:Camera (beyond the viewer's default camera) and I need to resize
the viewport of that camera when a RESIZE event occurs (actually when the user
resizes the app window).
So I thought to handle the viewer's RESIZE event by calling the setViewport(.)
method on my custom camera
Hi,
I know that I have to load one database but I think that I have to build at
first lowres globe and after that I have to patch this database with hires
data.
But I've already had hires chunks and want simply insert into globe.
Is it possible to patch one .osgb with another .osgb in vpb?
Hi, Sebastian
I think you can create stateset on top of your shadow casting graph, and set
all state you need to enable and disable explicilty with override flag, like
disable textures, blend, color write, texenv stuff, lighting etc with
appropriate attributes\modes. Also you can copy graph
Hi Adun,
no, you can only patch with source imagery, not with a VPB database as far as I
know.
Your suggested approach seems to be:
1. Build globe from sources
2. build hi-res insets from sources
3. Patch globe with results from 2.
My recommendation is:
1. Build globe from source
2. Patch
Hi Brad,
I realized that I missed a very central question regarding optional layers:
How to they affect the rendering performance?
Of course it takes some computation time to merge all different layers, but
have you some hints how the performance is im comparison to a native database
with
Hi Sergey,
Thanks so far for the hints. I was thinking something similar.
The problem however is how tell the shadow-technique that one graph is
for casting while the other is for receiving. Do I have to overwrite
certain parts of the ShadowedScene class to achive this?
cheers
Sebastian
So if this is primarily for mobile devices, would that be useful info to add
to the CMakeLists.txt file as the option documentation, so it pops up as a
tool-tip? Something like this patch?
https://github.com/rpavlik/osg/compare/openscenegraph:master...clarify-qthreads
Ryan
On Wed, Jul 6, 2011 at
I tried building OSG on Cygwin 1.7 and I first tried to do it without X
but it seems that osgviewer seems to insist on X11 and that WIN32
option has been removed (or is that what you get if you leave it at
none).
At any rate I finally accepted the defaults (except adding -DNOMINMAX
and was
Hi Brian,
Brian Keener writes:
[...]
My question(s) is/are where do I find the logic that dictates during
the Cmake configure what libs to include and in what files will I find
this when the generate finishes. I would like to tweak this so the
cmake configure and generate for cygwin was
Hi, Sebastian
You should be able to manage this with cull masks on cameras (cullmask on
camera that render shadowmap to render shadow graph, cullmask for main camera
to render main graph ), like use 0x1 on shadow graph and camera, 0x2 on main
graph and camera.
Cheers,
Sergey.
06.07.2011,
Hi, I try to build globe database. Works fine but when I try to build poligonal
database got segmentation fault.
vpbmaster --geocentric --POLYGONAL --compressor-nvtt --compressed-dxt1
--compression-quality-fastest -t bluemarble.tif -o earth.osgb
Thank you!
Cheers,
Roman
--
Hi,
I've just tested our app against OSG 3.0.0, mostly because it has some
rudimentary Multitouch support which I hope to extend on. During the
upgrade we only stumbled across a renamed header file
(MatrixManipulator to CameraManipulator). No big deal - some extra
preprocessor macros in the code
Hi Adun,
Sorry that are not enough information about your setup, can't help you.
What is your
- OS
- Compiler
- OSG version
- VPB version
- NVTT version
Anyway, if you VPBmaster run fails, try to simplify the command and remove all
unnecessary options like compression etc. if it works, add
Hi,
Lubuntu 11.04 x86
VPB from trunk
osg from trunk
nvtt from trunk
gcc 4.5.1
here is output
i@t520:~/work/atlantik/earth$ vpbmaster --geocentric --POLYGONAL -t
bluemarble.tif -l 6 -o 1.osgb
--geocentric
-t bluemarble.tif
ADD: bluemarble.tif
-o 1.osgb
Adding terrainTile
Hi,
I had some shadow code that was working well on 2.8.5 but will not work on
3.0.0. I verified that the same problem occurs with the OSG shadow example
source. My test machine GPU (Nvidia) reports 16 texture units available. If I
set the shadow texture unit number to anything higher than 7
Alberto Luaces alua...@udc.es wrote:
It should be smart enough to do it by itself; however I guess that you
can manually configure it by setting X11_X11_LIB and X11_Xrandr_LIB
parameters of CMake. These take the path of the libraries, as in
/usr/lib/libXrandr.so. As a last resort, you
On 07/06/2011 01:32 PM, Christian Buchner wrote:
Hi,
I've just tested our app against OSG 3.0.0, mostly because it has some
rudimentary Multitouch support which I hope to extend on. During the
upgrade we only stumbled across a renamed header file
(MatrixManipulator to CameraManipulator). No big
Hi,
ah!
vpbmaster calls osgdem to perform all the single processing tasks.
osgdem failed, therefor vpbmaster blacklistes the according host which is
unfortunately in your case your OS. Now vpbmaster has no machine available and
stops to process pending tasks.
look in the according *.task file
On 7/5/2011 6:31 PM, Garthy Dee wrote:
I'm wondering if it is a reasonable assumption to make that the FBX plugin is
a bit more mature then the others, or better suited to the purpose, with
respect to animated skeletal models? At the very least, I suspect that I'm on
the right track now. :)
Hi,
Maybe you try to reproduce this error that happens only if you try to build
whole globe. I take world.tif from osgearth data.
vpbmaster --geocentric --POLYGONAL -t world.tif -o 1.osgb
if I try to build some region all works fine.
Thank you!
Cheers,
Roman
--
Read this topic
Hi, here is gdb
Starting program: /usr/local/bin/osgdem --run-path /home/i/work/atlantik/earth
-s build_master.source --record-subtile-on-leaf-tiles -l 2 --task
tasks/build_root_L0_X0_Y0.task --log logs/build_root_L0_X0_Y0.log
[Thread debugging using libthread_db enabled]
Hi,
Sorry I do not have time to dive into you seg fault, I showed you how you can
get the correct osgdem call, now you have to dive into your stack trace with
gdb and solve it.
As workaround:
I you discovered the whole globe option as problem, then avoid it. if your data
cover the globe
Hi, Roger,
You might have 16 texture units but only 8 texture coords. And fixed
pipeline texgens of course can be set up to 7th stage.
Cheers,
Wojtek
-Oryginalna wiadomość-
From: Roger James
Sent: Wednesday, July 06, 2011 7:50 PM
To: osg-users@lists.openscenegraph.org
Subject:
I understand that this support is mostly for mobile devices but I and my
development team do a majority of our work on linux/windows systems using Qt
not only for the GUI but for its portability of using QThreads, QNetwork and
etc.
Is there a possible problem if we mix OpenThreads and QThreads
On 07/06/2011 08:38 AM, Aitor Ardanza wrote:
I'm confused ... not sure if xna and osg use the same axes (xyz or xzy).
getBoneMatrixFromKinectNuiControl give me a local rotation matrix, but do I
need to change these to global?
I know that in pBoneUpdate.at (i) - getStackedTransforms ().
Wojciech Lewandowski wrote:
Hi, Roger,
You might have 16 texture units but only 8 texture coords. And fixed
pipeline texgens of course can be set up to 7th stage.
Cheers,
Wojciech
I must admit I had not thought of that. But it was working on 2.8.5 on the same
Opengl driver and
I started playing with RTT cameras and, having looked at some OSG examples, I
tried my own code but when I switch from fullscreen to windowed mode the
rendered texture doesn't appear as expected: it seems not to cover the whole
quad as it does while in fullscreen, only a part of it is updated
Hi, i try to compiling OSG for Android with OpenGL ES 2.0, using
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/Android
and
http://www.openscenegraph.org/projects/osg/wiki/Community/OpenGL-ES
But had error
Code:
Compile++ thumb : osgUtil = RenderBin.cpp
Wojciech,
You were right I was using
osg::Texture::Extensions::getNumTextureUnits
which on 2.8.5 returns GL_MAX_TEXTURE_UNITS
and on 3.0.0 returns GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS
I have reverted to a simple glGetIntegerv(GL_MAX_TEXTURE_UNITS)
Cheers,
Roger
--
Read this
Hi Roman,
The EdgeCollapse::Edge belongs to osgUtil::Simplifier, which is used
for simplifying generated polygonal terrain tiles. I wonder if this
process causes the problem and we have to look for the bug into the
simplifier's implementation. Is it possible that you provide the
entire call stack
Hi Ryan,
Oh, I prefer so. It will be much clear for configuring OSG options for
specified use. :-)
Wang Rui
2011/7/6 Ryan Pavlik rpav...@iastate.edu:
So if this is primarily for mobile devices, would that be useful info to add
to the CMakeLists.txt file as the option documentation, so it
Hi Scott,
The osgQtBrowser and osgQtWidgets examples already make use of
QThreads and we don't see problems until now. But I'm not sure if
there will be any hidden bugs mixing two different threading APIs
(AFAIK, the MFC worker threads seem to have some conflicts with
OpenThreads). At least, I
Chris 'Xenon' Hanson wrote:
Well, I believe that both FBX and DAE are currently used in production by
users who keep
them up to date as needed.
Excellent, thanks for that. That's really useful to know. :)
If there really is a problem tied to the DAE loader, you might discuss it
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