double left = ((ch.frustum.left) * ch.frustum.nearClipping /
abs( ch.frustum.distance));
double right = ((ch.frustum.right) * ch.frustum.nearClipping /
abs( ch.frustum.distance));
double top= ((ch.frustum.top)* ch.frustum.nearClipping /
abs(
is the appliction based on the osgViewer? or producer ?
sorry i still not understand what are the differents, same code used for
both version (i guess)
2007/10/18, Johan Johnsson [EMAIL PROTECTED]:
double left = ((ch.frustum.left) * ch.frustum.nearClipping /
abs(
Hei !
I dont know if its actually possible to tell exactly where the difference
is when comparing two viewfrustums.
We did get another frustum after the migration from osg1x to osg2x.
I attach 2 pictures showing them. (they get exactly the same values, from
a config file)
--
Mr. Johan
Hi Johan,
quite hard to estimate what's going wrong, how do calc the projection
matrix, near far clipp, viewmatrix, and so on.
/adegli
2007/10/18, Johan Johnsson [EMAIL PROTECTED]:
Hei !
I dont know if its actually possible to tell exactly where the difference
is when comparing two
Hi Mark,
I just ran:
osgviewer flight1_0.flt
On my Linux machine with SVN (effectively OSG-2.2) installed and it
runs without crashing. I don't see anything appear on screen but
doesn't crash.
What OSG version and OS are you using?
Robert.
On 10/18/07, Mark Hurry [EMAIL PROTECTED] wrote:
Hi Johan,
It's really hard to know what is up for the little snippets of info
provided. In theory osgViewer's Camera setup should be just a pass
through - it'll set what you provided. The only time that osgViewer
will change the projection matrix is when the window is resized.
Could you modify
Hi,
I tried to generate paged LOD database using osgdem (Using texture map
and .dem file as input).
The application is unable to generate the LOD database in case of high
no of levels(I tried with a level 9 input but only 6 levels were created).
Application quits after generating these levels
Hi Om,
just a simple answer and some more questions because I'm not one of
the VirtualPlanetBuilder/osgDEM coders.
The topmost LOD is the one with the worst resolution (only one tile).
The deepest LOD is the one with the best resolution.
When osgDEM arrives at the resolution of the original data
For your information my problem of transparency was dut to a point graphists
must be careful of in 3DSMax :
the OSGEXp exporter places a drawable or a geode in the TRANSPARENT_BIN as
soon as at least one face has transparency.
It's a perfeclty reasonable behaviour.
In my case, trees
Hi Guys,
This is sort of what I feared, something that is not easily reproduceable on
other setups.
I'm running on a DELL XPS Laptop 2GHz Centrino, 2GB RAM, XP Pro SP2, OSG2.2
VS2005
The original flt file was created in TerraVista, but I trimmed it back in
Creator to as few a polygons a
On 10/18/07, om [EMAIL PROTECTED] wrote:
Hi Christoph,
Thanks for your reply.
As you suggested, it is understandable that data generation stops at the
original resolution. Is there any option which helps in creating the
required data by interpolation, in case we require a higher image
Hello, Where I can get a document about VirtualPlanetBuilder-0.9.1?Just it
like OpenSceneGraph Documentation. I think VirtualPlanetBuilder-0.9.1 is
complex.So I need a classrelationship diagrammatize. Thank you~___
osg-users mailing list
Ha I know what is going on... It does work my apologies...
I had changed the line in void AdapterWidget::keyPressEvent( QKeyEvent* event )
_gw-getEventQueue()-keyPress( (osgGA::GUIEventAdapter::KeySymbol)
*(event-text().toAscii().data() ) );
to
_gw-getEventQueue()-keyPress(
Hi Mark,
Problems where one machine reproduces the problems while others don't
when using the same models and code base tend to suggest either a
threading issue, an unitinitailized variable or a buggy OpenGL driver.
Run osgviewer single threaded via:
osgviewer --SingleThreaded flight1_0.flt
There is no documentation for VPB in the form you are after yet. VPB itself
is undergoing many changes right now, once these are nearer complete I will
create better docs. Right now you'll just have to read the code.
On 10/18/07, zzuxp [EMAIL PROTECTED] wrote:
Hello,
Where I can get a
Hello!
My last request concerning this question didn't get any reply, so let me
try this reformulated version:
In Geometry.cpp, there are several lines of code that don't make sense
to me. More precisely, the conditions in a few if-statements seem to be
incorrect.
As an example, in
Hello,
I'm installing OpenSceneGraph-2.2 under my Debian Sarge (Pentium III -
i386) server and I'm having a compilation error on file
ConvertToInventor.cpp .
I was reading the mailing list and i don't understood what to do exactly
about the ConvertToInventor.cpp or CMakeLists.txt files.
My
If I have the following ...
// ..create traits ...
osg::GraphicsContext* gc = osg::GraphicsContext::createGraphicsContext(traits);
gc-realize();
gc-makeCurrent();
GLenum err = glewInit();
if (err != GL_OK)
// error msg.
else
// ok
... then all is well. But if I do ...
Hello Swen,
i will take a look at your code when i am back from office. Before i
have an
additional information for you:
Yesterday i've played a little bit arround with my solution and try to
solve the
problem in a first dirty solution. For that i've created two HUD
surfaces. The
first where i
Hi Wills,
Since osgViewer by default will multi-thread the main thread calling
the realize() won't be the graphics thread so your glew call will
fail.
If you want to init glew then do it in a realize operation - see
osgshaderterrain for an example of this.
I have to ask way are you trying to
Hi Robert,
Remember the View class and the code you wrote so that Cameras for
shadows could inherit the same LOD information as the user's eyepoint?
I believe this is a related issue. LODScale set for the main
eyepoint does not appear to be used by the shadow cameras, causing
shadows to not
In regards to osg stats I understand the following to mean:
-
Frame Rate - in /Hz
-
Event - Event traversal
-
Update =96 The update thread updates a node of the scenegraph,update
traversal performed once each frame.
-
Cull -time taken in
I'm not sure if this is what you're looking for, but you can pre-process
your imagery using the gdalwarp utility. I believe that it contains options
for rescaling and interpolating the source imagery while maintaining the
georeferenced extents of the imagery.
Will
On 10/18/07, om [EMAIL
Hi Robert,
Tried your last suggestion and it still failed
At least with Paul's preserveFace suggestion I can get the file to load
Cheers
Mark
[EMAIL PROTECTED]
Tel +61 (0)89335 1239
Mob +61 (0)405 095 104
Hi Mark,
Problems where one machine reproduces the problems while others don't
Hi All
I'm taking a look at OSG and I really like what it offers. I am looking to
possibly use it in a CAD like environment where it is windowed and there is
no continuous rendering loop. Rendering is performed as and when it is
required, for example if the viewpoint is changed. This is
hi Alberto,
I really thanks.
and i seems OK ,at least for osgtext.
thanks.
[EMAIL PROTECTED]
2007-10-19
- Original Message -
From: Alberto Luaces
To: OpenSceneGraph Users
Sent: 2007-10-18, 16:29:43
Subject: Re: [osg-users] under devcpp , can't find dll to run program
Hi,
El
Check out www.osgbooks.com. The OSG Quick Start Guide might be helpful
for basic OSG concepts.
Not sure about the exception handling issue. OSG should already be
built correctly. Perhaps you just need to rebuild your app with -
fexceptions.
-Paul
Sent from my iPhone
On Oct 18, 2007, at
Hello Christian,
Quoting Christian Muschick [EMAIL PROTECTED]:
My last request concerning this question didn't get any reply, so let me
try this reformulated version:
...
osg::Array* array = *vitr;
if (!array-getVertexBufferObject()) vbo =
array-getVertexBufferObject(); ///
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