HI Scott,
The sizes of --tile-image-size is absolutely massive, a normal figure
would be something like 32 or 64, not 20. The -tile-*-size
parameters controls the dimensions of the tiles, you certainly don't
want a 120x120 grid size.
Is there something in particular you are tyring to
Hi Rahul,
On Thu, Mar 27, 2008 at 6:06 AM, Rahul Srivastava [EMAIL PROTECTED] wrote:
I tried the --terrain option. Is terrain faster because there is no
simplification?
Yes no simplification of the tile at build time. At runtime it will
be possible to introduce simplification on demand -
Hi Vincet,
Even with doubles there are still precisions issue, just much smaller
than with floats. If you are using a iterative calculation then if
you aren't care the errors could accumulate until their become
visable. The best thing to do is to avoid an iterative calculation
and calculate
Hi Robert,
For the moment I use a relative calculation (I compute on each frame
depending on the last frame's position).
I suppose that computing in absolute mode could be better... but I would be
more difficult to implement.
Thanks Robert, I'll will try this if I have some time...
One more
Hi Steve,
Thanks for the info. I'll give Dom1.3 a look just to get up to speed with
Collada.
Cheers
Neil.
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Hi,
Whats the difference in coord generation (in practice) between TexGenNode and
Group with TexGen attribute. Suppose I have the same subgraph attached to
either such TexGenNode or such Group with TexGen. In both cases TexGens are eye
linear and use the same texture stage.
I expected them to
Hi Robert,
Yes, I thought about the fast hardware part. But I have an NVidia G80
and I loaded the two models, one with simplification and one without.
The performance difference was nearly 2x. Which means extra geometry
_is_ actually hurting performance.
Would simplification at runtime, for
Hi Vincent,
You approach is iterative so the errors will accumulate, so it's based
to avoid this and go fetch the world matrices from the node your
tracking each frame. The osgGA::NodeTrackerManipulator does this.
Robert.
On Thu, Mar 27, 2008 at 8:57 AM, Vincent Bourdier
[EMAIL PROTECTED]
Hi Wojtek,
You've come across the wacky world of position OpenGL state. Normal
OpenGL state like modes and textures etc are invarient of the current
modelview matrix, not so for positional state these use the current
modelview matrix to position themselves so its become crucial that you
apply a
Yes I know that I currently accumulate error, but when I did it I was
thinking about a zero-error so it wasn't a problem...
The NodeTrackerManipulator does it, yes, but I'm working on a manipulator
still existing in the project, and make a whole new manipulator looks a lot
of work and I don't have
Hi Rahul,
On Thu, Mar 27, 2008 at 9:19 AM, Rahul Srivastava [EMAIL PROTECTED] wrote:
Yes, I thought about the fast hardware part. But I have an NVidia G80
and I loaded the two models, one with simplification and one without.
The performance difference was nearly 2x. Which means extra
Hi Vincent,
Tweaking how you compute the position shouldn't take more than a
couple of hours, and really doesn't require one to write an new
manipulator.
Robert.
On Thu, Mar 27, 2008 at 9:30 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Yes I know that I currently accumulate error, but when I
Hi Wojtek,
I'm afraid I'm too overloaded to go deep into discussion on this
topic. There has been lots of discussion about it over the years so
I'd recommend checking out the archives. The upshot there aren't any
easy solutions to positional state.
Robert.
On Thu, Mar 27, 2008 at 11:00 AM,
Hi Robert,
I think I understand these nuances when it refers to TexGenNode. But what
bothers me is a question what modelview matrix is used while applying
TexGen to OpenGL when I use TexGen as an attribute ? Is this the modelview
that CullVisitor accumulated when processing the group with
Hi All,
On Wed, Mar 26, 2008 at 9:13 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
osgTerrain::Terrain node is renamed osgTerrain::TerrainTile,
osgTerrain::TerrainTile API and usage model remain almost
entirely the same as the old osgTerrain::Terrain so most developers
would
Robert,
Sorry for the overwhelming post! Let's start out with these
inter-related options. I'd like to understand how to integrate feature
data into the DB via osgdem. It appears that the following options are
involved. Are there others? Can you explain how these work? Thanks!
--building
Hi Robert,
I've been watching this thread and osgTerrain related ones closely. I'm
very interested in the work you're doing right now.
From my
experience with testing big models (as in terrabyte ones) modern
hardware can hit a solid 75Hz without any downsampling, yes there will
be millions
Hi Jake,
I think boundig boxes are only used at Drawable and Geode level because they
are AABB (that is axis aligned bboxes). Testing collisions between rotated
arbitrary bounding boxes or adding groups of them gets tricky, so they are
kept at the local coordinate system. When you want to
Jake,
Print out the bounding box min,max values to see what's going on.
Brian
[EMAIL PROTECTED] wrote: -
To: osg-users@lists.openscenegraph.org
From: Jacob Huckaby [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 03/27/2008 08:40AM
Subject: [osg-users] Bounding Boxes and Collision
Hi Robert --
This is a heads up that I have integrated my exporter with the existing
importer and initial tests are favorable. I want to continue to test and
modify the code throughout the day, but will almost certainly post this as a
submission by the end of the day US-time. I'll also update
Hi folks,
I finally found some time and now there is a first
developer release of osgPPU Nodekit (ok not directly
a node kit, because not derived from a node, but this
will follow ;-).
Here is the homepage of the project:
http://projects.tevs.eu/osgppu/wiki
There are couple of example
HI Vincent,
The getWorldMatrices() method returns accumulated world matrices, if
there is more than one then it means you have multiple parental paths
and that multiple world matrices are required to position the
different instances. The getWorldMatrices() is not a list of
matrices along a
Hi J-S,
On Thu, Mar 27, 2008 at 1:15 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
I hope you can post at least a few screenshots for us to ogle over. :-)
The code is open, but the data isn't... so I can't just go firing off
screenshots.
Robert.
HI Scott,
The max tile sizes is in number of pixels/height field cells, neither
are in meters.
Robert.
On Thu, Mar 27, 2008 at 1:19 PM, Hulet, Scott S [EMAIL PROTECTED] wrote:
Robert,
Note that --tile-image-size was set to 1024, not 20. I
basically guessed that
Hi all,
I make a little up of this topic because I'm now looking on it a last time
(I hope)
To be more clear,
I have a difference between getting the transform quat with theses two way :
osg::MatrixList ml = _node-getWorldMatrices();
osg::Matrixd Msum = osg::Matrixd::identity();
On Thu, Mar 27, 2008 at 2:01 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Hi Robert and Mathias,
Thanks for the anwers. Let me reassume, from my perspective, to make sure I
understood correctly what the problems are.
1. There is no use in TexGen as a texture state attribute with
Hi Robert,
The code is open, but the data isn't... so I can't just go firing off
screenshots.
Ok, I was just curious.
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
Hi Jake,
One thing you could consider using is osgUtil::PolytopeIntersector,
where you set up a Polytope to represent one bounding box then
traverse through the scene to get intersections.
Robert.
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Hi Robert,
If I understand well, getWorldMatrices() return one matrix per parental
path.
but if I want to get the world Matrix, the one which represent the node's
position and translation in absolute system, how can I do ? Which matrix I
have to get ?
I feel a little bit lost in theses
Hi J-S,
On Thu, Mar 27, 2008 at 2:18 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Ok, I was just curious.
Understandable, here's me tinkering away for near on year without any
pretty pictures to post for the list. It's not often that I work on
one single item for so long, it is worth the
Hi Scott,
The best person to answer these questions will be David Callu as he
implemented the shapefile support in VPB. I'll wait to see if David
replies as he'll be able to provide better answers. I'd have to dig
into the code to refresh myself to answer them, which.. well isn't
much
Hello Art,
There are couple of example applications showing it in
action. I will be very appreciated if somebody of you
would contribute to this project with new
ideas/critics/bug-huntings/features/...
The CMakeLists.txt files for the hdr and viewer examples refer to the
pthread library,
Hello Jeremy,
I wanted to check out your progress with osgWidget since the last time,
and ran into some warnings and errors compiling it. Here they are:
First of all, I'm getting warnings 'const unsigned int' : forcing value
to bool 'true' or 'false' (performance warning) in EventInterface,
Hi Alberto
Thanks for help, I understand the instance problem... If all is good in my
situation I would not have many instances of the same node... so I think it
will be more simple...
Because my problem is more recent, I ask a second question : To get this
node's position (absolute ), if I
In your example you are using getWorldMatrices.
I know this function, thanks... I and Robert were talking about it.
But what I simply need is :
with a node, I need its position (absolute/world coordinates), and its
orientation (in the world system coordinates).
How can I do it ?
(Sorry, I'm not
Sorry, I don't get what you exactly are looking for. Would this example help?
It calculates the position of a node in world coordinates:
#include osg/Node
#include osg/Group
#include osg/Matrix
#include osg/MatrixTransform
#include iostream
int main()
{
osg::Group *root;
Hi Art,
Could you provide a downloadable zip file or something? When I try to
check out the SVN version, I get this error:
Error: Can't connect to host 'projects.tevs.eu': No connection could
be made because the target machine actively refused it.
Cheers,
Morne
On Thu, Mar 27, 2008 at 1:56
Robert wrote:
More heavy duty skydome have a look at the osgEmphermis NodeKit that's
out there in the wild.
Robert.
Its not out there in the wild! Its well documented and supported on
andesengineering.com: the platform and server that took good care of
openscenegraph for many years.
Hi Paul,
Will your work integrate with OSG1.2 ?
Irrespective of that, I will give it a go soonest and give you some feedback.
Many thanks for doing this work, as you know I've been champing-at-the-bit for
it. Thanks also to your funding source :-)
Kind regards
Neil.
Sorry if I don't understand you again, but my program is giving you the
absolute position of the node (the fourth column of the matrix, (10,20,-5))
and its world orientation ( the first 3x3 block, equal to identity since the
two transforms were translation ones).
Try changing m1 and m2 to see
Hi Don,
It must be that out there in the wild doesn't travel well across the
Atlantic. In the UK out there in the wild just means available and
ready for use, it doesn't have any negative connations.
Robert.
On Thu, Mar 27, 2008 at 4:40 PM, Don Burns [EMAIL PROTECTED] wrote:
Robert wrote:
Hi Jean,
I can remove the pthread dependency, however they are
needed for proper static linking. It seems that since
osg depends on OpenThreads and OpenThreads depends on
pthread, this pthread requirement is needed.
However you are right. For dynamic linking I do not
need the extra pthread
I am also interested in the backwards compatibility with OSG 1.2. Thank you
for your time and money of your sponsor.
On Thu, Mar 27, 2008 at 1:41 PM, [EMAIL PROTECTED] wrote:
Hi Paul,
Will your work integrate with OSG1.2 ?
Irrespective of that, I will give it a go soonest and give you some
Thanks for your reply. Its mostly the case of finding the .ttm spec.
Mike Weiblen wrote:
Hi,
Never heard of it. Is there a spec somewhere (or is that what you're
looking for)? Writing a reader plugin is pretty easy.
cheers
-- mew
On Tue, Mar 25, 2008 at 8:41 PM, Brett [EMAIL
Hi Morne,
hmm, the svn seems to work. I do not know, why this do
not work for you. I have enabled the download section
on the homepage and provide the 0.1 version through
it, hence take a look.
Best regards,
Art
--- Morné Pistorius [EMAIL PROTECTED]
schrieb:
Hi Art,
Could you provide a
Hi Neil -- The exporter will be integrated with the existing importer, so
we'll just have a single FLT plugin that will both read and write.
Compatibility with 1.2 might be an issue in a few areas. I had to make some
changes both to the FLT importer code, as well as core OSG, to support the
Hi All -- I recently posted a change to osg-submissions that adds FLT export
capability to OSG. Assuming it doesn't break the build, I expect Robert will
have this available on current SVN soon.
Thanks to Dave Wolfe and Bob Kuehne for their assistance. Thanks to my
client, who wishes to remain
Hi Robert, Hi Scott,
2008/3/27, Robert Osfield [EMAIL PROTECTED]:
Hi Scott,
The best person to answer these questions will be David Callu as he
implemented the shapefile support in VPB. I'll wait to see if David
replies as he'll be able to provide better answers. I'd have to dig
into
Thank you all, for the help provided.
Renan M Z Mendes
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Wiki updated with new export Options documentation:
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/OpenFl
ight
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
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Hello Art,
I can remove the pthread dependency, however they are
needed for proper static linking. It seems that since
osg depends on OpenThreads and OpenThreads depends on
pthread, this pthread requirement is needed.
However you are right. For dynamic linking I do not
need the extra
Nice stuff Robert
On a sidebar to terrain etc this is an interesting development from MS
White paper
http://download.microsoft.com/download/1/7/5/175df90e-5635-492e-a9e9-ec9099f
9f6c3/Whitepaper_Global%20Terrain%20Technology%20for%20Microsoft%20ESP.pdf
Now this is slick and worrying, MS did
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