Hi,
I have implemented SpeedTree4.1 as a custom drawable in OSG2.2. While the
camera is stationary the trees appear to draw correctly. However once the
camera moves, the trees rendering (translations?) appears to lag in relation
to the rest of the scene. Once the camera stops, they catch up.
In
Hi Cedric,
VPB/osgTerrain doesn't yet have any blending between LOD levels so
popping is still apparent. The effect is less apparent now when
using the --terrain option in VPB, as it creates tiles of higher
resolution so the pixel errors associated with moving between LOD
levels is lower.
W.r.t
Hi Ulrich and Oscar,
There has be lots written about osgViewer and master and slave Cameras
over the last eighteen months, so have a look through the archives.
Slave Cameras are typically used for multiple pipe systems, and as
designed so that they have their own projection and view matrices set
On Wed, Aug 20, 2008 at 2:09 AM, Ulrich Hertlein [EMAIL PROTECTED] wrote:
Check out osgSim::VisibilityGroup as well as PagedLOD.
They may already do what you need i.e. select the visible room and loading it.
Something like VG - P_LOD - roomGroup
That's a good suggestion that I missed. A
Thank you Robert for those informations.
Cedric
Robert Osfield wrote:
Hi Cedric,
VPB/osgTerrain doesn't yet have any blending between LOD levels so
popping is still apparent. The effect is less apparent now when
using the --terrain option in VPB, as it creates tiles of higher
resolution so
On Wed, Aug 20, 2008 at 2:41 AM, Bob Balfour [EMAIL PROTECTED] wrote:
What could cause what appears to be a perfectly good LOD terrain model to no
longer function properly when using slave cameras?
Using slave Cameras has no effect on LOD management.
Your later email suggests that pixel
Hi Bino,
I have no ideas why you trees are floating, too little code available
to really have a go at what might be up.
As for the bounding box/culling. You could just leave an default
bounding box or disable culling via draw-setCullingActive(false).
Robert.
On Wed, Aug 20, 2008 at 7:55 AM,
Hi all,
In danger of exposing ignorance, I need to ask this question: It should
be possible to texture a SphereSegment, right?
In the example code snipplet below, the sphere segment displays
correctly above the terrain, but for some reason it is not textured. I
hope someone on the list can
On Wed, Aug 20, 2008 at 11:57 AM, John Vidar Larring
[EMAIL PROTECTED] wrote:
Hi all,
In danger of exposing ignorance, I need to ask this question: It should be
possible to texture a SphereSegment, right?
osgSim::SphereSegment doesn't have any support for texture
coordinates, so if you want
Hi Robert,
osgSim::SphereSegment doesn't have any support for texture
coordinates, so if you want to texture them then you'll need to use
osg::TexGen/TexGenNode to create the texture coordinates.
OK, maybe there's a simpler solution to my original problem, which is
applying a dynamic
Hi Albino,
why don't you
//Update camera
//Update speedtree forest
//Draw forest
???
Greetings,
Richard
Hi,
I have implemented SpeedTree4.1 as a custom drawable in OSG2.2. While
the
camera is stationary the trees appear to draw correctly. However once
the
camera moves, the trees rendering
On Tue, 2008-08-19 at 12:33 -0700, Ricky wrote:
Hi!
I use osgWidget 0.1.8 to design GUI for my program, but it seems
having many problems. It has very few reference docs and I don't know
how to use it correctly.
I want to use a textbox but it doesn't work, when I run the example,
this
Thanks Robert. The LODScaleHandler has been helpful to determine better
terrain LOD ranges to avoid texture overload.
Bob.
Robert Osfield wrote:
On Wed, Aug 20, 2008 at 2:41 AM, Bob Balfour [EMAIL PROTECTED] wrote:
What could cause what appears to be a perfectly good LOD terrain model to
Hi,
I have custom classes which extend OSG classes, and I'd like to create
wrapper libraries for use with osgIntrospection. Particularly, I'd like
to use these wrappers to call my custom methods from a GUI that doesn't
need to know a lot about the classes.
I've found something called
All,
I've built a little cube and placed it on the surface of a big square
using PositionAttitudeTransform.
No surprise that this works great during runtime in OSG 2.6.
Then, I make a call to osgDB::writeNodeFile and save it as both IVE and
FLT.
In the IVE file, it looks just like it did during
Hi all,
More integrated graphics woes for me today. I'm working with an Intel 945GM
graphics card and trying to load a terrain database generated with
--terrain. Robert, your suggestion of disabling VBO programatically worked
great for getting the machine to stop crashing. For some reason, the
Hi all,
It seems to me, back in the OSG 2.2.x time frame, that I could set the
initial rotational velocity of the RadialShooter and have the particles
pinwheel around their center point, while maintaining their billboard
orientation and face the Camera. Perhaps it was a rotation on the Y
axis.
Hi Albino,
why don't you
//Update camera
//Update speedtree forest
//Draw forest
Richard, you're a legend that worked!
This might be hard to believe, but that was one of the ways I moved the API
calls around (it makes sense afterall). I've just realized that Visual
Studio, although compiling
Hi all,
I finally got round to upgrading my previous volume rendering
software to a more recent version of OSG - 2.4 to be exact.
If you go here:-
http://www.stoanymoth.co.uk/page5.html
Then at the bottom right of the page there are 2 brain icons - one
directly above the other. The top
Hey guys, i recently integrated video playback into our engine using the
quicktime plugin (osgdb_qt). I came across a bug where if you load a movie then
quit/delete that movie and then try to load another movie, the
QuicktimeInitializer will be NULL. The reasons for this can be seen by
examining
Sounds like a bug. You can fix it yourself and submit a change, or post a
.osg file that can be ran through osgconv to repro the issue. I'll add it to
my queue, or maybe someone else will chip in and fix it. I do recall PAT was
someone difficult to support during FLT export.
-Paul
_
All,
I submitted the following (as Off-screen rendering) some time ago (and
received helpful replies - Thank you), but I have yet to get this working
correctly. I have been digging into how this works, and I hopefully can ask my
question so as to illicit whatever bit of knowledge I am
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