For the streaming mesh have you had a look at
http://www.cs.unc.edu/~isenburg/sd/
It's by the same team that did the famous 'triangle' program - but this is free
(MIT licence)
Cheers,
Martin
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David Angelo wrote:
> Since the resulting mesh will be pretty big and may not fit in the
> texture memory (I also have to share resources with a ravenous volume
> renderer), my first thought was using a continious LOD (no popping)
> approach. Does anybody have experience with such an algorithm? Thi
Have you looked into streaming meshes? I've only looked at them briefly,
but they look somewhat related.
Brian
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Hi Robert, hi folks,
last century. ;-) Good to have an expert in this area.
About VPB and osgEarth. I think so too. Nevertheless, they are both
great tools! Thumbs up for the developers.
The input data I currently have is a regular grid with holes. At the
moment support for irregular meshes is no
Chip Collier wrote:
Hi Folks,
New to OSG but osgCompute is incredibly exciting to me. I see that there is
some CUDA action happening but was hoping to here about in progress or planned
support for OpenCL as well.
Has anyone started working with OpenCL yet?
Not yet. Nvidia won't give me
Hi Folks,
New to OSG but osgCompute is incredibly exciting to me. I see that there is
some CUDA action happening but was hoping to here about in progress or planned
support for OpenCL as well.
Has anyone started working with OpenCL yet?
Cheers,
Chip
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Hi Prasad,
I do not have a loop but I will call display() when ever is required. When I wrote only viewer.frame() as soon as it come out of display() the osgwindow(scene) is closing.
Well of course if your viewer instance goes out of scope at the end of
display(), the viewer will close.
Hi Jason,
I do not have a loop but I will call display() when ever is required. When
I wrote only viewer.frame() as soon as it come out of display() the
osgwindow(scene) is closing.
I want osgwindow(scene) should be running after display()
Thank you!
Cheers,
Prasad
--
Hi JP,
thanks, it seems to work. Attached a simple test app modified from
osgscreencapture. If with vsync on (60Hz) I render one pbo and then 1
normal, the stats report 120fps, 2 pbo and 1 normal gives 180fps...
Excellent, good to know it worked out.
J-S
--
__
Natasha Westland wrote:
The osgviewerGTK example does work but that embeds the viewer in its
own application. I have tried modifying the OSGGTKDrawingArea class
so that it would work given my scenario but to no avail (for example,
I can't just open a gtk dialog when instantiating an OSGGTKDraw
Prasad Pokala wrote:
Hi Jason & Robert,
Thanks for the reply. When I set viewer.setDone(true) the osg window(scene) is closing. I want the OSGWindow should be operational(running) and wants to work with my rest of the application.
[color=orange]Class1[/color]
{
Class2 scene;
// My a
Art Tevs wrote:
- analyze your algorithm and maybe start to use 32bit integers (very common in
µC programming), because they can represent any value between -2^16 to 2^16, so
you have at least 9 numbers for your precision): I agree that using integers
instead of floats in a GLSL shader is some
Hi Miguel,
If you want fine control of texture coordinates then you are probably best
to create the geometry yourself rather than use the ShapeDrawable as it
really isn't resigned for this type of work. See the osggeometry example.
Robert.
On Wed, Sep 16, 2009 at 2:07 PM, Miguel Lokida wrote:
Hi Martin,
I'm glad someone is interested in this. :-)
I like your approach. The python interface has a good pythonic feeling,
subclassing NodeVisitor works fine and building up geometry does also
work fine! I'm definitely going to contribute to this.
Great!
I'm still working out how to do
I try to use a 1DTexture (basing on the example) but when I want to apply it to
a osg::cone, I can 't apply it correctly from the top to the basis of the cone
(without any repeat or mirror)
.
I try to use texgen but the map didn't fit on the surface cone and, I don't
find any example about it.
Hi Jason & Robert,
Thanks for the reply. When I set viewer.setDone(true) the osg window(scene)
is closing. I want the OSGWindow should be operational(running) and wants to
work with my rest of the application.
[color=orange]Class1[/color]
{
Class2 scene;
// My applicaion
(c++ st
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Hi Samuel,
Currently the stereo is implemented by the low level osgUtil::SceneView
class, which has a ComputeStereoMatricesCallback that you can use (from
include/osgUtil/SceneView) :
/** Callback for overidding the default method for compute the
offset projection and view matrices.*/
Hi Josselin,
as J.P. already said, I think your problem is that single precision float
values are not enough to be precise for the tenth number behind the comma.
There is no OpenGL texture format which can support double textures. There
exists only 32bit single precision float format. Maybe so
OK, I'm trying now using local cameras as proposed by Robert.
What I do :
I put somewhere in my scene graph a camera, setting it as PRE_RENDER, and
setting its setReferenceFrame to RF_RELATIVE. When doing this, I notice the
local cam get the main cam matrix, which is a good behavior for me (at
Hi jp,
Thanks for your quick answer :)
I'm working with a nVidia GeForce 280, so I think it's ok for 32 bits
textures and Cuda.
Thanks too for your two propositions. I'll tell you if one works...
Josselin.
This message was s
Here 's what I obtain. But I would like to use FILL despite of LINE for the
rest of the shape.
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On 16-09-2009, at 10:15, stefan nortd wrote:
Hi Eric,
Thanks for the hints. I was able to build osg for the most part now
(i386,
10.5 sdk). I did not figure out why the int32_t typedef was missing
though. I simple changed it in line 70 of the Atomic header file to
"singed
long int". Th
Hi,
josselin.pe...@lcpc.fr wrote:
Hi everyone,
I would like to use osg PPU to compute very accurate data, about ten
number behind the comma, to avoid numerical errors.
I don't think you will reach this with single precision floating point.
So I used 32 bits textures for the render to tex
Hi Stefan,
there are still some patches for osg & snow-leopard in the
submission-queue, try to switch to the gcc 4.0-compiler in the project
settings. This should give you the same results as for Leopard.
HTH,
Stephan
stefan nortd schrieb:
> Hi Eric,
>
> Thanks for the hints. I was able to bu
Hi,
At first, sorry if my english is bad.
I'm using stereo mode in a project with horizontal split option and I need
adjust the cameras of right and left eye. In other words, I need to move left
or right eye camera X in vertical and Y in horizontal while the program is
running without move the
Hi everyone,
I would like to use osg PPU to compute very accurate data, about ten
number behind the comma, to avoid numerical errors.
So I used 32 bits textures for the render to texture :
texture2D->setInternalFormat(GL_RGBA32F_ARB);
texture2D->setSourceFormat(GL_RGBA);
texture2D->setSource
Hi Miguel,
I can't really make out what you exactly want, but at a guess
multi-texturing and texgen might well be one route to look into. Have a
look at the osgtexture1D example.
Robert.
On Wed, Sep 16, 2009 at 9:13 AM, Miguel Lokida wrote:
> Hi,
>
> I have try to find a specific solution to
Hi David,
I used to work in the oil-gas sector so I'm rather familiar with needs for
visualizing large seismic horizon meshes, albeit a bit rusty - it was last
century that I did the work :-)
VPB and osgEarth aren't likely to be too helpful for you as they really
aren't geared up for the quite sp
Hi Julien-Charles,
The interesection code only using the node bounding spheres during
traversal, it doesn't use them for the final intersection calculation as
this is done against the actual primitives of the drawable leaves. I can't
say way is wrong with your setup, but it won't be a parental b
Hi Natasha,
I'm not familiar with GTK so can't help with this directly. As a general
comment I'd suggest doing the port in parts. So move the loading and
rendering across to an osgViewer::Viewer based app using osgViewer's native
windowing support, this will allow you to get something up on the
Hi Eric,
Thanks for the hints. I was able to build osg for the most part now (i386,
10.5 sdk). I did not figure out why the int32_t typedef was missing
though. I simple changed it in line 70 of the Atomic header file to "singed
long int". This did the trick for building osg with xcode.
Code:
Hi,
I have try to find a specific solution to my problem but I really don't how to
do it.
I have an osg shape (I suppose that it could work on a 3d model from a 3D file).
I would like to give a specific color to a portion of a shape (along an axis)
using a begin distance and stop distance vecto
hi,
stefan nortd schrieb:
> Hi,
>
> I just updated to osx 10.6.1 snow leopard and ran into a couple of
> problems.
>
> (1) My old osg binaries (osg 2.8.2 compiled for the 10.5 sdk) work but I
> get a ton of warning (I also needed to update to xcode 3.2). They are all
> of the "different visi
E. Wing schrieb:
> I am not currently on the OSG track so I'm afraid I can't be much help
> at the moment. But be aware that in Snow Leopard, the default
> architecture is 64-bit (assuming you are on a 64-bit machine which
> almost all Intel Macs are now). All the Carbon stuff in
> osgViewerCarbon
Hi,
Luc Claustres wrote:
Hi,
I've tested the patching capabilities of VPB and it seems to work almost good.
However I have a question related to min/max level specification.
I have generated a world at 500m resolution, specifying a max level of 16 (option :
"-l 16"). Then I patched a country
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