Dimitrios Filiagos dfili...@yahoo.com wrote:
Hi,
I was wondering if there is a connection of wind speed parameter of the
ocean surface to real world wind speed. Is it representing m/sec or Km/h
or it has some connection with ocean sea state?
I am not an oceanographer, but if you take the
Hi all,
Has anyone experienced problems with quadro cards and large terrains? I'm
loading a pretty big (~8gb) terrapage file (using Delta3D 2.3.0 which i think
is built against osg 2.8.0), and on a standard nvidia card it works fine.
Using exactly the same software, i've tested it on two
Hi Jan, Tian,
osgOcean uses shaders for pretty much every effect in the scene -
fogging, depth of field, glare, lighting etc. If objects that are
added to the scene are to look consistent with the ocean effects they
will require a shader to be applied that takes into account these
effects. This
Hi Vins,
I am running Delta3D terrain simulation VPB built terrain on some
quadro card on Linux 64-bit system without any trouble...
But it might be different, as I've not such big database as you are
talking about and the terrain is not a terrapage file.
Does the problem only occur on very
Great, your code works flawless. I spent hours figuring out to get the rotation
right.
Thank you so much!
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Kim Bale kcb...@googlemail.com wrote:
Hi Jan, Tian,
osgOcean uses shaders for pretty much every effect in the scene -
fogging, depth of field, glare, lighting etc. If objects that are
added to the scene are to look consistent with the ocean effects they
will require a shader to be applied
I am glad to hear this. Cheers.
Wojtek
- Original Message -
From: Michael Weber osgfo...@tevs.eu
To: osg-users@lists.openscenegraph.org
Sent: Monday, November 02, 2009 11:27 AM
Subject: Re: [osg-users] Rotating models with respect toCoordinateSystemNode
/ EllipsoidModel
Great, your
Hi Jan,Kim:
Thank you a lot.
Kim, does it means that: I can never keep the models looks like what they
are before? And I have to program shaders for every loaded models, in order to
have reflect or other effects?
I want to know that: is there a simple way to make the models just
Hi Sergey,
Have you tried to read DB with CACHE_NONE options ? Its really blind shot,
and I will most probably miss, but its easy to test, so thought I would let
you know about this. We have recently dealt with PageLOD leak problem.
Database was build using our proprietary tools. However,
All,
If osgdem is running and crashes, do I have to start it over from the beginning
or can I have it resume from the point it crashed (or somewhere near there)?
Thanks!
_
Hotmail:
osgViewer (OSG v2.6, compiled under Windows XP SP3 with Visual Studio
2005 SP1) crashes while loading textured models (e.g. cow.osg) when I
run it on a clean install of Windows Vista SP2. Before I go through the
pain of installing VS on this copy of Vista to run the debugger, are
there any
All,
How exactly does one go about setting up VBPMaster and its dependencies? I
already had OpenSceneGraph and its dependencies (Producers and OpenThreads).
Now I'm trying to set up VPBMaster and I had to use CMake to get an .sln file,
so I did that. Then I received a series of errors when
Just a hunch, but maybe some dependencies (DLLs) are missing, like for
instance the visual studio 2005 SP1 redistributables,… Have you
checked your executable (and separately the OSG plugins, since they
are loaded dynamically) with the Microsoft Dependency Walker? See,
Hi Dimitrious, Jan,
Yes the wind speed is measured in m/s but it should be taken with a
pinch of salt.
Whilst the FFT code might be in a class called FFTSimulation it's more
of an approximation, the wind speed therefore should be seen as a
guide.
All the function/constructor parameters along
Hello Tian,
Was it those that you deleted? Yes, I just delet thems, because I found that these two
inline functions had not been used in anywhere. And now my project just goes right,
the same with the oceanExample.
Sorry I didn't pick up on this thread... I'm pretty darn busy so I just
Hi Jan,
All the frame buffer objects in osgOcean use texture rectangles so it
simply passes them directly to the texture/camera setups, so there
shouldn't be any limit.
I assume the cropping is on the horizontal not the vertical? Have you
checked the values that are passed into setScreenDims()?
Hi MT,
For the reasons I just gave, you can't add objects to the scene and
have the full compliment of effects without either using the default
shader or using your own shader implementation.
Reflections/refractions etc will continue to work since they act on
the ocean surface and not the model.
Hi Chris,
It does raise another question -- is this a common practice and is there
anywhere else
in OSG where node name has a special meaning during specific phases of
operation?
I tend to think that any use of user-settable properties, such as node
name, callbacks, user data, etc.
Hi there,
Having never used OSG so forgive me if this is an old question - I’m really new
round here!
In short, is there an existing plug-in or method i could use with OSG to
provide way finding or route finding functionality?
The requirement i have is for large scale building/interior way
Hi Wyat,
WyattEarp wrote:
What is the
cudakernel project that Cmake generated? Note of the files will open
in VS.
This is the cuda example project. I have not checked if cmake does also
generate valid VS files for cuda module in the example.
Also, when I try to run the video
@lists.openscenegraph.org
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J-S,
Just for general reference, the problem was that on Windows compilers (and
previously DOS), near and far were once keywords used to refer to memory
inside the first 64k page, and outside, respectively (back when you needed
to address them differently, which is a long time ago). Nowadays
Hi Wojtek,
My guess is that texture coordinate output is getting corrupted for
some reason. Looking at the .osg file it has a PER_PRIMITIVE color
array which will force osg::Geometry to use slow paths, so perhaps
this is a big buggy in certain combinations of array set up. Could
you try
Thanks, for advice. Replacing PER_PRIMITIVE with OVERALL color removes the
problem. We will change the model then.
Wojtek Lewandowski
- Original Message -
From: Robert Osfield robert.osfi...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, November
I followed the instructions in the README prior to posting this, but
was still having problems. I moved the osgdb*.dll files to the
directory where my examples live. osgppu_viewer runs now, but the
osgppu_video is still complaining about not finding the plugin it
needs. Which particular plugin
On Mon, Nov 2, 2009 at 3:15 PM, Wojciech Lewandowski
lewandow...@ai.com.pl wrote:
Thanks, for advice. Replacing PER_PRIMITIVE with OVERALL color removes the
problem. We will change the model then.
Until I fix the bug I'd suggest changing the model, but it's clearly a
bug so once I've got back
Jean-Sébastien Guay wrote:
This doesn't really help you, but I wanted to be more detailed than just
saying I agree.
Thanks for th insight, everyone.
I'm kind of an old-school C-flavor programmer, so my instinctive response is
rather
C-like. I don't like bloating people's in-memory
Also, the OSG-based game engine Delta3D offers pathfinding functionality.
http://www.delta3d.org
Martin
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Jacob Armstrong wrote:
All,
How exactly does one go about setting up VBPMaster and its dependencies?
I already had OpenSceneGraph and its dependencies (Producers and
OpenThreads). Now I'm trying to set up VPBMaster and I had to use CMake
to get an .sln file, so I did that. Then I received a
Philip Lamb wrote:
osgViewer (OSG v2.6, compiled under Windows XP SP3 with Visual Studio
2005 SP1) crashes while loading textured models (e.g. cow.osg) when I
run it on a clean install of Windows Vista SP2. Before I go through the
pain of installing VS on this copy of Vista to run the
Chris 'Xenon' Hanson wrote:
Jean-Sébastien Guay wrote:
This doesn't really help you, but I wanted to be more detailed than just
saying I agree.
Thanks for th insight, everyone.
I'm kind of an old-school C-flavor programmer, so my instinctive response is
rather
C-like. I don't like
Paul Martz wrote:
In Wojciech's modified submission, he changed the bitmask variable to a
signed int, with the reasoning that enum values are also signed ints,
and this eliminates the need for a typecast to get rid of compiler
warnings.
This caused me to weigh in with the workaround of
.
Regards
Vincent
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MatrixTransform {
UniqueID MatrixTransform_0
name FOV_SST
nodeMask 0x
Jacob Armstrong wrote:
Well, maybe I can provide more details to see if I can get some direction:
I'm using Windows XP. I'm using OpenSceneGraph-1.2 and I've got the
following directories:
Well, that doesn't tell me much. Wait, OSG 1.2? Really? Why something that
old?
--
Chris 'Xenon'
Instead of installing Visual Studio on the client computer you can
download and install the right vcredist package from Microsoft. The
one I think you need right now is:
http://www.microsoft.com/downloads/details.aspx?displaylang=enFamilyID=200b2fd9-ae1a-4a14-984d-389c36f85647
On what format are
Jacob Armstrong wrote:
I'm picking up a project that was started by someone else who left the
company and re-located a few weeks ago. I'm not really sure how we got
to the point we're at, but that's what I'm stuck with, and it's too late
to try switching things around now.
Hmm. Well, you're
I think I found the problem why the plugin isn't found... Is the
plugin for playing avi the QuickTime plugin? If it is, it isn't
building built when I build OSG. I ran CMake and see that the
QUICKTIME_LIBRARY and QUICKTIME_INCLUDE_DIR are NOTFOUND. I assume
this is the reason the qt plugin
Hi all!
I am using the collada plugin to export my geometries in .dae format. I would
like to know if there is an option of specifying the name of Ids, such as
shapes, primitives, materials, etc... It's important to better differenciate in
another application I have between different objects.
Thanks for the feedback, Chris. I'm trying to use VPBMaster-0.9.0 or
VPBMaster-0.9.1 with OpenSceneGraph-1.2, so you're right, I'm not sure if
they're even compatible. I'm only using this as a back-up option though. Robert
said that osgdem can't handle a database as large as the one we're
Jacob Armstrong wrote:
Thanks for the feedback, Chris. I'm trying to use VPBMaster-0.9.0 or
VPBMaster-0.9.1 with OpenSceneGraph-1.2, so you're right, I'm not sure
if they're even compatible.
You're playing with fire here. I expect they are not going to be compatible.
I'm only using this as
Hi Jacob,
However, my former co-worker
wrote a method that handles an ARG_FILE as input to OSGDem and feeds it
the parameters as necessary to execute them. I believe this method is
doing what vpbmaster would do, if I could get it running.
Actually vpbmaster does more than that, it allows
Which plugin is exactly used, is actually not dependent on osgppu. It just uses
osgDB to load an .avi file. In earlier versions of osg a quicktime plugin was
used to play .avi files, right. I don't know exactly the version number, but in
between there was a change to ffmpeg plugin. I am also
I recently had similar issues. There are multiple ways to store textures in
the model. You can convert your model to .osg format and look to see how
the textures are stored in your model. And/or have your code try all the
possibilities until you no longer get NULL.
Jason
-Original
Chris,
Thanks again for your input. I won't even bother with VBPMaster now unless I
get approval to upgrade OpenSceneGraph. There is a lot of overhead and hoops to
go through in order to make a change like that, so I'm compile this info and
pitch it to management and let them make a
Jacob Armstrong wrote:
question, you're exactly right. I'm taking a bunch of Openflight data
with 3D terrain/textures/models and I'm just generating a 2D map to be
displayed from the Bird's-Eye-View. Your comment about going about that
the wrong way scares me, but also indicates that there's a
We received OpenFlight data from our customer for the map that we need to
display on our software. The data consists of terrain data, texture data, and
model data. The database is 1000kmx1000km. My former co-worker wrote a tool
that renders all of this OpenFlight data and generates bitmaps
Jacob Armstrong wrote:
Our software then uses
all of these .ives and the appropriate level of detail is displayed
based on the current Zoom Level in our software (user-specified
dynamically).
Ok. Are you using OSG for anything else in your app, like real 3D views? It
would seem
to me
Hi Kim,
Kim Bale kcb...@googlemail.com wrote:
Hi Jan,
All the frame buffer objects in osgOcean use texture rectangles so it
simply passes them directly to the texture/camera setups, so there
shouldn't be any limit.
I assume the cropping is on the horizontal not the vertical?
Yes, it
Dear all,
Which example in OpenSceneGraph 2.8.2 is using these classes?
Thanks,
Dat
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Hi Lucas,
lucas Grijander dev_crisa...@hotmail.com wrote:
Hi all!
I am using the collada plugin to export my geometries in .dae format. I
would like to know if there is an option of specifying the name of Ids,
such as shapes, primitives, materials, etc... It's important to better
Hi,
guys thanks for your quick answers! I checked in the header and indeed the
speed is considered to be m/sec, it works fine for me I just want to make a
connection between wind and sea state.
Cheers,
Dimitrios
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Nguyen Tien Dat wrote:
Dear all,
Which example in OpenSceneGraph 2.8.2 is using these classes?
22:36|me...@juggle2:~/c/osg/svn/trunk grep LineSegmentIntersector
examples/*/*.cpp
examples/osgcompositeviewer/osgcompositeviewer.cpp:
osgUtil::LineSegmentIntersector::Intersections
Believe it or not, this is just a 2D Map, view from above, and we're not
utilizing any 3D capabilities what-so-ever. I agree that it seems like overkill
to use such a powertool to generate something fairly basic, but I can't speak
to the process that got us where we were. Decisions have been
Hello all,
Forgive me if this a rather naive question, but is the output from
osgDEM dependant on the version of osg vpb was built against. i.e.
will my terrain db built with vpb 0.9.10 and osg 2.8.2 work with other
versions?
(It's very cool btw, I've not played with paged terrains before)
Kim Bale wrote:
Forgive me if this a rather naive question, but is the output from
osgDEM dependant on the version of osg vpb was built against. i.e.
will my terrain db built with vpb 0.9.10 and osg 2.8.2 work with other
versions?
.osg files are forward compatible and in limited cases
Jacob Armstrong wrote:
Believe it or not, this is just a 2D Map, view from above, and we're not
utilizing any 3D capabilities what-so-ever. I agree that it seems like
overkill to use such a powertool to generate something fairly basic, but
I can't speak to the process that got us where we
Hi,
Thank you for your suggestions! I think the scribe effect is probably what I
want for selection.
You mentioned something about unreferencing data on the CPU side once it is
uploaded. I am quite interested in this. Could you please give me more details?
Honestly speaking, the 2 million
I think I have solved the issue. It turns out that if I simply set a render bin
index on all my nodes that contain an osgText, things work as expected.
Surprisingly I don't need to set the osg::StateSet::OVERRIDE_RENDERBIN_DETAILS.
I would assume this is normal behavior. I think my main error
Hey Paul,
I just built osg 2.8.2 from scratch on 10.6.1 (snow leopard). I would
be happy if we could roll a 2.8.3 release with the required patches.
The patched files in question are attached. Is there anything else I
can do to make this 2.8.3 release happen?
It's also good to note that there
Thanks, not sure about a 2.8.3, but it's under consideration. Good to
know you're interested.
I understand you can build 2.8.2 against the 10.5 SDK and still run on
Snow Leopard. My understanding is the changes to OSG for Snow Leopard
will allow someone to build OSG against the 10.6 SDK, is
(still figuring out how the mailing list is connected to the forum)
hey paul,
I needed to apply the patches for building osg against either SDK. It's not
exactly clear to me which change in Snow Leopard makes this necessary. Even
with the same xcode, gcc, and 10.5 SDK the osg 2.8.2 does not
Hi Skylark,Kim:
Thx a lot
I know quit clearly now.
Thank you again for giving me so many useful messages.
cheers,
MT
Skylark wrote:
Hello Tian,
Was it those that you deleted? Yes, I just delet thems, because I found
that these two inline functions had not been used in anywhere.
Hi Kim:
Thank you again :)
I will try your advise.
Regards,
MT
Kim Bale wrote:
Hi MT,
For the reasons I just gave, you can't add objects to the scene and
have the full compliment of effects without either using the default
shader or using your own shader implementation.
Hi,
If you could post with do it this way or do it that way, I (for one)
could get back to work and stop prodding everyone with my code style
opinions. :-)
Ooh, we could start a whole new OSG list just for code style fights and
then unearth
the old extensionless headers arguments on
Hi,
Angus Lau wrote:
Hi,
Thank you for your suggestions! I think the scribe effect is probably
what I want for selection.
You mentioned something about unreferencing data on the CPU side once
it is uploaded. I am quite interested in this. Could you please give
me more details?
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