Hi,
I am trying to figure out a best practice to implement such feature:
displaying flickr oictures on the Earth globe according to their geo locations.
When the globe turns / zoom, it will reveal or occlude the images with
fade-in/out effect.
I am trying to follow look for the solution, yet
Hi all,
My apology if this seems to be a noobish question. I have an osg application
and it seems that is experiencing some problems when i try and run it on my
machine outside visual studio and also other machines.
I have build osg 2.9.8 and also the plugins for it. If i run osgviewer.exe on
On Wednesday 18 August 2010 17:26:35 Darko Radiceski wrote:
Hi all,
My apology if this seems to be a noobish question. I have an osg
application and it seems that is experiencing some problems when i try and
run it on my machine outside visual studio and also other machines.
I have build
Hi,
can I remove all static transform node( use other nodes to replace) from ive
model ??
I try osgUtil::Optimizer::FlattenStaticTransformsVisitor to do this, it seems
to change some of them, but not of all.
any other methods can realize this?
Thank you!
Cheers,
John
--
Hi David,
The octree doesn't seem to have given me much of a performance boost in the
culling department. I am guessing this is because the leaves of the tree
contain so many geometry objects?
The octree will only help significantly when the cull traversal is a
performance bottleneck and
Hi Rafam
I have Android phone so am curious about how well you'll get on, I
haven't actually attempted any port - way too many other tasks on my
plate to tinker.
On Wed, Aug 18, 2010 at 7:59 PM, Rafa Gaitan rafa.gai...@gmail.com wrote:
/Users/rgaitan/Projects/OSG/osg-trunk/src/osg/Texture.cpp:
Hi Raj,
You don't mention which version of the OSG you are using so can't make
any specific recommendations. In the svn/trunk and 2.9.x dev series
of the OSG the osgManipulator NodeKit has been revamped to make it
easier to track changes via callbacks and make it easier to alter
associated
Hi,
plus, I try just now; I find that animation ive' transform occupy 80~90%
in total transform nodes. some of them are static, some of them are dynamic.
can I remove or reduce these kind of node( animation ive) when exporting from
3dMAX using plugin ??
thanks a lot.
Thank you!
Cheers,
Hi All,
Sorry about this post, looks pretty much like a malware scam has got in via
a address subscribed to the list, so I've unsubscribed the offending
address.
Robert.
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On Thu, Aug 19, 2010 at 5:54 AM, snehal indurkar sneha...@gmail.com wrote:
Thanks..
But I am able to find this example.
The link i found is not working.
Can you plz post the link here?
Sorry for bothering again...
The example is the OpenSceneGraph/examples directory. You need to
learn how
Hi YT,
This type of feature is a little complicated to implement. FadeText
has to track the bounding boxes in eye space of the text then sort
then and look for overlapping boxes then signal fading in/out
accordingly. I'm afraid the source will be the best place to learn
about how to do it.
Hi John,
On Thu, Aug 19, 2010 at 10:06 AM, John Water akin...@hotmail.com wrote:
plus, I try just now; I find that animation ive' transform occupy 80~90%
in total transform nodes. some of them are static, some of them are dynamic.
can I remove or reduce these kind of node( animation ive) when
Hi guys,
Thanks very much for the helpful replies!
Turns out my framerate was suffering because I was using a
PositionAttitudeTransform object for every block in the scene. I was using it
to test integration of Bullet physics and I got a huge boost when I removed it
for terrain blocks.
The
Hi Robert,
2010/8/19 Robert Osfield robert.osfi...@gmail.com:
Hi Rafam
I have Android phone so am curious about how well you'll get on, I
haven't actually attempted any port - way too many other tasks on my
plate to tinker.
We have some projects that will make use of 3D in mobile systems,
Hi Felix,
instead of using explicit 3D shapes, you could also use view-aligned
quads with a semi-transparent gauss-texture. These textures could be
pre-generated, I think the fountain example in OSG might also be
helpful with this. They could also be created on demand in shaders,
based on their
Igor Lebedev wrote:
Hi,
Ok. I did it like that. The same thing. Weird index values and bunch of
polygons. So i should search in render function?
I'm not sure I can help you any more than that. You've made statements
that you know the structure and organization of the geometry that
David Wilson wrote:
One last question though - I'm implementing the cube faces as triangles. Would
I be able to scrounge a little more performance by implementing them as quads
instead? I'm guessing it would probably be marginal but might decrease memory
use a little.
I doubt you'll
Hi Fabien,
I've been planning to make it possible to use osgdem without a
graphics context - it's only used for mipmapping and texture
compression.
Libsquish is already something I've experimented with but haven't
reployed as the result I got were mixed and there is also the patent
on the S3TC
Hi all.
My application needs a method to turn the view on the model horizontally and
vertically .
This is implemented by scroll wheels at the bottom and to the right of the
view.
I tried to make this working by calling the following methods:
osg::Matrixd trackballMatrix;
/**
About the patent issue, i found this on the nvidia site :
http://code.google.com/p/nvidia-texture-tools/wiki/FAQ
Apparently no problem, even in US.
So is it ok if i send you a submission in the next few days to use nvidia
texture tools into VPB ?
Fabien.
-Original Message-
From:
My application has an OSG view and a second non-OSG OpenGL view.
Occasionally, I'm getting a crash in
GraphicsWindowWin32::swapBuffersImplementation() with what looks like a
bad _hdc. The crash is an access violation due to an attempted write to 0.
I think the relevant code is:
void
On Thursday 19 August 2010 17:37:12 Fabien Lavignotte wrote:
About the patent issue, i found this on the nvidia site :
http://code.google.com/p/nvidia-texture-tools/wiki/FAQ
Apparently no problem, even in US.
IANAL, but I don't think this paragraph from the URL above gives anybody a
free hand
Thank you for the suggestions,
I think a billboard with a gaussian texture is right what I need.
Either a view-aligned billboard, which requires to update the width/height of
the billboard - or a static billboard with 2 (or 3) crossing quads.
A source code example would be great! Could you ask
Hi,
My question may be obvious but I can't figure it out. Here's my problem:
I have a (rig)geometry, with a vertexArray, a normalArray, and a colorArray
(bind per vertex). Somewhere else in my code, I keep pointers to some of those
values (a subset of vertices, a part of my geometry). When I
Hello friends,
I am trying to improve the way that we utilize node masks. Right now, the cull
mask for our Viewer's master camera is set to 0x (all bits on). So, a
node will always be drawn if _any_ of its node mask bits are set.
Right now, we're essentially using the node mask for
Greetings!
I know that I've been through this before, but I have a little more that I can
show off, and a little more understanding what to ask.
I'm trying to draw lines about my terrain. I'm using my ellipsoid model to help
draw on top of things. but as you can see from my example below, even
Robert,
Sorry it has been long giving feedback on this. I've been working other
issues.
I did try the KdTrees stuff you suggested without any improvement in
performance. I called
osgDB::Registry::instance()-setBuildKdTreesHint(osgDB::ReaderWriter::Option
s::BUILDKDTREES);
before I load my
David Glenn wrote:
Greetings!
I know that I've been through this before, but I have a little more that I can
show off, and a little more understanding what to ask.
I'm trying to draw lines about my terrain. I'm using my ellipsoid model to help
draw on top of things. but as you can see from
Well, I got it to draw something other than a square shadow. =)
Remember before I had said that the shadow appeared as a square-shape just
below the shadow caster. It was about the right size and position for the
caster, leading me to conclude that the shadow technique was correctly locating
Hi Emilie,
I don't have much experience with doing what you're trying to do, but do you
have the data variance on your geometry set to dynamic? When I've forgotten to
do this in the past various things I've tried to modify dynamically weren't
applied, I can't recall if position (for example)
Hi Frank,
I can't claim to have experienced what you're experiencing, nor any experience
with shadowing at all. Instead of setting the cull mask to exclude some
objects, can you make them (the shadow-casting but not displayed objects) fully
transparent? I don't know if that affects the
Hi,
Geometry is loaded and rendered ok. I wanted to do materials next, but
encountered small problem.
If i add bone/bones to my model, osg loads them as an additional mesh. It may
be ok, but there are two consequences:
1. If i try to copy texcoords - crash. So i need to find away for importer
Well, I Do have two cameras. See, this is a planning view and I'm trying to
replicate an old Performer trick that I learned. One camera is for the terrain
and another camera for the object elements that has it clear mask set to
GL_DEPTH_BUFFER_BIT - based on the HUD example.
Sort of like
Hi,
have you tried callind -dirty() on the array? Are you using VBOs or
display lists?
jp
On 19/08/10 22:18, Emilie Deschamps wrote:
Hi,
My question may be obvious but I can't figure it out. Here's my problem:
I have a (rig)geometry, with a vertexArray, a normalArray, and a colorArray
Hi David,
I'm kind of intrigued... do you have some stripped-down example code which
reproduces the problem, so we can poke around with it? There are a number of
things which *could* be going on (in my imagination if not in reality or not if
I knew more about OSG - I'm learning every day
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