Hi,
On 21/10/10 18:26, Yurii Monakov wrote:
Hi All
After some googling I've discovered an AutoTransform node )) When
setting it's auto-rotate mode to ROTATE_TO_SCREEN and
setAutoScaleToScreen(true) it gives me exactly what I want. The only
problem is that after looking at AutoTransform node I
Hi,
you can check in the tasks folder to see exactly the osgdem command(s)
that would be executed by vpb. Try execute one of these manually and see
if it does not report any useful errors.
jp
On 21/10/10 20:31, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
All,
I’m seeing some
Hi,
osgTDS works not with VPB databases in the TERRAIN format, so its obsolete.
I'm interested in such a terrain editing process too, maybe we can develop a
solution together!
...
Thank you!
Cheers,
Torben
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Helo ,
i need an image 200-0-255 for special use. I make the following code:
Code:
im_ = new Image;
im_.get()-allocateImage(WIDTH_CAM , HEIGHT_CAM, 1 , GL_RGB, GL_UNSIGNED_BYTE);
unsigned int r = 200;
unsigned int g = 0;
unsigned int b = 255;
std::cout Color for background : r g b
Hi All:
I want to use OSG to implement a irregular fuel tank, I can see the oil
in this tank, oil can be changed by configuration parameters, you can rotate
the tank, mobile, how should I achieve?
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Hi,
you should have a background with texture witch is the film (copy image from
camera each frame) it goes on 110 ms latence with out optimisation.
You place other item from osg above this background and that will work.
If all is done in osg you dont need your green screen.
On 22/10/10 18:41 , Anthony Face wrote:
i need an image 200-0-255 for special use. I make the following code:
...
im_ = new Image;
im_.get()-allocateImage(WIDTH_CAM , HEIGHT_CAM, 1 , GL_RGB,
GL_UNSIGNED_BYTE);
unsigned int r = 200;
unsigned int g = 0;
unsigned int b = 255;
std::cout
HI Juan,
On Fri, Oct 22, 2010 at 8:42 AM, Juan forsakenwarl...@gmail.com wrote:
I want to use OSG to implement a irregular fuel tank, I can see the oil
in this tank, oil can be changed by configuration parameters, you can rotate
the tank, mobile, how should I achieve?
This is rather
Hi Ulrich,
Am 22.10.10 04:32, schrieb Ulrich Hertlein:
This should work, too:
git clone git://github.com/stmh/osg.git
git pull origin iphone
This is giving me a heap of conflicts (on a clean checkout/clone) along the
lines of
From git://github.com/stmh/osg
* branchiphone
Hi,
have you tried it? Opinions, experience?
Cheers,
Dženan
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HI Robert
Thank you for your explanation, the focus of this implementation is the
physics engine, and I intend to use physx to achieve physical simulation,
using OSG rendering, should be able to get the effect I want, thanks again!
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Hi Juan,
On Fri, Oct 22, 2010 at 10:30 AM, Juan forsakenwarl...@gmail.com wrote:
Thank you for your explanation, the focus of this implementation is the
physics engine, and I intend to use physx to achieve physical simulation,
using OSG rendering, should be able to get the effect I want,
Hi,
FYI, this is not compatible on VS2008 and previous versions. (I mean the
_vcee_autoexp variable)
For theses versions you have to edit the autoexp.dat file.
Sorry I didn't tried already
Vincent.
Le 22/10/2010 10:35, Dženan Zukić a écrit :
Hi,
have you tried it? Opinions, experience?
Hi,
Thank you for the answer. Now I'm searching for the right way to get
to some level (for example, base level, e.g. root) of MVPW matrix
stack from callback or accept() call. But all I see is top level,
which is actual only for the current node.
Yurii
2010/10/22 J.P. Delport
Hi,
On 22/10/10 12:36, Yurii Monakov wrote:
Hi,
Thank you for the answer. Now I'm searching for the right way to get
to some level (for example, base level, e.g. root) of MVPW matrix
stack from callback or accept() call. But all I see is top level,
which is actual only for the current node.
I've a pratical case, can anybody help me??
I've 4 keyframes:
v[0] = osg::Vec3(0, 0, 0);
v[1] = osg::Vec3(20, 0, 0);
v[2] = osg::Vec3(40, 0, 0);
v[3] = osg::Vec3(60, 0, 0);
in times 0,2,4,6
How to move along this keyframes with a constant speed from 0,0 to 60,0???
thanks
Thanks for your answer...
I just forgot to netral color on objets witch used this texture and it take
something like 204-204-204 unsted of 0 0 0
now its works ...
Thanks you
(http://www.hordes.fr?ref=litllechicken)
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Hi Daniele,
Have you looked at the osganimation example?
Robert.
On Fri, Oct 22, 2010 at 12:03 PM, daniele argiolas arj...@gmail.com wrote:
I've a pratical case, can anybody help me??
I've 4 keyframes:
v[0] = osg::Vec3(0, 0, 0);
v[1] = osg::Vec3(20, 0, 0);
v[2] = osg::Vec3(40, 0, 0);
yes, I've looked all examples.
I need a bezier path animation with constant speed from first to last keyframe.
Is it more clear?
How?
thanks
robertosfield wrote:
Hi Daniele,
Have you looked at the osganimation example?
Robert.
On Fri, Oct 22, 2010 at 12:03 PM, daniele argiolas
Hi,
I just wondered why Vec3 and related Vec classes are all different classes and
why they aren't realized as templates?
best regards
Mathias
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Phone: +493419732283
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Hi everyone,
good News. I realized to add the tesselation shaders into OSG 2.9.9. It is
still a beta version, so I have to test a little bit more before I will commit
it to the community. I am gone over the week end but I will finish it during
the next week.
Hope to find some guys who will
Hi Mathias,
On Fri, Oct 22, 2010 at 1:01 PM, Mathias Goldau
m...@informatik.uni-leipzig.de wrote:
I just wondered why Vec3 and related Vec classes are all different classes and
why they aren't realized as templates?
Because templates aren't always the perfect tool for the job.
Three main
Am 22.10.2010 14:37, Robert Osfield wrote:
Hi Mathias,
On Fri, Oct 22, 2010 at 1:01 PM, Mathias Goldau
m...@informatik.uni-leipzig.de wrote:
I just wondered why Vec3 and related Vec classes are all different classes
and
why they aren't realized as templates?
Because templates aren't
Hi,
This is a Windows 32/64app, fully single threaded(app and OSG in one thread).
Quadro FX1800, latest drivers.
I am rendering basic polygonal geometry - and I have been experimenting with
turning on use of VBO's. I want to emphasize that the app shows zero issues
until I turn VBO's on for
Jp,
Thanks for the suggestion. I'll give it a try.
Thinking that it might be a video card limitation (texture memory), I tried
building the same content on a more capable video card (Nvidia 9800 GTX) and
I'm still having the problem of having the osgdem threads dying out.
I'm suspecting that
On 10/21/2010 3:46 PM, Robert Gosztyla wrote:
Hi,
I'm back again with my terrain editing question :). I was serching forum for
some solution, but i didn't find any. If i have found at least terraintile
geometry and drawable associated with that how i could change this geometry?
I've tried
Hi Kevin,
Below is a piece of code that does exactly what you want in global WGS84
ellipsoid coord space. In your case just replace _xyz with the direction
vector you want the smoke to move.
osgParticle::FluidProgram* fp =
dynamic_castosgParticle::FluidProgram*
(
daniele argiolas wrote:
yes, I've looked all examples.
I need a bezier path animation with constant speed from first to last keyframe.
Is it more clear?
You might need to implement it yourself if OSG's spline interpolation
doesn't provide a constant velocity. Here's a link I found on
Hi Mathias,
On Fri, Oct 22, 2010 at 2:45 PM, Mathias Goldau
m...@informatik.uni-leipzig.de wrote:
I really could imagine that a template size_t, typename value_type is
indeed really awkward and hard to maintain. But so you will have much more
code duplication.
There is practically no
Hi Andrew,
This sounds like a driver issue or perhaps corrupted data on the app
side. Could you try your app on another machine?
Robert.
On Fri, Oct 22, 2010 at 3:27 PM, Andrew Cunningham andr...@mac.com wrote:
Hi,
This is a Windows 32/64app, fully single threaded(app and OSG in one thread).
Are there standard ways to configure sound placement from outside the source
code? Looking through the 1 page of documentation that comes with the source
code as well as the examples, I see that I can place a sound object at an (x,y)
position - so I can manually place it somewhere in my model.
Hi Shayne,
I don't know what might be causing problems on your system, debugging
this type of thing remotely is next to impossible.
The best I can do is suggest trying the svn/trunk version of the OSG
VPB. With VPB is now possible build using NVidia texture tools and
with this avoid the need
Hi,
I am using osg::PagedLOD nodes in my project for large models visualization.
The model is splitted into several parts (like octree) and multiresolution tree
is made - same as VPB uses:
Code:
Group
PagedLOD
child 0 - local tile geometry at low resolution
child 1 - external
On 10/22/2010 10:32 AM, Matt Caron wrote:
Are there standard ways to configure sound placement from outside the source
code? Looking through the 1 page of documentation that comes with the source
code as well as the examples, I see that I can place a sound object at an
(x,y) position - so
Hi Thomas,
It's possible to adjust the children selection dynamically by
adjusting the Camera::LODScale via
viewer.getCamera()-setLODScale(myScale);.
However, I think this is probably just a hack around what it
essentially an issue of poor load balancing in the paged database you
have built. In
Hi Robert,
Tried two XP machines ... identical behavior as long as H/W acceleration is on.
Both graphics cards are nVidia, though.
If I disable the drivers, there are no problems , but that is not surprising
as OSG defaults to a non-VBO code path.
I am using the OSG API in a very vanilla
Gent's,
I was wondering the same.
A templated Vec class isn't all that hard to implement and maintain, it's
pretty straight forward. What's a pain is a templated Matrix class, although
totally doable (from experience). I would gladly help if someone wanted to
start taking on the task.
-B
Robert,
Thanks for the reply. I can try the latest version of OSG/VPB to build the
database but will the database still be compatible with an app that uses OSG
2.8.2 to fly through the database? I'm not really in a position to update
our application software to the latest version of OSG at this
Hi Robert, hi all,
I spotted the binaries are not in /bin as usual with my new config (CMake
2.8.2, VS2010 x64), but in /bin/Debug and /bin/Release.
I think CMake 2.8.2 is the cause because the usual way to work around these
subdirs should not work anymore (SET_TARGET_PROPERTIES(Target
Sukender,
It is indeed related to CMake = 2.8.1. I have had success setting all
configuration types including the generic one, which seems to work on Linux,
OSX and Windows. So:
SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY ${OUTPUT_LIBDIR})
SET(CMAKE_ARCHIVE_OUTPUT_DIRECTORY_RELEASE
Hi Brad,
On Fri, Oct 22, 2010 at 6:17 PM, Brad Colbert bcolb...@rscusa.com wrote:
A templated Vec class isn't all that hard to implement and maintain, it's
pretty straight forward.
There are awkward, and making it templated is totally pointless. What
is there to gain?
What's a pain is a
I'm not suggesting it happen, just that if anyone is interested I can give them
moral support ;)
For the sake of argument, however, the advantage of template vector and matrix
classes is that where any operations can be evaluated during compile time, will
be (assuming that the operations are
I've come to realize that it wasn't the intersector that was being slow, it was
selecting all of the nodes that the intersector found that was being slow. One
thing that concerns me though is that the intersector is returning over 95
intersections, which is over double the amount of
Hi Brad,
On Fri, Oct 22, 2010 at 8:13 PM, Brad Colbert bcolb...@rscusa.com wrote:
One thing I would like to see is, where possible, taking advantage of
SSE(2/3) instructions on CPU's that have them. I imagine that there could be
some speed up, especially if operations could be batched (I'm
I'm passing along a question from our database team:
We would like to flatten certain areas of the terrain polygons for a given
DTED/DEM input file. Is there an option for VPB where we can specify a
shapefile of the flattened area?
Any help/info would be greatly appreciated.
-B
---
Brad
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Hash: SHA1
Hello Robert,
On 10/22/2010 10:03 PM, Robert Osfield wrote:
Hi Brad,
On Fri, Oct 22, 2010 at 8:13 PM, Brad Colbert bcolb...@rscusa.com wrote:
One thing I would like to see is, where possible, taking advantage of
SSE(2/3) instructions on CPU's
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