Sorry about the incorrect subject line before. I hate it when I do that :(
> But I'm not talking about that usage. I'm talking to set it just for
> your application. I have seen many commercial applications doing that ?a
> launcher script that sets LD_LIBRARY_PATH *in that shell* and then
> execu
Hi Shayne,
Yesterday me large database finished after more then one month precessing on 12
threads. Maybe we can now fix this issue.
It's interesting that osgdem can build the identical database without errors!
I'll try to recreate the problem in a small DB in the next week.
Thank you!
Cheer
Greetings! Well, since no one reponded to my question, I assume that the answer
is no - or they are too buzy hacking Kinects.
Thanks!
D Glenn
David Glenn
---
D Glenn 3D Computer Graphics & Media Systems.
www.dglenn.com
--
Read this topic onl
Just a followup on this problem...
If I run osgdem directly on the dted files, things build just fine.
If I run vpbmaster on exactly the same dted files, it blows up with the error
"no destination graph built, cannot proceed with build" in one of the tasks.
It's not clear to me why osgdem works
On 01/10/2012 04:39 PM, Paul Martz wrote:
Other sections too, 3.10.1 for example. Try searching the spec for "centroid" or
"noperspective"; information on shader variable interpolation is scattered
around in several places.
I'd think simple linear interpolation could be accomplished using the
no
On 1/10/2012 1:55 PM, Jason Daly wrote:
On 01/10/2012 03:57 PM, wang shuiying wrote:
Can I at least get to know, if can not change, the interpolation method used
by the openGl in my implemention?
Section 3.6 of the current OpenGL specification has all of the equations for
this:
http://www.o
On 01/10/2012 03:57 PM, wang shuiying wrote:
So from your reply, only texture coordinates can be generated in different
ways. As to general attributes, one has no way to change the interpolation
method performed on them?
I don't know of any way to change the rasterization behavior. As far as
On 01/10/2012 03:57 PM, wang shuiying wrote:
So from your reply, only texture coordinates can be generated in different
ways. As to general attributes, one has no way to change the interpolation
method performed on them?
I don't know of any way to change the interpolation functions used for
Hi,
To Jason Daly,
Thank you for your reply.
In my case, I record positions of the vertexes in eye coordinate in vertex shader, and I
want the rasterization to perform the linear interpolation function with eye coordinate
so that I can get the position value of certain "vertex produced by
i
Hi Robert,
> if you want to modify the viewer then you really need access to the viewer
I am not sure if I understand you correctly. I do have limited access to the
viewer. It is for example possible to change the viewMatrix of the camera
permanently if no camera manipulator is attached. The P
On 01/10/2012 02:55 PM, wang shuiying wrote:
Hello,
we know that in openGL rendering pipeline, there is a stage called
rasterization after per-vertex operation and before per-fragment
operation. In rasterization stage, openGl generates certain properties
(e.g. texture coordinates)for each fragme
Hello,
we know that in openGL rendering pipeline, there is a stage called
rasterization after per-vertex operation and before per-fragment
operation. In rasterization stage, openGl generates certain properties
(e.g. texture coordinates)for each fragment as a linear function of the
eye-space o
Hi Sebas,
On 10 January 2012 17:54, Sebas Walther wrote:
> The main application manages the camera manipulators itself. My program is
> only a plugin for this application. What if another programer wants to build
> a new camera manipulator for the main application? It will be difficult and
> a
Hi Robert,
> Why not use a custom camera manipulator?
The main application manages the camera manipulators itself. My program is only
a plugin for this application. What if another programer wants to build a new
camera manipulator for the main application? It will be difficult and annoying
t
HI Sebas,
On 10 January 2012 15:38, Sebas Walther wrote:
> Hi robert,
>
> I know that this is possible in general. The Problem is that all the views
> and viewers are managed by a main application. I do not have access to this
> while-loop of the viewer. Besides I need the Manipulator. I just h
On 01/10/2012 02:06 AM, Joel Graff wrote:
The application isn't designed to create particularly large scene graphs, but
it is a shader development tool. I can't really guess at the effect of a
bloated structure, but I have the funny feeling it won't really matter. I also
don't really know ho
Hi robert,
I know that this is possible in general. The Problem is that all the views and
viewers are managed by a main application. I do not have access to this
while-loop of the viewer. Besides I need the Manipulator. I just have to
manipulate the viewMatrix sometimes. Anyway, thanks for your
Hi Lalit,
In the past I've tackled problems like drawing from mouse coords into
3D by creating a ray from the mouse coords and then intersecting this
with a plane. The maths for computing the intersection point can be
handled by the osg::Plane class, there is no need to use the high
level scene g
Hi All,
On the version control front I've sought feedback on the various
contenders and git looks to be the one of the best combinations for
our needs. I don't think we need to go on debating the topic further
as we've debated it plenty of the years.
I'm curious, are their scripts available for
Hi Terry,
On 9 January 2012 18:35, Terry Welsh wrote:
> Ideally, I would like to have total control over the paths to search
> just using environment variables, but I don't see a way to do this.
> Are there any ways to control the plugin search paths other than with
> setLibraryFilePathList() and
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