Re: [osg-users] Oculus+OSG

2015-09-08 Thread Jan Ciger
On Mon, Sep 7, 2015 at 9:37 PM, Björn Blissing wrote: > > Jan Ciger wrote: >> That blog post I remember, but the conclusion there seems to be that >> positional timewarp introduces occlusion artifacts and a lot of extra >> complexity. I didn't sound like something they

Re: [osg-users] osgTerrain and CLAMP_TO_EDGE in ImageLayers?

2015-09-08 Thread Christian Buchner
> The current CLAMP_TO_EDGE approach requires me to modify the edge > pixels of that terrain tile to have a transparent color. Sorry, I meant to say "edge pixels of that image". I should proof-read my postings better. 2015-09-08 13:52 GMT+02:00 Christian Buchner :

[osg-users] osgTerrain and CLAMP_TO_EDGE in ImageLayers?

2015-09-08 Thread Christian Buchner
Hi all, I am questioning the hardcoded use for CLAMP_TO_EDGE texture wrapping modes in the osgTerrain/GeometryTechnique.cpp. Let's say that I wanted to add a high tes texture patch on some small location on a terrain tile. The current CLAMP_TO_EDGE approach requires me to modify the edge pixels

Re: [osg-users] Oculus+OSG

2015-09-08 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 08/09/15 19:48, Björn Blissing wrote: > I concur with your conclusion that it is highly likely that Oculus > are in fact using the asynchronous solution in the SDK0.6 and 0.7, > BUT they have not stated officially that the are using this. In >

[osg-users] how to get the handle of opengl texture that corresponds to a OSG::Texture

2015-09-08 Thread Qingjie Zhang
Hi, I generated a texture2d with osg, to use the texture in CUDA, I have to get the corresponding "opengl texture" handle(GLuint), and then access to the texture by the handle in CUDA. Now I don't know how to get the handle. Many thanks for your reply!!! ... Thank you! Cheers, Qingjie

[osg-users] Change picked points' color ---why can't work in the pick function?

2015-09-08 Thread Yexin W
Hi, Guys, I have a pick problem. What I want to do is loading 10 points with their loactions and colors. I want to use poly pick, and use another color to show the picked points. The loading points process is as follows: Code: osg::ref_ptr geom = new osg::Geometry(); osg::ref_ptr v = new

Re: [osg-users] Accessing georegistered images via GDAL plug-in - too many limitations...

2015-09-08 Thread Robert Osfield
Hi Christian, The GDAL plugin was written to read basic image and height field data via GDAL rather than expose all the possible data. Potentially this could be added, but I you are the first I recall asking for it. Robert. On 8 September 2015 at 15:12, Christian Buchner

Re: [osg-users] Oculus+OSG

2015-09-08 Thread Björn Blissing
Jan Ciger wrote: > > Oh careful there. > Not my words, I was only quoting the author of the videos. Jan Ciger wrote: > What he is actually showing is the effect of the asynchronous timewarp - if > you can't hit the framerate, you reproject/warp the previous frame. That's a > fairly new

[osg-users] Accessing georegistered images via GDAL plug-in - too many limitations...

2015-09-08 Thread Christian Buchner
Hi, while height fields loaded via the GDAL plug-in get their coordinate origin and x/y extents as well as rotation set correctly via the following code in ReaderWriterGDAL.cpp hf->setOrigin(osg::Vec3(BottomLeft[0],BottomLeft[1],0)); hf->setXInterval(sqrt(geoTransform[1]*geoTransform[1] +

Re: [osg-users] automatically merge close-by geometries to reduce cull/draw overhead?

2015-09-08 Thread Christian Buchner
My building's aren't (yet) textured, so that removes the need for a texture atlas. However they are individually shaped (being created from an ESRI shape file essentially), so instancing is ruled out. I might try to group the buildings into tiles of equal size, trying to run the

[osg-users] ffmpeg library version expected for OSG 3.2.3

2015-09-08 Thread sam
What version of ffmpeg is required to use the plugin for OSG 3.2.3? When trying to use the latest build of ffmpeg; I get some undeclared identifier errors which seem to be caused by deprecation of some functions within ffmpeg. Thanks, Sam ___ osg-users

Re: [osg-users] automatically merge close-by geometries to reduce cull/draw overhead?

2015-09-08 Thread Robert Osfield
Hi Christian, On 8 September 2015 at 15:26, Christian Buchner wrote: > > > My building's aren't (yet) textured, so that removes the need for a > texture atlas. However they are individually shaped (being created from an > ESRI shape file essentially), so instancing

Re: [osg-users] how to get the handle of opengl texture that corresponds to a OSG::Texture

2015-09-08 Thread Qingjie Zhang
Thank you Robert, well, I've checked the source code of OSG, and found what you said, but I still don't know about the contextID, what value of the parameter should I give to the function? Thanks so much! Qingjie. robertosfield wrote: > Hi Qingjie, > > > The osgTexture::TextureObject*

Re: [osg-users] how to get the handle of opengl texture that corresponds to a OSG::Texture

2015-09-08 Thread Qingjie Zhang
Hi Robert, I'm knowing that the RenderInfo->getContextID() can give me the contextID to use in the getTextureObject(uint contextID), but where can I get the RenderInfo? I searched the source code of Texture but did not find that.. Many thanks. Qingjie robertosfield wrote: > Hi Qingjie, > >

Re: [osg-users] Oculus+OSG

2015-09-08 Thread Jan Ciger
On Tue, Sep 8, 2015 at 4:26 PM, Björn Blissing wrote: > In the "Oculus Rift Developer Guide" you will not find a word about > asynchronous time warp. They are only saying that the compositing framework > is handling distortion, timewarp, and GPU synchronization, whatever

Re: [osg-users] how to get the handle of opengl texture that corresponds to a OSG::Texture

2015-09-08 Thread Robert Osfield
Hi Qingjie, The osgTexture::TextureObject* osg::Texture::getTextureObject(uint contextID) method can be used to get the OSG's wrapper for the OpenGL texture object. The TextureObject::id() method returns the OpenGL texture object id. Robert. On 8 September 2015 at 15:20, Qingjie Zhang

Re: [osg-users] Oculus+OSG

2015-09-08 Thread Björn Blissing
Jan Ciger wrote: > It is described in this post (that you have mentioned too): > https://developer.oculus.com/blog/asynchronous-timewarp-examined/ > It was one of the reasons they had to go to Nvidia (the other being > the direct mode support), because it is not possible to implement it > without