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
> 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 :
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
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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
>
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
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
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
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
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] +
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
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
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
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*
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,
>
>
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
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
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
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