Hi all,
this meta system looks very interesting. I started to implement such a system
for osgVisual for data management, but it seems that your approach is much more
sophisticated and finally allows me to plug in my use cases quite easy.
I'm happy that such a framework is developed for OSG. I
Hi Robert,
I will rebuild my OSG today or tomorrow evening.
What testing procedure should I run? Is just using osgViewer in multithreading
sufficient?
Thank you!
Cheers,
Torben
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Hi,
hmm, thats an interesting question, I've never been so far to use particle
systems. I'm very interested in your solution!
Best regards,
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Hi,
That looks great! What sky framework did you use? It looks a little bit like
Simul trueSky...
Cheers,
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Hi,
with framelock I meant some kiond of hard lock: the whole rendering cluster
waits until all includes machines have rendered their image and the swap
together.
This way even in high dynamic scenes you can't see the blendzone between two
channels.
Otherwise you could the the blendzone, if
Hi,
Sythel wrote:
I will share it when (and if) i can do some coding about the implementation.
Thats great :)
Well, somewhere in the OSG code the OpenGL swap command is executed I assume.
At this place it would be correct to add some syncing code. (UDP signal on a
dedicated sync
Hi Sythel,
OSG can only provide functionalities someone programmed and contributed to OSG.
Maybe you are the one providing a great cloud Nodekit :)
I personally started with the same thoughts and approach to the cloud issue,
but as I realized how difficult and time consuming a cloud rendering
Hi,
If your SceneGraph is identical on both machines, you can just serialize the
camera matrix, send it via socket to your slaves, deserialize it over there and
apply it on the slave camera matrix.
Note: You don't have framelock, enable VSync and hope that transfering the
camera matrix AND
Hi Sythel,
regarding your cloud question:
you can use
a) Silverlining (supports OSG out of the box, for more sophisticated OSG
integration take a look at osgVisual.)
b) Simul TrueSky: looks fantastic, but afaik it soes not support geocentric
maps out of the box. Provides a OSG integration, but
Hi,
you can use several aproaches for distrubuted rendering:
a) If you use the same software and same input data (- identical scene graph),
you could transfere the camera settings and scene grpah modifications via
settings.
b) You could use equalizer to distribute the GL rendering:
Hi Vijeesh,
not the slot mechanism itself push the values into the visual_objects (I think
the cigi name is entity), but every visual_object has an attached updater
class. This updater class is executed during the OSG update traversal, and it
pulls the values it requires from the slot
Hi Vijeesh,
Your guess was right, I asked if the cigi event processor can be discarded
after procession or if we have to store them.
So what would be the next stept I have to do to help you?
Best regards,
Torben
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Hi Vijeesh,
here is some explanation how the SLOT mechanism works currently:
it is a list of SLOT classes.
A slot class contains the following members:
* string name
* double value
* string sValue (string value)
* enum direction: TO_OBJ | FROM_OBJ
* enum type: STRING | DOUBLE
If a software
Hi Chris,
siome weeks ago you asked for some feedback of kinect users:
I do have a Kinect since christmas, but besides some basic testing I didn't
work with it. My finaly goal would be a Kinect based camera manipulator.
Cheers,
Torben
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Hi Nan,
which version of the 3rdParty package have you downloaded? The current version
is V5.
You have to added your 3rdparty/x86/bin folder to your PATH. It contains the
dll dependencies and has to be part of your path to allow osgviewer to find it.
The environment variable OSG_3RDPARTY_DIR
Hi Vijeesh,
sorry for my late reply, I was on a trip the last days. You explanation helped
me to understand Cigi better.
I have some additional questions:
do we need to store the transfered SIGI contains in the IG to store the
transfered value, or are the cigi classes only a incoming event
Hi,
3rdParty package V5 uses zlib not as static build, therefore the viewer
requires now the zlib dll.
In older 3rdParty packages I used the static zlib and it worked without the dll.
I had to change to dynamic zLib because I updated libpng and the new version
caused some trouble with static
Hi,
every application which uses zlib hast du use zlib.dll. yes, add the direcotry
which contains zlib .dll to your path, and every aplication will be fine.
Thank you!
Cheers,
Torben
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Hi,
Can you give me the link to the page? I'll update it..
Thank you!
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Hi ALJI,
I'll add it, thanks for the hint!
Cheers,
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Hi Vijeesh,
these are great news!
Your are right with subclassing extLink. Your are also right with your comments
regarding extLinkVCL: It simple stores the values in the according dataSlots to
make it available in the IG.
I think my current solution of a central and IG wide list of dataslots
Hi,
If I understood right, you can compile and use OSG on the pure Nvidia system,
and it crashes an the mixed Nvidia/ATI system?
aticfx32.dll is the library which failed, so it seems to have some kind of
problem related the ATI driver.
Several people here in the forum use ATI, so I assume it
Hi John,
basically your setup should work, I do the same on my cpomputers.
I have a big Xeon computer and a usual laptop (NV 310M). I compile OSG in 32
and 64 bit on the xeon machine and transfer the compiled result to my laptop.
I do not know your setup in detail, but I can give you my
Hi J-S,
Yesterday I look again at the source package of NVTT2. You are right, this
source package compiles against prebuild dependencies (zlib, jepg, png, tiff),
which are included in teh source package. Currently in the 3rdParty-V4 package
only the nvtt.lib /.dll work. The nv*.exe binaries
Hi Fred,
you can read the svn log of this file, there are all modifications listed.
Cheers,
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Hi J-S,
I tested my yesterday compilation and discovered, that on one hand with static
zLib and static libPng NVTT compiles and works fine, but the other hand the OSG
compile process fails.
So in the packge V5, zLib and libPNg are shared, only the NVTT tools are
compiled with static zLib and
Hi J-S,
thanks for your feedback. If have to confess that yesterday evening I only
compiled and added, I have not yet tested all new functions. At least the
compile process with OSG works well in 32 and 64 bit.
Regarding the 32 / 64 bit issue with libjpeg and libpng:
I can't understand why
Hello dear OSG-community,
I have updated the 3rdPartyPackage for Visual Studio 2008 Sp1 for 32 and 64 bit.
The current Version is now V4.
Changes:
I added Nvidias Texture Tools 2.0.8 with CUDA support (Cuda SDK 3.2) (also
32bit and 64bit).
I updated also the source package with build
Hi Johannes,
have you also tested with the newest Osg (trunk) ? Maybe you can look forthe
last change in the text3D files in the SVN history,so you can determine if the
bug could be fixed in a newer release than you use.
Thank you!
Cheers,
Torben
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Hi,
I implemented a pseudo loader, which modifies terrain heightdata in a specified
region of interest (delta lat, delta lon) at load time. This works great and
has no noticeable performance impact.
Now I would like to implement these modifications to be performed at runtime.
For example,
Hi,
Don't Care :) Great that it is working now!
Cheers,
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Hi Craig,
Today I build OSG x64 bit with the fresh downloaded 3rdParty package V3, and
everything worked as expected.
Therefor I assume that your download is somehow corrupted or that your
decrompress tools are broken.
If anyone else have similar problems, please contact me. Otherwise I
Hi Craig,
Hmm, at a short firtst glance the server and its raid seems to be ok...
I'm not shure if I have the V3 package oin my laptop, so today evening I'll do
a testbuild with a fresh downloaded 3rdParty Package. That will explain if you
have a problem with you tools or if the packages are
Hi,
.ive is deprecated. The new formats are .osgt, .osgb and .osgx.
These youe the serializer function, whhich should make it possible to parse it
because you can learn on .osgt or .osgx files and then use it also for your
binary (.osgb) file.
If you have your model/database only in .ive
Hi Craig,
I created the VC9sp1 Package and host it on my server. I did a quick comparison
to my local 3rdParty folder, and you seem right, the size of the downloaded and
of my local folder is different. I'll do a check of my server, corrupted files
usually means trouble :/
I'll gibe a notice
Hi Chris,
thanks to Rui's OpenSceneGRaph 3.0 book I do now understand how the Plugins
work and implemented a pseudo loader as you recommended.
It works like a charm and now I can do the modification on load time but
outside of my rendering loop.
My next step will be to go on learning how to
Hi Shane,
Today I spent a lot of time in reading CIGI documentation and playing with the
MPV and HE. Am I right that CIGI is a framework to organize and standardize
date formats and query formats, but it does not provide the final network
communication functions?
Thank you!
Cheers,
Torben
Hi Shayne,
I totally agree to you, but as I said I have to take care on my regular job
(medical research and doctorate student in medical science), so it will take a
littel bit to accomplish it.
Today eent I plan to tag osgVisual 0.6 and i hope to finish the
documentation/wiki to the new
Hi Tedzini,
I'm not very familiar with CIGI, but it seem to be a communication library for
communication with the sim-host.
I'm quite sure you can use CIGI not only for managing the camera but also for
managing objects you want to display.
Currently osgVisuals cluster module is used to
Hi Robert,
your changes are working as expected.
Thank you!
Cheers,
Torben
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Hi Lv (is that your realname?),
what in detail does not work with the manipulator together with a round earh
database?
Do you mean the up-vector of the camera, which is not updated and lead to an
misalligned orientation relativ to the tracked node?
Cheers,
Torben
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Hi Philip,
MPV ist OSG based? very interesting! That pushes CIGI a little bit closer to
the top of my stack :)
Thank you!
Cheers,
Torben
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Hi,
My osgGa::NodeTrackerManipulator crashes if it is activated before
setTrackNode(..) is called.
Do I make a mistake or is the NodeTrackerManipulator not secured against
activation prior to a well defined node to track?
Thank you!
Cheers,
Torben
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Hi Robert,
The stack trace is:
Code:
osg71-osgGAd.dll!std::_Vector_const_iteratorosg::Node
*,std::allocatorosg::Node * ::operator+=(int _Off=-1) Zeile 161 + 0x60
Bytes C++
osg71-osgGAd.dll!std::_Vector_iteratorosg::Node
*,std::allocatorosg::Node * ::operator+=(int _Off=-1)
Hi,
Thats quite easy: You can manipulate the camera with so called camera
manipulators :)
Please ask google or this forum for details
One reference could be:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials
Section : control camera
Thank you!
Cheers,
Torben
Hi S2LR,
Yes, there were plans to create a CIGI implementation of extLink. Unfortunately
for more than one year the project is not funded so all developments are
competetive to my job. Therefore I can't spend as many hours as I would like to
and CIGI support ist not on top of my todo stack..
Hi Vijeesh,
If you just want to view your terrain you can also use the plain osgviewer.
The benefit of osgVisual is that it allows to attach visible objects to
external datasources and that you can use it across multiple rendering channels.
To your problem:
In your start command, do you
Hi vijeesh,
I personally use the animationpath ( I recorded it for 1 second while hovering
on the destination location) so it immediately strts at that position and as
soon as I want to use another camera manipulator, I use that. So I use th
animationpath not for playing a real animation but
Hi shyuan,
I wrote a detailed OSG setup guide for linux and windows.
The windows one is designed for VS 2008 Standard
you can finde them here:
General instructions:
http://www.osgvisual.org/projects/osgvisual/wiki/BuildEnvironment
Windows step-by-step Guide:
Hi Robert,
As I built the 3rdParty Package for VS2008 last year, I did a mistake and
removed the debug databases from the compile output, so in debug mode there are
lots of warnings due to missed .pdb files.
Should I rebuild the package content (would consume a lot of time I think), Or
are
Hi Robert,
it compiled without error on Win7 with VS2008+SP1, OSG and VPB with NVTT in
both, 32 and 64 bit.
Thank you!
Cheers,
Torben
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Hi Robert,
ah, thanks for your feedback.
I tried to get it working on my kubuntu machine, but i failed. I originally
planned to investigate it and solve the issue, but yesterday my computer
crashed (probably board..) and it will take some days (or weeks ;) ) to get it
working again and try
Hi Robert,
2.0.8
- on windows it works, on linux it failed, but I assume that I made an error
on installing cuda and nvtt on my kubuntu.
Cheers,
Torben
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Hi Robert,
ah, than the CUDA thing may be the point. I'll test it in 32 and 64 bit with
and without cuda, but as I said, than will be in some days/weeks due to my
computer.
Cheers,
Torben
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Hi Robert,
thanks, I'll do - weekend is coming :)
It's the backside of doing all that OSG stuff just as a hobby that I always
have to wait till weekend for larger work-batches.
Thank you!
Cheers,
Torben
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Hi Robert and Wang,
Compiling OSG with NVTT works.
In OSG and VPB , I specified the 2 NVTT entries. I found that NVCore, NVMath
and NVImage was available in OSG, too. Do I need it? Where is it used?
In VPB, I found additional CMake entries for libsquish. Wherefore do I need it?
Thank you for
Hi Sukender
I haven't tried it, but if a new libtiff version is available, I'll update the
MSVC9 3rdparty package.
Cheers,
Torben
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Hi Robert,
does it work with Nvidia texture tools 2 (newest release) ?
Thank you!
Cheers,
Torben
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Hi Wang,
I recieved your book yesterday from Amazon. I had only time to for a brief
scan, but it looks very good. I understood after reading only 10 minutes how I
could write my own plugin, that was amazing!
Thanks for that great work, It will fill lots of my OSG knowledge gaps :)
Best
Hi Wang,
was it printed in U.K.? I waited for more than 3 weeks after publication -
seems to be a long way from UK to Germany ;)
Anyway, thanks for your great work :)
Best regards,
Torben
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Hi Paul,
hihi, quite funny that all these digital natives here (including me ;) ) are
buying old style books instead using the digital version as you did :)
@Wang: THAT thought regarding your delivery delay I suppressed in my last post..
Best regards,
Torben
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Hi,
I assume you are rendering your scene in a perspective (i.e. obejcts become
smaller with increasing distance - many people use perspective).
In the above assumed situation, your rendering volume ist defined by the
frustum (google: openGL frustum). The frustum is limited in front (facing to
Hi,
If I'm right, the OSG website is hosted in spain. Thursday was a christian
holiday, so maybe the have closed from thurstag to sunday.
Cheers,
Torben
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Hi,
I would like to create wholes in terrian patches.
My current approach is to clip fragments inside the whole instead using a
custom terrain technique.
I have some questions to this approach:
Would a line intersection (Height of terrain) return elevation values at a
hole, or does i
Hi,
you can't use the PAT for loading. You could instantiate a PAT node, then use
the static load function of osgDB to load the model and add the loaded model
than as a child to the PAT. Add finally the PAT to the viewer. Now you should
be able to display the model and influence its PAT.
Hi Wang,
Congratulations! I ordered it in amazon.de but in Germany it is announced to be
delivered in 2 -5 weeks - I will see :)
Best regards,
Torben
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Hi Jan,
I agree.
Here is the journal article I talkes about
http://www.heise.de/open/meldung/Offizielle-Open-Source-Treiber-fuer-Kinect-1152510.html
This is the article translated by google:
Hi Christian,
thanks for this report, I ordered my Kinect some hours ago :)
Best regards,
Torben
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Hello Dimi,
the driver ist NOT provided by Microsoft, but by Primesense, the producer
In my opinion Microsofts attitude towards the Kinect drivers is just a good
face to the matters. Kinect was hacked, and they had to decide whether they
pursue the modifications or to allow them and open
Hi Paul, Hi J-S,
the CMAKE modification works.
All other compile errors in a lot of files are cause on ambiguous symbols
caused by wingdi.h. THis file is included in windows.h, which is in cluded in
the gl3.h. To test if it is the reason, I modified gl3.h and disabled the
include of
Hi Paul, J-S
I applied 2 modifications, and it nearly works:
Mod 1: your suggested CMAKE modification
Mod 2: I extended the osg/GL includefile to define some windows constants
before including GL3/gl3.h to aviod the name confilcts in the same way like it
is done prior to the GL2 include:
Hi dimi,
Primesense produces the MS Kincect product. In germany there is a very famous
publisher of IT journals (Publisher 'Heise' www.heise.de, journals IX, CT)
They reported a lot regarding MS Kinect and the open source drivers.
They also reported the release of the openni drivers. I haven't
Hiho,
I thought this might be interesting for some of you:
The manufacturer of Microsofts Kinect Sensor released a official driver package
for linux and windows! you can download and read the spects on
http://www.openni.org
I think it would be great to swim through osgOceans underwater scene
Hi, was it dificult to use?
Maybe it is possible for me to use my free christmas days to work an a osg
Kinect manipulator - asounds interesting :)
Best regards,
Torben
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Hi,
VPB/osgdem files do strt from a single osg file, it is the root file which then
includes all other files.
Thank you!
Cheers,
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Hi,
I tried to compile OSG withGL3 on windows and VS 2008 fo testing purposes.
I disabled the other GL options as describte in an other thread.
VS failed to compile in Matrix_implementation.cpp:
Code:
if (fabs(length2) = std::numeric_limitsdouble::min())
...
The error output is about
Hi J-S,
you are right using NOMINMAX avoids the problem. I tracked it down to osg/GL
and the inclusion of gl3.h:
Code:
#elif defined(OSG_GL3_AVAILABLE)
#define GL3_PROTOTYPES 1
#include GL3/gl3.h
#ifndef GL_APIENTRY
#define GL_APIENTRY APIENTRY
#endif // GL_APIENTRY
Hi Paul, Hi J-S
yes you are right, I meant #ifndef, sorry for the typo :)
Yes I'll move it to the cmake file as it does not touch the cource files, but I
have no clue about bugs my changes could introduce on other build systems the
MSVC, so I decided to ask :)
Todayevening I'll move it to
Hi delta,
Would it be possible to sign with your real name so everyone can address you
correctly? :)
What kind of task would you like to solve with TBB?
OSG uses Openthreads for all multithreading issues.
Thank you!
Cheers,
Torben
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Hi,
osgTDS is a little bit outdated, it works only with polygonal field, not with
osg TERRAIN format.
Thank you!
Cheers,
Torben
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Hi,
osgPPU provides rendering effects you are searching for.
Cheers,
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Hi,
*harrumph* emmm, what is the difference? :)
Thank you!
Cheers,
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Hi Werner,
additionally to the solutions to your rendering purpose, you can pimp up 32bit
windows to support 3GB Adressspace per process ( in reality it is alittle bit
less) via the /3GB switch in the boot.ini:
http://msdn.microsoft.com/en-us/library/bb613473%28VS.85%29.aspx
Cheers,
Torben
Hi Axel,
As far as I know is OSG as well as OpenGL unit less. You can render your model
in cm as well as in km.
Cheers,
Torben
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Hi Axel,
for each Model/Obejct in the scene you have to use the same unit, otherwise the
models/obejts won't fit together as expected.
If this is not the case, you could use a transform node (scene-transform-cow)
and use its scale function to scale the object fitting in your screen.
Cheers,
Hi Robert,
I think introducing a defined feature merge window and a defined bugfix window
as you did is a good idea to establish tight roadmaps/release dates.
Maybe you could introduce this windows generally, not only regarding the
rollout of 3.0.
Thank you!
Cheers,
Torben
Hi,
Win7 + VS2008 SP1 works well in 32 and 64 bit.
Thank you!
Cheers,
Torben
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Hi all,
I solved this problem. To help others I'll explain my ideas here, so other can
use this information as well.
The wrong part in my structure was the function were I modified the height
values.
To explain my optionion of the right way, it is required to understand how the
tiles are
Hi Robert,
ah, that might be the point: I have to ensure it is not rendered while updating
it. I forgot it's multithreaded at that point :)
Due to the type of error, and when it happens, I think it is a multithreading
issue.
Thank you!
Cheers,
Torben
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Hi Robert,
I think I know why the TerrainTechnique Prototype is not loaded:
The ive loader loads the the tile and its terrainTechnique via
TerrainTile::readTerrainTechnique(DataInputStream* in) in
\OpenSceneGraph-2.9.10_x86\src\osgPlugins\ive\TerrainTile.cpp and ignores the
terrainTechnique
Hi Robert,
For pre-built databases future changes to VPB will not help
Thats right, but does it make sense to correct VPB anyway for future DB builds?
Some kind of option to tell VPB whether it should note a use
geometryTechnique or use terrainTechniquePrototype after loading...
In
Hi Robert,
I've removed the assignment of GeometryTechnique from VPB, but
unfortunately osgTerrain is adding back in the GeometryTechnique
automatically on the first traversal through the scene graph.
Is this removal already available in svn of VPB?
I assume,with the re-adding of
Hi Robert,
absolutely great! I'll finish work quite early today so I can go home and try
VPB :)
with the invoked custom terrainTechnique I can dive into it and learn how to
use the terrainTechnique to fullfil my modification tasks :)
[quote]
I have also fixed VPB so that it writes out the
Hi Robert,
This evening I played with the tileLoadcallback and it worked, it is called for
every loaded tile as desired.
I can apply custom terrain technique for every tile ( it's more performance
consuming than I expected)
I subclassed my customTerrainTechnique from geometryTechnique and
Hi Robert,
Am I right that this is not possible with VPB build databases?
As soon as I load the root terrain file it loads the first tile so I can't
assign the prototype prior loading the tiles. Or can I create a osgTerrainNode
and then add the VPB database to this node?
The workaround would
Hi Chris,
yes, you wrote about it in an other thread, but because I don't know what you
are doing in your loader or what the difference is to a usual loader (the file
extension of an VPB created database is not differnet I think - how do you
detect VPB created databases to load it via the
Hi Robert, Hi Chris
I have used the META_Object Macro, and using the copy constructor manually
works.
I set the TerrainTechnique via this code:
Code:
osg::Node* rootnode = osgDB::readNodeFiles(arguments);
osgTerrain::Terrain* terrain =
Hi Robert,
I did exactly this. I used osg terrain and added this two lines:
Code:
osg::ref_ptrosgTerrain::TerrainTechnique myT = new
osgTerrain::myTerrainTechnique();
terrain-setTerrainTechniquePrototype( myT );
The example works, the database is displayed. Just the
Hi,
I tried to test my terrainTechnique, but I don't know how to apply it. I tried
to apply it to my VPB terrain via
Code:
osg::ref_ptrmyTerrainTechnique myT = new myTerrainTechnique();
terrain-setTerrainTechniquePrototype( myT );
but it does not work, my update(..) funktion is not
Hi Robert,
your explanation regarding the TerrainTechnique was the missing piece, after
diving in the code I think now I unterstand the basic architecture of
Terrain/TerrainTechnique and I'll try to realize it via runtime processing.
Thank you for explanation! :)
Cheers,
Torben
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