Thanks for both of your replies, that's really helpfull.
Is it hard to deal with these conflicts with RTT camera ? Because I use it a
lot..
Cheers,
Valerian
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Hi,
I'm currently working on an app based on OSG 3.4.0 and Qt 5.6, targeting Win7
-- Win10.
Everythings was fine and smooth with Qt 5.5. I'm using osgQt::GLWidget, which
is based on QGLWidget.
Since Qt 5.6, I've some hard unsolvable issues with QGLwidget. They are not
related to OSG, and I ca
Hi Steal
It seems that you're suffering of something call narcissistic perversion.
Everyone spotted you, you won't be able to harm anyone here.
Best you can do is to consult and get treated for it.
Thank you!
Cheers,
Valerian
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Thanks a lot for the tip.
To get a bit further in my concern, I have performance issues when I start to
open more than 4/5 views (one view is 1 widget with on compositViewer), and I
had the feeling that they were sharing the same FPS count and limitation.
And you were right : with the V sync di
Hi,
I'm currently working on osg 3.4.0 on windows 7, my shaders are #version 120,
and I'm using #extension GL_ARB_texture_rectangle.
I almost made a shader able to draw a text all along the selected line.
My main goal can be seen here :
http://docs.geoserver.org/stable/en/user/_images/label_u
Hi,
Now I am able to play with OSG and shaders, I would like to know what the best
"way" to manage shaders in OSG.
I recently had a problem with re using openGL contexts and missing some
releaseGLObjects call, so I know I need to be careful.
I have One application, with one composite viewer.
I
I didn't managed to get a running example, but working on it made me find a
solution.
It seems that I need to use the releaseGLObjects functions on nodes that I
totally remove from the scene graph.
With that call, my shaders are flagged for destruction AND destroyed when
closing the view => ev
Hi Robert.
Thanks for your reply. People here are so helpful I tend to forgot they are not
omniscient.
I'm working with OSG 3.4.0, QT 5.4, and for the rest, I'll try to make a small
example.
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Hi,
I can't figure out how to properly manage my composite viewer creation and
destruction.
My main problem is when I close one of my view and destroy my composite viewer,
flushDeletedGLObjects isn't called.
Then when I create a new one, I create the shaders, OSG links them to the
context.
N
Hi,
After a few more days of search, I can resume my problem in a more simple way :
I've a set of osg::Program.
Each Widgets has its own contextID, and contextID can be re-used.
The first time I load the osg::Program "my_program1" on a view with a contextID
of 1, it's ok.
If then I load "my_p
Hi,
I'm still stuck with my shaders problem and I ran out of ideas, but I have new
elements, and a new question.
My shader works on the first view, so this code is ok (ie thoses two shaders
works fine) :
Code:
osg::ref_ptr vertex=new osg::Shader(osg::Shader::Type::VERTEX,
vertex_source);
os
Maybe the [0.5, 2] range is wrong because I assumed the PIXEL_SIZE_ON_SCREEN
used the texture pixel size. To be honest I only used PagedLOD with the
DISTANCE_FROM_EYE_POINT so I don't know ...
You should debug the traverse function of your paged LOD and see what happens.
You may also need to d
> I am also using an Ortho2D projection (field of view 30 degrees)
There is no such things as field of view for Ortho projection.
>
> So, Let me draw a specific scenario: an image pyramid, starting at scale
> 0.125, going all the way up to 0.25, 0.5, 1.0.I am also using an Ortho2D
> proje
Hi Bruno,
I recently had the same thing to do !
To solve this, I first used a Ortho2D projection matrix for my camera.
I also change the Z value of the camera when I move it, to make it work almost
as a perspective camera
- eyepoint Z = 100 for a 1:1 zoom ratio
- eyepoint Z = 1000 for a 1:10
Ok thank you for your help, I'll do this.
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Hi,
Reading this thread
http://forum.openscenegraph.org/viewtopic.php?t=16128 scared me a little : I'm
using a UpdateCallback to add node into my scene graph.
I've no problem with it for know but my goal was to make a clean migration from
openGL to OSG, so I would like to make it better.
I'm
Hi,
Reading this thread
http://forum.openscenegraph.org/viewtopic.php?t=16128 scared me a little : I'm
using a UpdateCallback to add node into my scene graph.
I've no problem with it for know but my goal was to make a clean migration from
openGL to OSG, so I would like to make it better.
I'm
Hi,
I'm working on a GIS app based on Qt and OpenGL, and I'm replacing all OpenGL
calls with OSG 3.4.0.
I can display multiples views. Each view is independant, hold in QGLWidets, got
only one camera and its own scenegraph, and a new instances of osg::Program and
osg::Shader (no osg objects sh
Hi,
I'm working on a 3D SIG powered with OpenSceneGraph.
I'm planning to use a QuadTree full of paged LOD to display my scene.
I'm ok with the detection of which tile is missing and try to load it, but I
would like to be more "predictive", like guessing which not yet loaded tiles
should soon
Ok thanks.
One more question then if I can.
My grid is textured and has elevation, and my goal is to nicely draw the line
on my textured grid and make it follow the elevation. Resampling is what came
first to my mind.
There is also the osgSim::OverlayNode which seems to be useful too, but i w
Hi,
To make it short, I want to tessellate a line to make it follow a grid.
On the attached example, the red line on the top is my starting line, and I
want to add every intersection of this line and a grid as vertex of this line.
The expected result is the line in the bottom.
I know I can do
Hi,
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I'm working on a little GIS app using OSG.
First I need to say that I do not need to get more than 15fps.
I have to draw multiple layers on the same view. Layers may overlaps, but not
always.
Right now, to be able to choose which layer is on top of the other
Sorry but I still have questions ..
I found this article about LOD and Shaders :
http://codeflow.org/entries/2010/nov/07/opengl-4-tessellation/
If I correctly understood how the OcclusionQueryNode works, I would say I can't
replace my HeightField with that kind of shaders AND expect my
Occlusi
Thats ok now, thanks a lot !
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Ok. Then I've a problem with my occlusionQuery node !
Here is how I tested :
- breakpoint in the OcclusionQueryNode::getNumPixels function
- configured OQN with a QueryFrameCount of 500 to see occluded node coming
And the result is :
- occlusion working when a node is outside the camera field
-
My last problem related to this topic is how to be sure that the
OcclusionQueryNode works. I made a few tests and it seems that the depth buffer
is making all the job, but I can't prove it.
I'm reading the code to try to understand how the OcclusionQueryNode works (and
I'm not stuck), but tips
Hi Jason,
I'm not making a full new application, I'm just upgrading the old OpenGL code
to OSG, so there is lots of things I should have to destroy to use osgEarth,
like the way tile are loaded, georeferencing management all that tools made to
works on the rasters.
My decision was to use OSG
Ok OcclusionQueryNode works fine for me now, this post helped me :
http://forum.openscenegraph.org/viewtopic.php?t=8955&highlight=occlusionquerynode
It seems this problem is still real : an empty OcclusionQueryNode occludes
everythings !
Can anyone explain me why ?
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Hi Robert,
Thanks for your clarification about OccluderNode.
I already looked at the osgocclusionquery example. If I'm right, it just need
to add an OcclusionQueryNode to contain the node wich have to be occluded by
the rest of the scene graph. I wasn't able to make it works so I may need to
I might show some pieces but there is a lot of code and i'm not allowed to
share it :(
Right now I need to understand how occlusion culling is supposed to be used
with HeightField (is it is possible). I made a few tests in my code but I did
not keep them as nothing was working.
---
Oh ... Ok.
Then I'll do the math ! Thanks a lot !
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Hi,
InfinitePlane is an osg class, defined in osg/Shape.
According to osg documentation, InfinitePlane cannot be rendered but is used to
support collision detection, so I guess I can use it to compute intersection
between mouse clic and an imaginary ground.
I'm working on a GIS app, rendering
Hi,
I would like to use an InfinitePlane to be able to use
"view->computeIntersection" everywhere, but I cannot find how put it inside my
scene graph...
In which kind of node shall I put this InfinitePlane ? Geode ?
Can someone help me ?
Thank you!
Cheers,
Valerian
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Hi,
I'm working with OpenSceneGraph 3.4.0 on a kind of GIS app.
I'm rendering the ground using textured HeightField square. My scene graph is
cut in two part, a group node with all the textured HeightFields, and another
containing all my 3D objects (sorted in a quadtree).
I've got a lot of tho
Really nice ! It's seems to get all that I need.
Thank a lot !
valerian
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Hi,
To make it short (and cause my english is not good enough), there is a youtube
video called "OpenGL OSG Rendering 19 tessellation + LOD + tiles" that show
exactly what I need (but i cannot post links yet)
I need to make the same :
- map
- with elevation
- resolution of both changing with zo
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