Hi Mi,
If you have a look at my previous email on this subject you'll find the
answer to this problem. It's a bug in osgEphemeris. After re-calculating the
skydome image ephemeris fails to set the dirty bit on the result, hence the
texture is not updated.
Filip
On Wed, Sep 10, 2008 at 3:07 AM,
Hello Sajjad,
You can find details on this, and much more good information in
OpenSceneGraph Quick Start Guide, chapter : 2.3.3
Go to http://www.skew-matrix.com/OSGQSG/index.html
http://www.skew-matrix.com/OSGQSG/index.html , follow the 'lulu.com'
link. The guide can be downloaded for free. Paul
Hi Nicolas,
osgTerrain::TerrainTile was named osgTerrain::Terrain in 2.2.
osgTerrain since 2.2 was evolved to be more rounded and functional,
the naming was changed to better fit what goes on in big paged
database, when the Terrain is composed of a hierarchy of TerrainTile.
There is now a new
Hi Filip,
Good detective work. This does look like a bug in osgEmpheris, where
it's modifying an image, but then not calling dirty() on it where it
should, as its the dirty() call that tells the Texture object to
upload the new the data. Previously it'll have been relying upon an
inefficiency
Thank you very much for your ideas!
I found out the osgDB::DatabasePager class by reading old posts and it looks
to fit my problem very well.
By using TerraPage I will have to pre-process my databases, whereas with the
database pager I don't need to.
virtual void
Hi Filip,
The method suggested in your email does slove the problem.Thank you very
much.
regards,
Mi Haotian
On Wed, September 10, 2008 2:39 pm, Filip Holm wrote:
Hi Mi,
If you have a look at my previous email on this subject you'll find the
answer to this problem. It's a bug in
Hi Nicolas,
I think you have got the wrong end of the stick. I was suggesting
TerraPage as an illustration of how cultural data (3d models) can be
stored in with the tiles on disk. In vis-sim industry TerraPage is
well known so I used it as as a case in point to save typing lots...
FYI, The
Hi all,
I seem to be unable to pick a osgSim::SphereSegment using a
LineSegmentIntersector. I have many other models in my scene as well that
all work fine with the picker, including loaded models and manually
assembled geometries. It is just the SphereSegment that doesn't respond.
When I
Hi Morné,
I've never done intersection testing against SphereSegment's before,
so don't have first hand experience to throw at the problem. My best
guess at the lack of results is that the internal Drawable
implementation used in SphereSegmenet isn't implement the
2008/9/10, Robert Osfield [EMAIL PROTECTED]:
Hi Nicolas,
I think you have got the wrong end of the stick. I was suggesting
TerraPage as an illustration of how cultural data (3d models) can be
stored in with the tiles on disk. In vis-sim industry TerraPage is
well known so I used it as as
Hi Nicolas,
On Wed, Sep 10, 2008 at 10:55 AM, Coco [EMAIL PROTECTED] wrote:
I think there is a missunderstanding. My problem is to load a big database,
not to create it.
I already have my database, fragmented in FLT files like I said. So I was
suggesting to use DatabasePager to load flt
Hi Deiter,
From the screenshot It looks to me like you have an depth ordering
issue with transparency. This is a standard problem with rendering of
any transparent objects in your scene - you basically have to drawn
opaque objects first, then all transparent objects sorted in depth.
In your case
Nicholas,
If the openflight files are already subdivided into a grid of tiles
referenced into a single master file, then there's some code I posted to
the list a couple months ago that will convert them to use pagelods and
also convert them to .ive format for faster loading.
Search the archives
Hi Robert,
Thank you for quick response. I have three PrecipitationEffect active at one
time. I am trying for snow, rain, hail effect active at one time.
Selman
On Wed, Sep 10, 2008 at 3:35 PM, Robert Osfield [EMAIL PROTECTED]wrote:
Hi Selman,
On Wed, Sep 10, 2008 at 1:13 PM, selman duatepe
Hi Selman,
On Wed, Sep 10, 2008 at 1:13 PM, selman duatepe [EMAIL PROTECTED] wrote:
I have multiple precipitation effect objects. When I set the wind parameters
of precipitation effect objects, only one precipitation effect object
influence this wind parameters, the others are not.
Anyone
Hi All,
I checked the number of subscribers on osg-users this morning and
found that there are now 2002 subscribers. A warm welcome to all the
new developers :-)
Our last milestone of 1900 was passed back in May, and the last big
milestone of 1000 subscribers was back in May 2005. This means
Hello all,
I'm compiling osg2.0 on visual studio. The project was created with
CMake.
I changed the compiler to intel compiler, and now nothing compiles.
I get the errors:
1CMake Error: Error required internal CMake variable not set, cmake may
be not be built correctly.
1Missing
Hi Mathieu,
I don't know the cause/or a solution to the problem, but in the case
of VIEW_DEPENDENT_WITH_PERSPECTIVE_OVERLAY a GLSL vertex and fragment
program is used to generate the results, so I'd guess that the shader
simply doesn't know about the texture blending required. Have a look
into
Hello Robert.
Yes, I intend to upgrade... and yes, I'm looking at the CMake web site.
Since I dwelt there fore about an hour wih no significant improvement, I
just hoped someone already encountered this problem.
Thanks anyway,
Guy.
Hi Guy,
Might I suggest you have a look at the Cmake
Thanks,
I'll look for this IF(MSVC) and try to remove it so it will always...
Guy.
Hi Guy,
I'm compiling osg2.0 on visual studio. The project was created with CMake.
I changed the compiler to intel compiler, and now nothing compiles.
I get the errors:
1CMake Error: Error required
Hi Guy,
I'll look for this IF(MSVC) and try to remove it so it will always...
You're aware that's not really a fix... First of all you might need
something different in your case, instead of always or never... (for
example I'm reasonably sure the compiler options will be different)
2008/9/10, Brian R Hill [EMAIL PROTECTED]:
Nicholas,
If the openflight files are already subdivided into a grid of tiles
referenced into a single master file, then there's some code I posted to
the list a couple months ago that will convert them to use pagelods and
also convert them to .ive
If it helps anyone,
I added the line
SET(CMAKE_SIZEOF_VOID_P 4)
In the file CMakeLists.txt in the project ALL_BUILD, and it seems to work. I
only hope void* is really four bytes long and not 8 :)
Btw, the intel compiler should provide many intel specific optimizations to the
complied code,
Hi Guy,
I'm compiling osg2.0 on visual studio. The project was created with CMake.
I changed the compiler to intel compiler, and now nothing compiles.
I get the errors:
1CMake Error: Error required internal CMake variable not set, cmake may
be not be built correctly.
1Missing variable is:
Your are obviously right. But many times I start with the quick and dirty
solution and only if it works, I adjust it to be a real general solution.
Anyway, in this case the IF(MSVC) didn't do the trick but setting the size of
pointer value, did.
Guy.
Hi Guy,
I'll look for this IF(MSVC)
Hi Guy,
Anyway, in this case the IF(MSVC) didn't do the trick but setting the size of pointer value, did.
This setting should normally be automatically set by CMake (it compiles
a small test program using your configured compiler at the start of the
generation process). If that didn't
Hi osg-users,
I've been playing around with the osgal audio library trying to get some
basic 3D sound working (with openscenegraph 2.4 I believe). I've had some
success attaching a single sound to a single object, but I've been having
some problems getting multiple sounds to play at the same
Hi,Joe Lyga
I ever meet the same problem one year before,but it still not solved.I think
that osgAL have two sound channel limited.But i don't know why!
Same Confused Person
Donlin
在2008-09-10,Joe Lyga [EMAIL PROTECTED] 写道:
Hi osg-users,
I've been playing around with the osgal audio
Hello all,
I'm working on a small and simple GPL game engine called PVLE (
http://pvle.sourceforge.net ), that tries to integrate OSG, ODE and such. As I
saw some people trying to integrate ODE with OSG, do you think it would be wise
to put a link on OSG's wiki? If yes, in which category
Hi all,
I am trying to use overlay node to overlay a sphere on top of a
cylinder, but i am getting the black area(Clear color) around the
sphere as shown in the snapshot. Ideally i want to have just sphere on
top of cylinder. My code for setting the overlay is
// Create overlay node
[Part 1:]
I'm relatively new to Open Scene Graph, so please forgive me if this
has been answered a hundred times already.
In the Open Scene Graph Quick Start Guide, Paul Martz gives several
examples where his functions return a ref_ptr. In almost every
case, however, he returns the raw pointer
Cliff Taylor wrote:
If I remember correctly, Java purposely doesn't give you access to the
base addresses its references point to. At least, I can't think of an
easy way to access them. This is all in the name of safe garbage
collection and data hiding, which ref_ptr::get() feels like it's
Thanks for the culling mode tip Robert. My terrain was generated using
VirtualPlanet builder, but I didn't do it, so I'll get back to you when I
get more details on that. I'm running my application on 2 machines getting
similar results: a 64-bit-Linux-86 with a double headed Nvidia Quadro
3450.
Hi Cliff,
I won't dive in deep in this topic as it's been covered many times and
there is docs up on the wiki.
W.r.t access to .get(), yes this in theory can lead to misuse, but
it's also key to genuine uses - such as where a C pointer is required.
I tend to assume that OSG users are grown ups
Hello Hans,
The queries are the result of the going through the link that you have
sent.
Regards
Sajjad
On Wed, Sep 10, 2008 at 9:24 AM, Elbers, H.P. [EMAIL PROTECTED]wrote:
Hello Sajjad,
You can find details on this, and much more good information in
OpenSceneGraph Quick Start Guide,
Hi Jose,
If you build your VPB terrain using --terrain it'll produce terrain
which a high degree of geometry, but you can dynamically control how
much geometry is rendered by setting the
osgTerrain::Terrain::setSampleRatio(float). You can also control the
LOD scale via
On Wed, Sep 10, 2008 at 2:00 PM, Robert Osfield
[EMAIL PROTECTED] wrote:
Hi Cliff,
I won't dive in deep in this topic as it's been covered many times and
there is docs up on the wiki.
W.r.t access to .get(), yes this in theory can lead to misuse, but
it's also key to genuine uses - such as
Thanks. I didn't really think I went into any great deoth on ABSOLUTE versus
RELATIVE, though.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Elbers,
H.P.
Sent: Wednesday, September 10, 2008 1:24 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Reference
What is the purpose of OSG to specify them separately as follows:
osg::Transform::RELATIVE_RF.
In short, if you don't know whether you want RELATIVE or ABSOLUTE, then you
probably want RELATIVE.
RELATIVE is for the typical case where you have a Camera node that specifies
the view, and
I found a solution!
In the osgAL multiple sounds example's createSound function, the
allocateSource function needs to be called before setPlay instead of after
setPlay. The allocateSource funciton is important, since it allocates a
hardware soundsource for each sound being added to the
What I don't understand is
why he doesn't just return grp and let it call the copy ctor.
In the example you cited, I could've done as you suggest. But as you and
Robert already discussed, this wouldn't work if the return type were a
ref_ptr to a base class of Group.
I figure there are two
On Wed, Sep 10, 2008 at 4:35 PM, Paul Martz [EMAIL PROTECTED] wrote:
What I don't understand is
why he doesn't just return grp and let it call the copy ctor.
In the example you cited, I could've done as you suggest. But as you and
Robert already discussed, this wouldn't work if the return
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