Hi,
I second Paul on that. Generally speaking, you need some kind of tolerance
(or margin) when picking for best user experience. Users dont want to spend
time trying to pick an object. And that's exactly what polytope is about.
But if you only have large objects (pixel size) in your application,
Hi Martin,
if you have 2 data sets and a bunch of of feature-points among them to
be aligned, I suggest you to try the Iterative Closest Point algorithm
http://en.wikipedia.org/wiki/Iterative_Closest_Point
I've used it in the past to align 2 partially matching surfaces, and it
proved to be
Hi,
when i load a model with a texture (.flt or .dae, texture format png or jpg)
into my shadowed scene, the textures won't be displayed. Are there any hints
to fix this issue ? I've tested the models with the osgshadow-example with the
same results... in a non-shadowed scene everything's
Hi Jason,
thanks for your answer. Actually, I just downloaded 2.8.1 rc3, built it and
tested my software with those binaries: it solved to problem !!... to some
extends... :-(
Actually, i think i'm now facing another ATI specific issue: I can start my
app, retrieve image and elevation tiles and
Hi
.
I am using VPB 0.9.1 only for OSG2.2
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Robert, yes, it happens that spammers just do register on forums to post
something there. Mailing lists doesn't look that attractive as forums, therefor
there are human controlled spam bots around. In almost 4 months of forum
existing there were 2 spam messages out of around 3000 usual
Hi Manu,
On Wed, Apr 29, 2009 at 9:27 AM, Emmanuel Roche
roche.emman...@gmail.com wrote:
Actually, i think i'm now facing another ATI specific issue: I can start my
app, retrieve image and elevation tiles and built my earth model... except
that after some time (and this is also true if I use
On Wed, Apr 29, 2009 at 10:02 AM, Akilan akilan.thangam...@gmail.com wrote:
Hi
.
I am using VPB 0.9.1 only for OSG2.2
And any idea what version that .ive database was built for?
In general I have to recommend that you upgrade to OSG-2.8.0/2.8.1-rc*
and VPB 0.9.10 as they both have lots of
On Wed, Apr 29, 2009 at 10:19 AM, Art Tevs arti_t...@yahoo.de wrote:
Robert, yes, it happens that spammers just do register on forums to post
something there. Mailing lists doesn't look that attractive as forums,
therefor there are human controlled spam bots around. In almost 4 months of
Hi,
Im trying to add shadows to my scene, code taken from osgshadow example but my
application crashes when it gets to viewer.renderingTraversals().
If I dont set the setShadowTechnique then my application does not crash, but i
obviously don't get shadows either. Ive tried each of the shadow
We have had similar complaints with a qt3.3.8 integrated viewer.In our case
a composite viewer with four views with splitters in between.
I found one 'workaround' which is:
go to the advanced display settings, advanced, troubleshoot and ...
disable hardware acceleration ... .. pff...
but
Hi,
To be honest, I switched from OSG to OGRE some time ago, but hopefully yo will
forgive me and help me with my problem.
I need to establish a communication between an OGRE-visualisation and an
OSG-framework, that produces .ive-files. Is it possible to convert these
ive-files into ogre
In my application I know that the points are an almost perfect match - I just
need to snap two models together based on key points.
ICP is good for fitting surfaces together (although there are a bunch of other
relaxation type algorithms that work).
I was mainly looking for something that
Hi Robert,
I've already updated my drivers... yesterday :-) So I'm afraid this won't
help so much for now.
Can you tell me which ATI card you are using ?
We are experiencing the same problems here with a Mobility Radeon X1900
and a Radeon HD 3650.
Manu.
2009/4/29 Robert Osfield
Hi Martin,
unfortunately I don't have any example code to share right now...
I've seen from wikipedia that c++ and matlab implementation exist, maybe
you can take a look.
I can guarantee that if you have good feature points, the algorithm is
going to run fast and give good results.
I had
On Wed, Apr 29, 2009 at 2:29 PM, Emmanuel Roche
roche.emman...@gmail.com wrote:
Hi Robert,
I've already updated my drivers... yesterday :-) So I'm afraid this won't
help so much for now.
Can you tell me which ATI card you are using ?
I have a 4670.
Robert.
Hello Martin,
I have a model with lots of points and I want to find the front/first point
under the mouse click (quickly)
Options are a polytrope intersector with a small box (2x2 5x5 pixels).
What if I used a few line lineintersectors spaced a pixel apart, would that be
faster?
Hi All,
I have an issue with loading .osg files. I would like to be able to
specify the directories from which the internally referenced files of a
.osg file are loaded. This can largely be achieved by using
osgDB::setDataFilePathList or setting the database path on an instance
of
I think you can solve what you want by making sure your own pseudo
loader is used instead. You do this by adding some extension
(.ott_terrain, .ott_model, ...) to the filenames of the children of
your PagedLODs and you register a ReaderWriter that supports those
extensions. You can then in your
Hi,
I'm trying to implement a custom osg::Drawable which need to check the depth
component of a certain pixel before rendering itself. The problem is,
glReadPixels always returns 1.0 (even for the entire viewport, which obviously
should not be possible). I didn't touch the default settings of
The best bet any of can give you is that your code is probably the
problem
But as you don't show the code your usingwho knows
Gordon
Product Manager 3d
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Hi everyone,
Just again a simple problem I can't solve myself:
I have an sphere object I want to use as a sky sphere. What's the best wait
to do that ???
The idea I came to is to use a vertex shader to offset each of the sphere
vertex by the current position of the camera in the model frame.
Hi Morgan,
Adding a ReaderWriter::Option::OptionsString entry would probably be
the most straight forward way to hint to the plugins not include the
local file directory when searching. Feel free to add the necessary
code to OSG plugin and submit the changes to the osg-submissions list.
Cheers,
Alan Ott wrote on Tuesday, April 28, 2009 10:34 AM:
Thanks for the info. From this, it seems like I can get a handle to
the newly
loaded node before it gets added to the main tree. The only thing now
is that
once I've got a handle to this node, I don't really know _what_ the
node is
supposed
So you are effectively rendering the sphere in eye coordinates. Have you
tried simply projecting the coordinates (in the vertex shader) onto the far
plane and rendering them there? The coordinates will (of course) need to be
between the near and far plane in order to not be clipped, so just
Hi Emmanuel,
I have an sphere object I want to use as a sky sphere. What's the best
wait to do that ???
There's been discussion over the last few days about ways to disable
auto near/far calculation and override the far plane setting for a
skydome / sphere. See this thread:
looks like the problem isn't with the code itself, but the scene graph that
gets rendered before somehow didn't write to the depth buffer.
sorry for bothering you,
can
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Hi Manu,
Are you using a cache for your .earth files? If so, try deleting your disk
cache and see if that helps.
Also, what version of osgEarth are you using 1.0 or 1.1? 1.1 added support
for mixing mercator and geodetic sources, which can sometimes result in
non-power-of-two textures being
Hi,
Is there any intersection callback that we can assign to a node, to be able to
perform intersection with custom render drawables ?
Regards,
Cristina
Thank you.
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Hi Meyer,
you could also take the collada route, since OSG dae plugin can write to files
and Blender has also collada importers.
Regards,
Alberto
El Miércoles 29 Abril 2009ES 15:13:05 Meyer escribió:
Hi,
To be honest, I switched from OSG to OGRE some time ago, but hopefully yo
will
Hi Cristina,
El Miércoles 29 Abril 2009ES 18:37:16 Cristina escribió:
Hi,
Is there any intersection callback that we can assign to a node, to be able
to perform intersection with custom render drawables ?
You have to subclass your own class for that kind of drawables, since you are
the only
Hi Cristima,
You'll need to implement the Drawable::accept(PrimtiveFunctor) method
to enable the standard intersection routes etc. to be able to query
your geometry. Have a look at the Geometry::accept(PrimitiveFunctor)
and ShapeDrawable::accept(PrimitiveFunctor) to how it's done.
Robert.
On
Hi Paul,
well, actually, I'm not exactly rendering directly in eye coordinates
(provided I understand what you mean): the sphere should not rotate with the
camera (in fact I'm not rendering a sphere: rather points representing stars
by the way).
But your idea is very good: until now, I was using
Thrall, Bryan wrote:
Alan Ott wrote on Tuesday, April 28, 2009 10:34 AM:
Thanks for the info. From this, it seems like I can get a handle to
the newly
loaded node before it gets added to the main tree. The only thing now
is that
once I've got a handle to this node, I
Alan Ott wrote on Wednesday, April 29, 2009 3:22 PM:
You are right. I didn't read closely enough, and there is no
setDatabaesRequest(). I am using OSG 2.6. You had a good idea with the
subclassing of PagedLOD and the options, but what I ended up doing was
I
think simpler. I subclassed PagedLOD
Jakob,
Thanks for the idea. What I ended up doing was subclassing PagedLOD and
overriding the addChild() method and doing the init from my overridden
method. This way, I could have pointers to my own objects, which were
necessary for the initialization.
Thanks for your help,
Alan.
Jakob
Hi again!
Sébastien, I'm afraid I cannot use the transform you're suggesting: in fact
I should not rely at all on the camera position, because the cam position
may also depends on moving objects in my scene and the cam position is
updated during the event traversal.
So I would update the
Hi Antonin,
As far as I remember, ABSOLUTE_RF_INHERIT_VIEWPOINT reference frame for Shadow
map camera is set in osgShadow::StandardShadowMap and should be inherited and
used by all derived classes including DebugShadowMap, MinimalCull/DrawBounds
and all three LispSM flavours. So it looks like
hi !
I was running osgearth here but the texture arent so close like your
pictures .
How can I get the best textures ??
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Hi Carlos
Higher resolution imagery loads in as you zoom in closer to the
ground. Are you any issues in particular?
Jason
On Apr 29, 2009, at 6:31 PM, Carlos Sanches ces...@gmail.com wrote:
hi !
I was running osgearth here but the texture arent so close like your
pictures .
How can I
Hi,
Im new to osg.I want to use an attribute float vertextemp; in my vertex
shader.How to
give that array to vertex shader.
Thank you.
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To do what you want, use a Uniform. Try doing a case insensitive grep in the
OSG source and examples for the word uniform for more info.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
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Brett wrote:
Hi,
Im new to osg.I want to use an attribute float vertextemp; in my vertex shader.How to
give that array to vertex shader.
Assuming you have an osg::Geometry object called geometry, and an
osg::Program called program, the following code should work:
osg::FloatArray *
Ah yes. Vertex attributes. My mistake, that's what I get for speed reading.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
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