Please send me as like message
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Hi all,
The FBX reader seems to interpret FBX polygons as triangles. Well I guess this
should not be, as 1-to-1 mapping of primitives is possible (as far as I know),
but this is not really an issue. What is an issue is that concave polygons are
not intepreted the right way. I think about two
HI Kinsung,
Add -t filename -d filename entries will add the imagery and DEMs but
you'll need make sure they have geospatial coords for them, i.e.
geotiff files so that osgdem can place the data in the correct place.
Robert.
On Sat, Jul 3, 2010 at 3:30 AM, Jinshan Hu to...@163.com wrote:
I
Hi Martin,
On Mon, Jul 5, 2010 at 6:54 AM, Martin Naylor
martin.nay...@dsl.pipex.com wrote:
Sorry for the hijack
Um the right place to post new topics is in the a new thread.
I'll not reply to the rest of your message in this thread, please
start a new one so that others will spot it
Hi Vivek,
If you don't want to be subscribe please unsubscribe yourself. At the
bottom of all posts there is the address where you can unsubscribe
yourself.
Robert.
On Mon, Jul 5, 2010 at 7:11 AM, Vivek Kumar Dwivedi
vivekcsjm...@gmail.com wrote:
Please send me as like message
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Vivek
What are p, i, o parameters of Vec3CubicBezier template?
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Hi,
I do not really understand what are the use and how work the following options
:
-e x y w h Extents of the model to generate
-ge x y w h Geographic (Lat/Lon) Extents of the model to generate.
-b xa ya xb yb Bounds (similar to extents) of the model to generate.
Max/Min
Hi,
p is point
i is control point in
o is control point out
You maybe interested to look in file include/osgAnimation/BezierCubic
and include/osgAnimation/Interpolator
It's where the bezier code are located
Cheers,
Cedric
On Mon, 2010-07-05 at 09:35 +, daniele argiolas wrote:
What are p,
Hi,
I tried osgocclusionquery example with a city model we have and observed
that it can reduce the number of rendered objects significantly.
However, osgocclusionquery example can not make parallel rendering. I
tried with all threading modes and saw that draw always starts *after*
cull is
Hi,
I'm trying to use the library osgShadow but when I use it, I have the shadow
effect in the sky too. I'd like to know how can I remove this effect.
Also, is it possible to use osgShadow for files .ive?
Thank you!
Cheers,
Perez
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Hi,
I'm working with a light (spotlight) concretely. I would like that this light
didn't go through walls. How can I obtain this effect?
Thank you!
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No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't
render concave polygons correctly (in practice GL_POLYGON is the same as
GL_TRIANGLE_FAN).
Tesselation is possible via GLU but very slow so we need to be careful about
how we use that. Most models I've come across have many
Hi Alessandro, playback should work at normal speed without any special
configuration. If you're still having issues please send me a sample file
and I'll have a look. Thanks
On 2 July 2010 17:24, Alessandro Terenzi a.tere...@gmail.com wrote:
I'm having a problem about a simple model whose
This was working with previous plugin versions? In that case it may be
related to the recent changes to support multiple texture types.
On 2 July 2010 17:16, Sukender suky0...@free.fr wrote:
Hi Michael,
I recently updated the FBX plugin and had a regression:
- I read a textured model
do a search in the archive for light lobes. There is a code posted that do
what you ask for
-Nick
On Wed, Jun 9, 2010 at 7:01 PM, Jose Rincon jm.rincon.pe...@gmail.comwrote:
Hi,
I'm working with a light (spotlight) concretely. I would like that this
light didn't go through walls. How can I
Hi Michael,
Yes, sorry about OpenGL interpretation of polygons, I forgot that.
Well actually, I guess the reader has to handle most (all?) cases. So I suggest
to have something like:
- If number of points = 4, use current code.
- Else call GLU tesselation.
Do you agree?
The problem I have is
Yest, this is clearly a regression. Actually I had to un-update my working
copy to make it work...
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Michael Platings mplati...@gmail.com a écrit :
This was working with previous plugin versions? In that
Hello Jose,
I'm trying to use the library osgShadow but when I use it, I have the shadow
effect in the sky too. I'd like to know how can I remove this effect.
You might have seen that ShadowedScene has methods called
{set|get}{Casts|Receives}ShadowTraversalMask. For shadowMap-based
Hi Michael,
Hi Alessandro, playback should work at normal speed without any special
configuration. If you're still having issues please send me a sample
file and I'll have a look. Thanks
Perhaps you didn't see it, but he did :-)
See file balls_01.zip attached to the first post.
J-S
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Hi John,
Many thanks for taking charge of the Siggraph BOF this year. I won't
be at Siggraph so won't be able to help out directly, but can write a
presentation on the topic of OSG-3.0/OpenGL ES. Since I won't be
physically with you I'll need a volunteer to give the talk on my
behalf, or for me
Hi Jose,
I'm working with a light (spotlight) concretely. I would like that this light
didn't go through walls. How can I obtain this effect?
In real life, the fact that a light doesn't go trough walls is a
consequence of the fact that solid objects block the light (i.e. cast
shadows). The
Oops missed that. Thanks, I'll be able to have a look in the next day or 2
On 5 July 2010 14:00, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.comwrote:
Hi Michael,
Hi Alessandro, playback should work at normal speed without any special
configuration. If you're still having issues please
Waht you could do is leave all the triangles and quads in one PrimitiveSet
(like it is already), but put each polygon with =5 vertices in it's own
PrimitiveSet with Mode=POLYGON. Then run the Tesselator on the Geometry
which should tesselate the polygons automagically.
On 5 July 2010 13:49,
OK. If you got time for this before I do... :)
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Michael Platings mplati...@gmail.com a écrit :
Waht you could do is leave all the triangles and quads in one
PrimitiveSet (like it is already), but put
Hi,
Is it normal to have a rendering like this (enclose file) typing osgdem.exe -d
104n04_0100_deme.dem -l 5 -o 104n04_0100_deme.osg?
When I add --geocentric, I don't have problem in rendering.
Thank you!
Cheers,
Lucie[/img]
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Hi lucielemon,
it looks like a unfinished database where the full LOD is not reached. have you
tried to rum osgdem without the lLOd limitation to Level 5 ?
osgdem.exe -d 104n04_0100_deme.dem -o 104n04_0100_deme.osg
Cheers,
Torben
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Hi,
Thank you for your reply!
No I have not tried without limitation because I think it will take
considerable time, isn't it?
Cheers,
lucie
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Hi,
On the other hand, I don't understand why I don't have the same problem when I
add --geocentric. Could you explain it?
Thank you!
Cheers,
lucie
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Hi Lucie,
It looks like a numerical precision issue on the terrain due to a very
small XY range. Is the coord system of your dem in degrees? Using
--geocentric introduces Earth Center Earth Fixed coordinates which are
in meters which avoids the issue numerical issues. Also changing the
target
Hi,
it looks like a problem with normals. I don't know if the corresponding code is
the same for geocentric and flat databases.
Of course, if you finish your database build without LOD limitation, it takes
more time than a inclomplete DB :)
My first VPB attempts with incomplete VPB runs
Hi,
Thanks for your reply Robert.
I don't know if my dem is in degrees, I found it in this site :
http://www.geobase.ca/geobase/en/index.html.
I will try to put the coordinate system into meters.
Cheers,
lucie
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Hi Lucie,
I would recommend getting familiar with the GDAL tools such as
gdalinfo, this command line app will report all the geospatial coords
on your data.
Robert.
On Mon, Jul 5, 2010 at 4:41 PM, lucie lemonnier
lucielemonn...@hotmail.fr wrote:
Hi,
Thanks for your reply Robert.
I don't know
Is osgPlanet still an active project? I downloaded version 1.3 and it
does not build with OpenSceneGraph 2.8.3.
If not is there another option to dynamically add GDAL based data to an
osgViewer based application?
Bruce
This message and any enclosures are intended only for the
ossimPlanet is part of the OSSIM distro http://www.ossim.org uses OSG for viz,
GDAL is a plugin to OSSIM.
On Jul 5, 2010, at 12:00 PM, Clay, Bruce wrote:
Is osgPlanet still an active project? I downloaded version 1.3 and it does
not build with OpenSceneGraph 2.8.3.
If not is there
You can do that with osgEarth.
http://osgearth.org
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Mon, Jul 5, 2010 at 12:00 PM, Clay, Bruce bc...@ball.com wrote:
Is osgPlanet still an active project? I downloaded version 1.3 and it
does not build with OpenSceneGraph 2.8.3.
If
Hi all,
Does anyone have 64-bit VS 2005 SP1 pre-compiled dependencies
available? I know the on the dependencies page there are both 32 and
64 bit dependencies available for VS 2008, I was wondering if a
similar packaged existed for VS 2005.
Thanks,
Jason
Glen:
Sorry I miss typed in my email. It is osgEarth that I am trying to
build and version 1.3 was the latest I saw posted does not build with
OpenSceneGraph 2.8.3. It is looking for a wldap32.lib which is been
obsoleted by Microsoft and I get several errors in BufferFilter.cpp
apparently
Mark:
Thanks for your reply. I have seen ossimPlanet and played with it a
bit but I have not been able to find any documentation / examples that
shows how to use its capabilities in my own OSG and possibly with a
Delta3D based applications. It appears to have all of the pieces I need
but I
Hi Bruce,
You need to use GEOS 3.2 to avoid the errors in BufferFilter. What
version of curl are you using? If you use the one provided with the
3rd party dependencies at
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
you shouldn't see any build issues.
Thanks,
Jason
Bruce,
You must use GEOS 3.2 or newer. For more information on the prerequisites,
see: http://osgearth.org/wiki/Downloads
BTW, GEOS is optional. You can leave the GEOS entries in CMake blank if you
don't need feature buffer support.
Version 1.3 does indeed work against OSG 2.8.3. There are no
Hi Jason,
I have uploaded also the source collection which I used to compile the VS2008
deps. The package contains instructions for all packages which are not self
explanatory and will work for VS2005 as well.
You could download them and build it for 32 and 64 bit if you want.
Cheers,
Thanks Torben.
On Mon, Jul 5, 2010 at 2:02 PM, Torben Dannhauer
z...@saguaro-fight-club.de wrote:
Hi Jason,
I have uploaded also the source collection which I used to compile the VS2008
deps. The package contains instructions for all packages which are not self
explanatory and will work
Hi Jason,
if you have build the full package for 32 and 64 bit, it would great if you
could share your build. I can assist you to pack it the right way to be
recognized by the cmake find scripts and I could host it additionally to the
VS2008 packages. Just an offer to help people in similar
Hi Torben,
I'll give it a go, I just got the sources and tinkering with them. If
I get a 32 and 64 bit build working I'll post them.
Thanks,
Jason
On Mon, Jul 5, 2010 at 3:26 PM, Torben Dannhauer
z...@saguaro-fight-club.de wrote:
Hi Jason,
if you have build the full package for 32 and 64
Hi,
I am learning osgTerrain recently. But I am confused about the command line of
osgTerrain OSG examples. Would someone kindly provide me a example of the usage
of the command line of osgTerrain. Thank you.
...
Thank you!
Cheers,
ting
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Hi,
I am trying to use osgViewer::CompositeViewer to get multiple views of my
scene. In the screenshot attached, I have the topmost view as the that of the
overall scene.
However I wanted the bottom-left view to be that of the just one of the models
in the scene and following it in a manner
I have a few IVE files that I downloaded from the network. I want to
place a variety of objects in the scene that I downloaded. Is there any
way to get the coordinates of various locations?
I don't know if the objects I see in the scene are models that would
respond to a pick list or not.
Hi Robert,
i have understood the concept but i cant implement it.
as in i have all the code in the program but somehow it doesnt seem to run
Thank you!
Cheers,
Devanshi Tiwari
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Hi Jason,
great! Good luck!
Cheers,
Torben
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