Hi,
what about the GeometryType Parameter in osgdem?
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/CommandLineOptions
I can't find any documentation what the difference between HEIGHT_FIELD,
POLYGONAL and TERRAIN is, but I think, HEIGHT_FIELD might be able to solve my
Hi,
I'm using the puget textures from the osgdem example
(http://www.cc.gatech.edu/projects/large_models/ps.html) to create a terrain.
But now my colormap is flipped along the Y-Axis.
At first I thought that it would not be a problem and that I could just
transform the texturecoordinates and
Hi Brad,
well, than I might try to traverse the terrain first. But I just realized that
Tileaccess might not be a solution for my problem
(http://forum.openscenegraph.org/viewtopic.php?t=9416).
@zonk: Terrain is a ref_ptr Object, not a normal pointer.
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Hello,
In a project I am working on, I need to use intersectors
(PolytopeIntersectors, in particular) with double precision floating
point, but with the intersectors provided by OSG (using 3.0.1 here), I
get only single precision.
I noticed that osgUtil::PolytopeIntersector already contains code
Hi,
A naïve approach would be to use a LineSegmentIntersector towards each
of the points selected by the PolytopeIntersector (let's call this
point P). If P is not the first intersection found by the
LineSegmentIntersector (that is, it is not the closest to the camera),
it means that there is
Hi,
I having problem updating my geometric vertex manually. First, I copy the
original node:
Code:
osg::ref_ptrosg::Node node =
dynamic_castosg::Node*(original-clone(osg::CopyOp::DEEP_COPY_ALL));
.
After, I update the y coordinate of each Vertex according to the value of
reference
Hi Leandro,
Am 25.11.2011 12:47, schrieb Leandro Motta Barros:
Hello,
In a project I am working on, I need to use intersectors
(PolytopeIntersectors, in particular) with double precision floating
point, but with the intersectors provided by OSG (using 3.0.1 here), I
get only single
Hi,
That's naive, but it's also a good idea, I'll try that
Aurelien
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Hi Peter,
On Fri, Nov 25, 2011 at 10:52 AM, Peter Hrenka
p.hre...@science-computing.de wrote:
[...]
So, I am ready to change the few bits of osgUtil::PolytopeIntersector
still using hardcoded osg::Vec3 and to modify
osgUtil::LineSegmentIntersector so that it uses a similar approach
(that is,
Hi,
I think you need to call dirtyBound() and dirtyDisplayList() on geometry.
Cheers,
Filip
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I spent hours in it.
Now it's ok
Thank you very much.
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Hum... there's still a problem...
how can I retrieve intersected vertices from polytope intersection ?
From a LineSegmentIntersector, I use this code :
Code:
intersection is a osgUtil::LineSegmentIntersector::Intersection instance from
LineSegmentIntersector
osg::Geometry* pGeometry =
I've only used PolytopeIntersector to deal with point clouds. In this
case, osgUtil::PolytopeIntersector::getIntersections() returns what I
need (that is, all the points inside the polytope). I don't know,
however, what exactly it counts as intersections when dealing with
polygons. :-/
LMB
On
Hi all,
We are trying to create a road with lane lines and other markers on top. For
the lane markers and the road segment we create separate geometry.
When we place the geometry on top of the asphalt we got Z-fighting.
To solve the Z-fighting issues, we tried to use Stencil buffers. In our
Hello good ppl!
i am quite new to OSG, though i managed to build it from source with several
plugins. now one of them is not working - PNG. and i do need it.
i am using MinGW gcc compiler suite and w7/x64 system.
i built osg 3.xy from sources, with libpng, zlib, libjpg and coin plugins,
which
Hi,
I know that using Trackballmanipulator as a camera manipulator enables the user
to roate/translate/scale the entire scene. In my application, I need to
manipulate a specific scene node instead of the entire scene. I wonder whether
there is a similar tool in OSG.
Thank you!
Cheers,
Hi,
I'm currently working on a simple virtual robot arm, and I want to move each
joint thanks to node callbacks.
So the first thing I did was to look for pointer adresses of each intersting
node. Then I associated a node callback to each of this node with
setUpdateCallback() but only one
Hi,
If your scene is really simple you won't really need to calculate anything. You
can try different values until you see what you want. Set eye to a position
away from your objects, set center to the position of one of the objects in
your scene, and set the up vector to whatever it should be
Hi,
I'm new to OSG but need a switch by using flightgear.
Is it somewhere simple to switch colored output to grayscale only?
It would save me a lot of time.
Thank you!
Cheers,
Wolfgang R
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Hey guys,
Does anybody know about some sort of guide for how the renderbins work? I'm
having to use them quite a bit lately but am having trouble finding in depth
coverage of the subject.
Cheers,
Sean
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Hi,
I have just downloaded OSGexp 1.0.1 for Max 2012 64 and I'm having a few issues
getting started.
My scene is a BIM model exported from Autodesk Revit via FBX. Materials are
mainly Autodesk Materials (formerly Promaterials) with some Mental Ray
ArchDesign. I have not baked textures
Hi,
Sorry, but I am very confused with the OSG exporter from Blender.
Which OSG exporter works for Blender 2.6 (the latest version) ?
Could you the right website to download it ?
Thanks,
Maia
Jeremy Moles wrote:
On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote:
Benjamin
On 11/22/2011 1:15 AM, alef truc wrote:
Hi,
I'm currently working on a simple virtual robot arm, and I want to move each
joint thanks to node callbacks.
So the first thing I did was to look for pointer adresses of each intersting
node. Then I associated a node callback to each of this node
On 11/24/2011 10:39 AM, Raymond Bosman wrote:
Does anyone know a solution to this problem or another approach to create
lane markers on top of the road?
We tried to use Polygon Offsets, but doesn't give great results.
Have you tried the first multi-pass technique here?
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