Hi,
I managed to get the local heights.
After realizing, that the osg_ViewMatrix * gl_ModelViewMatrix will bring
me into world space I was able to use a XYZ_to_latlonheight function in
the vertex shader.
There is only one catch with this: precision. It seems that the float
matrices will
Hi Robert,
one more question.
since in a particular case of my application a ref_ptr keeps alive the view
removed with compositeviewer-removeView(view), I get a crash in that case.
I'm building against osg-3.1.4 but I also tries with 3.2.0. And the crash
happens in both cases even if in
Hi All,
in case this solution may be useful for others, I fixed the crash just setting
the graphics context of the removing view to 0:
view-getCamera()-setGraphicsContext(0);
I also tried to stop camera threads but I got a null OperationThread so that
would not help much.
Waiting for Robert's
Hi Sebastian,
Perhaps your GPU can use doubles ? Many of them can these days. You may
also try to refactor the code to use pairs of floats (as base and offset)
which in theory may be almost as precise as double. It may be however very
tricky for such non-linear math as geographic projections...
HI Wojciech,
Hi Sebastian,
Perhaps your GPU can use doubles ? Many of them can these days. You
may also try to refactor the code to use pairs of floats (as base and
offset) which in theory may be almost as precise as double. It may be
however very tricky for such non-linear math as
Hi Sebastian,
Just an extra thought that came to me. Terrain LOD paging may cause the
elevation jumps too. When LODs change meshes get denser or less dense - new
vertices show up or excess vertices hide and that may also bring lot of
surprises.
Cheers,
Wojtek
2013/12/5 Wojciech Lewandowski
Hi Wojciech,
Hi Sebastian,
Just an extra thought that came to me. Terrain LOD paging may cause
the elevation jumps too. When LODs change meshes get denser or less
dense - new vertices show up or excess vertices hide and that may also
bring lot of surprises.
You're correct. But it seems to
Hi Sebastion,
when you deal with geocentric data, the precision is an issue even if it is
not on the GPU. The way how TerraVista (you have heard of it, right) was
solving this was by introducing a matrix of doubles for the origin or the
center of the tile and all the math was then with floats
Hi Nick,
Hi Sebastion,
when you deal with geocentric data, the precision is an issue even if
it is not on the GPU. The way how TerraVista (you have heard of it,
right) was solving this was by introducing a matrix of doubles for the
origin or the center of the tile and all the math was then
Hi,
I have OSG 3.0.1, 32 bits, Visual C++ 9 2008 and VirtualPlanetBuilder on a
Windows 7 64bits.
I tried to run some example with VPB or osgdem alone, but it crashes.
I found this topic:
http://forum.openscenegraph.org/viewtopic.php?t=11865
but it seems not resolved yet ?
Does anyone solve
Hi Maia,
Did you compile VPB on your own?
What exactly crashes? Do you get an unhandled exception or what is the
error message?
Your post simply doesn't give enough information to help you.
I've been using VPB for years now and the only occasions where it
crashed when data was corrupted or
i tried the osgUtil::Statistics class to get the number of vertices.
but i couldn't make it.
could u get me example of source?
i would appreciate it thanks guys
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=57571#57571
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