Hi,
On Thu, May 21, 2015 at 2:20 AM, Björn Blissing bjorn.bliss...@vti.se
wrote:
Hi again,
I have finally been able to solve the last piece of the puzzle. This means
that for Oculus SDK v0.5.0.1 the examples can do both client- and SDK based
distortion rendering.
The v0.5.0.1 version of
As our application will also have to do physical simulations based on this
height field data, I do not want to use external tools to do the conversion
into an OSG model
here's a minimal example for the HeightField / ShapeDrawable method
http://snipplr.com/view/30974/osg-height-field-example/
Hi Christian,
The osgTerrain::TerrainTile has direct support for rendering field fields.
Robert.
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Am 21.05.2015 um 09:37 schrieb Christian Buchner:
As our application will also have to do physical simulations based on
this height field data, I do not want to use external tools to do the
conversion into an OSG model
Okay, but I would not consider it an external tool but an extended
part
Thanks,
I've just looked into the osgShadow code, in particular the Island scene
that is accessible with command line option -4.
This looks like a good starting point.
One question remains:
Which formats does osgDB::readHeightFieldFile() support currently, based on
the existing plug-ins? So
answering my own question here:
it appears only the GDAL plug-in currently implements readHeightField(),
not counting various archive format plug-ins such as for Zip and GZ
archives, or CURL for web-acess.
It appears GDAL uses an xml based metafile to reference various supported
geospatial file
Hi,
I am currently wondering which is the better way to go from a simple
digital elevation model (ESRI ASCII Grid format) to a geometry. The model
has a very limited area and resolution.
These are the two methods I find feasible with stock OSG features:
Either I could feed all the 3D points on
Hello, Jean!
It's possible.
You can create new class AndroidCameraTexture (etc.) inherited from the
osg::Texture2D and override method apply:
*apply(osg::State state){*
*... (see texture2d implementation)*
*glBindTexture(GL_TEXTURE_EXTERNAL_OES, texId)*
*... (see texture2d
Hi Christian,
Have you checked if osgdem supports it? I think it will happily convert
anything into osgTerrain which can be interpreted as height data by gdal ...
Hi,
I am currently wondering which is the better way to go from a simple
digital elevation model (ESRI ASCII Grid format) to a
Hi David,
What happens when you run the osgshadow example?
Robert.
On 21 May 2015 at 00:12, David Heitbrink david-heitbr...@uiowa.edu wrote:
I have added a shadow scene (using shadow map technique) to my scene graph
and the shadow texture I am getting does not seem to make much sense see:
Hi Clement,
If by volume, you mean voxels, then you're out of luck, as OpenGL ES,
which WebGL relies upon, lacks of 3D texture support [1]. This is
something WebGL 2.0 is supposed to solve. In the meantime, there seems
to be a trick involving GLSL [2] but I didn't look deep into the
Hi Émeric,
Thanks for your information. I am thinking whether it is easy way to show
the volume image on web page. I also found some examples using texture2d to
form volume rendering. I may try this option. Thanks.
Regards,
Clement
From:
Hi Clement,
On 21 May 2015 at 12:43, clement@csiro.au wrote:
Thanks for your information. I am thinking whether it is easy way to show
the volume image on web page. I also found some examples using texture2d to
form volume rendering. I may try this option. Thanks.
With WegGL I
On Thu, May 21, 2015 at 3:55 PM, Björn Blissing bjorn.bliss...@vti.se
wrote:
The head of the master branch is currently supporting the v0.5.0.1 of
Oculus SDK. The work with v0.6.0.0 is currently located in a separate
branch. I have not decided yet on how to proceed with the branches. I
Jan Ciger wrote:
Could you branch/tag the new Windows-only code into a separate branch,
please? It would make life easier for the folks like me who have the older
DK1/DK2 HMDs and need it to work on Linux/Mac for example.
The head of the master branch is currently supporting the v0.5.0.1
when I run the OSG Shadow example, it works. I also modified the example to use
a composite viewer and that works as well.
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=63792#63792
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