Re: [osg-users] Modern OpenGL and VBO performance

2016-11-10 Thread Gedalia Pasternak
Just as a follow up, I tried the vao support in the top of master and was unable to get it to work with a simple openflight terrain. I've opened an issue with the info here: https://github.com/openscenegraph/OpenSceneGraph/issues/165 long story short when I hooked up glDebugOutput it crashed in a

Re: [osg-users] Unzip big data size problem!

2016-11-10 Thread Nguyen Quang Nam
Hi, Robert Sorry for my mistakes. Today I upload my .ive file from my PC. This file is not of mine so I can not change extension. osgVersion: 3.2.1 and 3.4.0, I built it myself in windows 10 x64, compiler Visual Studio 2010 x86. When I try to load another zipped file which has the size below

[osg-users] Warning: Failed grabbing the focus and invalid enumerant

2016-11-10 Thread Uma Devi Selvaraj
Hi, I have rendered the some models using osgviewer. I am getting following two Warnings . Warning: GraphicsWindowWin32::grabFocus() - Failed grabbing the focus Warning: detected OpenGL error 'invalid enumerant' at Before Renderer::compile I have build 32 bit osgviewer. May I

Re: [osg-users] How to validate the value of height Above Terrain

2016-11-10 Thread Suraj Paul
Hi, Thanks Sebastian for the hint...i will try it out. ... Thank you! Cheers, Suraj -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69317#69317 ___ osg-users mailing list

Re: [osg-users] blending with shader

2016-11-10 Thread David Heitbrink
Can you post your shader code? For testing you might try just rendering your texture coordinates for the scene texture, and the texture coordinates for your blending texture, they should be different. If you are still using this: " vec4 sceneColor = texture2D(sceneTexture, texCoord);\n" " vec4

Re: [osg-users] [osgPlugins] Problems with .ive loading

2016-11-10 Thread Voerman, L.
Hi Lyubov, in your path you have the unexpanded string "%projectpath%\osgPlugins-3.4.0\osgdb_ived.dll" - that will not work. Depending on how and when this is set you need to fix the expansion: registry keys: HKEY_LOCAL_MACHINE\SYSTEM\CurrentControlSet\Control\Session Manager\Environment Path

Re: [osg-users] Disabling plugins via CMake

2016-11-10 Thread Voerman, L.
Hi Sam, This might not work for all osg specific package find scripts in OpenSceneGraph\CMakeModules, but you should be able to disable packages from the cmake command line: from cmake 3.0 documentation: Every non-REQUIRED find_package call can be disabled by setting the

[osg-users] Text size and overlapping on osg sphere.

2016-11-10 Thread Inna Reddy
Hi all, I have made osg sphere and drawign text on it. Currently , my code palces the text in some places on the sphere.I am facing three issues. 1. But when I have more numbers of texts . few of them are overlapping each other. Is ther any way to avoid this from osg or its pure mathematics.

[osg-users] [3rdparty] QVR: Virtual Reality library that supports OSG with Vive, Rift, OSVR, and others

2016-11-10 Thread Martin Lambers
Hi, I'd like to announce the recent 1.0 release of QVR, a library for simple development of Virtual Reality applications that run on various HMDs (HTC Vive, Oculus Rift, OSVR-supported) as well as multi-GPU and rendercluster-based VR systems: https://github.com/marlam/qvr QVR allows simple

Re: [osg-users] World to local coordinates

2016-11-10 Thread Rambabu Repaka
Hi,Iam new to osg can anyone share the code for using latitude and longitude readings to view a model. ... Thank you! Cheers, Rambabu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69303#69303

Re: [osg-users] How to implement pagedLOD without reading from files?

2016-11-10 Thread Werner Modenbach
Hi Chris, thanks a lot. I knew it must be easy somehow but I was blind for the solution. Yes, I have to subclass ReaderWriter and that's it. Wow! - Werner - Am 09.11.2016 um 18:43 schrieb Chris Hanson: > Basically you make a custom URI scheme to name each "file" in the > PagedLOD object, like >

Re: [osg-users] [3rdparty] QVR: Virtual Reality library that supports OSG with Vive, Rift, OSVR, and others

2016-11-10 Thread Christian Buchner
This project is highly interesting, but doesn't the single threaded approach per GPU cost a bit of performance (FPS) in very complex scenes? Achieving stable 90 FPS is critical in VR. Christian ___ osg-users mailing list

Re: [osg-users] World to local coordinates

2016-11-10 Thread Trajce Nikolov NICK
Hi, have a look at osg::EllipsoidModel in osg/CoordinateSystemNode .. it has all you need for conversion from lat/lon/alt to ECEF On Thu, Nov 10, 2016 at 11:35 AM, Rambabu Repaka wrote: > Hi,Iam new to osg can anyone share the code for using latitude and > longitude

Re: [osg-users] blending with shader

2016-11-10 Thread Gianni Ambrosio
Hi David, you should find the complete code (including the shader) in the "osgdistortion.cpp" file I attached in a previous message. I modified the original OSG example to include the blending shader I used. If you download it and the "blending.png" image (attached to the same message) and

Re: [osg-users] How to validate the value of height Above Terrain

2016-11-10 Thread Sebastian Messerschmidt
Hi Suraj, If you have the source data for the terrain (e.g. DTED data) you can use any GIS tool (TileMill, QGis, ...) to validate. Cheers Sebastian Hi, I am trying to find out the height above a terrain (HAT). Currently im reading terrain DEM in .ive format and using

Re: [osg-users] blending with shader

2016-11-10 Thread Gianni Ambrosio
Hi All, I can apply blending to a texture rendered with a RTT camera from a shader but now I have a different problem. Before blending I have to apply a distortion to the scene because of a projection on a curved screen. Blending image is already distorted so I have to apply blending on an

Re: [osg-users] Unzip big data size problem!

2016-11-10 Thread Robert Osfield
Hi Nguyen, I don't work under Windows and don't have access to the file you are having problems so really can't comment on the specifics of what you are seeing. As general note, if you want help from others then saying which version of the OSG you are using, whether you have built the OSG

Re: [osg-users] blending with shader

2016-11-10 Thread David Heitbrink
OK, I see it now. Taking a quick look at the code, it seems what you want to do is to add a vertex shader, and pass the texture coordinates from you Mesh, into your fragment shader. Then in your fragment shader use the texture coordinates in this line: "vec4 sceneColor =