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
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
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
Hi,
Thanks Sebastian for the hint...i will try it out.
...
Thank you!
Cheers,
Suraj
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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
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
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
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.
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
Hi,Iam new to osg can anyone share the code for using latitude and longitude
readings to view a model.
...
Thank you!
Cheers,
Rambabu
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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
>
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
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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
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
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
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
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
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 =
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