Hi,
On Dec 4, 2007 3:48 AM, MingWei [EMAIL PROTECTED] wrote:
I'm working on the 3D terrain visualization. I want to split the Terrain
Image into many tiles. And then build their LODs( like Quad tree ). Now I
don't konw how to fix the gap between adjacent tile( in the same and
different LOD
Hi Paul,
Its a pretty unusal instance - having two plugins implementing support
for a single format, so I'm inclined to look for specific workarounds
for this case rather than introduce greater complexity into the
internals of osgDB.
One thing I'd do right now is preload your writer plugin
Hi Everyone,
I am trying to implement Shadow Mapping algorithm somewhat similar to
Trapezoidal/Perspective shadow maps. During this work I learned that one of
most effective optimizations is proper calculation of minimal shadowed world
area and appropriate construction of minimal shadow map.
Thank You,
Seems that studying
OverlayNode::traverse_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY may be
appropriate for my task. Thats a huge piece of code. Thanks again.
Wojtek
- Original Message -
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users
On Dec 4, 2007 12:39 PM, Wojciech Lewandowski [EMAIL PROTECTED] wrote:
Thank You,
Seems that studying
OverlayNode::traverse_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY may be
appropriate for my task. Thats a huge piece of code. Thanks again.
My plan is to refactor OverlayNode so that the code
Stephane,
When we deploy txp databases, we always create an archive.prj file to
accompany the archive.txp file. The prj file contains a WKT-format
description of the projection. (WKT is a standard format that OGR can read
directly.) This, along with the offsets in projInfo.txt, gives you
Is it possible to specify change the polygon winding for individual
Primitive Sets?
I've just noticed I've got the winding incorrect on some bands between
terrain tiles and rather than modify the draw order I thought I'd just
flip the winding to clockwise.
Cheers
Kim.
Amount of job you do - causes me to suspect that you are twins at least.
After cloninig there would be a three or four of you ?
I also noticed CustomPolytope class and its methods. Does it work for some
special cases only or can be used to compute intersections of any arbitrary
convex volumes
Hi All;
I am working with terrain and I have a database which in terrapage! i am trying
to process it with OSG. i dont understand the process of timing on database. if
anyone has simple code about using terrain with OSG, please post me. i will be
greatfull if you help me..
Thanks...
hi,
As anyone already tried to have a camera track a mobile object ?
How is it supposed to be done using OSGViewer ?
if someone has some sample code, it would be welcome.
here is what I have tried, so far :
I'm using the OSGViewer, and I'm trying to have a camera follow a mobile
object.
First,
Kim C Bale wrote on Tuesday, December 04, 2007 8:01 AM:
Is it possible to specify change the polygon winding for individual
Primitive Sets?
I've just noticed I've got the winding incorrect on some bands
between terrain tiles and rather than modify the draw order I thought
I'd just flip
Its a pretty unusal instance - having two plugins
implementing support for a single format,
Hm. I thought I recalled a post from you saying that two plugins for a
single format, one for reading and one for writing, should work. (I tried to
find this in the archives but they don't seem to go
Hi Umit,
osgViewer::Viewer viewer;
osg::ref_ptrosg::Node node = osgDB::readNodeFile(mydatabase.txp);
viewer.setSceneData(node.get());
viewer.run();
The second line is all you need to load the database as the OSG has a
terrapage plugin that does all the loading for you, and the osgDB has
Hi folks -- Based on feedback of the previous version, I've posted a new
release candidate of osgOQ. You can download it from here:
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgOQ
At this point, I'd like to move beyond the build it and run the canned
demo stage of
Hi Robert,
Thanks for the thorough response.
I am using OSG 2.2, though I'm still using the depreciated names for
some of the OSG classes, sorry. I really should grep the code (and my
brain) to sort that one out.
My use of 2.2 comes with caveat that I can't use the new Viewer
classes and
Hi C.L,
There are number of different ways to control the camera, and to
compute the view matrix required to track objects in the scene. As
you've found out placing a camera in the scene and assume that it'll
somehow track the world by placing it beneath it - as this creates a
circular
Hi again.
Well my app is Single Threaded and unfortunately the same problem exists
while running the app using an ATI card. Again I can't reproduce it in
Linux using Nvidia and valgrind does not show anything suspicious.
An easy way to reproduce the problem is by continuously clicking the
Hi Alan,
On Dec 4, 2007 4:20 PM, Alan Purvis [EMAIL PROTECTED] wrote:
I am using OSG 2.2, though I'm still using the depreciated names for
some of the OSG classes, sorry. I really should grep the code (and my
brain) to sort that one out.
Confusion reigns... now a bit clearer.
My use of 2.2
HI Allen,
osg::Camera is subclassed from osg::CullSettings as is SceneView so...
viewer.getCamera()-setCullingMode(osg::CullSettings::ENABLE_ALL_CULLING);
I hope this makes sense :-)
Robert.
On Dec 4, 2007 4:22 PM, Danklefsen, Allen M
[EMAIL PROTECTED] wrote:
Hello,
Im upgrading my osg
Hi all,
Serge Lages wrote:
[have you tried compiling the plugins with Embed Manifest = false]
It seems to be a good addition to the default build options for the
plugins, any CMake expert can do the modifications and submit it ? Or
tell me where to make them ? :)
I would also appreciate
Hi,
Ati and nvglont.dll ? isn't the last associated with NVIDIA icd?
well, you can try gDebugger and debug the opengl calls. Also with VS you
can do a step by step debugging. And OSG have osg notifylevel and opengl
error checking. Try setting the last to ONCE_PER_ATTRIBUTE, instead of
Hi Himar.
nvglont.dll refers to my original stack trace from a system with Nvidia
card. Thanks for the tips. I'll try them.
Panagiotis Papadakos
On Tue, 4 Dec 2007, Himar Carmona wrote:
Hi,
Ati and nvglont.dll ? isn't the last associated with NVIDIA icd?
well, you can try
Very nice of you, Paul. Thanks very much.
Renan M Z Mendes
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I want to set up a geometry such that when I apply a texture, it renders,
but when no texture is applied it is invisible. I created the geometry with
color (1,1,1,0) and I'm using the TexEnv::GL_REPLACE mode. This works
perfectly on 4-channel RGBA textures (because texture alpha replaces
fragment
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Hash: SHA1
Glenn Waldron wrote:
I want to set up a geometry such that when I apply a texture, it
renders, but when no texture is applied it is invisible. I created the
geometry with color (1,1,1,0) and I'm using the TexEnv::GL_REPLACE mode.
This works
Hello,
the math involved depends on whether the rectangle is perpendicular to
the camera view direction (no rotation needed) and if the projection is
either orthographic or perspective and if it is symmetric or not. In either
case you must take into account which edges of the rectangle you
Hi,
i think you are asking for the *texture blending* functions. In OSG look at
BlendFunc, BlendEquation and BlendColor. Sure there is a combination of the
blending factors to achieve the effect you want. See osgblendequation. You
can also program a shader of course. Another trick could be
I am very intrigued by this new move by TI and support from OSG for it.
I wonder though (obvious answer expected), whether you do require a
display device that can implement TI's 'SmoothPicture' algorithm?
Samsung's '3D Ready' DLP TVs are not yet available in Australia although
the older DLP
Set the texture format to RGBA and when you bind a RGB image a default alpha
channel will be added.
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Glenn
Waldron
Sent: 04 December 2007 20:21
To: OpenSceneGraph Users
Subject: [osg-users] Adding an alpha channel to a
Hi,
I managed to generate a terrain using elevation(tif) and texture(tif) files using Virtual Planet builder's OsgDem.
I'd like to add cultures on to it like vegetation and buildings using .shp files. I noticed that OSG has plugins for ESRIShape, so I guess that it should be supported. How do I
Thanks to everyone for the responses. I ended up going with Roger's
suggestion to set the internal texture format to RGBA. Works great!
-gw
On Dec 4, 2007 7:35 PM, Roger James [EMAIL PROTECTED] wrote:
Set the texture format to RGBA and when you bind a RGB image a default
alpha channel will be
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