First, thank you to everyone for their work putting OSG
and VPB, this is really an amazing piece of software.
Q1: Is there any advantage to having a single large osga
model built from say a 16kx16k input or having lots of
smaller 4kx4k tiled sections in separate files?
Q2: Will rebuilding the d
Hi Pavlos,
I tried using osg::Lights briefly as well, but didn't have any luck.
I kept seeing the wrong lights being applied and never figured out
why.
What I said in my previous email about needing to transform
BoundingSpheres was wrong. I had a problem in my code that led me to
think that. Bou
Yes, I noticed that a little while after posting. I looked and thought
why do I have the western hemisphere and not the eastern. Then I
noticed it. Well live and learn.
Michael
On Mon, 2008-02-25 at 08:45 +, Robert Osfield wrote:
> HI Michael,
>
> You'll kick yourself, parse the command l
Hi all,
I'm having a problem that is maybe well the result of my lack knowledge but
smells like a bug;
I have a composite viewer with two views, one camera each. Both cameras
share
the rendering context. One renders to a window (defined in the traits passed
to generate the
render context) and the
Jean-Sébastien Guay schrieb:
> Assuming the same thing is possible for X and/or MacOS, would it be
> possible to expose this method in
> osg::GraphicsContext::WindowingSystemInterface? It would then be
> possible to get osgViewer to support screen arrangements other than a
> basic horizontal lin
Hi Robert, all,
> ... but I just thought if the OS/driver can give us the info for the
> physical screen setup we could avoid having that in the config file too.
I just looked at src/osgViewer/GraphicsWindowWin32.cpp and noticed that
the Win32WindowingSystem (subclass of
osg::GraphicsContext:
Thanks Terry, Brain and Robert,
I will follow all your ViewPoint suggestions tomorrow.
Wojtek
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Robert
Osfield
Sent: Tuesday, February 26, 2008 9:24 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Problem
Hi Guys,
You are on the right track with ViewPoint - it exists to solve this
problem - a RTT effect that needs to have LOD's chosen on the main
cameras view point (eye point) not the RTT's camera's eye point. I
introduced it when Terry Welsh came across this problem when he was
doing his develop
Hi Virginia,
On Mon, Feb 25, 2008 at 8:54 PM, Virginia Holmstrom
<[EMAIL PROTECTED]> wrote:
> Is there a recommended way to export an osg to vrml (.wrl) file? I have
> compiled and run the VRML plugin but it only reads (vrml to osg).
There is no write support to VRML via the OpenVRML plugin. Th
Thanks,
So you say that OSG is supposed to work the way I want. I suspected that
EyePoint/ViewPoint methods could be somehow used for this purpose but it
looks like one of them was exactly added for this purpose. Thanks for
clarification.
So now it seems that my ShadowMap derived code might have a
Greetings,
Are there any osg folks going to be attending the vr2008 conference next
month?
If so, would it be possible to get together and put some faces to names?
-bob
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] ephemeris Data
Gordon,
I've tar'd up a fresh copy of the osgephemeris tree and placed it at
http://snowy.arsc.alaska.edu/music/osgephemeris-cvs-20080226.tar
Yep, the location is a bit odd, but this is what I have for posting atm.
There are several textures (moon, sun, sky) with
Gordon,
I've tar'd up a fresh copy of the osgephemeris tree and placed it at
http://snowy.arsc.alaska.edu/music/osgephemeris-cvs-20080226.tar
Yep, the location is a bit odd, but this is what I have for posting atm.
There are several textures (moon, sun, sky) within, but
Hi Wojciech,
Robert and I discussed this issue in great detail over a year ago.
Here are some related email threads:
http://osgcvs.no-ip.com/osgarchiver/archives/August2006/0307.html
http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2007-October/003697.html
Eventually, Robert
Wojtek,
I don't know. I just looked at the LOD::traverse method and saw that it
called the node visitor getDistanceToViewPoint method, which for the
CullVisitor calls the CullStack::getViewPointLocal method.
Ooops, looks like you'll need to override
CullVisitor::getDistanceToViewPoint, not CullVi
MAGIC! You will have a willing tester!
john
- Original Message -
From: "Mike Weiblen" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users"
Sent: Tuesday, February 26, 2008 5:32 PM
Subject: Re: [osg-users] Setting Home position in OSG Viewer
osgviewer is driven by the requirements Robert dee
osgviewer is driven by the requirements Robert deems appropriate.
fwiw I have been putting together a "super osgviewer/perfly" tentatively called
superfly where I put all the bells and whistles driven by my requirements; your
"home position" requirement meshes with my goals for superfly. It's n
Hi Brian,
> It looks like you'll need to create a custom cull visitor that stores the
> desired eye point and overrides the CullVisitor::getViewPoint method to
> return the stored eye point instead of the CullStack view point.
Thats sounds like it something I might be able to do ;-). Do you know
Hi Paul,
> If your eye is close to the shadow but far from the caster, then the
> shadow
> covers a large pixel area and the caster covers a small pixel area. This
> is
> exactly the case where you would want to use two different levels of
> detail
> for the caster -- one to create a high resol
sorry i didn't see the original reply from robert
john
- Original Message -
From: "Jean-Sébastien Guay" <[EMAIL PROTECTED]>
To: "OpenSceneGraph Users"
Sent: Tuesday, February 26, 2008 4:31 PM
Subject: Re: [osg-users] Setting Home position in OSG Viewer
> Hello John,
>
>> Can anyone he
it's a shame, as it would make it a lot more usable for us non programmer
types who need to look at models efficiently, and I don't just mean
individual items, as it will do this for you, but larger more complex items
where you need to position yourself uniquely.
No-one does it as well as SGI d
Hello John,
> Can anyone help me out with this?
Robert answered some time ago, the osgviewer application itself is not
designed to do this, but it can be done programmatically. So if you're
not willing to roll up your sleeves or get someone to do it for you, it
looks like you're out of luck.
Hi John
My understanding is that at this time the OSG Viewer in 2.x does not
currently support setting a home position via the command line
Best Regards
Gordon
__
Gordon Tomlinson
Email : gordon.tomlinson @ overwatch.com
YIM/AIM: Gord
Yeh just Don's site times out for me
I'll see if I can do it from another location
I can see on my cell just not from my PC's wierd
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Doug
McCorkle
Sent: Tuesday, February 26, 2008 10:50 AM
To: OpenSceneG
> > Ideally, you would want the shadow caster's LOD to be
> selected based
> > on the distance between the eyepoint and the shadow
> receiver, wouldn't
> > you?
>
> Actually I would like it to be based on the distance from
> eyepoint to Shadow Caster (measured in main camera view
> space). I
It looks like you'll need to create a custom cull visitor that stores the
desired eye point and overrides the CullVisitor::getViewPoint method to
return the stored eye point instead of the CullStack view point.
I've never used (or even looked at osg::ShadowMaps) so I could be
completely wrong :)
Can anyone help me out with this?
John
- Original Message -
From: "Image Modelling Limited (IML)" <[EMAIL PROTECTED]>
To: "OSG Mail List"
Sent: Tuesday, February 12, 2008 9:41 AM
Subject: [osg-users] Setting Home position in OSG Viewer
> Hi all,
>
> New to this list so please be kind.
> AFAIK, the current getRotate code does not handle cases where
> the matrix itself is scaled.
Thanks for the info. I added code comments to getRotate() to document this
assumption in the code.
-Paul
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Could you grab a snaphot from here:
http://andesengineering.com/Projects/OsgEphemeris/
or you cannot even get to the main website?
Doug
On Feb 26, 2008, at 9:20 AM, Gordon Tomlinson wrote:
> Thanks Doug
>
> For what ever reason Don's sight is not reachable for me,
>
> I'll have to try something
Hi Paul,
Paul Martz wrote:
> Hi folks -- I've noticed that, under some circumstances,
> Matrix::getRotate() returns a non-normalized Quat. For example, given
> the following code:
>
> osg::Matrix m( +0.00057735, +0., +0., +0.,
> +0., +0.00057735, +0.
Thanks Doug
For what ever reason Don's sight is not reachable for me,
I'll have to try something else
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Doug
McCorkle
Sent: Tuesday, February 26, 2008 10:00 AM
To: OpenSceneGraph Users
Subject: Re: [osg-us
On Feb 26, 2008, at 8:31 AM, Gordon Tomlinson wrote:
> Hi Folks
>
> We doing some work with the OSG ephemeris and one of our engineers
> has started to kick in to shape for 2.3x, some quirks though seems
> to be a Jimmy Hendrix and Purple haze message rather than a blue sky
> but I digress
Hi Paul,
> Ideally, you would want the shadow caster's LOD to be selected based on
> the
> distance between the eyepoint and the shadow receiver, wouldn't you?
Actually I would like it to be based on the distance from eyepoint to Shadow
Caster (measured in main camera view space). If its based
Hi J-S,
I am not sure what is the difference between EyePoint and ViewPoint but
really hope that EyePoint/ViewPoint duo was introduced for problems like
mine. If I only knew how to use them to my advantage ;-)
Cheers,
Wojtek
- Original Message -
From: "Jean-Sébastien Guay" <[EMAIL
> When rendering shadow map LODs
> are drawn based on distance computed from shadow camera.
> But this is
> plain wrong: LODs should be always selected based on distance from
> main camera.
Ideally, you would want the shadow caster's LOD to be selected based on the
distance between the eyepoint
Hi Folks
We doing some work with the OSG ephemeris and one of our engineers has
started to kick in to shape for 2.3x, some quirks though seems to be a Jimmy
Hendrix and Purple haze message rather than a blue sky but I digress
Does any one have a link to the imagery data the OSG ephemeris data
Hi Wojtek,
> When rendering shadow map LODs
> are drawn based on distance computed from shadow camera. But this is
> plain wrong: LODs should be always selected based on distance from main
> camera.
Oh, nice problem there... It's probably just an oversight, and the fact
that osgShadow tries
Hello everyone,
I have following problem: Shadow Mapping - so called duelling frusta case ie
light direction opposite to view direction. Objects drawn into Shadow Map also
contain LOD nodes. When rendering shadow map LODs are drawn based on distance
computed from shadow camera. But this is plai
> hi,
> what does the first parameter=unit in state.setTexCoordPointer mean?
> the documentation just tells me its called unit ;)
It's the texture unit for multitexturing.
Sounds like you didn't read the OSG Quick Start Guide.
http://www.lulu.com/content/767629
Hope that helps,
Paul Martz
Ske
Hi folks -- I've noticed that, under some circumstances, Matrix::getRotate()
returns a non-normalized Quat. For example, given the following code:
osg::Matrix m( +0.00057735, +0., +0., +0.,
+0., +0.00057735, +0., +0.,
+0.
hi,
what does the first parameter=unit in state.setTexCoordPointer mean?
the documentation just tells me its called unit ;)
is this
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2,GL_FLOAT,0,texCoordArray);
the same as
_state.setTexCoordPointer(0,2,GL_FLOAT,0,texCoordArray);
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