[osg-users] osgUtil::Tessellator getting back new structure.
Hi Every one, I am using osgUtil::Tessellator to tessellate a few polygons. However I don't want to use the viewer to draw them. I just want the vertices of the new structure returned. I am using the following options gtess-setTessellationType(osgUtil::Tessellator::TESS_TYPE_GEOMETRY); gtess-setBoundaryOnly(true); gtess-setWindingType( osgUtil::Tessellator::TESS_WINDING_POSITIVE) After running retessellatePolygons() How do I access the vertices of the new structure. I have tried getPrimList, but seem to be getting a few points that are way off. Thanks, Abhay ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG plugin for SEDRIS data
Hi, has someone of you already implemented a OSG plugin to load SEDRIS data? Thanks, Dominik ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ODE Trimesh with OSG ?
Hi Carlos, I havn't got to osg::TriMesh (yet( so you'll have to dig the source on that. I wrote terrain nodetree, so could be anything from flt to ive to 3ds, i.e the algo the I described need only vertices and drawables. I dont' know what your software will eventually do, and you may need the osg::TriMesh (and perhaps we should to). However - osg::TriMesh is not ode::TriMesh even though they may be easily converted to one another. If you need ode you will need to convert whatever datastructure you have to ode:dVector array to create a trimesh in ode. regards Mattias regards On 8/22/08, Carlos Sanches [EMAIL PROTECTED] wrote: I said terrain but I want to load a object from 3DMAX and do collision if trimesh in ODE. First ,I m trying to understand how to transform my object that I read like a .ive file in a osg::TriMesh . May you explain me ? On Mon, Aug 18, 2008 at 4:06 AM, Mattias Helsing [EMAIL PROTECTED]wrote: Hello Carlos! We use a TriangleRecorder (it's a NodeVisitor) and applies that to our terrain nodetree. It records vertices and triangles on all drawables. We then memcpy those into ode::dVector3[numVertices] (vertices) and int[3*numTriangles] (triangles). Then run dGeomTriMeshDataBuildSimple( and dCreateTriMesh unfortunately a cannot publish any code. I once had a plan to implement this better in my spare time but haven't got around to it yet. Yuo might watn to look at Delta3d since I know that they integrate ode with osg. I haven't looked at ode code in Delta3d myself but I'm sure it fine. Also: * the above simple description doesn't mention dynamic(paged) terrain so you may need to think about that. * Some of the terrains we have tried have been simplified, i.e. some trianles are very large, and ode seems to have problems with that. hope this helps Mattias On 8/18/08, Carlos Sanches [EMAIL PROTECTED] wrote: Hi! I m doing collisions using ODE with OSG and this is very cool, but , I want to do a deformed ground with some triangles in 3DSMAX for example. I know that I have to use trimesh but how do I have to load the object ground that ODE understand ?? Have anybody an example using trimesh ?? Thank you! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Carlos Sanches Analista de Sistemas e computação gráfica Tel: 55 11 3816 2888 Cel: 55 11 9650 7137 Somar Meteorologia www.somarmeteorologia.com.br ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to Monitor VideoMemory usage
try http://nuclearplayground.com/NuclearPlayground/MemStatus/content.php Jason Daly wrote: Bob Balfour wrote: I've used RivaTuner to monitor video memory usage on WinXP, but it doesn't do it on Vista (it says due to Vista's virtualization of video memory?). Does anyone know of a way to monitor video memory usage on WinVista? I have a very choppy scene (using quad-core HP, 2 Nvidia GTX8800, Vista, multi-thread OSG2.4-based app), and I suspect its due to texture overload. Whatever Vista is virtualizing didn't seem to help! You probably need something like gDEBugger that can talk to the video card's performance counters directly. Unfortunately, it isn't free, but you can get a free 30-day trial to see if it works for what you're trying to do. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] AutoTransform and SMALL_FEATURE_CULLING
Hi Sherman, I don't think your code is in error, nor that AutoTransform or small feature culling is in error, rather it's unfortunately chicken and the egg which came first? type dependency. The ways to break the culling of custom node in the first frame would be: To switch off small feature culling or set its value very low. To override the computeBound() of the AutoTransform so that it returns an invalid bounding sphere for the first frame till its been through the cull traversal once, once its been set correct then let the bounding sphere be computed correctly. To override the computeBound() of the AutoTransform so that it returns an large default bounding sphere for the first frame till its been through the cull traversal once, once its been set correct then let the bounding box be computed correctly. The two later solutions could possibly be rolled into AutoTransform itself. Robert. On Mon, Aug 25, 2008 at 2:53 AM, sherman wilcox [EMAIL PROTECTED] wrote: I've attached a small demo app that illustrates an issue I've discovered (known?) with AutoTransform nodes and small feature culling. Briefly summarized, if I add a custom AutoTransform node (see code for trivial example) to the scenegraph just under the root node everything seems fine, with or without small feature culling enabled. However, if I add this AutoTransform node as a member of a osg::Group and then add the group to the scenegraph then this node's accept function no longer is called after the first traversal if small feature culling is enabled. However, if I disable small feature culling all is well. Is this a bug or am I doing something wrong? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to hide a RTT camera's clear color
Hi Coz, If your RTT is set up correctly, then It might be simply that the texturing you are using in your shaders of your main scene graph (that uses the RTT textures) aren't doing what you want. From your texture it does kinda sound like your aren't using texturing though... There is so much unsaid about your setup I can't really guess what might be up. Robert. On Mon, Aug 25, 2008 at 3:18 AM, Eduardo Alberto Hernández Muñoz [EMAIL PROTECTED] wrote: Hi again, I have already set my RTT color buffer as RGBA; the texture attached to the camera is an osg::TextureCubeMap that I'm setting it up with texture-setInternalFormat( GL_RGBA ); texture-setSourceFormat( GL_RGBA ); texture-setSourceType( GL_FLOAT ); and using std::cerr _Cameras[i]-getBufferAttachmentMap()[osg::Camera::COLOR_BUFFER]._internalFormat std::endl; prints GL_RGBA. I have already set the camera's clear color to an alpha of 0 with osg::Vec4 color ( 0.0, 1.0, 0.0, 0.0 ); cam-setClearColor( color); I have also tried cam-attach( osg::Camera::COLOR_BUFFER, GL_RGBA ); Before attaching my texture, but probably this isn't related. -Coz You'll need to make sure that the clear colour has an alpha of 0, and that you RTT cololur buffer is RGBA. [...] I have a RTT camera for cube mapped reflections; it now works well, except that I want to show only the reflected objects, not the clear color, when applied to an object; I have tried using the clear color's alpha with TexEnv, TexEnvCombine and AlphaFunc but I never got the result I wanted. Any pushes in the right direction? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText - size is half of font resolution
Hi Sherman, I download the FontForge http://fontforge.sourceforge.net/ editor on sourceforge. When I examine a Glyph of arial.ttf font with a size of 12 : - A, there are 9 line for the glyph and 3 blank line under. - a, there are 2 blank line on the top, 7 line for the glyph and 3 blank line under. - q, there are 2 blank line on the top, 10 line for the glyph. My conclusion is when you specify a size for a font, this ensure that all glyph of the font have a height lesser to the specified size. But the place of the glyph is for someone largely over the base line ( for example `), and for other under the base line, _. So all the height is used by the font. Other source: In Qt documentation, for a given Font, height is equal to ascend of this Font (space over the base line) + descend of this Font (space under the base line) + 1 ( for the base line) pixels. try attached example, I take your code and adapt it in a main function. I print text with height equal to the screen height (1024 for me, modify the SCREEN_SIZE in file osgtext_sherman2 : l.11 if you need). When the text is display in fullscreen, you are sure that all text have a height less or equal to the screen height, many time the glyph height is half of the screen height, but for some glyph ( for example the | or $ glyph) the height is 3/4 of the screen height. HTH David Callu 2008/8/22 sherman wilcox [EMAIL PROTECTED] Can someone explain why the code below consistently produces text that is half the height specified? If I render this text, take a screenshot and measure the height of the text ABC in a paint program it will measure up as approximately 64 pixels tall for a character size / resolution of 128. I change the 128 to 256, the text will then measures 128 and so on. Always measures half of what I specify. Should this not render text that is approximately 128 pixels in height? I understand that the characters won't be exactly the width/height I specify, but half? Is this a bug or what? { osg::Vec3d pos(osg::DegreesToRadians(someLat), osg::DegreesToRadians(someLon), 0); ellipsoidModel-convertLatLongHeightToXYZ(pos[0], pos[1], pos[2], pos[0], pos[1], pos[2]); osg::ref_ptrosg::MatrixTransform mt = new osg::MatrixTransform(); mt-setMatrix(osg::Matrix::identity()); mt-setMatrix(osg::Matrix::translate(pos)); osg::ref_ptrosgText::Text text = new osgText::Text; text-setFont(Arial.ttf); osgText::Text::BackdropType type = osgText::Text::OUTLINE; text-setBackdropType(type); text-setColor(osg::Vec4(1,1,1,1)); text-setBackdropColor(osg::Vec4(0,0,0,1)); text-setAlignment(osgText::TextBase::CENTER_CENTER); text-setAutoRotateToScreen(true); text-setText(ABC); text-setCharacterSizeMode( osgText::TextBase::SCREEN_COORDS ); text-setCharacterSize(128); text-setFontResolution(128, 128); osg::ref_ptrosg::Geode geode = new osg::Geode(); geode-addDrawable(text.get()); mt-addChild(geode.get()); mt-getOrCreateStateSet()-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); root-addChild(mt.get()); } ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org #include osg/Geode #include osg/MatrixTransform #include osgText/Text #include osgGA/TrackballManipulator #include osgGA/StateSetManipulator #include osgViewer/Viewer #include osgViewer/ViewerEventHandlers //#include #define SCREEN_SIZE 1024 int main() { osgViewer::Viewer viewer; viewer.setCameraManipulator(new osgGA::TrackballManipulator()); viewer.addEventHandler( new osgGA::StateSetManipulator(viewer.getCamera()-getOrCreateStateSet()) ); viewer.addEventHandler(new osgViewer::WindowSizeHandler); viewer.addEventHandler(new osgViewer::StatsHandler); osg::ref_ptrosgText::Text text = new osgText::Text; text-setFont(arial.ttf); text-setBackdropType(osgText::Text::OUTLINE); text-setColor(osg::Vec4(1, 1, 1, 1)); text-setBackdropColor(osg::Vec4(0, 0, 0, 1)); text-setAlignment(osgText::TextBase::CENTER_CENTER); text-setAutoRotateToScreen(true); text-setText(!\#$%'()*+,-./123456789:;=[EMAIL PROTECTED]|}~); text-setCharacterSizeMode(osgText::TextBase::SCREEN_COORDS); text-setCharacterSize(SCREEN_SIZE); text-setFontResolution(SCREEN_SIZE, SCREEN_SIZE); osg::ref_ptrosg::Geode geode(new osg::Geode()); geode-addDrawable(text.get()); osg::ref_ptrosg::Group root = new osg::Group(); root-addChild(geode.get()); root-getOrCreateStateSet()-setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF); viewer.setSceneData(root.get() ); viewer.setThreadSafeReferenceCounting(true); viewer.setThreadingModel(osgViewer::Viewer::SingleThreaded); viewer.realize(); while (viewer.done() == false) { viewer.frame(); } return 0; }
[osg-users] Getting current eyepoint
I have an update callback that needs the current frames (i.e. the one that's about to be rendered with the cull/draw traversals to follow) eyepoint. When I used the camera's view matrix, I seemed to be getting last frame's eyepoint - it hadn't been updated yet? When I changed my update callback to use the current matrix manipulator (fly,drive,etc) eyepoint, which had already been updated in the event traversal, I now got this frame's current eyepoint. Making my update callback a cull callback using the camera view matrix also worked. Is there a good way to get the current, updated eyepoint in an update callback? When does the camera view matrix become current? Thanks. Bob. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Getting current eyepoint
Hi Bob, The default setting of the view matrix is done at the end of Viewer::updateTraversal(), after the update visitor runs through the scene graph calling update callbacks. This is done so that any camera manipulators that track nodes can set themselves correctly. In your case you are looking for the camera position before its been set so in effect you only have the previous frames value. To get the correct value in an update callback you'll need to either dispense with using camera manipulators and set the view matrix yourself, or override the updateTraversal() so that the camera manipulators are set before the update traversal. The updateTraversal() method is deliberately written as a virtual function to allow you to customize it in such a way. Robert. On Mon, Aug 25, 2008 at 2:49 PM, Bob Balfour [EMAIL PROTECTED] wrote: I have an update callback that needs the current frames (i.e. the one that's about to be rendered with the cull/draw traversals to follow) eyepoint. When I used the camera's view matrix, I seemed to be getting last frame's eyepoint - it hadn't been updated yet? When I changed my update callback to use the current matrix manipulator (fly,drive,etc) eyepoint, which had already been updated in the event traversal, I now got this frame's current eyepoint. Making my update callback a cull callback using the camera view matrix also worked. Is there a good way to get the current, updated eyepoint in an update callback? When does the camera view matrix become current? Thanks. Bob. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] matrix concept - newbie
Hello forum, Quite new to this rendering system. I would like to know which file does contain the mapping of the OSG matrix(2D) to the OpenGL matrix(1D) in the Source? Regards Sajjad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] matrix concept - newbie
Hi Sajjad, The OSG only has 4x4 Matrix classes, OpenGL itself also just has 4x4 matrices, save for some specific uniforms that have 4x3 matrices. There are no 2D or 1D matrices in either the OSG or OpenGL. Could you please explain what you are trying to achieve, then perhaps others will be able to point you in the right direction. Robert. On Mon, Aug 25, 2008 at 4:20 PM, ami guru [EMAIL PROTECTED] wrote: Hello forum, Quite new to this rendering system. I would like to know which file does contain the mapping of the OSG matrix(2D) to the OpenGL matrix(1D) in the Source? Regards Sajjad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] matrix concept - newbie
Sounds like he is referring to how OpenGL stores the matrices, as a 1d array of 16 elements, while OSG stores them as a 2d array of 4x4. biv On 8/25/08 10:43 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Sajjad, The OSG only has 4x4 Matrix classes, OpenGL itself also just has 4x4 matrices, save for some specific uniforms that have 4x3 matrices. There are no 2D or 1D matrices in either the OSG or OpenGL. Could you please explain what you are trying to achieve, then perhaps others will be able to point you in the right direction. Robert. On Mon, Aug 25, 2008 at 4:20 PM, ami guru [EMAIL PROTECTED] wrote: Hello forum, Quite new to this rendering system. I would like to know which file does contain the mapping of the OSG matrix(2D) to the OpenGL matrix(1D) in the Source? Regards Sajjad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Geometry Instancing
How should I make visualization of many objects-links (Geometry Instancing)? How can I use extetion OpenGL EXT_draw_instanced for that? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] QUAD_BUFFER stereo in embedded window
Hi, I was trying to enable QUAD_BUFFER stereo in my OSG based application but failed. OSG reports error message saying error reported in OpenGL after Renderbin:draw(). I am using osgViewer::setUpViewerAsEmbeddedInWindow() to use OSG with fox-toolkit: //parepare fox OpenGL canvas m_pGLVisual = new FXGLVisual(getApp(), VISUAL_DOUBLEBUFFER|VISUAL_BEST); m_pGLCanvas = new FXGLCanvas(pGLFrame, m_pGLVisual, this, ID_CANVAS, LAYOUT_FILL); //create osgViewer object and enable stereo m_pGLCanvas-makeCurrent(); // create the view of the scene. m_osgViewer = new osgViewer::Viewer; m_osgGraphicsWindow = m_osgViewer-setUpViewerAsEmbeddedInWindow(0,0,4,3); m_osgViewer-setCameraManipulator(new osgGA::TrackballManipulator); m_osgViewer-addEventHandler(new osgViewer::StatsHandler); m_osgViewer-getCamera()-setClearColor(osg::Vec4f(1.0f, 1.0f, 1.0f, 1.0f)); osg::DisplaySettings* pDS = new osg::DisplaySettings; pDS-setStereo(true); pDS-setStereoType(osg::DisplaySettings::QUAD_BUFFER); m_osgViewer-setDisplaySettings(pDS); m_osgViewer-realize(); m_osgGraphicsWindow-resized(m_pGLCanvas-getX(), m_pGLCanvas-getY(), m_pGLCanvas-getWidth(), m_pGLCanvas-getHeight()); m_osgGraphicsWindow-getEventQueue()-windowResize( m_pGLCanvas-getX(), m_pGLCanvas-getY(), m_pGLCanvas-getWidth(), m_pGLCanvas-getHeight()); m_pGLCanvas-makeNonCurrent(); Any help on this? Maybe this is not the correct way to osgViewer with stereo? Or should I use osgViewer in its own window in order to enable QUAD_BUFFER stereo? I can pass --stereo QUAD_BUFFER to the osgViewer application to enable stereo on my machine. So it must be something wrong in my code:( Many thanks, Yanling ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FLT writer and PositionAttitudeTransform
Paul, Thanks a million for taking care of this for all of us. Sincerely, John From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Friday, August 22, 2008 1:19 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] FLT writer and PositionAttitudeTransform There is shared code for all the Transforms that depends on a Matrix representation, and it appears that the code for converting the PositionAttitudeTransform to a Matrix is bogus. I'm working on a fix and should post it shortly. -Paul From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Argentieri, John-P63223 Sent: Thursday, August 21, 2008 7:50 AM To: [EMAIL PROTECTED] Subject: Re: [osg-users] FLT writer and PositionAttitudeTransform Paul, The attached file demonstrates the bug with PositionAttitudeTransform if you convert it to FLT. View it in wireframe to see the problem. John From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz Sent: Wednesday, August 20, 2008 10:03 PM To: 'OpenSceneGraph Users' Subject: Re: [osg-users] FLT writer and PositionAttitudeTransform Sounds like a bug. You can fix it yourself and submit a change, or post a .osg file that can be ran through osgconv to repro the issue. I'll add it to my queue, or maybe someone else will chip in and fix it. I do recall PAT was someone difficult to support during FLT export. -Paul From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Argentieri, John-P63223 Sent: Wednesday, August 20, 2008 3:00 PM To: [EMAIL PROTECTED] Subject: [osg-users] FLT writer and PositionAttitudeTransform All, I've built a little cube and placed it on the surface of a big square using PositionAttitudeTransform. No surprise that this works great during runtime in OSG 2.6. Then, I make a call to osgDB::writeNodeFile and save it as both IVE and FLT. In the IVE file, it looks just like it did during runtime. BUT, in the FLT file, it looks like it breaks the order of rotate/translate operations and flops the little cube way off the surface of the big square. Any thoughts? Thanks, John Argentieri Software Engineer GENERAL DYNAMICS C4 Systems (407) 281-5568 [EMAIL PROTECTED] This email message is for the sole use of the intended recipient(s) and may contain GDC4S confidential or privileged information. Any unauthorized review, use, disclosure or distribution is prohibited. If you are not an intended recipient, please contact the sender by reply email and destroy all copies of the original message. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] matrix concept - newbie
Hi I am going the the quick starter guide and also the Math Link in the website where Robert and Don explained some issues related to matrix. At some point it is specified that the pre-multiplication style matrix operation are the opposite of what we usually find in OpenGL documentation. I would like find out how it is happening. As it says that OpenGL notation produces the same result because opengl's post-multiplication notation with column-major matrices is equivalent to osg's pre-multiplication style operators row-major matrices. I would like to understand how and where is that equivalent. It will be nice if you kindly locate me to them. Regards Sajjad On Mon, Aug 25, 2008 at 5:56 PM, Gerrick Bivins [EMAIL PROTECTED] wrote: Sounds like he is referring to how OpenGL stores the matrices, as a 1d array of 16 elements, while OSG stores them as a 2d array of 4x4. biv On 8/25/08 10:43 AM, Robert Osfield [EMAIL PROTECTED] wrote: Hi Sajjad, The OSG only has 4x4 Matrix classes, OpenGL itself also just has 4x4 matrices, save for some specific uniforms that have 4x3 matrices. There are no 2D or 1D matrices in either the OSG or OpenGL. Could you please explain what you are trying to achieve, then perhaps others will be able to point you in the right direction. Robert. On Mon, Aug 25, 2008 at 4:20 PM, ami guru [EMAIL PROTECTED] wrote: Hello forum, Quite new to this rendering system. I would like to know which file does contain the mapping of the OSG matrix(2D) to the OpenGL matrix(1D) in the Source? Regards Sajjad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Model orientation after using 'osgconv'
Paul Melis wrote: Martin Spott wrote: FlightGear typically uses the AC3D format for drawing aircraft models and scenery buildings. This works quite nicely - this is one of our usual eye-catchers: http://foxtrot.mgras.net/bitmap/FGFS/ggb-ac.png [...] http://foxtrot.mgras.net/bitmap/FGFS/ggb-ive.png Oops :) When I load your model in .ac format together with axes.osg the Golden Gate's road is along the Z axis, with the Y axis pointing up. Is that what you expect? Now, finally the secret behind the funny behaviour was disclosed to me - and it's so bizarre that I'd like to share it with you: The AC3D loader in OSG works properly - obviously. But FlightGear has to switch the orientation when loading AC3D models in order to comply with the mis-behaviour of the formerly used AC3D loader in PLIB. Instead, for all the other file formats, FlightGear relies on proper orientation - which is why the Golden Gate bridge looks so strange when converted into .ive Oh man ;-) Martin. -- Unix _IS_ user friendly - it's just selective about who its friends are ! -- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] PageLOD Terrain Database
Hi, I have built a PageLOD terrain database with osgdem and now I want to modify osgviewer to add diferents images for each terrain tile and LOD. I try to add a texture2D to the root-getChild Node but only can see the texture2D in the areas where there aren´t terrain images. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org