Hi Robert,
Thanks for your answer.
My hdr image is 2272 * 1704 pixels, and is automatically rescaled by
gluScaleImage called form Texture2D::aplly(). But I use the
setResizeNonPowerOfTwoHint(false) function on the hdrTexture, and my
image is fine :-)
Thanks !
Josselin.
Hi GuiYe,
I'm afraid I could not easily understand your email, so will have to
guess at what you meant. Is it that you want to do an offscreen
render of your scene at higher resolution that the frame buffer, and
then write this to disk.
If this is the question your are answering then the answer
Hi all,
Can anybody explain the KdTree in the new version of OSG,i want to optimize
it for
a better performence,but don't know if it is possible,anyone give me some
suggestion?
Thanks!
yours,
weihe___
osg-users mailing list
Hello Sam,
Have a look to this article :
http://graphics.cs.brown.edu/games/FeatureEdges/index.html
This article was writed before the geometry shader release. I think this
technique could be improved by using it.
Sam a écrit :
Hello,
I am looking for a way to render a model as a contour
Hi Weihe,
With such an open ended question it's really hard to know where to
start and stop. So rather guess at what you already know about
KdTrees, what you already know about the OSG's KdTree implementation,
what you already have already read about this work on the osg-users
lists could you
Does anyone here have any experience with getting data from Sketchup
into OSG? Specifically writing a Sketchup plugin - the SDK examples
show how to read .skp files in your own code, but I'd sooner be able
to generate the files from a custom exporter in SketchUp.
Sketchup can already
Hi,
I just ran into a hiccup using osgWidget, which seems easy enough to fix.
Lines 49-57 of the osgWidget::Window header define a struct containing a
member variable called min. Elsewhere in OSG, there is a #define min(a,b)
..., so if both are #included compiler errors result. I would suggest
Hello,Robert.
Yes,you are right. But I don't know how to rewrite the program.Can you tell me
how to do this??Can you give me a new example
Thank you
I guess at what you meant. Is it that you want to do an offscreen
render of your scene at higher resolution that the frame
I have a OSG 2.3.7 application with an OSG viewer and two slave cameras.
The first camera is a normal drive type view. The other is rotated 90
degrees so that it looks down on a terrain.
I am using a pick event adapter with code gleaned from on of the OSG
examples. The pick works fine on the
Robert Osfield wrote:
Hi Hannes,
The OSG has native database paging rather nullifies the need for a
ChunkLOD implementation.
Vladimir's previous work on ChunkLOD/OSG implementation was done
before VirtualPlanetBuilder/osgTerrain/osgDB::DatabasePager really
got off the ground.
hi robert,
Hi all,
I'm new to to this list and OpenSceneGraph in general. Already
I'm encountering problems on my first steps of learning.
I tried the example in OSG tutorial (Tuto2.pdf, code below). Everything
was built fine in debug mode. But no geometry appears when I execute
it. Plus, the debug session
Today I experienced the same problem (with scrolling in a composite viewer).
I got the normalized coordinates in terms of the previous view.
I solved it by first checking if the coordinate is between -1.0 and 1.0,
the second event was in terms of the correct camera.
Maybe the 'switch' to the
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