Serge, as Robert says, TwinView is what you need.
Here's the deal. On Nvidia non-Quadro cards on Linux, the only way to
guarantee no tearing on one screen is:
UBB flipping enabled,
full screen OpenGL app, no obstructions,
Vsync flag with that screen number - there's an environment variable.
Thanks for your answer, but that doesn't work.
I found the error on my own.
It was this part of code i forgot:
Code:
osg::Vec2Array* texcoords = new osg::Vec2Array(4);
(*texcoords)[0].set(0.0f, 0.0f);
(*texcoords)[1].set(1.0f, 0.0f);
(*texcoords)[2].set(1.0f, 1.0f);
(*texcoords)[3].set(0.0f, 1.0f
Hi Terry,
sorry that I can' help you, I have no deep experience with polygonal and flat
database.
Can you explain me what the leaf node is?
Thank you!
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27046#27046
__
Hi Anton,
the current implementation is not using the height as an index for the contour
but the "x-coordinate" (as you mentioned). You did nothing wrong.
If somebody is interested I can provide a patch.
Cheers,
Hartwig
--
Read this topic online here:
http://forum.openscenegraph
Thank you for the replies everyone. Now I have a few more things
worth looking into. To explain my current situation in more detail,
this is the current test database that I'm working on:
osgdem --polygonal --compressed --mip-mapping-hardware --range -87721
87721 111320 -111320 -t 37N_123Wx39N_1
Hi Robert,
yes, this is what I understand, I think. But that means the example relies on
the fact that children added to a parent are ordered in the same way as they
are added.
So,
root->addChild(texGenNode);
root->addChild(loadedModel);
should not work, or?
Thank you!
Cheers,
Hartwig
-
Hi Huiliang,
so as far as I understand you want to have the output of the osgPPU's pipeline
for further processing, right? If so, then take a look into video example.
There the output of the osgPPU pipeline is used as texture over the quad. In
this example last unit is UnitInOut in order to use
Hi Serge,
Enable the unref image after apply in your case is a bit awkward as,
as you have found, the mechanism assumes that all contexts will
require the texture.
Another way around the issue is to use the texture object pool to keep
a cap on the memory usage on the driver and GPU side. Another
Hi,
I create osgppu pipeline with a prerender camera as input. The pipeline working
fine but only one issue, the output unit. If I let outputUnit to render to
framebuffer, it will cover all the scene ( I mean the rendering scene from main
camera). I try to use UnitInOut to output PPU's renderin
Hi Robert and all,
Another question related to multi-screen/multi-context applications (yes,
still one...). I am currently trying to save some memory on my application,
so I want some of my textures to be uploaded in the graphic card and release
it from the classic RAM, that's why I set setUnRefIm
Thanks Robert, we'll make these tests and let you know !
Cheers,
On Tue, Apr 20, 2010 at 4:21 PM, Robert Osfield wrote:
> Hi Serge,
>
> This does sound like a driver issue, and it's been a while since I had
> two NVidia cards plugged into my Linux box, but I don't recall having
> problems with v
Hi Gordon,
as you're referring to your own application I'm guessing there's some
confusion over which project I'm referring to - the executable project named
"Applications osgviewer", not the library "osgViewer".
Don't worry, I'm not suggesting anything that will force animations into
anyone else's
Thanks Gordon!
-Nick
On Tue, Apr 20, 2010 at 4:38 PM, Tomlinson, Gordon <
gtomlin...@overwatch.textron.com> wrote:
> Companies like
>
>
>
> GeoEye
> http://www.geoeye.com/CorpSite/products/imagery-sources/Default.aspx
>
>
>
> Orbital http://www.orbital.com/SatellitesSpace/ImagingDefense/
>
>
>
Hi Community,
recently there was submission on osg-submission list with shader
composition. Has anyone done some work on it? What are your thoughts,
experience?
-Nick
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegr
Companies like
GeoEye
http://www.geoeye.com/CorpSite/products/imagery-sources/Default.aspx
Orbital http://www.orbital.com/SatellitesSpace/ImagingDefense/
Gordon Tomlinson
Product Manager 3d Technology & Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
From: osg-users
Hi Torben,
thanks for your hint. I am interested in some parts of Macedonia. I
contacted them. Thanks again
-Nick
On Tue, Apr 20, 2010 at 4:29 PM, Torben Dannhauer <
z...@saguaro-fight-club.de> wrote:
> Hi Nick,
>
> In what area are you interested? In my project, we ordered imagery from
> geoco
Hi Nick,
In what area are you interested? In my project, we ordered imagery from
geocontent (http://geocontent.de), they provide data for europe.
Thank you!
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=27023#27023
_
Hi Community,
any idea from where I can order recent satellite imagery??
Thanks!
-Nick
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi Serge,
This does sound like a driver issue, and it's been a while since I had
two NVidia cards plugged into my Linux box, but I don't recall having
problems with vsync. I did, however, enable vync via the old env var:
export __GL_SYNC_TO_VBLANK=1
There is slim chance that this might work..
it is easy
let say your point is osg::Vec3(x,y,z) and by default your arrow is poining
up osg::Vec3(0,0,1), then
osg::Vec3 point(x,y,z)
osg::Node* arrowPointingUp =
osg::Quat q;
osg::Vec3 a = point.
a.normalize();
q.makeRotate(osg::Vec3(0,0,1),a);
osg::MatrixTransform* mxt = new osg::Matr
Hi
One reason is that you can construct very optimal triangular meshes, that take
you through the fast path on the graphics pipe, 4+ polygonal are not a
optimizeable as the triangles, so unless you really need to preserve the
polygonal shape I would recommend just using the triangles and let th
Hi,
I have create a arrow up to the sky ,its position is OSG::Vec3(x,y,z),its
rotation is osg::quat quat1(osg::degreetoradians(90.0)*osg::Vec3(0,0,1)).
I just want to rotate this arrow ,make it point to another
point(osg::Vec3(x1,y1,z1)).
Thank you!
Cheers,
Lv
--
Read th
Any good OpenGL book will tell you about Normals or tutorials such as
http://nehe.gamedev.net/
Also simple search of the examples files using something like 'normal'
or 'setNormalArray' will show you many examples of setting normals such
as in OpenSceneGraph\examples\osggeometry
Gordon Tomlins
Hi folks,
so, I just realized that the solution I posted yesterday is the same as was
proposed by Mick.
I just implemented another solution for proper resizing. You can find it in the
svn. With the current implementation resizing works like a charm with almost
any example (motionblur still ma
Hi all,
I'm currently having a problem with NVidia hardware on Linux, it's not
directly OSG related, but I hope someone here can help me.
Here is my setup :
Ubuntu 9.10
195.36.15 NVidia drivers
2 GTX 285 graphic cards (one DVI, one VGA and one HDMI port)
4 screens (2 screens on each cards), all
Hi,
where are you calling the update code from?
Try adding texture_->getImage()->dirty(); after the update
jp
On 20/04/10 15:29, Anthony Face wrote:
Hi.
I need to use an buffer to update a texture. I can do it but the bad point is
that my item is a full collored Quad and not an image. The co
Terry,
I have a couple of suggestions based on our use:
1. Units. My database defaults to being built in degrees. I would
prefer meters, which can be achieved using the --range option.
Not sure here. Our source data is GeoTiffs in feet, and the resulting
DB units are feet, without ha
Hi.
I need to use an buffer to update a texture. I can do it but the bad point is
that my item is a full collored Quad and not an image. The color is the first
color of my buffer.
i can change every things but not the buffer, i receive it as a and i know the width and the height. Is it RGB mode
Hi Michael
Thanks for you reply. Yes, the wireframe view shows triangle instead 4gons.
This isn't a real problem for me when you say:
> (b) because triangle lists are faster to render than separate polygons.
I'm not very familiar with 3D "inside" concepts, but I thought that having
fewer po
They are 2 different examples on purpose
For me by default I want animations OFF and I will turn them on via code
when required in my application
What might be appropriate is one of two things or may be both (if there
not already there)
1) Update the OSGviewer to take a command li
Hello,
Here's my problem. I develop an application using OSG 2.8.2 under windows and
Linux. On windows all is OK.
But with Linux I have problems with severals computers.
It is a centos 5 Linux. When I execute my programs the Xorg server crashed
(but sometimes it works and I can have a black s
Hi Mikail,
Could you please post the whole modified file, as per the other
requests and the detailed on the SubmissionsProtocol page.
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol
Thanks,
Robert.
On Sun, Mar 28, 2010 at 8:12 PM, Mikhail I. Izmestev
wrote:
Hello Everybody,
My question is not osg specific but I ran in a strange issue and would like
to know if anybody would know what happens:
I have developped a GPU multi draw Geometry
it that draws composite geometries in a texture until no more pixels are
drawn.(FBO render to texture)
The pseudo algo
Hi Norman,
Well, please contact me directly to get more details... :)
Cheers
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Norman Vine" a écrit :
> On Apr 20, 2010, at 6:17 AM, Sukender wrote:
>
>
>
> I need someone to develop an OSG readerwrit
Hi Dario,
no the FBX reader doesn't necessarily have to triangulate the mesh, I just
wrote it that way (a) for simplicity and (b) because triangle lists are
faster to render than separate polygons.
Presumably you're viewing the model in wireframe - are the extra lines a
major issue for your applica
On Apr 20, 2010, at 6:17 AM, Sukender wrote:
> I need someone to develop an OSG readerwriter plugin (where "reader" is the
> most important part).
It would be easier to help if we knew more about what file format you wanted to
read
Norman___
osg-u
Hi all,
Job offer! I need someone to develop an OSG readerwriter plugin (where "reader"
is the most important part).
- Job can be either freelance or not.
- Good C++ skills required.
- For your information, our office is located in Paris (France), but you may
work from anywhere.
- Written englis
Hi, everybody
i would like to know the formula for calculating level computing equation, for
generating different resolution satellite imageries using osgdem
Thank you!
Cheers,
raghu
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=26940#26940
Hi Gordon,
Yes, now I am able to view the surfaces with shades after adding a normal to
the geometries. But it was it of trial and error to set up the normal.
I am still not clear theoretically what is a Normal and how a Normal Array for
a given geometry is defined. I am trying something to rea
It would be sensible to merge osganimationviewer with osgviewer to avoid
this confusion, if anyone has any time to do it?
On 20 April 2010 09:22, Dario Minieri wrote:
> Oh nice, I havn't compiled examples :D This work fine
>
> Best regards
>
>
> bouffa wrote:
> > Hi Dario,
> >
> > You can find o
Hi Terry,
On Tue, Apr 20, 2010 at 12:20 AM, Terry Welsh wrote:
> 1. Units. My database defaults to being built in degrees.
VPB defaults to the coordinate system of your source data unless you
specify a different coordinate system. Using --geocentric will
provide a ECEF coordinate system in me
Hi Hartwig,
Eye linear TexGen is positional state, that in OpenGL requires you to
apply a specific modelview matrix prior to doing the glTexGen - it's
the TexGenNode's role to provide the way of telling the OSG's
rendering backend which modelview matrix to bind to the osg::TexGen
(and associated g
Oh nice, I havn't compiled examples :D This work fine
Best regards
bouffa wrote:
> Hi Dario,
>
> You can find osganimationviewer in the examples folder.
>
>
> Mourad
>
>
>
>
>
> On Mon, Apr 19, 2010 at 7:55 PM, Dario Minieri < ()> wrote:
>
> > Hi,
> >
> > I have the same problem with s
43 matches
Mail list logo