Re: [osg-users] Development Environment
Hi, because you have it in your project's linker dependency, VS tries to open it and fails. Are you sure the library has this name? My Library is called osgGA.lib or osgGAd.lib. Maybe the second 'a' of osgGAad.lib is only a typo. Try to adapt the lib dependency entry in your project settings to your filename. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28010#28010 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strategy for selecting from a large set of objects?
Hi Colin, in the past I did selection of huge set of primitives with selection buffer. I had one graph optimized for rendering, and another for selection. It asks for higher mem usage but it works in real-time -Nick On Wed, May 19, 2010 at 2:01 AM, Colin Cochran ccochran...@gmail.comwrote: Hi Robert, I like the idea. I'm now using point sprites (following the online example) but I'd like to be able to use a texture that I have created that has an alpha channel. Im only able to render the example suppled particle.rgb texture in my scene. Is there a way to do this? A colored box wont work for me :( Thank you! Cheers, Colin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28007#28007 ___ 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] tutorial FindingNodes missing cpp
This is a copy of the legendary Sullivans osgTutorial, they probably missed a few files... Go to the original tutorials which are much more readable further down on the same page search for External links * osgTutorials Joseph Sullivan (integrated into this Wiki) Dimi From: Seppo se...@kuutio.net To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Sent: Fri, May 14, 2010 2:47:52 PM Subject: [osg-users] tutorial FindingNodes missing cpp Hi, The tutorial about FindingNodes http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/FindingNodes is missing the link to the cpp file, just above the list of class definition.. If possible could it be added there? Cheers, -Seppo ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strategy for selecting from a large set of objects?
Hi Colin, On Wed, May 19, 2010 at 1:01 AM, Colin Cochran ccochran...@gmail.com wrote: I'm now using point sprites (following the online example) but I'd like to be able to use a texture that I have created that has an alpha channel. Im only able to render the example suppled particle.rgb texture in my scene. Is there a way to do this? A colored box wont work for me :( particle.rgb is an RGBA image, it has an alpha channel and this is how blending is achieved. To enable blending in OpenGL you must enable GL_BLEND. The example should be doing this, perhaps this is what is missing in your code. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vector of const ref_ptr
Il 5/18/2010 6:23 PM, Alberto Luaces ha scritto: Gianni Ambrosio writes: can anybody tell my why I get a bounch of compile errors declaring a std::vector const osg::ref_ptrMyObject? If I remove the const statement it works fine. Why do you want do to that? Simply, to use the const constraints. Example: void Class::method(std::vectorconst A*); That means the content of each object inside the vector does not chenge its status inside the method or more precisely only const methods can be called on a A* inside the method ;-) I guess you would have errors even if you declared a std::vectorconst int. No, that's not true. It works fine. Regards Gianni ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vector of const ref_ptr
Gianni Ambrosio writes: I guess you would have errors even if you declared a std::vectorconst int. No, that's not true. It works fine. I have checked with gcc. It doesn't work. Furthermore, I would like to point you to Frank and Peter comments about what the standard says about the requirements to fullfill for the vector arguments :) -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] database pager / terrapage
Hi, Hmm. Well it ran fine for about 5 hours, I left it running over night and its crashed out. I was running release mode otherwise it is seriously slow, so not much debug available, but the call stack is msvcr90.dll!7223c8bb() msvcr90.dll!72233a58() msvcr90.dll!72233b58() msvcr90.dll!72233b58() msvcr90.dll!72233b58() msvcr90.dll!72206695() msvcp90.dll!6ea24f2a() msvcp90.dll!6ea24f2a() msvcp90.dll!6ea24f2a() msvcp90.dll!6ea24f2a() msvcp90.dll!6ea2522b() msvcp90.dll!6ea24f2a() msvcp90.dll!6ea2522b() msvcp90.dll!6ea259be() msvcp90.dll!6ea26396() msvcp90.dll!6ea27296() msvcp90.dll!6ea26396() msvcp90.dll!6ea263a1() osg66-osgDB.dll!6a075de8() osg66-osgDB.dll!6a0a0beb() osg66-osgDB.dll!6a0a1665() ot12-OpenThreads.dll!6ec920b8() msvcr90.dll!721f3433() msvcr90.dll!721f34c7() kernel32.dll!75a03677() ntdll.dll!77b79d72() So maybe still something in the db causing the problem? Cheers, vin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28020#28020 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vector of const ref_ptr
Hi Gianni, Gianni Ambrosio schrieb: Il 5/18/2010 6:23 PM, Alberto Luaces ha scritto: Gianni Ambrosio writes: can anybody tell my why I get a bounch of compile errors declaring a std::vector const osg::ref_ptrMyObject? If I remove the const statement it works fine. Why do you want do to that? Simply, to use the const constraints. Example: void Class::method(std::vectorconst A*); That means the content of each object inside the vector does not chenge its status inside the method or more precisely only const methods can be called on a A* inside the method ;-) This works for plain pointers because const pointers are Assignable. But this does not work for osg::ref_ptr because it must be able to change the reference-count of the object it points at. First you would have to make the reference-count mutable and you would have to an osg::ref_const_ptr which implements the proper const-semantics. Whether Robert would approve of such changes is a completely differt matter... I guess you would have errors even if you declared a std::vectorconst int. No, that's not true. It works fine. You should bear in mind that most STL-containers/algorithms are implemented as templates. Have you tried doing anything useful (resize/push_back) with your std::vectorconst int? Mind you, it might even work for your compiler, but the fact remains that no STL-implementation is required to compile this, which will leave you with very unportable code. Regards Gianni Cheers, Peter -- Vorstand/Board of Management: Dr. Bernd Finkbeiner, Dr. Roland Niemeier, Dr. Arno Steitz, Dr. Ingrid Zech Vorsitzender des Aufsichtsrats/ Chairman of the Supervisory Board: Michel Lepert Sitz/Registered Office: Tuebingen Registergericht/Registration Court: Stuttgart Registernummer/Commercial Register No.: HRB 382196 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vector of const ref_ptr
Hi Gianni, what you're looking for is this: std::vectorosg::ref_ptrconst MyObject This means the pointer can change, but it can't be used to alter the object it points at. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] database pager / terrapage
Hi Vin, Thanks for the testing. I did some more check-ins of fixes during yesterday so there is a chance that issue has been addressed. We've also spotted another possible deadlock in observer_ptr and there may be a fix for this shortly. So for now I would say assume that it's a bug rather than a data problem. Doing another svn update may help, but it's unlikely to be the last that you'll need to do as the code is continue to evolve as we catch all the bugs. Robert. On Wed, May 19, 2010 at 10:40 AM, vin baines vin...@excite.com wrote: Hi, Hmm. Well it ran fine for about 5 hours, I left it running over night and its crashed out. I was running release mode otherwise it is seriously slow, so not much debug available, but the call stack is msvcr90.dll!7223c8bb() msvcr90.dll!72233a58() msvcr90.dll!72233b58() msvcr90.dll!72233b58() msvcr90.dll!72233b58() msvcr90.dll!72206695() msvcp90.dll!6ea24f2a() msvcp90.dll!6ea24f2a() msvcp90.dll!6ea24f2a() msvcp90.dll!6ea24f2a() msvcp90.dll!6ea2522b() msvcp90.dll!6ea24f2a() msvcp90.dll!6ea2522b() msvcp90.dll!6ea259be() msvcp90.dll!6ea26396() msvcp90.dll!6ea27296() msvcp90.dll!6ea26396() msvcp90.dll!6ea263a1() osg66-osgDB.dll!6a075de8() osg66-osgDB.dll!6a0a0beb() osg66-osgDB.dll!6a0a1665() ot12-OpenThreads.dll!6ec920b8() msvcr90.dll!721f3433() msvcr90.dll!721f34c7() kernel32.dll!75a03677() ntdll.dll!77b79d72() So maybe still something in the db causing the problem? Cheers, vin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28020#28020 ___ 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] vector of const ref_ptr
Hi Michael, Il 5/19/2010 11:55 AM, Michael Platings ha scritto: Hi Gianni, what you're looking for is this: std::vectorosg::ref_ptrconst MyObject This means the pointer can change, but it can't be used to alter the object it points at. Thanks for the suggestion. That's good. Thanks also Peter and Alberto for their contribution. Regards Gianni ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG app with icon menu
Hi, Yes, it's what I was looking for! Now I'm trying to show images instead of colored squares and modifying the PickHandler to do what I need Thank you Martin! Cheers, Manuel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28029#28029 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Development Environment
That was it. It built with no errors. Thanks! I clicked the button to start debugging, and when I do that I get an error The application failed to initialize properly (0xc0150002). Click OK to terminate the application. I'm trying to run the code from http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/BasicGeometry/BasicGeometry.cpp Any ideas what this error is? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28030#28030 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgVolume write isosurface to mesh file
Hi, If you are looking for fast isosurface generation, take a look at this thread: http://forum.openscenegraph.org/viewtopic.php?t=5655 If that is what you need, I can give you the missing pieces of code (slightly modified HPMC library). Code is for nVidia GPUs (ATI's approach to Transform Feedback requires less code - but is different). Cheers, Dženan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28031#28031 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Projection of arbitary geometry to mesh
Hello ! I'm relatively newbie to OSG, sometimes coding that or that... I would like to ask, if there a way to project an arbitary surface into a given mesh ? For example, suppose we have a Terrain mesh in flight simulator, and we would like to project a Runway surface onto the Terrain. Ans since terrain has different heights, probably the Runway should be re-triangulate. I guess I should use some intersection/triangulation based approach, but since I never dealt with such things before, I have no idea where to start, and what's a best way to implement such task. If anyone experience with projecting of geometry - any help will be highly appreciated! Best regards, -- Vladimir Karmishin ASTRA Development Inc. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgText not shown
Hi, I'm trying to display a simple osgText in the space basically following examples i find out there, however, only the text is not getting shown and every thing else is working just fine, i mean, i can read nodes, and add all kind of shapes (cubes, spheres, lines,...) and transformations. Is there any special configuration missing? i'm working with vc++ 2008 with this libraries included to the project: - osg.lib - osgGAa.lib - osgDB.lib - osgViewer.lib - osgText.lib - osgUtil.lib Thank you people Regards, Fabian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28035#28035 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgText not shown
post your code. Someone might help you -Nick On Wed, May 19, 2010 at 4:07 PM, Fabian Gutierrez fago...@gmail.com wrote: Hi, I'm trying to display a simple osgText in the space basically following examples i find out there, however, only the text is not getting shown and every thing else is working just fine, i mean, i can read nodes, and add all kind of shapes (cubes, spheres, lines,...) and transformations. Is there any special configuration missing? i'm working with vc++ 2008 with this libraries included to the project: - osg.lib - osgGAa.lib - osgDB.lib - osgViewer.lib - osgText.lib - osgUtil.lib Thank you people Regards, Fabian -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28035#28035 ___ 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] vector of const ref_ptr
It looks like you have figured out what you need. I would like to belabor this a tad bit more to point out a common confusion with pointers. It took me a long time to get my head around this when I was learning C++ and it delayed my adoption of copious const usage. const osg::ref_ptr MyObjectis like MyObject * const osg::ref_ptr const MyObjectis like const MyObject * The syntax here is just inherently confusing. I personally prefer to write the const qualifier on the other side of the type. That way you can read types from right to left more naturally. MyObject const * is a pointer to a const MyObject MyObject * const is a const pointer to a MyObject Hopefully this will clarify things a little so you don't have to spend as much time as I did getting your head around this. Frank On Wed, 2010-05-19 at 12:11 +0200, Gianni Ambrosio wrote: Hi Michael, Il 5/19/2010 11:55 AM, Michael Platings ha scritto: Hi Gianni, what you're looking for is this: std::vectorosg::ref_ptrconst MyObject This means the pointer can change, but it can't be used to alter the object it points at. Thanks for the suggestion. That's good. Thanks also Peter and Alberto for their contribution. Regards Gianni ___ 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] OSG app with icon menu
No problem. Not sure if it's the most optimal way though!!! Good luck. Martin. -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Manuel Garea Sent: 19 May 2010 13:10 To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] OSG app with icon menu Hi, Yes, it's what I was looking for! Now I'm trying to show images instead of colored squares and modifying the PickHandler to do what I need Thank you Martin! Cheers, Manuel -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28029#28029 ___ 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] Cullcallback and sub camera
Hi, I am doing a render to texture system that have to take several screenshots at different location without changing the main view frame. In the scene there is a lot of Node that are affected by the camera position, so to update them I use cullcallback (osgUtil::CullVisitor::getCurrentCamera()), it works fine and on my screenshot the node are in the right location, but in the main view there are flash when the node are update for the render to texture camera... This made an ugly effect ! I don't understand why the main view display rtt camera's scene modification, I thought that the rtt camera cull traverse the graph after the rtt camera do his render after the main view do his cull traverse and his render. Am I wrong ? Is there a meaning to avoir this flashy effect ? Thank you! Cheers, Lucas -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28039#28039 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] vector of const ref_ptr
Hi Frank, Il 5/19/2010 5:13 PM, Frank Miller ha scritto: const osg::ref_ptr MyObjectis like MyObject * const osg::ref_ptr const MyObjectis like const MyObject * Thanks for clarifying this. MyObject const * is a pointer to a const MyObject MyObject * const is a const pointer to a MyObject This way of writing is mnemonically easier to remember, I agree. Regards, Gianni ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Cullcallback and sub camera
if you want to see the effect : http://www.megaupload.com/?d=X6A0H1NK Thanks =) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28041#28041 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] database pager / terrapage
well, updated my local copy a few hours ago and will leave it running again tonight. seeing a few different outputs now: DatabasePager::removeExpiredSubgraphs() _inactivePagedLOD has been invalidated,but ignored DatabasePager::removeExpiredSubgraphs() _activePagedLOD has been invalidated, but ignored ObserverNodePath::getRefNodePath() node has been invalidated DatabasePager::addLoadedDataToSceneGraph() node in parental chain deleted, discarding subgaph. DatabasePager::removeExpiredSubgraphs() _inactivePagedLOD has been invalidated, but ignored as there's one part of the database i'm using with a few LODs, and positioning the camera there it just seems to cycle through the LODs never settling on the high res set. I've seen this happen before, but not with the debug output at the same time. Anyway, I'm guessing there's alot of work in progress! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28042#28042 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] database pager / terrapage
Hi Vin, On Wed, May 19, 2010 at 5:08 PM, vin baines vin...@excite.com wrote: well, updated my local copy a few hours ago and will leave it running again tonight. seeing a few different outputs now: DatabasePager::removeExpiredSubgraphs() _inactivePagedLOD has been invalidated,but ignored DatabasePager::removeExpiredSubgraphs() _activePagedLOD has been invalidated, but ignored ObserverNodePath::getRefNodePath() node has been invalidated DatabasePager::addLoadedDataToSceneGraph() node in parental chain deleted, discarding subgaph. DatabasePager::removeExpiredSubgraphs() _inactivePagedLOD has been invalidated, but ignored This is debug output where it's catching cases they weren't caught before, it's these cases that were previously causing crashes. Once the code has bedded in I'll remove the debug output. as there's one part of the database i'm using with a few LODs, and positioning the camera there it just seems to cycle through the LODs never settling on the high res set. I've seen this happen before, but not with the debug output at the same time. I've heard about this issue in relation to txp databases before, but I haven't personally had a database that reproduced it. The txp plugin has it's own extra set of functionality built on top of the OSG's basic PagedLOD functionality that could well be cause of this issue. As I haven't witnessed this issue first hand I can't say if this issue relates to any of the changes in the last few months, but prior to the recent changes I heard of odd cycles like this with the terrapage data so I suspect it'd not related to the recent changes. Are you able to reproduce this issue with any publicly available txp databases? Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Follow a node in 3d scene
Hi, I am just learning osg and have been able to create a scene in which I have 2 objects that I can control via keyboard. I can change focus with which object I control using TAB key. My question is: If I want to follow one of the objects while it moves and also show the global scene through another camera, how do I get about doing this ? I looked at some of the example that come with the source code but didn't find it there. Any help would be greatly appreciated. Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28046#28046 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Follow a node in 3d scene
Hi, Have a look at osgGA::nodeTrackerManipulator for the camera following the node. And for the multiples camera, there are examples in OSG sources on how to manage that. Vincent. Le 19/05/2010 18:47, Sanat Talmaki a écrit : Hi, I am just learning osg and have been able to create a scene in which I have 2 objects that I can control via keyboard. I can change focus with which object I control using TAB key. My question is: If I want to follow one of the objects while it moves and also show the global scene through another camera, how do I get about doing this ? I looked at some of the example that come with the source code but didn't find it there. Any help would be greatly appreciated. Thanks -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28046#28046 ___ 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] [osgPPU] osgPPU Terrain Bug
Hi Art, I believe I have encountered a bug in osgPPU and using terrain. I have included code and a small terrain terrain file with this post. Would you please test what I am testing to see if you, also, encounter this strange anomaly? The problem: 1. Whenever I use terrain (a .ive file with it's associated directory) and I enable a pipeline, when I rotate the scene, the camera locks at horizontal. Then I keep trying to rotate the scene and eventually the camera unlocks and I can continue rotating the scene. 2. the pipeline in my included example is simply a pass-through pipeline. No Effects are applied. 3. If you 1) zoom into the scene a little the slowly rotate the scene to bring the camera horizontal to the terrain, the camera will freeze. 4. keep rotating the scene and eventually you will see the underside of the terrain. If you rotate the terrain too quickly, you may not notice this anomaly. However, in my program, I must be able to make the camera horizontal to the terrain and then from that horizontal position, title the camera up and make it look at the sky. I can not do this at this time. I believe the issue is somewhere in the pipeline unit code because when I deactivate the pipeline and simply view the scene without a pipeline active, this anomaly does not occur. The size of the terrain file does not seem to matter, either. The terrain I have included is DTED level 0. I retrieved my data from http://geoengine.nga.mil/muse-cgi-bin/rast_roam.cgi and 34.65000 lat, -98.8 lon will get you some dted data that can be used for further testing. However, you will have to convert DTED to an ive. I did that with gdal and some other tools. Would you please investigate this anomaly and tell me what you find? PS the terrain and example code file are too large for this posting. Here is the URL to where they are: http://drop.io/exOsgPpuTerrain Thanks Art. Cheers, Allen -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28050#28050 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Strategy for selecting from a large set of objects?
Hi Robert, Actually, I believe the particle.rgb texture is in fact not rendering correctly... Should I be seeing simple colored squares? Or should I see particles that are a little more complex? Does Open GL ES1.1 support point sprites? I'm afraid that might be the problem... Thank you! Cheers, Colin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28051#28051 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Support for glFramebufferTextureEXT ?
Hi, I would like to use the glFramebufferTextureEXT function introduced in the EXT_geometry_shader4 extension. My need is to control the layer of the 3D texture target with the gl_Layer variable present in geometry shaders. For the moment, I hacked the FrameBufferObject sources to replace the call to glFramebufferTexture3D (which needs a fixed zoffset) by a call to glFramebufferTexture that rely on gl_Layer. I volunteer to propose something cleaner but I would like to read some implementations tips or ideas on how to do this. Regards, -Fred ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Follow a node in 3d scene
Hi Nick, I tried following your lead but I think I'm doing something wrong as I can see only a blank screen. Here's my code for that part: (i've also attached my .cpp file in case you prefer going through it in its original form) //Setting up the Viewer and attaching keyboard handler to the Viewer: viewer.setSceneData(root); // Add the handler to the viewer osg::ref_ptrKeyboardHandler keh = new KeyboardHandler; keh-setPAT(backhoe1PAT, backhoe2PAT); keh-setTextBox(t1); viewer.addEventHandler( keh.get() ); //viewer.setCameraManipulator(new osgGA::TrackballManipulator()); osg::Camera* camera = new osg::Camera(); viewer.setCamera(camera); osg::Vec3d eye = osg::Vec3d(0.0,0.0,0.0); osg::Vec3d up = osg::Vec3d(0.0,0.0,1.0); //camera-setViewMatrixAsLookAt(backhoe1PAT-getPosition(), eye, up); viewer.setUpViewInWindow(20, 20, 1024, 768); viewer.realize(); while( !viewer.done() ) { // fire off the cull and draw traversals of the scene. viewer.frame(); } I'm hoping I can figure this out and move on to the next level. Thanks for looking Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28053#28053 Attachments: http://forum.openscenegraph.org//files/main_wmultiplebackhoes_wkeyboardhandler_104.cpp ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Follow a node in 3d scene
Hi Vincent, I had tried the nodetrackermanipulator before, but my implementation may have been faulty. I had it as: (i've also attached my original source file in the earlier post) //Setting up the Viewer and attaching keyboard handler to the Viewer: viewer.setSceneData(root); //making viewer follow one particular node: //osgGA::NodeTrackerManipulator* modelTracker = new osgGA::NodeTrackerManipulator(); //modelTracker-setTrackNode(backhoe1Group); //viewer.setCameraManipulator(modelTracker); Thanks Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28054#28054 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Development Environment
Ok. I figured it out. Maybe it will be helpful to others... http://dwightdesign.com/2009/05/installing-openscenegraph-280/ says to download the binaries from http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8/binaries/Windows/VisualStudio8/. I am using Visual C++ Express 2008 which is actually version 9. I downloaded the binaries from http://www.openscenegraph.org/downloads/stable_releases/OpenSceneGraph-2.8.2/binaries/Windows/VisualStudio9/ and that solved my problem. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28056#28056 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org