[osg-users] STOP MESSAGES
Please send me as like message -- Vivek Dwivedi, ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FBX reading of GL_POLYGON
Hi all, The FBX reader seems to interpret FBX polygons as triangles. Well I guess this should not be, as 1-to-1 mapping of primitives is possible (as far as I know), but this is not really an issue. What is an issue is that concave polygons are not intepreted the right way. I think about two solutions: 1. Use tessellation code to get correct splitting 2. Do the 1-to-1 mapping of primitives Am I right ? Other ideas? Anyone having time for this? Thanks folks! Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] build bluemarble with some extra data
HI Kinsung, Add -t filename -d filename entries will add the imagery and DEMs but you'll need make sure they have geospatial coords for them, i.e. geotiff files so that osgdem can place the data in the correct place. Robert. On Sat, Jul 3, 2010 at 3:30 AM, Jinshan Hu to...@163.com wrote: I have built a earth model using this following command line: osgdem --bluemarble-west -t ../land_shallow_topo_west.tif \ --bluemarble-east -t ../land_shallow_topo_east.tif \ --geocentric \ -o earth/earth.ive How can I add some dem or image file? Can the command line bellow work? osgdem --bluemarble-west -t ../land_shallow_topo_west.tif \ --bluemarble-east -t ../land_shallow_topo_east.tif \ -t someimage1.tif -t someimage2.tif -d somedem1.tif -d somedem2.tif \ --geocentric \ -o earth/earth.ive Thank you! Cheers, kinsung -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29651#29651 ___ 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] StateSet sharing for max performance
Hi Martin, On Mon, Jul 5, 2010 at 6:54 AM, Martin Naylor martin.nay...@dsl.pipex.com wrote: Sorry for the hijack Um the right place to post new topics is in the a new thread. I'll not reply to the rest of your message in this thread, please start a new one so that others will spot it and be able to contribute. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] STOP MESSAGES
Hi Vivek, If you don't want to be subscribe please unsubscribe yourself. At the bottom of all posts there is the address where you can unsubscribe yourself. Robert. On Mon, Jul 5, 2010 at 7:11 AM, Vivek Kumar Dwivedi vivekcsjm...@gmail.com wrote: Please send me as like message -- Vivek Dwivedi, ___ 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] Question about osgAnimation Bezier curves
What are p, i, o parameters of Vec3CubicBezier template? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29667#29667 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] options of VPB
Hi, I do not really understand what are the use and how work the following options : -e x y w h Extents of the model to generate -ge x y w h Geographic (Lat/Lon) Extents of the model to generate. -b xa ya xb yb Bounds (similar to extents) of the model to generate. Max/Min order is not important. -gb xa ya xb yb Geographic Bounds (similar to extents) of the model to generate. Max/Min order is not important. Could someone enlighten me? Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29669#29669 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about osgAnimation Bezier curves
Hi, p is point i is control point in o is control point out You maybe interested to look in file include/osgAnimation/BezierCubic and include/osgAnimation/Interpolator It's where the bezier code are located Cheers, Cedric On Mon, 2010-07-05 at 09:35 +, daniele argiolas wrote: What are p, i, o parameters of Vec3CubicBezier template? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29667#29667 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OcclusionQueryNode and multithreading
Hi, I tried osgocclusionquery example with a city model we have and observed that it can reduce the number of rendered objects significantly. However, osgocclusionquery example can not make parallel rendering. I tried with all threading modes and saw that draw always starts *after* cull is finished. As a result, the performance gain from occlusion tests is lost due to serialized rendering pipeline. With osgviewer cull and draw perfectly overlaps. I looked into the code and saw that there are a few setDataVariance( osg::Object::DYNAMIC ) calls in OcclusionQueryNode.cpp. I guess this is the reason why rendering pipeline is not parallel with occlusion queries. Is DYNAMIC data variance a necessity for OccluderQuery? If so, is there a way to use occlusion queries and still make parallel cull draw. tugkan ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OsgShadow
Hi, I'm trying to use the library osgShadow but when I use it, I have the shadow effect in the sky too. I'd like to know how can I remove this effect. Also, is it possible to use osgShadow for files .ive? Thank you! Cheers, Perez -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29668#29668 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] light through walls
Hi, I'm working with a light (spotlight) concretely. I would like that this light didn't go through walls. How can I obtain this effect? Thank you! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28747#28747 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX reading of GL_POLYGON
No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't render concave polygons correctly (in practice GL_POLYGON is the same as GL_TRIANGLE_FAN). Tesselation is possible via GLU but very slow so we need to be careful about how we use that. Most models I've come across have many triangles and quads but few polygons =5 vertices. If we apply triangulation to those few polygons then most models will be unaffected. For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. However, if your content provider could just produce models that are already suitable for real-time rendering that would be best ;) On 5 July 2010 09:09, Sukender suky0...@free.fr wrote: Hi all, The FBX reader seems to interpret FBX polygons as triangles. Well I guess this should not be, as 1-to-1 mapping of primitives is possible (as far as I know), but this is not really an issue. What is an issue is that concave polygons are not intepreted the right way. I think about two solutions: 1. Use tessellation code to get correct splitting 2. Do the 1-to-1 mapping of primitives Am I right ? Other ideas? Anyone having time for this? Thanks folks! Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ 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] FBX Plugin: animation speed not as expected...
Hi Alessandro, playback should work at normal speed without any special configuration. If you're still having issues please send me a sample file and I'll have a look. Thanks On 2 July 2010 17:24, Alessandro Terenzi a.tere...@gmail.com wrote: I'm having a problem about a simple model whose animation is played differently in Quicktime and OSG (both my OSG build (2.9.7) and Quicktime are using FBX SDK 2011.2). I'm attacching the model: 3 balls bouncing with different timing each, but while in Quicktime the animation is played at the expected speed, in OSG it seems that the animation speed is very very fast (the model has been exported from Maya). Is there something I'm supposed to do in order to have the same expected playback speed? Or is there an issue with the FBX plugin? Thanks. Alessandro ___ 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] FBX plugin with FBX SDK 2011.2
This was working with previous plugin versions? In that case it may be related to the recent changes to support multiple texture types. On 2 July 2010 17:16, Sukender suky0...@free.fr wrote: Hi Michael, I recently updated the FBX plugin and had a regression: - I read a textured model (displays correctly under OSG) - I write a FBX file from it - And this FBX doesn't have textures anymore, either in OSG or 3DSMax using the corresponding FBX plugin. Tried with both FBX 2011.2 and 2011.3. What is VERY strange is that the FBX *CONTAINS* the path to the texture (file opened with a simple notepad). I found my model doesn't have a Material ; and the FBX SDK documentation says textures have to be connected to materials (such as Lambert)... Maybe something wrong there? Any other idea? Many thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : The same issue as what? The FBX developers temporarily parted with their sanity for 2011.3 and switched from providing only static libraries to providing only dynamic libraries. After much protest from developers they've agreed to release a new version soon with both dynamic static libs so I'll wait until that next release before updating the plugin. For now you still need to use the 2011.2 FBX SDK On 18 June 2010 20:16, Peter Bear th3fly...@gmail.com wrote: Hi, I feel I should point out that the newest SDK, 2011.3 is having the same issue. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29164#29164 ___ 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] light through walls
do a search in the archive for light lobes. There is a code posted that do what you ask for -Nick On Wed, Jun 9, 2010 at 7:01 PM, Jose Rincon jm.rincon.pe...@gmail.comwrote: Hi, I'm working with a light (spotlight) concretely. I would like that this light didn't go through walls. How can I obtain this effect? Thank you! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28747#28747 ___ 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] FBX reading of GL_POLYGON
Hi Michael, Yes, sorry about OpenGL interpretation of polygons, I forgot that. Well actually, I guess the reader has to handle most (all?) cases. So I suggest to have something like: - If number of points = 4, use current code. - Else call GLU tesselation. Do you agree? The problem I have is that osgUtil::Tessellator is intended to operate on osg's structures. Any idea on how to make it work easily in the reader plugin? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't render concave polygons correctly (in practice GL_POLYGON is the same as GL_TRIANGLE_FAN). Tesselation is possible via GLU but very slow so we need to be careful about how we use that. Most models I've come across have many triangles and quads but few polygons =5 vertices. If we apply triangulation to those few polygons then most models will be unaffected. For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. However, if your content provider could just produce models that are already suitable for real-time rendering that would be best ;) On 5 July 2010 09:09, Sukender suky0...@free.fr wrote: Hi all, The FBX reader seems to interpret FBX polygons as triangles. Well I guess this should not be, as 1-to-1 mapping of primitives is possible (as far as I know), but this is not really an issue. What is an issue is that concave polygons are not intepreted the right way. I think about two solutions: 1. Use tessellation code to get correct splitting 2. Do the 1-to-1 mapping of primitives Am I right ? Other ideas? Anyone having time for this? Thanks folks! Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ 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] FBX plugin with FBX SDK 2011.2
Yest, this is clearly a regression. Actually I had to un-update my working copy to make it work... Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : This was working with previous plugin versions? In that case it may be related to the recent changes to support multiple texture types. On 2 July 2010 17:16, Sukender suky0...@free.fr wrote: Hi Michael, I recently updated the FBX plugin and had a regression: - I read a textured model (displays correctly under OSG) - I write a FBX file from it - And this FBX doesn't have textures anymore, either in OSG or 3DSMax using the corresponding FBX plugin. Tried with both FBX 2011.2 and 2011.3. What is VERY strange is that the FBX *CONTAINS* the path to the texture (file opened with a simple notepad). I found my model doesn't have a Material ; and the FBX SDK documentation says textures have to be connected to materials (such as Lambert)... Maybe something wrong there? Any other idea? Many thanks. Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : The same issue as what? The FBX developers temporarily parted with their sanity for 2011.3 and switched from providing only static libraries to providing only dynamic libraries. After much protest from developers they've agreed to release a new version soon with both dynamic static libs so I'll wait until that next release before updating the plugin. For now you still need to use the 2011.2 FBX SDK On 18 June 2010 20:16, Peter Bear th3fly...@gmail.com wrote: Hi, I feel I should point out that the newest SDK, 2011.3 is having the same issue. Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29164#29164 ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OsgShadow
Hello Jose, I'm trying to use the library osgShadow but when I use it, I have the shadow effect in the sky too. I'd like to know how can I remove this effect. You might have seen that ShadowedScene has methods called {set|get}{Casts|Receives}ShadowTraversalMask. For shadowMap-based techniques, only the Casts mask works. You would need to use the Receives mask to control whether objects receive shadows, but it's not considered, so you can't do it that way But you have two other options: a) don't put your sky in the subgraph under the ShadowedScene. Make a root osg::Group, under which the ShadowedScene will be one child and other children can be added who will not have shadows. b) replace the osgShadow default shaders by your own, then you can control shadow application using a uniform variable or simply use a different shader that doesn't apply shadows for those objects you don't want shadows on. Also, is it possible to use osgShadow for files .ive? Yes of course, any model format OSG can load then becomes part of the scene graph and will work just as well for osgShadow. Moreover, .ive is (one of) OSG's native binary format, so you can even save some OSG-specific things in .ive files. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: animation speed not as expected...
Hi Michael, Hi Alessandro, playback should work at normal speed without any special configuration. If you're still having issues please send me a sample file and I'll have a look. Thanks Perhaps you didn't see it, but he did :-) See file balls_01.zip attached to the first post. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraph BOF at SIGGRAPH 2010
Hi John, Many thanks for taking charge of the Siggraph BOF this year. I won't be at Siggraph so won't be able to help out directly, but can write a presentation on the topic of OSG-3.0/OpenGL ES. Since I won't be physically with you I'll need a volunteer to give the talk on my behalf, or for me to record a video message. Or I could help contribute content for other talks on the OSG-3.0/OpenGL ES topic. Let me know your thoughts on how I might be able to contribute. Cheers, Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] light through walls
Hi Jose, I'm working with a light (spotlight) concretely. I would like that this light didn't go through walls. How can I obtain this effect? In real life, the fact that a light doesn't go trough walls is a consequence of the fact that solid objects block the light (i.e. cast shadows). The darkness behind a wall is the wall's shadow. Unfortunately the default real-time graphics pipeline doesn't render shadows natively as it's not a raytracing engine (in which shadows come naturally from the algorithm of tracing rays and finding intersections in the scene). In real-time graphics, we must cheat shadows. Have a look at the osgShadow nodekit that's part of OSG, in particular osgShadow::StandardShadowMap and osgShadow::LightSpacePerspectiveShadowMap, and the osgshadow example that ships with OSG's source code. These use a technique called Shadow Mapping which is a good way to render shadows, but has a few gotchas. I recommend you do a bit of reading about these techniques before you use them so you know what to expect. Google can help you find some on-line articles about real-time rendering of shadows and shadow mapping in particular. I also recommend Real-Time Rendering by Tomas Akenine-Moller et al, and Computer Graphics: Principles and Practice by Foley, Van Dam et al. if you want good books about those kinds of things. Hope this helps, J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.org/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBX Plugin: animation speed not as expected...
Oops missed that. Thanks, I'll be able to have a look in the next day or 2 On 5 July 2010 14:00, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.comwrote: Hi Michael, Hi Alessandro, playback should work at normal speed without any special configuration. If you're still having issues please send me a sample file and I'll have a look. Thanks Perhaps you didn't see it, but he did :-) See file balls_01.zip attached to the first post. J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.webhop.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] FBX reading of GL_POLYGON
Waht you could do is leave all the triangles and quads in one PrimitiveSet (like it is already), but put each polygon with =5 vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the Tesselator on the Geometry which should tesselate the polygons automagically. On 5 July 2010 13:49, Sukender suky0...@free.fr wrote: Hi Michael, Yes, sorry about OpenGL interpretation of polygons, I forgot that. Well actually, I guess the reader has to handle most (all?) cases. So I suggest to have something like: - If number of points = 4, use current code. - Else call GLU tesselation. Do you agree? The problem I have is that osgUtil::Tessellator is intended to operate on osg's structures. Any idea on how to make it work easily in the reader plugin? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't render concave polygons correctly (in practice GL_POLYGON is the same as GL_TRIANGLE_FAN). Tesselation is possible via GLU but very slow so we need to be careful about how we use that. Most models I've come across have many triangles and quads but few polygons =5 vertices. If we apply triangulation to those few polygons then most models will be unaffected. For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. However, if your content provider could just produce models that are already suitable for real-time rendering that would be best ;) On 5 July 2010 09:09, Sukender suky0...@free.fr wrote: Hi all, The FBX reader seems to interpret FBX polygons as triangles. Well I guess this should not be, as 1-to-1 mapping of primitives is possible (as far as I know), but this is not really an issue. What is an issue is that concave polygons are not intepreted the right way. I think about two solutions: 1. Use tessellation code to get correct splitting 2. Do the 1-to-1 mapping of primitives Am I right ? Other ideas? Anyone having time for this? Thanks folks! Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ 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] FBX reading of GL_POLYGON
OK. If you got time for this before I do... :) Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : Waht you could do is leave all the triangles and quads in one PrimitiveSet (like it is already), but put each polygon with =5 vertices in it's own PrimitiveSet with Mode=POLYGON. Then run the Tesselator on the Geometry which should tesselate the polygons automagically. On 5 July 2010 13:49, Sukender suky0...@free.fr wrote: Hi Michael, Yes, sorry about OpenGL interpretation of polygons, I forgot that. Well actually, I guess the reader has to handle most (all?) cases. So I suggest to have something like: - If number of points = 4, use current code. - Else call GLU tesselation. Do you agree? The problem I have is that osgUtil::Tessellator is intended to operate on osg's structures. Any idea on how to make it work easily in the reader plugin? Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ - Michael Platings mplati...@gmail.com a écrit : No, 1 to 1 mapping of primitives isn't possible because OpenGL doesn't render concave polygons correctly (in practice GL_POLYGON is the same as GL_TRIANGLE_FAN). Tesselation is possible via GLU but very slow so we need to be careful about how we use that. Most models I've come across have many triangles and quads but few polygons =5 vertices. If we apply triangulation to those few polygons then most models will be unaffected. For quads I imagine it would be possible to write some fast specialised code to see if they should be split across vertices (0,2) or (1,3) so that loading times remain bearable. However, if your content provider could just produce models that are already suitable for real-time rendering that would be best ;) On 5 July 2010 09:09, Sukender suky0...@free.fr wrote: Hi all, The FBX reader seems to interpret FBX polygons as triangles. Well I guess this should not be, as 1-to-1 mapping of primitives is possible (as far as I know), but this is not really an issue. What is an issue is that concave polygons are not intepreted the right way. I think about two solutions: 1. Use tessellation code to get correct splitting 2. Do the 1-to-1 mapping of primitives Am I right ? Other ideas? Anyone having time for this? Thanks folks! Cheers, Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [vpb] rendering problem
Hi, Is it normal to have a rendering like this (enclose file) typing osgdem.exe -d 104n04_0100_deme.dem -l 5 -o 104n04_0100_deme.osg? When I add --geocentric, I don't have problem in rendering. Thank you! Cheers, Lucie[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29686#29686 Attachments: http://forum.openscenegraph.org//files/rendu_167.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] rendering problem
Hi lucielemon, it looks like a unfinished database where the full LOD is not reached. have you tried to rum osgdem without the lLOd limitation to Level 5 ? osgdem.exe -d 104n04_0100_deme.dem -o 104n04_0100_deme.osg Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29687#29687 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] rendering problem
Hi, Thank you for your reply! No I have not tried without limitation because I think it will take considerable time, isn't it? Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29688#29688 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] rendering problem
Hi, On the other hand, I don't understand why I don't have the same problem when I add --geocentric. Could you explain it? Thank you! Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29689#29689 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] rendering problem
Hi Lucie, It looks like a numerical precision issue on the terrain due to a very small XY range. Is the coord system of your dem in degrees? Using --geocentric introduces Earth Center Earth Fixed coordinates which are in meters which avoids the issue numerical issues. Also changing the target coordinate system into meters will avoid the issue you are seeing. Robert. On Mon, Jul 5, 2010 at 4:01 PM, lucie lemonnier lucielemonn...@hotmail.fr wrote: Hi, Is it normal to have a rendering like this (enclose file) typing osgdem.exe -d 104n04_0100_deme.dem -l 5 -o 104n04_0100_deme.osg? When I add --geocentric, I don't have problem in rendering. Thank you! Cheers, Lucie[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29686#29686 Attachments: http://forum.openscenegraph.org//files/rendu_167.jpg ___ 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] [vpb] rendering problem
Hi, it looks like a problem with normals. I don't know if the corresponding code is the same for geocentric and flat databases. Of course, if you finish your database build without LOD limitation, it takes more time than a inclomplete DB :) My first VPB attempts with incomplete VPB runs looked like your image so I assume you should give VPB a chance and finish the run without limitations :) If you compile only the DEM without textures, it should be complete in less than an hour for an area of europe on the srtm 3arcs resolution on an up to date PC. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29690#29690 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] rendering problem
Hi, Thanks for your reply Robert. I don't know if my dem is in degrees, I found it in this site : http://www.geobase.ca/geobase/en/index.html. I will try to put the coordinate system into meters. Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29692#29692 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] rendering problem
Hi Lucie, I would recommend getting familiar with the GDAL tools such as gdalinfo, this command line app will report all the geospatial coords on your data. Robert. On Mon, Jul 5, 2010 at 4:41 PM, lucie lemonnier lucielemonn...@hotmail.fr wrote: Hi, Thanks for your reply Robert. I don't know if my dem is in degrees, I found it in this site : http://www.geobase.ca/geobase/en/index.html. I will try to put the coordinate system into meters. Cheers, lucie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29692#29692 ___ 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] osgPlanet
Is osgPlanet still an active project? I downloaded version 1.3 and it does not build with OpenSceneGraph 2.8.3. If not is there another option to dynamically add GDAL based data to an osgViewer based application? Bruce This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPlanet
ossimPlanet is part of the OSSIM distro http://www.ossim.org uses OSG for viz, GDAL is a plugin to OSSIM. On Jul 5, 2010, at 12:00 PM, Clay, Bruce wrote: Is osgPlanet still an active project? I downloaded version 1.3 and it does not build with OpenSceneGraph 2.8.3. If not is there another option to dynamically add GDAL based data to an osgViewer based application? Bruce This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address. ___ 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] osgPlanet
You can do that with osgEarth. http://osgearth.org Glenn Waldron : Pelican Mapping : +1.703.652.4791 On Mon, Jul 5, 2010 at 12:00 PM, Clay, Bruce bc...@ball.com wrote: Is osgPlanet still an active project? I downloaded version 1.3 and it does not build with OpenSceneGraph 2.8.3. If not is there another option to dynamically add GDAL based data to an osgViewer based application? Bruce This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address. ___ 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] VS 2005 SP1 64-bit dependencies?
Hi all, Does anyone have 64-bit VS 2005 SP1 pre-compiled dependencies available? I know the on the dependencies page there are both 32 and 64 bit dependencies available for VS 2008, I was wondering if a similar packaged existed for VS 2005. Thanks, Jason ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPlanet
Glen: Sorry I miss typed in my email. It is osgEarth that I am trying to build and version 1.3 was the latest I saw posted does not build with OpenSceneGraph 2.8.3. It is looking for a wldap32.lib which is been obsoleted by Microsoft and I get several errors in BufferFilter.cpp apparently related to Geos. I am using version 1.3.0 of GEOS. Bruce From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn Waldron Sent: Monday, July 05, 2010 12:16 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgPlanet You can do that with osgEarth. http://osgearth.org Glenn Waldron : Pelican Mapping : +1.703.652.4791 On Mon, Jul 5, 2010 at 12:00 PM, Clay, Bruce bc...@ball.com wrote: Is osgPlanet still an active project? I downloaded version 1.3 and it does not build with OpenSceneGraph 2.8.3. If not is there another option to dynamically add GDAL based data to an osgViewer based application? Bruce This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPlanet
Mark: Thanks for your reply. I have seen ossimPlanet and played with it a bit but I have not been able to find any documentation / examples that shows how to use its capabilities in my own OSG and possibly with a Delta3D based applications. It appears to have all of the pieces I need but I have not found any example code to study. I have only seen the full applications. I am doing a svn pull now to see if I overlooked something in the install package I pulled down awhile back. Bruce From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Mark Lucas Sent: Monday, July 05, 2010 12:12 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgPlanet ossimPlanet is part of the OSSIM distro http://www.ossim.org uses OSG for viz, GDAL is a plugin to OSSIM. On Jul 5, 2010, at 12:00 PM, Clay, Bruce wrote: Is osgPlanet still an active project? I downloaded version 1.3 and it does not build with OpenSceneGraph 2.8.3. If not is there another option to dynamically add GDAL based data to an osgViewer based application? Bruce This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgPlanet
Hi Bruce, You need to use GEOS 3.2 to avoid the errors in BufferFilter. What version of curl are you using? If you use the one provided with the 3rd party dependencies at http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies you shouldn't see any build issues. Thanks, Jason On Mon, Jul 5, 2010 at 12:36 PM, Clay, Bruce bc...@ball.com wrote: Glen: Sorry I miss typed in my email. It is osgEarth that I am trying to build and version 1.3 was the latest I saw posted does not build with OpenSceneGraph 2.8.3. It is looking for a wldap32.lib which is been obsoleted by Microsoft and I get several errors in BufferFilter.cpp apparently related to Geos. I am using version 1.3.0 of GEOS. Bruce From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn Waldron Sent: Monday, July 05, 2010 12:16 PM To: OpenSceneGraph Users Subject: Re: [osg-users] osgPlanet You can do that with osgEarth. http://osgearth.org Glenn Waldron : Pelican Mapping : +1.703.652.4791 On Mon, Jul 5, 2010 at 12:00 PM, Clay, Bruce bc...@ball.com wrote: Is osgPlanet still an active project? I downloaded version 1.3 and it does not build with OpenSceneGraph 2.8.3. If not is there another option to dynamically add GDAL based data to an osgViewer based application? Bruce This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address. ___ 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] osgPlanet
Bruce, You must use GEOS 3.2 or newer. For more information on the prerequisites, see: http://osgearth.org/wiki/Downloads BTW, GEOS is optional. You can leave the GEOS entries in CMake blank if you don't need feature buffer support. Version 1.3 does indeed work against OSG 2.8.3. There are no Microsoft-specific dependencies. Perhaps this was a side-effect of the GEOS problem, not sure. Glenn Waldron : Pelican Mapping : +1.703.652.4791 On Mon, Jul 5, 2010 at 12:36 PM, Clay, Bruce bc...@ball.com wrote: Glen: Sorry I miss typed in my email. It is osgEarth that I am trying to build and version 1.3 was the latest I saw posted does not build with OpenSceneGraph 2.8.3. It is looking for a wldap32.lib which is been obsoleted by Microsoft and I get several errors in BufferFilter.cpp apparently related to Geos. I am using version 1.3.0 of GEOS. Bruce -- *From:* osg-users-boun...@lists.openscenegraph.org [mailto: osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Glenn Waldron *Sent:* Monday, July 05, 2010 12:16 PM *To:* OpenSceneGraph Users *Subject:* Re: [osg-users] osgPlanet You can do that with osgEarth. http://osgearth.org Glenn Waldron : Pelican Mapping : +1.703.652.4791 On Mon, Jul 5, 2010 at 12:00 PM, Clay, Bruce bc...@ball.com wrote: Is osgPlanet still an active project? I downloaded version 1.3 and it does not build with OpenSceneGraph 2.8.3. If not is there another option to dynamically add GDAL based data to an osgViewer based application? Bruce This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address. ___ 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] VS 2005 SP1 64-bit dependencies?
Hi Jason, I have uploaded also the source collection which I used to compile the VS2008 deps. The package contains instructions for all packages which are not self explanatory and will work for VS2005 as well. You could download them and build it for 32 and 64 bit if you want. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29702#29702 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VS 2005 SP1 64-bit dependencies?
Thanks Torben. On Mon, Jul 5, 2010 at 2:02 PM, Torben Dannhauer z...@saguaro-fight-club.de wrote: Hi Jason, I have uploaded also the source collection which I used to compile the VS2008 deps. The package contains instructions for all packages which are not self explanatory and will work for VS2005 as well. You could download them and build it for 32 and 64 bit if you want. Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29702#29702 ___ 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] VS 2005 SP1 64-bit dependencies?
Hi Jason, if you have build the full package for 32 and 64 bit, it would great if you could share your build. I can assist you to pack it the right way to be recognized by the cmake find scripts and I could host it additionally to the VS2008 packages. Just an offer to help people in similar situation to yours. Do you use VS2005 SP1? Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29704#29704 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VS 2005 SP1 64-bit dependencies?
Hi Torben, I'll give it a go, I just got the sources and tinkering with them. If I get a 32 and 64 bit build working I'll post them. Thanks, Jason On Mon, Jul 5, 2010 at 3:26 PM, Torben Dannhauer z...@saguaro-fight-club.de wrote: Hi Jason, if you have build the full package for 32 and 64 bit, it would great if you could share your build. I can assist you to pack it the right way to be recognized by the cmake find scripts and I could host it additionally to the VS2008 packages. Just an offer to help people in similar situation to yours. Do you use VS2005 SP1? Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29704#29704 ___ 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] Usage of the command line of osgTerrain
Hi, I am learning osgTerrain recently. But I am confused about the command line of osgTerrain OSG examples. Would someone kindly provide me a example of the usage of the command line of osgTerrain. Thank you. ... Thank you! Cheers, ting -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29706#29706 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] View not as expected
Hi, I am trying to use osgViewer::CompositeViewer to get multiple views of my scene. In the screenshot attached, I have the topmost view as the that of the overall scene. However I wanted the bottom-left view to be that of the just one of the models in the scene and following it in a manner similar to the out-of-car view seen in many car racing games. (the bottom right view has not yet been set but that would be similar only focusing on the other model in the scene). I looked at the osgthirdperson view example but wasn't sure if that was the way to go. Any help would be appreciated. Thanks, Regards, Sanat -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29707#29707 Attachments: http://forum.openscenegraph.org//files/test_sc1_589.jpg ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Find coorinates in ive
I have a few IVE files that I downloaded from the network. I want to place a variety of objects in the scene that I downloaded. Is there any way to get the coordinates of various locations? I don't know if the objects I see in the scene are models that would respond to a pick list or not. In some cases though I want to place objects on the terrain itself. Bruce This message and any enclosures are intended only for the addressee. Please notify the sender by email if you are not the intended recipient. If you are not the intended recipient, you may not use, copy, disclose, or distribute this message or its contents or enclosures to any other person and any such actions may be unlawful. Ball reserves the right to monitor and review all messages and enclosures sent to or from this email address.___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] drawing a line using mouse
Hi Robert, i have understood the concept but i cant implement it. as in i have all the code in the program but somehow it doesnt seem to run Thank you! Cheers, Devanshi Tiwari -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29710#29710 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] VS 2005 SP1 64-bit dependencies?
Hi Jason, great! Good luck! Cheers, Torben -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29712#29712 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org