Hi GuiYe,
do you want a smooth elevation transition from area with DEM to area without
DEM?
Then you have several possibilities:
a) modify your DEM sources to a image format, and at the border of your DEM
region blend the gray values smoothly into the null value
b) modify your viewer to
Ciao,
So, looks like we have a decision, cool!
To summarize, if I've got it right, for every texture map in the material we
will find a description string like the following (assuming we use the | as a
separator):
Diffuse|Unit_0|c:\program files\whatever\file.png|80
where:
- the first field is
Thank you very much for your reply!
Yes,I want to do a smooth elevation transition from area with DEM to area
without DEM.
About this possibility:
a) modify your DEM sources to a image format, and at the border of your DEM
region blend the gray values smoothly into the null value
Can you
HI Camile,
You simply need to walk back from of the end of the
Intersection::nodePath to the first group, of which ever one you wan
to use.
If you want to see an example of highlighitng picked items have a look
at the osgkeyboard mouse.
Cheers,
Robert.
On Mon, May 16, 2011 at 11:24 PM, camille
anybody knows that?
using
osg::Node* findNamedNode(const std::string searchName, osg::Node* currNode)?
Thank you!
Cheers,
Nan
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sorry but it doesn't work :(
even with the simple default blender cube
no file is exported !!!
and for more complex objects i got a crash
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Hi Thirston,
On Mon, May 16, 2011 at 10:55 PM, Thorsten Brehm bre...@gmail.com wrote:
thanks for looking into the txf font issue. Your patch fixed the issue for
me - thanks resolving this so quickly!
Good to hear things working better again.
I got one report though, saying the txf font is
Hi,
You use ASTER data? Am I right that ASTER is public available? I played 2
years ago with the ASTER data as it was initially released. It has great
resolution, but it had also lots of artefacts. Do you use raw or somehow
corrected ASTER data? - As you can see, I'm on the never ending quest
vezza wrote:
About bump, as far as I know Max allows you to create for that channel a map
of type normal and therefore you should be able to distinguish between
regular bump mapping and normal mapping. Actually Max allows even to specify
what space to use for the normal map (tangent,
robertosfield wrote:
I didn't even realize there was a glVertexAttribIPointer... so yes
this does sound like it will be the issue. Either
osg::Geometry::drawImplementation or osg::State will need to be
adapted to detect the use of the interger array and use the
glVertexAttribIPointer. Feel
Hi Robert,
I have a serious, massive memory leak in the trunk (updated this morning at
around 10am UK time). I haven't tried with previous releases yet.
The following code leaks memory in a very important manner. Put this code
within a while (true) { testLeak(); } block and you should see
Hi Robert,
I am a bit puzzled as the second problem I am having at the moment yields a
very different behavior when isolated out in a small repro.
This time I get an assertion.
Attached is a modified osggeometry.cpp file that triggers the assertion I'm
talking about. The assertion is raised
Hi Guys
Been following this with interest. Having a method to know what map type is
in what texture unit will be great. Regarding the normal mapping, is there
any chance of getting the exporter to also generate tangent vectors (either
from max or using osgUtils). Would be ace if you could also
Farshid Lashkari wrote:
The description would be added to the osg::StateSet object. Our use of the
word material is referring to the Max material object.
Mmm... StateSet does not derive from osg::Node so it does not have the
DescriptionList member... So are you planning to extend the
On 5/16/2011 12:55 PM, Paul Martz wrote:
So I always recommended using Slaves cameras
instead of Nested cams because they have their own CullVisitors. If I would
design this today, instead of CullVisitor I would probably use RenderStage to
index view resources.
Understood. This is
Same issues with OSG 2.9.10.
Any idea about what's going on?
Cheers,
Fred
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Yep - it's not real stable right now.
But I got the unit tests up and running on my copy now - (1 out of 5 passes) so
I'll work on fixing them and post a new version.
I also noticed when it's run from blender it saves the file to Scene.osg in the
current directory regardless of the file you
Am 17.05.11 14:44, schrieb Fred Smith:
Hi Robert,
I am a bit puzzled as the second problem I am having at the moment yields a
very different behavior when isolated out in a small repro.
This time I get an assertion.
Attached is a modified osggeometry.cpp file that triggers the
Hi,
Thanks Stephan, you actually replied to my original message. I have since
edited it and suggested to concentrate on the leak issue. The other issue I
have is still under investigation and yes, the code I had originally posted
(too fast) to illustrate the second issue was incorrect ;)
Thank you!
How about strm 90m DEM? Do you make terrain in earth as I do?
Cheers,
GuiYe
At 2011-05-17 17:35:48,Torben Dannhauer tor...@dannhauer.info wrote:
Hi,
You use ASTER data? Am I right that ASTER is public available? I played 2
years ago with the ASTER data as it was initially
Hello Sami,
This should be corrected by this just posted submission:
*file lib3ds_material.c*
*
*
static void
initialize_texture_map(Lib3dsTextureMap *map) {
*map-flags = 0x00;*
map-percent = 1.0f;
map-scale[0] = 1.0f;
map-scale[1] = 1.0f;
}
Regards
Joan Abadie
2011/5/16 Sami
Hi,
The second issue I had was that by design OSG doesn't assume the bounding box
of a drawable should be recalculated when setting a computeBoundingBoxCallback
up on the object.
In other words I was expecting Drawable::_boundingBoxComputed to be set back to
false when setting the callback.
Hi,
we have a performance problem with the nVidia 400 series.
But first:
Our software is a 3D physics simulation. We use ODE for the physics. Qt is
responsible for the 2D GUI and OSG handles the 3D visualisation.
I changed my graphics-card from a nVidia 9600GT to a nVidia GTX460 (768mb of
Hi Luca,
On Tue, May 17, 2011 at 4:29 AM, Luca Vezzadini luca.vezzad...@gmail.comwrote:
I've made a few tests with the current (trunk) version of the exporter and
I'd say it doesn't handle the normal maps for now. In Max, to use a normal
map you don't assign directly a bitmap to the bump
Hi Luca,
On Tue, May 17, 2011 at 6:12 AM, Luca Vezzadini luca.vezzad...@gmail.comwrote:
Mmm... StateSet does not derive from osg::Node so it does not have the
DescriptionList member... So are you planning to extend the StateSet class,
its serializer and so on? Or did I miss something?...
Hi Farshid, Luca,
You are absolutely right! I had mistakenly assumed that the description
list was supported by all osg::Object derived classes. Well, that puts a
big dent in our plans :(
Argh, I had made the same assumption.
Does anybody know if the new meta-data system will support all
Hi,
On 5/16/2011 12:55 PM, Paul Martz wrote:
So I always recommended using Slaves cameras
instead of Nested cams because they have their own CullVisitors. If I
would
design this today, instead of CullVisitor I would probably use
RenderStage to
index view resources.
Understood. This is
On 05/17/2011 11:36 AM, Michael Rohn wrote:
Is there a known issue? I searched the board but I had no success.
The problem is also present on a nVidia GTX480.
Look at the links on the Wikipedia page (especially the link to the
OpenGL forum discussion). I haven't seen any official statement
Hi all,
I was playing around with the dev release 2.9.14 on Windows (not the
latest svn) and had to play around with some build files to get it to
compile. I'm no guru on cmake by any stretch, but to compile the plugin I
had to edit one of the cmake files. First though, I downloaded openvrml
Hi,
I have no idea about the new metadata stuff. But if that doesn't work, wouldn't
it be easier to just move the description stuff from Node to Object? The name
is already in the Object class, having the description there too would make a
lot of sense anyway. And I don't this this would be a
Hi Robert,
Thanks for the tips and I set the UseModelViewAndProjectionUniforms
flag on the Viewer-Camera-GraphicsContext-State object. However
when I do this then absolutely nothing shows up on screen. Basically
what I've had to do is manually append the view matrix onto each
light's model
Hi Luca, Jean-Sébastien
On Tue, May 17, 2011 at 12:46 PM, Luca Vezzadini
luca.vezzad...@gmail.comwrote:
I have no idea about the new metadata stuff. But if that doesn't work,
wouldn't it be easier to just move the description stuff from Node to
Object? The name is already in the Object class,
Hi Farshid,
If the new meta-data system is going to support all osg::Object derived
classes, then all we need to do is just wait until it is complete. I
think the bigger issue is being able to support older versions of osg
and older formats like .osg/.ive.
Yes.
How about adding all the
Hi Jean-Sébastien,
On Tue, May 17, 2011 at 4:16 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
I would prefer to add it to the description string of the node(s) on which
a material is applied, since a model might have multiple materials on
different nodes... i.e. your way
Hi Farshid,
The exporter applies the material statesets to the osg::Drawable object,
which does not support description strings. I can add the description to
the parent osg::Geode. However, keep in mind that the geode can contain
multiple drawables, where each drawable has a unique material
Hi Vincent,
I have been using Visual Studio 2010 and fstreams and OSG DLLs with no issues
at all. The only possibility is you are compiling with incompatible compiler
options between OSG and your other library. All files must be compiled /MD(d)
and of course compiled with Visual Studio 2010.
Dear all,
I use VPB to generate a dem with texture. It shows following error.
Anybody can help me?
/
C:\OSGCode282\3rdParty_x86\bingdal_translate Beijing-XBL.tif texture16k.tif
Input file
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