Hi,
Just to let you know, I regulary build DEM only data sets and havent run into
this problem, so it might be something to do with your particular data. Having
said that, I always manually specify the output bounds so maybe that is why I
havent had an issue.
An examaple command I run is:
Hi Brad,
that would be great!
Thank you!
Cheers,
Torben
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Hi,
Thks Robert and Shayne
I solve my problem with your direction.
Cheers,
Lalit
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Hi,
Seems a second post is not sufficient. Trying #3.
Can't see a problem with my profile according to the rules of the forum.
Can someone help??
...
Thank you!
Cheers,
Kevin
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KevinZAF wrote:
Hi,
Seems a second post is not sufficient. Trying #3.
Can't see a problem with my profile according to the rules of the forum.
Can someone help??
...
Thank you!
Cheers,
Kevin
Hi Kevin.
There is no problem with your account. You just have to be patient. As
Hi,
I tried to install OSG, but it seems that i missed something.
I'll try to describe what i have done.
Preparations:
1. Download pre-compiled binaries from AlphaPixel. 3.0.1 Debug + Realease for
both architecture (x64/x86). (didn't download PDBs).
2. Download pre-compiled binaries from
Hi,
I'm actually developing an application using openframework and openscenegraph..
(I'm able to render 3d from osg inside my of application..)
Now trying to integrate some particle effects and I have some issues where my
particles don't seem to be visible at all..
I've basically copy pasted
Hi,
I have an osgViewer as a widget on a main window, but it will not resize on
dragging the main window extents.
If I simply replace the osgViewer with say a QPushButton, the resizing works as
expected. (i.e. no other code changes)
I've tried resetting the camera viewport in the appropriate
Hi,
I want to use OSG with QT. When I tried to compile the OSG source with QT,there
happened some problem.
here is what I have:
VS2008 sp1 installed
Qt4.7.4sdk for VS2008 and Qt add-in for VS installed
so I followed the on the VS page
downloaded the SVN repository of osg3.0.0 generated the sln
Hi,
I have a scene file in OSG format. I would like to convert it in a more
convenient format in order to modify it in an modeling tools like 3DSMax, Maya,
...
Is there a converter from OSG to 3DS or something like that ?
Thank you!
Regards,
Nicolas Baudrey
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Hi,
Im trying to program a game to track objects with effects like in night Vision
and such and Im using shaders with tint and noise programs to create the effect
of night vision.
With no shaders on, I could track my tank perfectly. However, With shaders on,
the hit result is off by quite
Hi everyone,
I am trying to figure out a problem with manipulating the ProjectionMatrix in
one of my views. There is no problem with setting the Matrix itself. This works
fine.
My problem occurs as I resume my current viewer. Changes of the components
like projectionMatrix(0,0) or
Brad,
Thanks for the feedback. Any further enlightenment you can provide would
be most helpful.
I don't know what source data Torben is using but I'm using raw DTED
data (i.e. n41.dt1) geocell tiles. When I build from my source using
just osgdem, things build fine. It's when I use vpbmaster that
Thanks Art!! Sorry for the spam. :)
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Nicolas Baudrey wrote on 2012-01-12:
Hi,
I have a scene file in OSG format. I would like to convert it in a
more
convenient format in order to modify it in an modeling tools like
3DSMax,
Maya, ...
Is there a converter from OSG to 3DS or something like that ?
The OSG tool osgconv can be
Hi,
have you tried the osxOpenSceneGraph[1] addon to embed OpenFrameworks
into OpenSceneGraph? It uses a osgCompositeViewer internally, but
unfortunately i didn't port it to OF 007 yet.
cheers,
Stephan
[1]https://github.com/stmh/ofxOpenSceneGraph
Am 06.01.12 08:42, schrieb Stephane Bertout:
Hello Kirill,
Project - Properties - General - Character Set - Use Multi-Byte
Character Set
I think this is your mistake, I have never had to set this, and I
believe it creates incompatible binaries. Meaning if the OSG libs were
not compiled using multi-byte character set, and you try
Hi,
This may seem like overkill: using OSG for rendering a 2D polar surface plot,
but I have plans for other things, so please bear with me!
Basically, what I need to do is mesh a disk, and quite rapidly update the color
along the radials (rho, constant theta's) in proportion to incoming
On 1/12/2012 9:26 AM, Jean-Sébastien Guay wrote:
Hello Kirill,
Project - Properties - General - Character Set - Use Multi-Byte
Character Set
I think this is your mistake, I have never had to set this, and I believe it
creates
incompatible binaries. Meaning if the OSG libs were not
On 1/6/2012 9:03 PM, Hong Zhenyang wrote:
ANy hints onto what I could have done wronly?
Obviously, we should ask -- your vertex shaders aren't modifying the vertices
at all, right?
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http://www.alphapixel.com/
Digital
Jean-Sébastien Guay wrote:
Project - Properties - General - Character Set - Use Multi-Byte
Character Set
I think this is your mistake
Nope...First time tried with unicode.Then i've found
OsgInstallationOnWindows.rar which have .txt instructions (How to run
OpenSceneGraph
Hi,
Are you building your project in 64bit too ?
Mourad
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Hi Kevin,
There are wide range of ways to do what you are after, how best to
tackle it will depend upon the form or your source data.
You could go the route you have taken and assign a colour to each
vertex, and just create mesh for it. Creating a mesh should be pretty
straight forward for a
Hi Stephane,
My best guess would be that the FrameStamp isn't being updated, or
perhaps the update traversal isn't be done.
Robert.
On 6 January 2012 07:42, Stephane Bertout sbert...@gmail.com wrote:
Hi,
I'm actually developing an application using openframework and
openscenegraph.. (I'm
bouffa wrote:
Hi,
Are you building your project in 64bit too ?
No, i've triead to build it using x64 and x86 OSG. Similar mistakes. But I'll
check just in case.
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Thanks Robert.
I'm not sure what you mean with your second suggestion. I don't understand how
a vertex has a texture associated with it, and not a triangle?
In my simple view of trying to color facets of the surface, my understanding is
that a texture would have to be applied to a specific
On 1/12/2012 10:25 AM, Kirill Serebtiakov wrote:
No, i've triead to build it using x64 and x86 OSG. Similar mistakes. But I'll
check just in case.
You can turn on linker debgging in VC++ so it tells you exactly what it is
searching
for, and where it is searching. Usually if you compare the
Hi,
Thank you all a lot for your help. That really helps me a lot.
Now I know that polygon triangulation and rasterization algorithms have
something to do with the imperfectness of my programm.
I have some other questions:
(1)
According to triangle raterization function (3.9), p185 in
Hi Robert
Just to add:
The nature of my radar measurements limits the characteristics of the source
data.
The source data is very specifically only an intensity value at a specific
azimuth, at ranges from 0 to a certain value.
Kind regards
Kevin
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bouffa wrote:
Are you building your project in 64bit too ?
Yeah...my bad, you were rigth. That was a reason for x64 OSG. Just change
project to x64 and it started work.
But still...i had the same errors with x86 OSG (im sure i cheked with both
versions 3.0.12.8.5).
Well need some time
Sebastian,
The (2,2) entry of the projection matrix involves the near/far plane
settings (e.g. -(f + n)/(f - n))
Perhaps if you issue the call...
camera-setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR
);
for the camera proj matrix you are manipulating, that might help prevent
Just wanted to log a peculiar error I just dodged.
Ive been using a 1D texture to do contour lines on terrain, a common
technique. I had
some trouble where it appeared that OSG was turning my GL_RGB UBYTE texture into
GL_UNSIGNED_SHORT as it was uploading. I'm not sure why this was. I also
Hi,
I'm now playing with openCL (because the particle system I need to write would
require some complex physics update so I've finally decided to implement it on
the gpu side directly) so this is not really urgent..
But having simple particle effects would be useful at some point for our
Just wanna post an update on my progress here.
The good news is that today I managed to get things rendering:
[Image: http://img337.imageshack.us/img337/5662/osgnacl.png ]
That bad news is that I don't have much time left to work on this and I
currently cannot get the triangle shown above to
Hi,
On 12/01/2012 19:40, Kevin Williams wrote:
Thanks Robert.
I'm not sure what you mean with your second suggestion. I don't
understand how a vertex has a texture associated with it, and not a
triangle?
Texture coordinates are always assigned to vertices. A triangle's colour
depens on the
Hi,
I use SRTM full dataset and some hires inlays from
http://www.viewfinderpanoramas.org/dem3.html (1arcs Alps and north europe data)
and a commercial hi-res inlay.
this data is according to gdalinfo correct, and it could be build with an
overlay texture, but as apure DEM model it failed.
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