[osg-users] Little Warning about using osgGA::GUIEventHandler and linux/input.h
Hello everyone, after some headaches I have found a solution to a compile problem in a program using osgGA::GUIEventHandler and linux/input.h (neccesary for make work an old joystick model, not possible to be modified). Here is an exctract of the code which throw the error "Expected unqualified id before :" for lines 619 and 622 : switch (ea.getEventType()) { case (osgGA::GUIEventAdapter::FRAME): { osgViewer::View* view = dynamic_castosgViewer::View*(gUIActionAdapter); if (view == NULL) return false; updateResolution(view); break; } case (osgGA::GUIEventAdapter::KEYUP): { switch (ea.getKey()) { case ('f'): arbreUtile-setPropValuebool("graphic.windows.fullScreen", !arbreUtile-getPropValuebool("graphic.windows.fullScreen",false)); break; case (osgGA::GUIEventAdapter::KEY_Pause): arbreUtile-setPropValuebool("sim.pause",! arbreUtile-getPropValuebool("sim.pause",false)); break; case (osgGA::GUIEventAdapter::KEY_F2): // This is line 619 arbreUtile-setPropValuebool("graphic.windows.showGui", ! arbreUtile-getPropValuebool("graphic.windows.showGui",false)); break; case (osgGA::GUIEventAdapter::KEY_F12): // This is line 622 arbreUtile-setPropValuebool("graphic.windows.record", ! arbreUtile-getPropValuebool("graphic.windows.record", false)); break; default: break; } break; } default: return false; } The option "-save-temps" allowed me to have a look at the file after pre-compiler which gives : switch (ea.getEventType()) { case (osgGA::GUIEventAdapter::FRAME): { osgViewer::View* view = dynamic_castosgViewer::View*(gUIActionAdapter); if (view == NULL) return false; updateResolution(view); break; } case (osgGA::GUIEventAdapter::KEYUP): { switch (ea.getKey()) { case ('f'): arbreUtile-setPropValuebool("graphic.windows.fullScreen", !arbreUtile-getPropValuebool("graphic.windows.fullScreen",false)); break; case (osgGA::GUIEventAdapter::KEY_Pause): arbreUtile-setPropValuebool("sim.pause",! arbreUtile-getPropValuebool("sim.pause",false)); break; case (osgGA::GUIEventAdapter::60): // This is line 619 arbreUtile-setPropValuebool("graphic.windows.showGui", ! arbreUtile-getPropValuebool("graphic.windows.showGui",false)); break; case (osgGA::GUIEventAdapter::80): // This is line 622 arbreUtile-setPropValuebool("graphic.windows.record", ! arbreUtile-getPropValuebool("graphic.windows.record", false)); break; default: break; } break; } default: return false; } As you can see, KEY_F2 and KEY_F12 has been replaced by a numeric value, but not KEY_Pause... In fact the file linux/input.h contains a list of define for the keyboard, including : #define KEY_F2 60 ... #define KEY_F12 88 ... #define KEY_PAUSE 119 Temporally, we had to undef KEY_F2 and KEY_12 in order to compile and link correctly our program. I you have some hints to do this differently and in a cleaner way :-) I'm ready to test other solutions (but I cannot exclude linux/input.h) Thanks, Cheers Christian ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Little Warning about using osgGA::GUIEventHandler and linux/input.h
Hi Christian, The usual way to avoid pollution of 3rd party #defines to to make sure that the polluters are included after the ones that are effected. If this isn't possible then to #undef the problem #defines. Another possible route would be to simply use a non polutting headers and lib for joystick support. I've used SDL for joystick support in the past without problems. Robert. On 1 February 2012 08:51, Christian Schulte christian.schu...@onera.fr wrote: Hello everyone, after some headaches I have found a solution to a compile problem in a program using osgGA::GUIEventHandler and linux/input.h (neccesary for make work an old joystick model, not possible to be modified). Here is an exctract of the code which throw the error Expected unqualified id before : for lines 619 and 622 : switch (ea.getEventType()) { case (osgGA::GUIEventAdapter::FRAME): { osgViewer::View* view = dynamic_castosgViewer::View*(gUIActionAdapter); if (view == NULL) return false; updateResolution(view); break; } case (osgGA::GUIEventAdapter::KEYUP): { switch (ea.getKey()) { case ('f'): arbreUtile-setPropValuebool(graphic.windows.fullScreen, !arbreUtile-getPropValuebool(graphic.windows.fullScreen,false)); break; case (osgGA::GUIEventAdapter::KEY_Pause): arbreUtile-setPropValuebool(sim.pause,! arbreUtile-getPropValuebool(sim.pause,false)); break; case (osgGA::GUIEventAdapter::KEY_F2): // This is line 619 arbreUtile-setPropValuebool(graphic.windows.showGui, ! arbreUtile-getPropValuebool(graphic.windows.showGui,false)); break; case (osgGA::GUIEventAdapter::KEY_F12): // This is line 622 arbreUtile-setPropValuebool(graphic.windows.record, ! arbreUtile-getPropValuebool(graphic.windows.record, false)); break; default: break; } break; } default: return false; } The option -save-temps allowed me to have a look at the file after pre-compiler which gives : switch (ea.getEventType()) { case (osgGA::GUIEventAdapter::FRAME): { osgViewer::View* view = dynamic_castosgViewer::View*(gUIActionAdapter); if (view == NULL) return false; updateResolution(view); break; } case (osgGA::GUIEventAdapter::KEYUP): { switch (ea.getKey()) { case ('f'): arbreUtile-setPropValuebool(graphic.windows.fullScreen, !arbreUtile-getPropValuebool(graphic.windows.fullScreen,false)); break; case (osgGA::GUIEventAdapter::KEY_Pause): arbreUtile-setPropValuebool(sim.pause,! arbreUtile-getPropValuebool(sim.pause,false)); break; case (osgGA::GUIEventAdapter::60): // This is line 619 arbreUtile-setPropValuebool(graphic.windows.showGui, ! arbreUtile-getPropValuebool(graphic.windows.showGui,false)); break; case (osgGA::GUIEventAdapter::80): // This is line 622 arbreUtile-setPropValuebool(graphic.windows.record, ! arbreUtile-getPropValuebool(graphic.windows.record, false)); break; default: break; } break; } default: return false; } As you can see, KEY_F2 and KEY_F12 has been replaced by a numeric value, but not KEY_Pause... In fact the file linux/input.h contains a list of define for the keyboard, including : #define KEY_F2 60 ... #define KEY_F12 88 ... #define KEY_PAUSE 119 Temporally, we had to undef KEY_F2 and KEY_12 in order to compile and link correctly our program. I you have some hints to do this differently and in a cleaner way :-) I'm ready to test other solutions (but I cannot exclude linux/input.h) Thanks, Cheers Christian ___ 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] Problems with textures converted
Hi, I have a problem with my osgexp on 3dsMax. Latest version for 2012 (1.0.1) When I create my .IVE, it appears with a strange texture. (right the right texture and left after converting.) voltrum.fr/download/batiprob.jpg Thank you! Cheers, Voltrum[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45142#45142 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG website error
Hi, Yes I am experiencing the same. Does anybody know when the site will be available again? Cheers, Joan -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45146#45146 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] [build] make-ing error with osg
Hi everybody, I just tried to run scivi (a 3d scan tool), which depends on OSG. Everytime I get this error: Code: ~/Downloads/scivi$ make g++ -c -O3 -Wall -I Data/Libraries/libPoisson/include -I Data/Libraries/vcglib -I ../ARToolKit/include Applications/ScanGen.cpp -o Applications/ScanGen.o g++ -c -O3 -Wall -I Data/Libraries/libPoisson/include -I Data/Libraries/vcglib -I ../ARToolKit/include -fpermissive -w Applications/ModelGeneration.cpp -o Applications/ModelGeneration.o g++ -c -O3 -Wall -I Data/Libraries/libPoisson/include -I Data/Libraries/vcglib -I ../ARToolKit/include Main.cpp -o Main.o g++ -O3 -Wall -I Data/Libraries/libPoisson/include -I Data/Libraries/vcglib -I ../ARToolKit/include Interfaces/IApplication.o Interfaces/IGuiApplication.o Utilities/IO.o Utilities/Bottom.o Utilities/HeadUpDisplay.o Utilities/KinectFactory.o Utilities/KinectDevice.o Utilities/PoissonReconstruction.o Utilities/NormalExtrapolation.o Utilities/PlyLoader.o Providers/KinectProvider.o Applications/TestApp.o Applications/TestKinect.o Applications/TestOsg.o Applications/TestPoisson.o Applications/TestPoissonBench.o Applications/TestMeshColor.o Applications/ScanGen.o Applications/ModelGeneration.o Main.o -o scivi -L Data/Libraries/libPoisson/lib -L ../ARToolKit/lib -L ../OpenSceneGraph-3.0.1/lib -L ../../libfreenect/build/lib -losg -losgViewer -losgGA -losgDB -lfreenect -lAR -lPoisson /usr/bin/ld: Interfaces/IGuiApplication.o: undefined reference to symbol 'OpenThreads::Atomic::operator--()' /usr/bin/ld: note: 'OpenThreads::Atomic::operator--()' is defined in DSO /home/kati/Downloads/OpenSceneGraph-3.0.1/lib/libOpenThreads.so.12 so try adding it to the linker command line /home/kati/Downloads/OpenSceneGraph-3.0.1/lib/libOpenThreads.so.12: could not read symbols: Invalid operation collect2: ld gab 1 als Ende-Status zurück make: *** [all] Fehler 1 Could you please help me? I'm working on the newest Ubuntu version with 32bit. Thank you! Kati[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45158#45158 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [build] make-ing error with osg
Hobbes Pierre writes: /usr/bin/ld: note: 'OpenThreads::Atomic::operator--()' is defined in DSO /home/kati/Downloads/OpenSceneGraph-3.0.1/lib/libOpenThreads.so.12 so try adding it to the linker command line It seems they are not linking with OpenThreads, but the linker says they should. I have inspected their Makefile, and I would add -lOpenThreads to the list of libraries listed under the LIBS variable. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG website error
Hi Joan, On 31 January 2012 14:03, Joan Tz tz_ia...@hotmail.com wrote: Yes I am experiencing the same. Does anybody know when the site will be available again? I have email Jose Luis Hidalogo, the site admin, about the problem but heared back yet. The subversion repository is still functionality so the server is up, so it's only the Tracs website that has gone done. Hopefully J.L will solve the problem soon. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Custom Vertex Shader with Parallel Split Shadow Maps
Hi, I am trying to integrate the Parallel Split Shadow Map (PSSM) algorithm into my current project. I've noticed that the algorithm utilizes the fixed pipeline as it only incorporates a fragment shader. However, my project requires me to write a custom Vertex shader as well. When I do that, it seems that the values in the gl_TexCoord of the fragment shader may be incorrect. If this is the case, it seems as if I am sampling the shadow map incorrectly as well. I came to this conclusion because while I do see shadows, they are incorrectly placed and change drastically when my camera pans around the scene. Does anyone know how to recreate the proper gl_TexCoord values in a custom vertex shader? If I could recreate them properly, then the fragment shader should work as well. Thank you for your help! Cheers, Nick -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45154#45154 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with textures converted
Hi I've had same problems with 1.0.1, dont have any good solution, but you can export model with external texture files and then use osgconv to embed them, then it'll look ok. Also, if you open max file with some old model (which was used with pre 1.0.1 exporter) clear it, merge with new one and export - textures will be ok. Strange stuff. 31.01.2012, 16:42, Johan Thengi volt...@gmail.com: Hi, I have a problem with my osgexp on 3dsMax. Latest version for 2012 (1.0.1) When I create my .IVE, it appears with a strange texture. (right the right texture and left after converting.) voltrum.fr/download/batiprob.jpg Thank you! Cheers, Voltrum[/img] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45142#45142 ___ 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] Any way to build terrain complex with DEM data and then add different textures after?
I had been building terrain complexes using osgdem using both the -d and -t flags to combine elevation and textures. This works great when I have relatively low resolution. I am now running into scenarios where I am using 1 meter lidar elevation data and want the maximum number of levels. This takes hours to generate, but I may be looking at the same area over and over. However, the texture that I wrap onto that same are will be changing. Do I need to run osgdem for each texture? As far as I can see in the documentation there isn't any way to add texture to an existing osgdem-generated terrain complex; am I wrong? I know that for each level, osgdem is breaking up the original texture and doing level of detail wrappings for it, so maybe it is impossible. I may end up digging into the source code for osgdem to see what can be done but wanted to pose this question to the forum to see if anyone has any ideas about whether this can be done already or how feasible it is to do this by changing the existing source code. Thanks! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45162#45162 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] FBO and mipmaps
Hi, I'm using FRAME_BUFFER_OBJECT as render target to render into an FBO. I would like to generate mipmaps for this FBO... How can I do this ? Is there any function like myFBOTexture-buildMipMaps() that I can call in my FBO camera's post-render callback ? Thank you! Cheers, Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45163#45163 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBO and mipmaps
Just use the setUseHardwareMipMapGeneration to the texture object you bind to the FBO Hi, I'm using FRAME_BUFFER_OBJECT as render target to render into an FBO. I would like to generate mipmaps for this FBO... How can I do this ? Is there any function like myFBOTexture-buildMipMaps() that I can call in my FBO camera's post-render callback ? Thank you! Cheers, Aurelien -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45163#45163 ___ 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] FBO and mipmaps
Does that mean mipmap generation is fully automated ? If I try to access to FBO's mipmaps from a shader program, mipmaps will be available ? Are the mipmaps always generated (even if not used) or are they only generated on demand when they are used ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45165#45165 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] FBO and mipmaps
Hi Aurelien, if you ask the hardware to create the mipmaps for you ( setUseHardwareMipMapGeneration() ) they are generated automatically. Otherwise you can write on a given mipmap level yourself, see the level parameter of Camera::attach() method. I believe that if you use setUseHardwareMipMapGeneration() on a Texture, its mipmaps are generated as soon as the texture is compiled, but I'm not 100% sure about this anyway. Ricky On Wed, Feb 1, 2012 at 15:21, Aurelien Albert aurelien.alb...@alyotech.frwrote: Does that mean mipmap generation is fully automated ? If I try to access to FBO's mipmaps from a shader program, mipmaps will be available ? Are the mipmaps always generated (even if not used) or are they only generated on demand when they are used ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45165#45165 ___ 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] osgviewer random crashes on a Quadro 2000M
A user of our OSG application is experiencing some random crashes on his machine. To investigate the problem I provided the osgviewer application and he keeps experiencing the same problem. By the way, if a crash occurs, then it occurs at the very beginning and no OpenGL windows (context?) is displayed (created?) at all, but if osgviewer does not crash at the beginning then it won't crash while running. I could not manage to reproduce those crashes on any of my computers, unfortunately none of them is like that users' one: he's using a DELL laptop with a NVidia Quadro 2000M with the latest official NVidia video drivers. The operating system is Windows 7 - 64 bit and OSG is version 3.0.1 - 32 bit. As reported by the user, every other OpenGL app is working fine. If he chooses not to use the NVidia card but to rely only on the integrated card, no crashes occur with osgviewer. Anyone experienced such issues? I'd like to further investigate the problem on that user's machine, but before proceeding, I'd like to ask you if there is something specific that I should look for or take care of. Can you suggest how to proceed to narrow down the possible causes for that kind of problems? Thanks. Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45167#45167 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Problems with textures converted
In some cases, that bad visualization is due to the Gamma/LUT Correction. Don't know if this is also your case, but try disabling the Gamma/LUT Correction: from Rendering menu, Gamma/LUT Setup..., Gamma and LUT tab and finally uncheck the Gamma/LUT Correction option. Hope this helps. Alessandro -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45168#45168 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?
On 2/1/2012 7:02 AM, Ethan Fahy wrote: I had been building terrain complexes using osgdem using both the -d and -t flags to combine elevation and textures. This works great when I have relatively low resolution. I am now running into scenarios where I am using 1 meter lidar elevation data and want the maximum number of levels. This takes hours to generate, but I may be looking at the same area over and over. However, the texture that I wrap onto that same are will be changing. Do I need to run osgdem for each texture? As far as I can see in the documentation there isn't any way to add texture to an existing osgdem-generated terrain complex; am I wrong? I know that for each level, osgdem is breaking up the original texture and doing level of detail wrappings for it, so maybe it is impossible. I may end up digging into the source code for osgdem to see what can be done but wanted to pose this question to the forum to see if anyone has any ideas about whether this can be done already or how feasible it is to do this by changing the existing source code. Thanks! One word: osgEarth. http://osgearth.org/ It can drape new imagery onto VPB-built terrain models, or can just build the terrain models on the fly with whatever imagery you want. If you want pre-compiled binaries, they're available through my company's support program. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgmaxexp problems
Hi Laurens and Sergey, Thank for your answers, the problem was what Laurens brought up - I had compiled (recopiled osgexp also) with VC 2010. I recompiled all (including osg files) with 2008 and no more errors J Cheers, Seppo From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Laurens Voerman Sent: 31. tammikuuta 2012 17:43 To: OpenSceneGraph Users Subject: Re: [osg-users] osgmaxexp problems Hi Seppo, What compiler are you using? I think max 2012 is compiled with VC 2008 SP 1, (at least the x64 version is; found some hints at autodesk.com that's true for x86 too). Using a different compiler for osg or osgMaxExp might cause problems. Laurens. On 1/31/2012 1:51 PM, Sergey Polischuk wrote: Hi If there were osg interface changes between version which ships with osgexp and yours, it can cause a crash. You should recompile osgexp with your osg version. 31.01.2012, 11:13, Seppo mailto:se...@kuutio.net se...@kuutio.net: Hi Farshid, Yes, when 3ds max starts up it gives this error. Could it be since I also use newer OSG version than what was with the current stable release of osgmaxexp (1.0.1)? I have copied the corresponding dll files there too so it is not atleast missing any dll files, but I am not sure if that causes the problem anyway. Thanks, -Seppo From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Farshid Lashkari Sent: 26. tammikuuta 2012 20:02 To: OpenSceneGraph Users Subject: Re: [osg-users] osgmaxexp problems Hi Seppo, On Tue, Jan 24, 2012 at 12:37 AM, Seppo se...@kuutio.net wrote: I have compiled osgmaxexp svn rev 236 without problems, but when using that I get this error when running 3DS max 2012 (32bit version): DLL (OSGEXP.dle) failed to initialize. Error code 998 - Invalid access to memory location. Are you getting this error when 3ds max starts up or when you try to export? Cheers, Farshid ___ 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] [vpb] Any way to build terrain complex with DEM data and then add different textures after?
Thanks Chris, I actually compile osgEarth and osgGIS last week and played around with them a bit thinking I may go in that direction. I was having trouble getting the vpb driver to work properly and the osgEarth vpb driver page even says: If at all possible, you should run osgEarth against the original source data instead of using this driver. You will get better performance with suffer fewer headaches. Are you suggesting replacing VPB with osgEarth entirely for my needs vs generating a VPB terrain file and combining it with osgEarth? Chris 'Xenon' Hanson wrote: On 2/1/2012 7:02 AM, Ethan Fahy wrote: I had been building terrain complexes using osgdem using both the -d and -t flags to combine elevation and textures. This works great when I have relatively low resolution. I am now running into scenarios where I am using 1 meter lidar elevation data and want the maximum number of levels. This takes hours to generate, but I may be looking at the same area over and over. However, the texture that I wrap onto that same are will be changing. Do I need to run osgdem for each texture? As far as I can see in the documentation there isn't any way to add texture to an existing osgdem-generated terrain complex; am I wrong? I know that for each level, osgdem is breaking up the original texture and doing level of detail wrappings for it, so maybe it is impossible. I may end up digging into the source code for osgdem to see what can be done but wanted to pose this question to the forum to see if anyone has any ideas about whether this can be done already or how feasible it is to do this by changing the existing source code. Thanks! One word: osgEarth. http://osgearth.org/ It can drape new imagery onto VPB-built terrain models, or can just build the terrain models on the fly with whatever imagery you want. If you want pre-compiled binaries, they're available through my company's support program. -- Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45171#45171 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Any way to build terrain complex with DEMdata and then add different textures after?
Ethan, VPB is typically used for creating statically built pre-runtime databases. osgEarth is more of a dynamic model and paradigm. I would use either one or the other depending upon your needs. Based on what you want to do, I agree with Chris that osgEarth would probably be the better fit. -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan Fahy Sent: Wednesday, February 01, 2012 9:09 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [vpb] Any way to build terrain complex with DEMdata and then add different textures after? Thanks Chris, I actually compile osgEarth and osgGIS last week and played around with them a bit thinking I may go in that direction. I was having trouble getting the vpb driver to work properly and the osgEarth vpb driver page even says: If at all possible, you should run osgEarth against the original source data instead of using this driver. You will get better performance with suffer fewer headaches. Are you suggesting replacing VPB with osgEarth entirely for my needs vs generating a VPB terrain file and combining it with osgEarth? Chris 'Xenon' Hanson wrote: On 2/1/2012 7:02 AM, Ethan Fahy wrote: I had been building terrain complexes using osgdem using both the -d and -t flags to combine elevation and textures. This works great when I have relatively low resolution. I am now running into scenarios where I am using 1 meter lidar elevation data and want the maximum number of levels. This takes hours to generate, but I may be looking at the same area over and over. However, the texture that I wrap onto that same are will be changing. Do I need to run osgdem for each texture? As far as I can see in the documentation there isn't any way to add texture to an existing osgdem-generated terrain complex; am I wrong? I know that for each level, osgdem is breaking up the original texture and doing level of detail wrappings for it, so maybe it is impossible. I may end up digging into the source code for osgdem to see what can be done but wanted to pose this question to the forum to see if anyone has any ideas about whether this can be done already or how feasible it is to do this by changing the existing source code. Thanks! One word: osgEarth. http://osgearth.org/ It can drape new imagery onto VPB-built terrain models, or can just build the terrain models on the fly with whatever imagery you want. If you want pre-compiled binaries, they're available through my company's support program. -- Chris 'Xenon' Hanson, omo sanza lettere. http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. There is no Truth. There is only Perception. To Perceive is to Exist. - Xen ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45171#45171 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Any way to build terrain complex with DEM data and then add different textures after?
I think the best thing then is for me to get my scenarios up and running with osgEarth and see just how much a speed hit I'd take using it vs VPB. Plus the project I'm working on may ultimately be better served by hosting the data on a server and creating a web interface for the user, and everything I've read makes it seem like osgEarth would definitely be better suited for that task. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45173#45173 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [vpb] Any way to build terrain complex with DEMdata and then add different textures after?
All things considered, I think that would be a wise direction to go in. If you do any database performance profiling between osgEarth and VPB, feedback on this would be informative... -Shayne -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan Fahy Sent: Wednesday, February 01, 2012 9:30 AM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] [vpb] Any way to build terrain complex with DEMdata and then add different textures after? I think the best thing then is for me to get my scenarios up and running with osgEarth and see just how much a speed hit I'd take using it vs VPB. Plus the project I'm working on may ultimately be better served by hosting the data on a server and creating a web interface for the user, and everything I've read makes it seem like osgEarth would definitely be better suited for that task. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=45173#45173 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] GSoC 2012
will OSG participate in GSoC 2012? -- Regards, Rashad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Invitation to connect on LinkedIn
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