Hi Roberto,
My terrain database is about 3GB in size, and measures about 3 by 5
pixels just for the textures alone.
I have written a single frame renderer based on the OSG Viewer code base.
The load time for first frame rendering takes close to 10s for the DEM terrain
database.
I solved my problem...
For reference, the code I am referencing from the OSG Quick Start Guide is this:
Code:
double w( .05 ), h( .05 );
osgUtil::PolytopeIntersector* picker =
new osgUtil::PolytopeIntersector(
osgUtil::Intersector::PROJECTION,
x-w, y-h, x+w, y+h );
osgUtil::IntersectionVisitor i
Hi,
I have a CAD app in which I am using LOD nodes to hide features at different
zoom levels. I have also implemented picking using PolytopIntersector similar
to the example in the Quick Start Guide. I have noticed that the
PolytopeIntersector returns intersections that include nodes which ar
Hi Boon Wah,
Have a look at the on screen stats between the two datasets, there
will be a difference, in particular with the number of vertices per
tiles, and perhaps even the number of tiles as osgdem has a default
limit of tile 64x64 for height fields and 256x256 for texels so when
you introduce
Glad to help where I can. I know the new web page does need some help, and I've
done very little in that area (it's been a busy summer for me).
I'll port the OpenFlight info from the old KnowledgeBase, once the old web site
is back online and I can get to the info.
-Paul
On 8/28/2012 12:1
Hi Jordi,
Thanks for that, will be a load off your mind when the new site is up ay :).
Regarding that I did make a few pages in the Platform specifics section which
i've set to 'Awaiting Review'. If you flag them as ok I'll try set aside some
time to start migrating more pages.
Thanks again
To
On 8/27/2012 3:14 PM, Jeremy Moles wrote:
> A Drawable can have a special ComputeBoundsCallback() (something like
> that, I'm on my phone right now and can't look it up), so you could use
> that as well...
Here is the code I came up with after your suggestion that does resolve
my problem (I attach
Hi Paul,
2012/8/28 Paul Martz
> Since no one has contributed to this page since its inception 4 months
> ago, and since there were no guidelines on the page itself, I didn't know
> you (or anyone else) had any plans for it.
>
>
You are right I don't have a strong opinion on that, and I was exp
Since no one has contributed to this page since its inception 4 months ago, and
since there were no guidelines on the page itself, I didn't know you (or anyone
else) had any plans for it.
Because each external project has its own web page with plenty of information,
doesn't it make more sense
Hi Thomas et al,
The university machine is (and was) working, and we have restored the
strange dreamhost redirection. It should be working in a few hours (the
redirection). In the meanwhile you can access openscenegraph.org content at
http://158.42.9.50/projects/osg
Cheers.
2012/8/28 Jordi Torre
The community projects page has a blog layout, so you have to add a new
article for each new project you want to add. We could have this page as a
single article page, but I think is more reasonable that each project have
their own article.
Cheers.
2012/8/28 Paul Martz
> That's very confusing.
Hi Thomas,
I have been in the university this morning trying to reboot the server, but
I have no physical access to the machine and the people who has are on
vacations. I wrote them whitout any answer yet. Anyway the IP serving this
message now of error id: "bad_httpd_conf" is not of the universit
That's very confusing. In my head, I don't want to create a new article, I just
want to edit an existing one... but now I know what to do, so thanks.
-Paul
On 8/28/2012 10:54 AM, Jordi Torres wrote:
Hi Paul,
Once you are logged in you should see two new items in the login menu key. One
of
Hi,
I am a user of osgDEM and used this to generate a terrain database.
When the terrain data is first loaded by osgViewer, there would be an
initial load time. I am trying to reduce this load time drastically.
I prepared two sets of terrain database for comparison of the initial lo
Hi Jordi
Did you get a chance to reboot the server?, i have a few clients that have
been trying to access with no joy.
Also looks like google may have cached the downed version
This is Google's cache of http://www.openscenegraph.org/. It is a snapshot
of the page as it appeared on 22 Aug 2012 15
Hi Paul,
Once you are logged in you should see two new items in the login menu key.
One of them is submit new article, set the category "community projects"
for your article ant it should be published in the right place. The author
guidelines are not completed yet, but there is some useful informa
I thought I'd start work on the Community->Projects page, enumerating projects
external to the OSG distribution. But there doesn't seem to be a way to edit the
page, even after I'm logged in. Am I missing something?
Thanks,
-Paul
___
osg-users ma
On Tue, 2012-08-28 at 16:59 +0200, Miguel Lokida wrote:
> So i see what you mean. But how can I declare the position of my widget
> relative to the parented window ?
>
> Here's the code I use:
>
> [code]
> const unsigned int MASK_2D = 0xF000;
>
> // note: osgViewer::Viewer* ptrViewer;
> //
Thanks for the heads up. I have set up the git repository.
Cheers,
Fred
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osg-users@lists.openscenegraph.org
http:/
So i see what you mean. But how can I declare the position of my widget
relative to the parented window ?
Here's the code I use:
[code]
const unsigned int MASK_2D = 0xF000;
// note: osgViewer::Viewer* ptrViewer;
// note: osg::ref_ptr _rootScene;
// note: ptrViewer->setSceneData(_rootScene);
Hi John,
Oh, so you are talking about the saving/reading of geometry shaders,
not just geometries. :-)
After checking the osg::Program serializer, I can confirm this is a
bug. As GL_POINTS is defined as 0, the serializer will ignore it as
incorrectly recognize it as GL_NONE. And when you load the
Hi koduri,
Make sure you have added the macro USE_OSGPLUGIN(osg) in your code, maybe
this is the problem.
Cheers
El 28/08/2012 13:44, "Koduri Lakshmi" escribió:
> Hi,
>
> I build OSGAndroid example on Ubuntu device. I loaded and displayed OSG
> model successfully on my mobile device.
>
> Now I
Hi fred et al,
Today I have been in the university trying to restore the osg server.
Unfortunately I don't have physical access to the server and the people who
has this access are still on holydays. I wrote to these people in order to
reboot the machine but I haven't received any answer yet. :-(
On Tue, 2012-08-28 at 11:05 +0200, Miguel Lokida wrote:
> Hi,
>
> I want to use an osgWidget to draw a compass. So, I need to use the rotation.
> The problem is that the origin of the osgWidget is at the bottom left and not
> at the center of the widget.
>
> How can I specify the center of my
Hi,
Thanks for your reply. Yes, I see now the polygonoffsetfactor and
polygonoffsetunits variables even if there are no methods to set them (osg
3.0.0), they are setted as attribute camera StateSet because shadow map
generation. I can try to tweak these values in some way. You speaks about two
Hi,
I have problems accessing SVN repositories today using a 1.6.7 client (! maybe
I should upgrade). On a side note, I can't access www.openscenegraph.org either.
Cheers,
Fred
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_
HI Carsten,
On 28 August 2012 11:00, Carsten Scharfe wrote:
> I tried it out now.
> Windows are appearing, and shaders work on each view.
> But polygon corruption still persists.
>
> It seems to me that this is a driver issue.
It could well be, trying a different OS/hardware/drivers would help
d
Hi,
I build OSGAndroid example on Ubuntu device. I loaded and displayed OSG model
successfully on my mobile device.
Now I used the OSG lib in my project which are using some other libs.
I made changes to Android.mk and Application.mk and compiled successfully.
But to load model I gave static pa
Hello Sebastian,
unfortunately I cannot create bigger sets with more GL geometry in them, cause
I need the geometry to be addressable. :(
Sebastian Messerschmidt wrote:
> Hello Alexej, Robert
>
> I think the reason for Alexej to think that disabling the culling would
> improve render time in
Hellor Robert,
Every day I try to think a bit less, but it does not work for me... ;)
But seriously:
OSG is a framework, which tries to fit several different use cases. And it is
natural, that it will not fit perfect for every possible job. Thus I want to
figure out, how I can use it in the bes
Hi Sergey,
But this way I will not recognize if the switch is set to a mask where
my "cloned" lightsource wouldn't be on.
So what I need more than not receiving update visiting is the state
transition.
My idea here would be to add a dummy node to the position where my
lightsource originally wa
Hi, Sebastian
There are nodevisitor traversal modes, and one of those is
TRAVERSE_ACTIVE_CHILDREN, try to set this on your update visitor, and you'll be
in good shape.
Cheers,
Sergey.
27.08.2012, 22:45, "Sebastian Messerschmidt" :
> Hello,
>
> My current challenge seems to be a hard one ;-)
>
Hi
I've seen such problems in windows on nvidia card with static osg build in
singlethreaded app on several machines, you could reproduce this in couple of
runs with just opening model with embedded compressed textures in
osgstaticviewer example under windows (dont know if this same for dynamic
I tried it out now.
Windows are appearing, and shaders work on each view.
But polygon corruption still persists.
It seems to me that this is a driver issue.
Carsten.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org]
Hi, Dario,
LispSM is setup by default to cast shadows using light space backfacing
polygons. That approach works well if models are closed and build with face
culling in mind. If your model does not utilize cull faces (and your truck
looks like that case), all front polygons will cast shadows. So
I'll try that out.
Carsten
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Tuesday, August 28, 2012 11:45 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Weird polygons on nVidi
Hi Carsten,
In principle what you are doing should work, what might be wrong I
can't say though. I don't use windows so can't comment on the
specifics of this type of setup. The only thing I can think of that
might cause one window to work but others not is for the OpenGL object
management to be
Hi,
Anybody working on basic compute shader integration? Just the new shader type
and a way to kick off the job using DispatchCompute would be awesome.
Might look into this next month if nobody is up for it.
Cheers,
Fred
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Hi Robert,
Thank you for your answer.
I've tried and set the sharedContext member to 0 for all views,
as you've suggested.
The result was the same, corrupted polygons in one or more views.
But now with the difference that shaders work only in one view, which
is the one first created.
Maybe there
Hi,
I want to use an osgWidget to draw a compass. So, I need to use the rotation.
The problem is that the origin of the osgWidget is at the bottom left and not
at the center of the widget.
How can I specify the center of my widget (since set Origin only move the
widget) in order to have a goo
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