Hi everyone,
I just begun to develop similar flight simulation record player with
openscenegraph. I have some questions regarding to terrain, object and camera
positioning.
I build flat terrain with osgdem from dted and geotiff texture data as *.ive
file. I checked result with simple demo
Hi everyone,
I just started using Openscenegraph. I have some questions regarding coordinate
systems. I am trying to develop simple debriefing application. I am using
geographic (lat, long and alt ) coordinates and rotations information that were
recorded on vehicle to transform objects in 3D
Hi everyone,
I am working on simple flight simulator on flat terrain. I successfully build
my terrain using osgdem and I can display using osgviewer. My problem is how to
show terrain correctly as Delta3d did.
Delta3d can zoom on terrain when I change camera position and also it can
handle
HI Frank,
The way you usually use osg::FrameBuffrerObject is associated with a
render to texture osg::Camera. You assign the various buffer settings
on the osg::Camera including any textures you want to assign it to and
then the OSG's rendering backend will create the required FBO's and
assigned
Thanks Stephan for the fix and Paul for the testing. Fix now merged
and checked into svn/trunk.
On 6 February 2013 03:19, Paul Martz pma...@skew-matrix.com wrote:
Thanks, Stephan! That worked great. Cross-posting to osg-submissions.
-Paul
On 2/5/2013 4:52 PM, Stephan Huber wrote:
Hi
HI Zeki,
I've just seen that you've made three similar posts with no answers to
any of them yet. It's generally best to be patient and stick to one
thread per topic rather than splurt it out ever where. If it's a new
topic it's also best to start a new thread.
As for the problems you have
Thank you Robert.
My earlier messages sent at different times in the last weeks and I solved most
of them at time period. Also, moderator has just approved all my messages :).
In the current situation, I am facing coordinate system problem. I am using
geocentric terrain and geocentric
Hi Zeki,
On 6 February 2013 10:08, Zeki Yugnak zeki.yug...@gmail.com wrote:
I have no problem on terrain displaying but the transformation is not smooth
because of higher value of the coordinates. World coordinates which are
obtained by computeLocalToWorldTransformFromLatLongHeight are very
Hi All,
A peculiar bug under Windows with the dds plugin and mipmap levels has
pointed to bug in the maths libraries that can be worked around by
using the standard C++ cmath definitations, so a potential workaround
for this bug is to use cmath in include/osg/Math instead of the
current c library
Hi Robert, thanks for your help.
It's very hard to know what you mean and thus what to recommend.
What do you mean the transformation is not smooth because of height
value of coordinates?
Could it be that you have float precision problems? The OSG by
default uses double for all camera
HI Zeki,
On 6 February 2013 11:56, Zeki Yugnak zeki.yug...@gmail.com wrote:
I am using double precision. X,y,z coordinates are over million in ECEF
coordinate system after converting from lats/long/height. I supposed that
graphic card is giving rounding off error and there is flickering on
Hi All,
On 6 February 2013 11:02, Robert Osfield robert.osfi...@gmail.com wrote:
With this issue I'm inclined to make the change and then push the
problem out in the community to test, if no one complains that it'll
be plain sailing all the way to the next stable release, for this
topic at
HI Marcin,
On 5 February 2013 14:28, Marcin Prus p...@ai.com.pl wrote:
I've sent fix to submission list early january. Was it rejected? Or is it
still pending on your list?
I haven't posted a osg-submissions fix for this issue. Looking at
other threads about this issue it looks like using the
:) I think you misunderstood me. I have been searching all forum.
The terrain (is not whole earth) database was created correctly using osgdem
with Terrain and geocentric parameters. Also camera position is computed
correctly and I can easily track may object using orbit manipulator. But, If I
Hi,
I've sent a patch for this :
http://forum.openscenegraph.org/viewtopic.php?p=52418#52418
About my second message, forgot it, it was an error in my shader code
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52419#52419
Hi,
I have been working on gesture based terrain navigation for wall displays. I am
using optitrack for head tracking, and acquired head orientation quaternions
via VRPN.
I have used two threads, one for rendering and another for position updates
from optitrack. The problem is that there is
On Wed, Feb 6, 2013 at 1:51 PM, Yonas Sahlemariam yoniclas...@yahoo.comwrote:
Do you think the problem lies on from the fact that I used two threads,
what sort of design ideas do you follow in such scenarios, where you
require orientation information to manipulate the camera.
Without seeing
Hi,
On Wednesday, February 06, 2013 11:02:43 Robert Osfield wrote:
Can we finally using cmath in include/osg/Math is clean this header up?
As you already mentioned above. We have stopped using IRIX some years back.
The rest of the unixes, followed about two years later. Where only irix had
Hi Robert,
The cmath header changes can build with Visual Studio 2012 under Windows
7. I'd like to help test on the OpenSolaris platform later if I could
download and make it work on my virtual machine. :-)
Wang Rui
2013/2/6 Robert Osfield robert.osfi...@gmail.com
Hi All,
On 6 February
Hi,
is there an OSG-way to compile resources directly into your OSG projects, so
that for example you would not have to load your e.g. axes.osg from file during
application startup?
What would be the best way to do this at the moment?
Actually I am thinking about a generic way to store
Hi Johannes,
Have a look at the osg2cpp example, and also have a look at how the
shaders are included in src/osgVolume/Shaders/*.cpp, these .cpp's are
directly generated from .glsl files.
Robert.
On 6 February 2013 13:39, Johannes Scholz osg-supp...@vtxtech.net wrote:
Hi,
is there an OSG-way
Hi Nathan,
Thanks for the posting the guide.
On 4 February 2013 14:39, Nathan Collins nat...@mve.com wrote:
The most important thing is to use the latest stable version of OSG (3.0.1) -
we found that the svn trunk version just does not want to work. This is due
to issues loading
libraries
Zeki,
Don't transform the root scene (I assume you mean the terrain). Instead
just take the matrix you got
from computeLocalToWorldTransformFromLatLongHeight() and put that into a
MatrixTransform. Then any points under that MatrixTransform are local to
that world point, and you won't have any
Koduri,
As long as you are able to link the libav* libraries, the plugin should work.
Where are you storing the video file?
You should also be able to see what is happening by catching logs from OSG
using the NotifyHandler.
David
___
osg-users
Robert,
problem I found is different from the one discussed about math/cmath/log
etc. and I can confirm it still exists in current version.
Algorithm is wrong, computation doesn't take block nature of some
compressions into account and fails for last mipmaps in non square
textures (size
Hi Glenn ,
I have been already doing what you're saying. Here is the transformation code
block;
Code:
osg::Vec3 rotation(currentRotation.Heading, currentRotation.Pitch,
currentRotation.Roll);
osg::Matrix hprRotationMat;
Util::HprToMatrix(hprRotationMat, rotation);
//Ellipsoid model of the
Hi,
I use OSG in a Qt application, and I do this :
osg::ref_ptrosg::Object
osgDB::readObject(:/some-label/object.osgt.qtresource);
The .qtresource extension is mapped to a pseudo-loader written using Qt
classes to load :/some-label/object.osgt file from Qt resources and decode it
using the
Hi Frank -- Just adding to what Robert said:
Although FrameBufferObject does derive from StateAttribute, I have never seen it
used as an attribute attached to a StateSet. Rather, it's something that Camera
uses essentially internally.
Previous postings from Art Tevs (osgPPU) have warned of
A couple of observations:
1) The units will be in millions because your database is a round earth
database using the WGS84 spheroid ECEF CS with units in meters.
2) I don't understand how your second code blocks maps correctly to the
geocentric cartesian round earth database built with osgdem
Hi Jordi,
Really nice work!
Thank you,
Rafa.
2013/2/6 Jordi Torres jtorresfa...@gmail.com
Hi osg'ers,
The new joomla site is almost done, check it out in
http://openscenegraph.com. We are going to maintain the old trac alive
for archive purposes so don't panic :). I marked some sections
Thank you, Paul and Robert.
Just as a suggestion, it may be useful to have a way for NESTED_RENDER ordered
cameras to render to a texture. It's my understanding, from looking at the code
and from past forum posts, that NESTED_RENDER cameras ignore the camera RTT
stuff. I was hoping that
Hi all,
I'm running into an interesting bug in my code which manifests as behaviour
that works on one platform (Windows) and not on another (OS X) with the same
OSG code. (Using OSG trunk, around 3.1.4)
I am using the following node visitor to reset animations attached to transform
nodes:
i am not able to compile program using TriangleFunctor. at the first
compilation i got some error saying cout is not a member of std + some
other chunks . So i added a iostream header file. And when i comiled it
again there are 3-4 screenful errors. am not able to understand these
scripts of error
Hi Shayne,
Thanks for your help.
Your's transformation code block is the same as mine's. I really do not know
why object's translation is not smooth.
Also I could not use second code block because of terrain-object correlation
problem. But I hope that I will translate object smoothly using
Jordi,
great job, thank you for your effort!
One question: What will happen to the VirtualPlanetBuilder website?
There are some helpful tutorials which should survive :)
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52449#52449
来信收到,谢谢!
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Date:2013年2月5日(星期二) 凌晨4:04
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