Hi gambr
I had similar issues when adding/removing views from composite viewer. Finally
my crashes were solved by stopping and restarting Threading !
The code then looks like this:
Code:
// adding
m_Viewer.stopThreading();
m_Viewer.addView( a new view pointer );
Hi Stan,
On 4 December 2013 18:00, Stan Coleby stan.col...@calabiyausystems.comwrote:
Robert,
Thank you for the wonderful job that you have been doing on OSG. I have
been using it for over 10 years.
Thanks.
I am trying to update my application from 3.0.1 to 3.2.1 and discovered
that
Hi Sebastian,
Personally I'd subclass from osgTerrain::GeometryTechnique and pass a
FloatArray as a vertex attrib array or tex coord array and store the
heights there.
Robert.
On 4 December 2013 13:23, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Hi,
I have a osgDEM
Hi Kim,
You should have the source code to the OSG, so just search through the
sources of use osgUtil::Statistics, this will show exactly how it's used to
get the onscreen stats that you see in osgviewer when you press 's' several
times.
Robert.
On 6 December 2013 07:08, Kim JongBum
Hi Gianni,
The stack trace for OSG-3.2 suggests that removed View's Camera is still
assigned to the Geometry context, and you change to setGraphicsContext(0)
address this. The CompositeViewer::removeView(..) should probably do the
reset of the Camera so they are no longer assigned to
Sabastian,
osgEarth does more or less what Robert describes. We encode each vert's
height value (and unit vector) in a vertex attribute.
On Dec 6, 2013 5:43 AM, Robert Osfield robert.osfi...@gmail.com wrote:
Hi Sebastian,
Personally I'd subclass from osgTerrain::GeometryTechnique and pass a
Am 06.12.2013 13:14, schrieb Glenn Waldron:
Sabastian,
osgEarth does more or less what Robert describes. We encode each
vert's height value (and unit vector) in a vertex attribute.
Thank you Glenn. Are the vertices relative to the Ellipsoid?
Or can you point me to the sources where I can
Hi Robert,
Hi Sebastian,
Personally I'd subclass from osgTerrain::GeometryTechnique and pass a
FloatArray as a vertex attrib array or tex coord array and store the
heights there.
Okay, that would double the data then. I'm a bit nervous about adding
more vertex attributes as I already have a
Hi,
I'm facing the same problem, and I can't pre-compute vertex attributes on CPU
because my vertex are moved by the shader him-self (displacement mapping).
I've tried to use double matrices, but these leads to a lot of compatibility
problem.
Since the precision problem is in the temporary
The heights are relative to the ellipsoid, yes. I can send you a code link
when I get back (in on the road atm).
On Dec 6, 2013 7:55 AM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Am 06.12.2013 13:14, schrieb Glenn Waldron:
Sabastian,
osgEarth does more or less what
Hello all,
This is my first time to use this.
I faced some problem about display UTF-8 character like alpha and beta in
OSG. Can any one give some idea? Thank you so much! The code was like this
I was surprised to find that there is no 3D version of the OpenSceneGraph
logo, at least not in the osg-data repository. I think OSG has been around
long enough to deserve a 3D logo, so I had one of our artists whip up
something.
Here are two versions of the logo as osgb files. One is normal and
12 matches
Mail list logo