Hi,Robert i Provided all the details u asked to place a building in the
terrain, help me how to do this ?
...
Thank you!
Cheers,
Rambabu
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69934#69934
Hi,
Hi,Actually Iam Working on the placing of Buildings,Trees etc on the
Terrain.Buildings are in .shp format,Terrain is in .flt format,Positioning of
the Buildings is adjusted by the ig data which is in the format of
pitch,rolling and Heading.Can anyone help me how to load the buildings/trees
robertosfield wrote:
> On 6 January 2017 at 06:03, Bhanu Chandra <> wrote:
>
> > which is the best tool for loading buildings on terrain?
> >
>
> Pickup truck or lorry would be good for getting the raw materials on
> site. Then hire local builder to make your buildings.
>
> If you have
robertosfield wrote:
> On 6 January 2017 at 06:03, Bhanu Chandra <> wrote:
>
> > which is the best tool for loading buildings on terrain?
> >
>
> Pickup truck or lorry would be good for getting the raw materials on
> site. Then hire local builder to make your buildings.
>
> If you have
Hi,Actually Iam Working on the placing of Buildings,Trees etc on the
Terrain.Buildings are in .shp format,Terrain is in .flt format,Positioning of
the Buildings is adjusted by the ig data which is in the format of
pitch,rolling and Heading.Can anyone help me how to load the buildings/trees
Hi,
But why not do occlusion query every frame? Is there any problem? because
multi-pass depth test should also be done every frame.
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Cheers,
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TianZJ
At 2017-01-08 22:46:27, "Hartwig Wiesmann" wrote:
>Hi Tian,
>
>an occlusion query is
Hi Tian,
an occlusion query is difficult because the scene is continuously changing.
Ad Robert: drawing the sign itself is not the issue. I would either like to see
the sign completely or not at all.
I will do some tests with multi-passes.
Thank you!
Cheers,
Hartwig
--
Read
Hi Nikita,
If you want to help finding the cause for the bug in master you can run a git
bisect.
git bisect will use a binary search pattern and give you commits to test on
your PC, usually this takes about 10 steps and you'll arrive at the problem
commit.
http://webchick.net/node/99
Once
Hi,
Occlusion query is a better idea, especially for rendering many billboards.
About the performance, here is a discussion,
http://gamedev.stackexchange.com/questions/118651/opengl-occlusion-culling-huge-performance-drop
which points out that calling all the queries together
On 7 January 2017 at 18:12, Nikita Petrov wrote:
> But(!) I've successfully built OSG stable version 3.4.0 from scratch and now
> everything works! I still have the same warning in console output, but all
> examples works fine.
That's a bit of good news.
> Moreover I
Hi Hartwig,
You can use the occlussion query extension to do the test but the
round trip to the GPU and back be prohibitive for real-time
performance. This is even before you start having to do a second pass
to decide whether to render or not the signs.
Do you really need to do this? It would
Hi Hartwig,
In principle what you are doing should work, the project and modelview
matrix by default should be inherited down correctly - there shouldn't
be a frame delay.
The only thing that looks like it could cause problem is that you
switch off the compute near/far for the slave camera but
Hi,
yes, this is an idea. But as a first step I have to estimate a suitable area
location and size for the passes.
I do not like the idea of ray checking because I think that it is rather slow.
Especially when I have to do the checks for a lot of billboards.
Thank you!
Cheers,
Hartwig
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