Awesome!
On Tue, Apr 30, 2019 at 8:14 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> me again :)
>
> I had to re-read what Omar wrote in this thread. To make it work you
> really need to link explicitly to EGL, GLdispatch and OpenGL. All works now
>
> Thanks Omar and Chris!
>
>
>
>
> Band 1 Block=1024x1 Type=Float32, ColorInterp=Gray
> don't see the measurement value type, but I'm fairly sure they are both
> in meters. (I also confirmed the above data in QGIS.)
>
This seems plausible. Did you check to see what value range this elevation
TIFF has?
I can't see anything
Thank you for your reply.
In general my CPU load is pretty good, what I am really concerned about is
reducing the number of OpenGL calls/driver overhead. If I have 200 signs all
under there own switch, each sign is only 4-64 triangles each, and all the
signs share the same texture mosaic.
Hi David,
On Tue, 30 Apr 2019 at 17:38, David Heitbrink wrote:
> I have some scenes with tons of osgSim::MultiSwitch's, I think for some of my
> scenes it can be in the low 1000s. For a scene these are typically setup
> once, and then rarely changed. From what I understand a lot of the
I have some scenes with tons of osgSim::MultiSwitch's, I think for some of my
scenes it can be in the low 1000s. For a scene these are typically setup once,
and then rarely changed. From what I understand a lot of the optimize
operations do not work across switches, which makes sense, I would
Chris,
When I examine an image GeoTiff with GDALinfo, here's what is output:
Driver: GTiff/GeoTIFF
Files: N33W118_D004_S001_T001_L00_U0_R0a.tif
Size is 1024, 1024
Coordinate System is:
GEOGCS["WGS 84",
DATUM["WGS_1984",
SPHEROID["WGS 84",6378137,298.257223563,
Steven,
You should consider making a GDAL VRT. It's a format for compositing source
files together into one virtual data source. You can build it by hand or
use the gdalbuildvrt tool.
https://www.gdal.org/gdalbuildvrt.html
Glenn Waldron / osgEarth
On Mon, Apr 29, 2019 at 7:02 PM Chris Hanson
me again :)
I had to re-read what Omar wrote in this thread. To make it work you really
need to link explicitly to EGL, GLdispatch and OpenGL. All works now
Thanks Omar and Chris!
On Tue, Apr 30, 2019 at 7:38 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Community,
>
> we
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