) is working correctly and
my scene renders properly.
But I'm having no luck tracking down cause of the message ... any ideas?
OSG SVN trunk, Win7/VS9, GTS 250.
--
Glenn Waldron : Pelican Mapping : +1.703.652.4791
___
osg-users mailing list
osg-users
Bingo, problem solved. Thanks Wojtek.
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Wed, Jul 28, 2010 at 4:49 AM, Wojciech Lewandowski lewandow...@ai.com.pl
wrote:
Hi Glenn,
Since TextureArrays are supposed to work only with programmable pipeline,
there is no such GL Mode
Alexander,
Any chance you can make your data available for testing?
I would like to see whether osgEarth exhibits the same issue.
Glenn Waldron : Pelican Mapping
On Mon, Aug 9, 2010 at 6:18 AM, Alexander Bobkov alexbob...@list.ru wrote:
Hi,
maybe my previous message was a bit vague. I'll
at the
vpb_earth_bayarea.earth sample.
I also suggest you set the environment variable OSGEARTH_NOTIFY_LEVEL=INFO
and see if the output gives you any clues.
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Tue, Aug 10, 2010 at 10:25 PM, ting zhang bee...@sina.com wrote:
Hi,
I write a map.earth file
the texture and dem in a vpb file.
Refer to the example on the wiki page.
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Wed, Aug 11, 2010 at 10:04 PM, ting zhang bee...@sina.com wrote:
Hi,
I changed my .earth file again. Here it is:
heightfield name=dem driver=vpb
urle
ting,
Please post the latest version of your .earth file in its entirety so we
have a good starting point. Thanks.
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Thu, Aug 12, 2010 at 10:15 AM, ting zhang bee...@sina.com wrote:
Hi,Waldron
You are right. The earth.ive actually didn't
Ting,
Your Boston.ive terrain is in a projected coordinate system (UTM). Your
.earth file is set to create a geocentric map (round-earth). These are not
compatible. You need to pick one or the other. If you pick projected, you
will also need to tell osgEarth what the profile is for the data. You
::UPDATE_VISITOR )
{
_text-setPosition( _newTextPos );
}
traverse( node, nv );
}
//...
};
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Wed, Aug 25, 2010 at 2:59 AM, Martin Scheffler osgfo...@tevs.eu wrote:
Hi,
I have a number of actors
Hi folks,
Tthe methods Vec4f::asABGR() and asRGBA() appear to be reversed. (That is,
asABGR() returns RGBA and vice-versa.) Can someone lay another pair of eyes
on them and confirm this?
Glenn Waldron : Pelican Mapping : +1.703.652.4791
___
osg-users
expect to be able to do (data 0xFF) and get the alpha component no matter
what platform I'm on.
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Thu, Sep 16, 2010 at 3:55 PM, Mark Sciabica msciab...@itracs.com wrote:
Hi Glenn,
I think what these functions *should* return can
it on a big-endian
machine, you break the spec. Same thing with our RGBA.
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Thu, Sep 16, 2010 at 6:14 PM, Mark Sciabica msciab...@itracs.com wrote:
Glenn,
I do agree that your interpretation feels more natural to me, but I
definitely don't see
On Fri, Sep 17, 2010 at 4:03 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Glenn,
On Thu, Sep 16, 2010 at 7:53 PM, Glenn Waldron gwald...@gmail.com wrote:
Hi folks,
Tthe methods Vec4f::asABGR() and asRGBA() appear to be reversed. (That
is,
asABGR() returns RGBA and vice-versa
On Fri, Sep 17, 2010 at 9:01 AM, Robert Osfield robert.osfi...@gmail.comwrote:
HI Glenn,
On Fri, Sep 17, 2010 at 1:00 PM, Glenn Waldron gwald...@gmail.com wrote:
No problem, just investigating. One of my customers stores color data in
32-bit ABGR. He is porting code to OSG, came across
Lucie,
FYI, the osgEarth project contains a SpatialReference class that provides
general coordinate conversion functionality. (It uses GDAL/OGR under the
hood.) You might take a look at this for ideas. http://osgearth.org
Glenn Waldron : Pelican Mapping
On Fri, Oct 1, 2010 at 9:50 AM, Tueller
://markmail.org/thread/5mans4howfbu2qtg
http://forum.openscenegraph.org/viewtopic.php?t=1828
System: WinXP 32, ATI HD5550/10.11, OSG SVN.
Thanks.
Glenn Waldron : Pelican Mapping
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http
Martin,
Can you set:
OSGEARTH_NOTIFY_LEVEL=INFO
and run osgearth_viewer and post the output?
Thanks
Glenn Waldron : Pelican Mapping
On Wed, Dec 22, 2010 at 10:09 AM, Martin Naylor
martinnay...@virginmedia.com wrote:
Hi all,
I have a HP 6730b (with the dreaded Intel 4 express graphics
Martin,
Sure, send me the file.
Glenn
On Wed, Dec 22, 2010 at 2:29 PM, Martin Naylor martinnay...@virginmedia.com
wrote:
Hi Glen,
The file is a bit big to send on the list, it now crashes when I exit using
osgearth_viewer instead of osgviewer, which appears to be openthread
related., it
. It includes an API for coordinate conversion, support for
vector features, utilities for clamping, a programmable manipulator, plugins
for lots of web- and file-based data sources, and shader composition
support.
Glenn Waldron : Pelican Mapping
On Thu, Dec 23, 2010 at 2:59 PM, Shayne Tueller
Try osg::ComputeBoundsVisitor.
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Tue, Dec 28, 2010 at 4:03 AM, Axel Spirtaat loginv...@gmail.com wrote:
Hi,
I need to place the imported model of a table on the floor of my virtual
room. Since the table is longer and wider than high
osgearth_overlay_vertex FAILED
VERTEX Shader osgearth_overlay_vertex infolog:
0(3) : error C0204: version directive must be first statement and may
not be repeated
Glenn Waldron : Pelican Mapping : +1.703.652.4791
___
osg-users mailing list
osg-users
Sanat,
I think the shp reader attaches osgSim::ShapeAttributeList objects in the
user-data of the resulting drawables.
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Sat, Jan 29, 2011 at 9:19 AM, Sanat Talmaki sanat.sch...@gmail.comwrote:
Hi,
I have loaded a number of shapefiles
believe
only supports the latter last time I checked. I had to introduce a helper
class to account for this.
This may not be relevant to your problem but it's a good thing to be aware
of anyway when using arrays..
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Thu, Feb 17, 2011 at 2:52 PM
Neil,
osgviewer --run-on-demand
(probably doesn't work with osgEarth at the moment though.)
Glenn
On Sat, Feb 19, 2011 at 1:15 PM, Neil Neilson n...@nlneilson.com wrote:
Hi,
What can be done to reduce CPU usage when the image is not being
changed/updated?
After trying the examples
Vijeesh,
JP is correct; it will be ECEF on a WGS84 ellipsoid.
Glenn Waldron : Pelican Mapping : osgEarth
On Tue, Feb 22, 2011 at 7:07 AM, Vijeesh Theningaledathil
vije...@nal.res.in wrote:
Hi,
Thanks. But how can I make out whether it's UTM or FLAT earth or ECEF?
Thank you!
Cheers
FYI, I just pushed a fix to make osgEarth work correctly with
--run-on-demand.
Glenn Waldron : Pelican Mapping
On Sun, Feb 20, 2011 at 11:34 AM, Neil Neilson n...@nlneilson.com wrote:
Hi Jean
I tried the --run-on-demand in a .bat file
osgviewer --run-on-demand C:\OpenSceneGraph-2.9.9\data
the osggeometry example.
Glenn Waldron : Pelican Mapping
On Tue, Feb 22, 2011 at 11:05 PM, Sajjadul Islam dosto.wa...@gmail.comwrote:
Hi forum,
I am trying to do quite a simple thing. I declared a box geode and as
follows:
Code:
boxGeode-addDrawable(new osg::ShapeDrawable(new
osg::Box(osg::Vec3
* osgEarth wiki: http://osgearth.org
* GitHub repository: https://github.com/gwaldron/osgearth
* Support forum: http://forum.osgearth.org
* Press release: http://pelicanmapping.com/?p=136
Enjoy!
Glenn Waldron : Pelican Mapping : twitter.com/glennwaldron
I'm in!!!
Wait, what are we doing?
Glenn Waldron / Pelican Mapping / @glennwaldron
On Thu, Mar 3, 2011 at 6:38 AM, trajce (nick) nikolov
trajce.nick.niko...@gmail.com wrote:
Hello community,
I am back :) .. and looking forward to work with you again :)
I want to do a game
Old, but still relevant, write-up on ref_ptr:
http://andesengineering.com/OSG_ProducerArticles/RefPointers/RefPointers.html
http://andesengineering.com/OSG_ProducerArticles/RefPointers/RefPointers.html
Glenn Waldron / Pelican Mapping / 703.652.4791 / @glennwaldron
2011/3/16 Sergey Polischuk
Issam,
Did you experiment with the osgEarth examples? What specifically are you
having trouble with?
Glenn Waldron / Pelican Mapping / 703.652.4791 / @glennwaldron
On Thu, Mar 17, 2011 at 10:41 AM, issam boughanmi amigof...@gmail.comwrote:
Hi,
i have my pagedlod terrain, my mini airport
(
http://www.mass.gov/mgis/); Companies like Sanborn (http://sanborn.com/)
collect and sell GIS data; Vendors like ESRI provide a lot of free data for
use with their products.
Glenn Waldron / Pelican Mapping / 703.652.4791 / @glennwaldron
On Thu, Mar 17, 2011 at 12:50 PM, issam boughanmi amigof
is handled differently, so you have to account
for that in the code. As far as I can tell, ATI's scheme is compliant, but
OSG does not support it directly.
- A couple things I haven't gotten to work on ATI, particularly the sky node
(stars/sun); have not figured that one out yet...
Glenn Waldron
in osgEarth because osgEarth automatically detects the
terrain's coordinate system and knows how to convert between UTM, geodetic,
and geocentric.
Bottom line is, you cannot place something on your UTM database using
lat/long coordinates without first converting lat/long to UTM.
HTH, Glenn
Glenn
Sanat,
Sorry for the inconvenience. The site looks to be working properly now.
Glenn
On Sat, Apr 9, 2011 at 8:30 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:
Hi Glenn,
Yes that surely helped. I looked at the osg file generated by vpb and
didn't see the ellipsoid model in there. Just
attempting to
delve into the Optimizer code and figure it out. I'm on SVN HEAD, Win32.
Any pointers are appreciated, thanks!!
Glenn Waldron / Pelican Mapping / @glennwaldron
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http
with osgEarth.
Please follow the following link to review abstracts and cast a vote for us.
Thanks for your support!!
http://community-review.foss4g.org/
Glenn Waldron / Pelican Mapping / @glennwaldron
___
osg-users mailing list
osg-users
How annoying!!
Maybe ask a friend to register and send you the email? It's anonymous
anyway. Thanks. I will see if I can report the problem.
Glenn Waldron / Pelican Mapping / 703.652.4791 / @glennwaldron
On Thu, Apr 28, 2011 at 2:01 AM, Torben Dannhauer tor...@dannhauer.infowrote:
hmm
Torben,
They tell me the .info problem is now fixed. Please give it another go!
Glenn Waldron / Pelican Mapping / 703.652.4791 / @glennwaldron
On Thu, Apr 28, 2011 at 2:01 AM, Torben Dannhauer tor...@dannhauer.infowrote:
hmm,
it considers my eMail adress (xx.info) not as valid email
Ricky,
AFAIK, OSG doesn't maintain VBO/EBO bindings as part of its sortable state.
So I believe they will be bound and unbound for each Geometry, even if they
are shared. Somebody correct me if I'm wrong. (See
Geometry::drawImplementation.)
Glenn Waldron / Pelican Mapping / @glennwaldron
on the graphics HW.
Thank you.
Ricky
On Thu, May 5, 2011 at 17:51, Glenn Waldron gwald...@gmail.com wrote:
Ricky,
AFAIK, OSG doesn't maintain VBO/EBO bindings as part of its sortable
state. So I believe they will be bound and unbound for each Geometry, even
if they are shared. Somebody
extents.
Check the bottom of this page for tips:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem
Glenn Waldron / Pelican Mapping / @glennwaldron
On Thu, May 5, 2011 at 12:25 PM, Atilla Selem ase...@havelsan.com.trwrote:
Hi,
i have tried to generate a terrain (.ive
I recommend reprojecting them first. You can use gdalwarp, or a tool like
Global Mapper.
You may also want to investigate osgEarth as an alternative approach to
doing terrain with OSG.
Glenn Waldron / Pelican Mapping / @glennwaldron
On Thu, May 5, 2011 at 1:08 PM, Atilla Selem ase
On Thu, May 5, 2011 at 12:59 PM, Paul Martz pma...@skew-matrix.com wrote:
On 5/5/2011 9:51 AM, Glenn Waldron wrote:
AFAIK, OSG doesn't maintain VBO/EBO bindings as part of its sortable
state. So I
believe they will be bound and unbound for each Geometry, even if they are
shared. Somebody
From the visitor, you can call:
osg::computeLocalToWorld( getNodePath() )
This will give you the absolute positioning matrix of the node you are
visiting.
Glenn Waldron / Pelican Mapping / @glennwaldron
On Mon, May 9, 2011 at 4:57 AM, issam boughanmi amigof...@gmail.com wrote:
Hi,
here
Sumit,
Please see my response to your post in the osgEarth forum for an answer.
http://forum.osgearth.org/Shadow-in-osgearth-td6351086.html
Glenn Waldron / Pelican Mapping / @glennwaldron
On Wed, May 11, 2011 at 5:15 AM, Kumar Saurabh Arora saur...@vizexperts.com
wrote:
I am trying
this with osgEarth. The new marker symbology lets you replace
geographic points with 3D models in a variety of ways.
Glenn Waldron / Pelican Mapping / @glennwaldron
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org
Yes, but I meant that you could load your VPB model as usual, but use
osgEarth just to render just the buildings and features.
Glenn Waldron / Pelican Mapping / @glennwaldron
On Mon, May 23, 2011 at 11:56 PM, Vijeesh Theningaledathil
vije...@nal.res.in wrote:
Hi Glenn Waldron
Sivaram,
Maybe you simply don't have the DLLs in your path. Does osgviewer work with
other (non-osgearth) models?
Glenn Waldron / Pelican Mapping / @glennwaldron
On Fri, May 27, 2011 at 8:46 AM, Sivaram Konanki
konanki.siva...@gmail.comwrote:
Hi,
I have tried loading an .earth file
the project page and try out the examples:
http://godzi.org
Glenn Waldron / Pelican Mapping / @glennwaldron
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Folks,
Our FOSS4G presentation has been accepted! Thanks to everyone who took the
time to cast a vote.
We hope to see some of you in Denver this September!
Glenn Waldron / Pelican Mapping / @glennwaldron
On Wed, Apr 27, 2011 at 11:53 AM, Glenn Waldron gwald...@gmail.com wrote:
osgEarth
Korash,
Please see my response in the osgEarth forum. (Check your GEOS paths; make
sure you are using GEOS 3.2+)
Glenn Waldron / Pelican Mapping / @glennwaldron
On Fri, Jun 10, 2011 at 3:42 AM, Sanghyung Ahn korash0...@gmail.com wrote:
Hi,
I am trying to build osgEarth2.0
I usually pull them from the CullVisitor/CullStack during the cull
traversal.
Glenn Waldron / Pelican Mapping / @glennwaldron
On Tue, Jul 5, 2011 at 12:01 PM, Jeremy Moles jer...@emperorlinux.comwrote:
Hey guys, I have a really quick question. I'm trying to debug a piece of
code and what I
I posted some comments on this issue as well:
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg46003.html
My point was that the spec implies that BOTH naming methods are legal, and
thus OSG should support them both IMHO.
Glenn Waldron / Pelican Mapping / @glennwaldron
On Wed
Michael,
Perhaps you could use the osgUtil::DelauneyTriangulator to triangulate your
point mesh. This will create a convex mesh. You can try to use the
Constraints to define the boundaries, and then remove the exterior triangles
afterwards. Just an idea.
Glenn Waldron / Pelican Mapping
On Wed, Aug 3, 2011 at 3:56 AM, Michael Shikin xavier...@yandex.ru wrote:
Glenn Waldron wrote:
Michael,
Perhaps you could use the osgUtil::DelauneyTriangulator to triangulate
your point mesh. This will create a convex mesh. You can try to use the
Constraints to define the boundaries
On Wed, Aug 3, 2011 at 11:19 AM, Michael Shikin xavier...@yandex.ru wrote:
Glenn Waldron wrote:
I don't think it has a method to remove exterior triangles. You might
have to just test each vertex to see if it's inside the constraint boundary,
and if not then remove it from
On Wed, Aug 3, 2011 at 11:19 AM, Michael Shikin xavier...@yandex.ru wrote:
Glenn Waldron wrote:
I don't think it has a method to remove exterior triangles. You might
have to just test each vertex to see if it's inside the constraint boundary,
and if not then remove it from
GB,
The child's shader program completely replaces the parent's shader program.
Glenn Waldron / Pelican Mapping / @glennwaldron
On Wed, Aug 3, 2011 at 12:29 PM, J. Brent Spears jbspear...@yahoo.comwrote:
Hi,
What happens if I attach a program shader to a group node and then a
different
On Thu, Aug 4, 2011 at 2:13 AM, Michael Shikin xavier...@yandex.ru wrote:
Glenn Waldron wrote:
Yes, that is what I'm saying, you will have to remove those extraneous
triangles from the convex mesh by hand.
DelauneyTriangulator returns to me triangles as a pointer to
DrawElementsUInt
I was just thinking the same thing. :) Labels too.
Glenn Waldron / Pelican Mapping / @glennwaldron
On Fri, Aug 5, 2011 at 2:56 AM, J.P. Delport jpdelp...@csir.co.za wrote:
Hi Jeremy,
if this could be combined with osgEarth it would be very cool for overlays.
rgds
jp
On 04/08/2011 21
I worked around this issue with an ArrayUniform helper class. The code is
here:
https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/ShaderUtils (and
.cpp)
Glenn Waldron / Pelican Mapping / @glennwaldron
2011/8/5 Sergey Polischuk pol...@yandex.ru
Hi, John
For me it works on new
quite
well so we adopted and extended it for use in the osgEarth project.
http://github.com/gwaldron/osgearth/blob/master/src/osgEarth/ShaderComposition
Glenn Waldron / Pelican Mapping / @glennwaldron
On Thu, Aug 4, 2011 at 10:19 AM, Stephen Haith haith...@gdls.com wrote:
Very timely thread - I
/OeDevelShaderComposition
Glenn Waldron / Pelican Mapping / @glennwaldron
On Tue, Aug 9, 2011 at 10:03 AM, haith...@gdls.com wrote:
Glenn,
Thanks for the response. Do you know where I can find the
osgvirtualprogram example?
The program I have worked on has recently moved from osg 2.2 to 2.8.3 (dark
ages, I
release before then but we will have to play that by ear. Stay tuned.
Enjoy!
Glenn Waldron / Pelican Mapping / @glennwaldron
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users
Michael,
Look for the MouseCoordsTool in osgEarth::Util.
Glenn Waldron / @glennwaldron
On Wed, Sep 26, 2012 at 11:36 AM, Michael Hall hal...@att.net wrote:
I am using osgEarth as you suggested earlier. I will post on there forum,
do you know if they have any examples of how to do this? I
ratio; this will give
you a little more near clip space if you still need it.
Glenn Waldron / @glennwaldron
On Fri, Oct 5, 2012 at 7:28 AM, Sergey Polischuk pol...@yandex.ru wrote:
Hi
You can set ComputeBoundingBoxCallback on a geometry to specify whatever
bounds you want. In your case
Indeed, my mistake.
Glenn Waldron / @glennwaldron
On Fri, Oct 5, 2012 at 4:07 PM, Sergey Polischuk pol...@yandex.ru wrote:
Hi
I'm talking about setting this bounds callbacks on geometry(drawable)
leaves.
05.10.2012, 17:20, Glenn Waldron gwald...@gmail.com:
Is that true? Setting
Aurelien, I believe the osgUtil::IndexMeshVisitor will do that.
Glenn Waldron / @glennwaldron
On Wed, Oct 10, 2012 at 2:28 PM, Aurelien Albert
aurelien.alb...@alyotech.fr wrote:
Hi,
I use tesselator to generate a geometry from a LINE_LOOP primitive.
The tesselator output give me
Might be easiest to just use a Switch node, with one path applying the
program and sampler uniform.
Glenn Waldron / @glennwaldron
On Fri, Oct 12, 2012 at 8:18 AM, Filip Arlet fili...@seznam.cz wrote:
Hi,
I pass data to my shader in texture which is attached to Group StateSet.
If I want
-- maybe the performance will be acceptable.
Glenn Waldron / @glennwaldron
On Thu, Oct 25, 2012 at 1:18 PM, Christoph Heindl
christoph.hei...@gmail.com wrote:
Hi Robert,
On Thu, Oct 25, 2012 at 6:26 PM, Robert Osfield
This might well push you over the limit supported by fixed function
On Fri, Oct 26, 2012 at 6:17 AM, Christoph Heindl
christoph.hei...@gmail.com wrote:
On Thu, Oct 25, 2012 at 9:32 PM, Glenn Waldron gwald...@gmail.com wrote:
I would try multipass rendering first. It is likely to be the slowest,
but also probably the easiest to implement and you don't have
On Fri, Oct 26, 2012 at 12:04 PM, Christoph Heindl
christoph.hei...@gmail.com wrote:
On Fri, Oct 26, 2012 at 3:57 PM, Glenn Waldron gwald...@gmail.com wrote:
Right. So for multipass in general, you have a root node; then under that
node there is one Group node per pass; then all
On Fri, Oct 26, 2012 at 12:34 PM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi Christoph,
On 26 October 2012 17:04, Christoph Heindl christoph.hei...@gmail.com
wrote:
Since you will also need to use the TexGen capabilities (discussed
earlier
in this thread) to generate the correct
On Sat, Oct 27, 2012 at 2:01 AM, Christoph Heindl
christoph.hei...@gmail.com wrote:
On Fri, Oct 26, 2012 at 7:19 PM, Glenn Waldron gwald...@gmail.com wrote:
Another idea is to use a TextureArray (GL_EXT_texture_array). This
removes the limit on the number of textures, but adds
for developers.
Thank you and enjoy!
Glenn Waldron / Pelican Mapping / @glennwaldron
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Carlos,
Tarballs are at
http://github.com/gwaldron/osgearth/tagshttps://github.com/gwaldron/osgearth/tags
Glenn Waldron / Pelican Mapping / @glennwaldron
On Thu, Nov 1, 2012 at 11:41 AM, Carlos Sanches ces...@gmail.com wrote:
where can I download it ?
On Thu, Nov 1, 2012 at 12:54 PM
osg::PolygonStipple.
Glenn Waldron / @glennwaldron
On Wed, Nov 7, 2012 at 12:49 PM, Nikos Babasakalis
nbabasaka...@gmail.comwrote:
Hi,
I would like to ask if there is a way for applying hatch patterns in
closed areas e.g polygons, triangles, quads
Thank you!
Cheers,
Nikos
multiple times (if you override the right functions in RenderBin).
I use custom RenderBins in a couple places in osgEarth - it's powerful once
you get the hang of it :)
Glenn Waldron / osgEarth.org / @glennwaldron
On Thu, Dec 6, 2012 at 5:31 PM, Aurelien Albert aurelien.alb...@alyotech.fr
wrote
Max,
Make sure you do a complete clean and rebuild.
Also: osgEarth 2.2+ requires at least OSG version 3.0. I recommend osgEarth
2.3 which is the latest release.
Glenn Waldron / @glennwaldron / osgEarth.org
On Tue, Dec 11, 2012 at 12:27 AM, Max Sergeev sergeev.m...@gmail.comwrote:
Hello
Hope this helps.
Glenn Waldron / @glennwaldron / osgEarth.org
On Mon, Dec 10, 2012 at 11:51 PM, caijun caijun2002...@126.com wrote:
Hello,everyone!
I am studying the osgearth code now.I want to know how the osgearth
judges the terrain's tilekey info,which terrainNode it is going to load
See my response on the osgearth list.
http://forum.osgearth.org/osgearth-terrain-tile-calculating-problem-td7580152.html
Glenn Waldron / @glennwaldron
On Tue, Dec 11, 2012 at 11:12 PM, caijun caijun2002...@126.com wrote:
Thanks for glennwaldron's answer!
And I want to know in which file
to set a uniform:
https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/ClampingTechnique.cpp#L403
Hope this helps.
Glenn Waldron / @glennwaldron / osgEarth.org
On Fri, Dec 14, 2012 at 3:12 PM, Paul Martz pma...@skew-matrix.com wrote:
I think I have a pretty good idea of the cause
Yes, you got it. cullOvelayGroup() is called during the cull traversal from
an overloaded traverse() method in OverlayDecorator (which subclasses
Group).
Glenn Waldron / @glennwaldron
On Sat, Dec 15, 2012 at 1:54 PM, Paul Martz pma...@skew-matrix.com wrote:
Thanks, Glenn -- I saw
vec4 worldVert = osg_ViewMatrixInverse * gl_ModelViewMatrix * gl_Vertex;
...where osg_ViewMatrixInverse is a built-in OSG uniform (type mat4).
Just be aware: GLSL is single-precision, so you will lose some precision
doing this.
Glenn Waldron / @glennwaldron
On Wed, Dec 19, 2012 at 3:03 PM
.
Thanks.
-Paul
On 12/15/2012 2:54 PM, Glenn Waldron wrote:
Yes, you got it. cullOvelayGroup() is called during the cull traversal
from an
overloaded traverse() method in OverlayDecorator (which subclasses Group).
Glenn Waldron / @glennwaldron
On Sat, Dec 15, 2012 at 1:54 PM, Paul
there are subsequent Transforms in the scene
graph.)
I look forward to your thoughts.
Glenn Waldron / @glennwaldron / osgEarth.org
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users
for now.
Glenn Waldron / @glennwaldron
On Mon, Jan 7, 2013 at 9:21 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Glenn,
Just a quick reply as I'm just back from holiday season and rather
cold on techy topics. Currently the OSG's culling is based around
testing a internal nodes
Looks great. Does it work with geocentric terrain?
Glenn Waldron / @glennwaldron
On Fri, Jan 18, 2013 at 1:15 PM, Chris Hanson xe...@alphapixel.com wrote:
Nice work. I'm going to try it out soon, and hopefully I can add it to our
build system shortly.
On Fri, Jan 18, 2013 at 11:00 AM
are deprecated. So assembling some
best practices for their application is critical!
Glenn Waldron / @glennwaldron
On Thu, Jan 24, 2013 at 1:57 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Terry,
On 24 January 2013 18:21, Terry Welsh mogu...@gmail.com wrote:
Mathias's point that display lists
Preet,
Perhaps the problem is lack of precision in your BillboardRotate uniform
(double - float).
Maybe you can try a different approach: transform your vertex into View
space (or Clip space) and then apply the ModelPosition offsets there. Just
an idea.
Glenn Waldron / @glennwaldron
On Sun
Andrea,
The vertex color is available in the vertex shader as gl_Color. Pass this
to your fragment shader in a varying and apply it there.
Glenn Waldron / @glennwaldron
On Wed, Jan 30, 2013 at 5:23 AM, Andrea Martini martini.and...@gmail.comwrote:
Hi,
i'm wondering if it is possible to keep
precision jittering problems.
Glenn Waldron / @glennwaldron
On Tue, Feb 5, 2013 at 9:36 AM, Zeki Yugnak zeki.yug...@gmail.com wrote:
Hi everyone,
I just started using Openscenegraph. I have some questions regarding
coordinate systems. I am trying to develop simple debriefing application. I
am
your SDK makes the same
assumption, or whether you are rendering a celestial sphere. If the latter,
I would be interested in the potential for integrating your SDK with
osgEarth.
Glenn Waldron / @glennwaldron / osgEarth.org
___
osg-users mailing list
osg
traverse them both (as in the snippet above), both cameras render to the
FIRST camera's texture. If I reverse the order of traversal, both cameras
render to cam2's texture. (As I said, each camera was created separately
and each has its own Texture2D instance.)
Any ideas? What's my mistake?
Glenn
and all it well.
Thanks again for the comments.
Glenn Waldron / @glennwaldron
On Thu, Feb 21, 2013 at 7:20 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Glenn,
I haven't seen problems with multiple RTT Camera's unintentionally
sharing their attachments, use of multiple RTT Camera's
On Thu, Feb 21, 2013 at 9:39 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Glenn,
On 21 February 2013 13:58, Glenn Waldron gwald...@gmail.com wrote:
Thanks guys. I figured this one out. Here was the issue:
Turns out I fibbed about not sharing data: I assigned a common stateset
Andrea,
You could pass in the inverse view matrix and then derive the model matrix:
uniform mat4 osg_ViewMatrixInverse;
...
mat4 modelMatrix = osg_ViewMatrixInverse * gl_ModelViewMatrix;
Just bear in mind that you will lose precision.
Glenn Waldron / @glennwaldron
On Fri, Feb 22
would be interested in evaluating it.
Glenn Waldron / @glennwaldron
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
- which means that not only are they versioned, but that our loyal
community of users can help us keep them up to date.
As always - thank you for your support!
Glenn Waldron / Pelican Mapping / @glennwaldron
___
osg-users mailing list
osg-users
Sergey,
I believe the IndexMeshVisitor attempts to detect and remove duplicate
vertices. Could that be the reason?
Glenn Waldron / @glennwaldron
On Thu, Apr 25, 2013 at 11:16 AM, Sergey Polischuk pol...@yandex.ru wrote:
Hi all
once i've wrote small utility to optimize models with rig
201 - 300 of 501 matches
Mail list logo