I use the git mirrors exclusively. Very fast, and GitHub's browser-based
file search (t key) is awesome.
Glenn Waldron / @glennwaldron
On Tue, Apr 30, 2013 at 12:59 PM, Jan Ciger jan.ci...@gmail.com wrote:
On Tue, Apr 30, 2013 at 6:46 PM, Mathieu MARACHE
mathieu.mara...@gmail.com wrote
The render bin # is just an integer, so you can use INT_MAX.
Glenn Waldron / @glennwaldron
On Wed, May 1, 2013 at 10:13 PM, Patrick Keenan pk...@hotmail.com wrote:
Hi,
If using
Code:
ObjStateSet-setRenderBinDetails(-1, RenderBin);
causes that thing to be rendered first
Carlos,
Best way is to use the contact form:
http://pelicanmapping.com/?page_id=2
Or email me at
gwald...@pelicanmapping.com
Thanks.
Glenn Waldron / @glennwaldron
On Fri, Jun 21, 2013 at 11:34 AM, Carlos Sanches ces...@gmail.com wrote:
Hello !
Please
I m trying to contact pelican
Aurelien,
I use renderBin-getStage()-getCamera()-getView().
Glenn Waldron / @glennwaldron
On Tue, Jun 25, 2013 at 12:24 PM, Aurelien Albert
aurelien.alb...@alyotech.fr wrote:
Hi Robert,
You're right, the RenderInfo is probably enough for my needs.
Thank you!
Cheers,
Aurelien
:39 PM, Glenn Waldron gwald...@gmail.comwrote:
Carlos,
Best way is to use the contact form:
http://pelicanmapping.com/?page_id=2
Or email me at
gwald...@pelicanmapping.com
Thanks.
Glenn Waldron / @glennwaldron
On Fri, Jun 21, 2013 at 11:34 AM, Carlos Sanches ces...@gmail.comwrote
events a month and they're quick and
easy to deal with. Just click ban user and remove posts. And we don't
even restrict posting to registered used (not yet anyway).
I'm happy to answer any questions about Nabble.
Glenn Waldron / @glennwaldron
On Wed, Jul 31, 2013 at 8:46 AM, Robert Osfield
Robert,
On Wed, Jul 31, 2013 at 9:24 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Glenn,
On 31 July 2013 13:04, Glenn Waldron gwald...@gmail.com wrote:
For osgEarth we use Nabble. (http://forum.osgearth.org)
It's works as both a mailing list and a forum. We've been using
For rendering, data variance only applies to Drawables and StateSets, not
to Nodes. Data variance on Nodes is only honored by the osgUtil::Optimizer.
So if you want to change your materials at runtime in multi-threaded mode,
set the StateSet d.v. to DYNAMIC.
Glenn Waldron / @glennwaldron
Chris,
Are you using multiple Viewers, or are you using multiple Views under a
CompositeViewer? I'm not sure running 2 Viewers that point at the same
graph is entirely safe.
Anyway, call setUnrefImageDataAfterApplyPolicy() after creating your
View/Viewer but before calling frame().
Glenn
Of Glenn
Waldron
Sent: Thursday, September 12, 2013 12:04 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [vpb] osgdem and HAE/MSL
Nick, Shayne,
I have not looked at VPB in a while, but I believe it expects height values
to be referenced to the WGS84 ellipsoid. If that's the case you'll need
conversion in order to be properly
displayed. GDAL (up until recently?) does not convey this information so
there's no way for the application to know. You just have to know :)
Glenn Waldron / @glennwaldron
On Thu, Sep 12, 2013 at 1:45 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel
Try the .rot pseudo-loader to pre-rotate a model. There is sample usage
in the code:
https://github.com/openscenegraph/osg/blob/master/src/osgPlugins/rot/ReaderWriterROT.cpp
There are also scale and trans loader for scaling and translating.
Glenn Waldron / @glennwaldron
On Thu, Oct 3, 2013
that includes them in by default and let the developer decide? Is the topic
up for discussion?
Thanks much for clarifying. This is going to have a significant impact on
how we proceed with upcoming osgEarth version releases.
Glenn Waldron / @glennwaldron
(). This would be nice in that it doesn't require a
mutex.
Note: I've not tried this nor verified that it's possible :)
Glenn Waldron / @glennwaldron
On Thu, Oct 24, 2013 at 4:26 AM, Aurelien Albert
aurelien.alb...@alyotech.fr wrote:
Hi,
At cull traversal, I do the following
Well, Paul did ask for per-context uniforms. But re-reading the original
post, it's evident that the GC ID is not available during cull anyway ...
so scratch that idea :)
Glenn Waldron / @glennwaldron
On Thu, Oct 24, 2013 at 9:14 AM, Aurelien Albert
aurelien.alb...@alyotech.fr wrote:
Hi
love to hear whether anyone's seen or
addressed this issue first. Thanks to all.
Glenn Waldron / @glennwaldron / osgEarth
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( 45.0, 7.0/5.0, 1.0, 1e6 );
osgViewer::View* insetview = new osgViewer::View();
insetview-setCamera( camera );
insetview-setSceneData( node );
cv.addView( insetview );
cv.run();
}
Glenn Waldron / @glennwaldron
On Fri, Nov 1, 2013 at 3:47 PM, Glenn Waldron gwald
What's the data type of your image? Show the code where you allocate the
image data.
You can also call this, which will free the CPU memory once the texture
gets to the GPU:
texture-setUnRefImageDataAfterApply(true);
Glenn Waldron / @glennwaldron
On Tue, Nov 19, 2013 at 8:11 AM, John
110MB -- CPU or GPU memory? For the entire app or just your textures?
Quick math:
2 * 4096 * 2048 * 4 * 1.3 = 87MB.
(4 = RGBA, 1.3 = mipmaps)
Glenn Waldron / @glennwaldron
On Tue, Nov 19, 2013 at 9:18 AM, John Moore kahar...@gmail.com wrote:
Thank you Gwaldron,
that line of code saved me
Your only further recourse would be to take Luc's advice and DXT-compress
the data on disk (using NVTT e.g.); that will give you 4:1 savings.
Ref:
http://en.wikipedia.org/wiki/S3_Texture_Compression#S3TC_Format_Comparison
Glenn Waldron / @glennwaldron
On Tue, Nov 19, 2013 at 9:51 AM, John
It stays compressed in memory (CPU and GPU), so you get 4:1 compression in
the app, not just on disk.
No experience with PVR; is it Apple only?
Glenn Waldron / @glennwaldron
On Tue, Nov 19, 2013 at 10:25 AM, John Moore kahar...@gmail.com wrote:
I am not very concerned about disk usage. I am
/gwaldron/osgearth/releases/tag/osgearth-2.5
Peruse the online documentation:
http://docs.osgearth.org/en/latest/
Enjoy!!
Glenn Waldron / Pelican Mapping / @glennwaldron
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http
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
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
able to chip away
at the problem.
Glenn Waldron / @glennwaldron
On Mon, Dec 16, 2013 at 11:37 AM, Stan Coleby
stan.col...@calabiyausystems.com wrote:
The release is working for us.
The only problem we had was compiling it with Visual Studio 2013/2012.
There is still some “std::min
Andreas,
Your conclusion is correct: GL_MAX_TEXTURE_UNITS reports the maximum number
of texture units you can access using FFP multitexturing.
Multipass rendering is an option if you don't want to use shaders.
Glenn Waldron / @glennwaldron
On Fri, Dec 27, 2013 at 4:37 AM, Andreas Ekstrand
Hi Robert,
It behooves me to ask whether you've had the opportunity to look into the
CompositeViewer regression.
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg63635.html
Thanks much.
Glenn Waldron / @glennwaldron
On Fri, Jan 24, 2014 at 10:43 AM, Robert Osfield
Karl,
Unless you are married to tristrips for some reason, you can run OSG's
INDEX_MESH optimizer and convert all your polys to indexed triangles, which
are generally faster than tristrips on today's hardware.
Glenn Waldron / @glennwaldron
On Thu, Feb 6, 2014 at 12:59 PM, Cary, Karl A. karl.a.c
Friends,
The latest NVIDIA drivers (334.89, Win7/64) broke some features in my app
(shadowing and other RTT functions), and it also caused some texture
corruption.
Rolling back to version R331 resolved the issues.
Glenn Waldron / @glennwaldron
CD,
I don't know about osgEphemeris, but here is the code that osgEarth uses:
https://github.com/gwaldron/osgearth/blob/master/src/osgEarthUtil/Ephemeris[.cpp]
Glenn Waldron / @glennwaldron
On Thu, Mar 20, 2014 at 9:01 AM, Conan d...@celticblues.com wrote:
I need to calculate the position
modes (since it's a
shader-only attribute). And the StateSet's attribute map doesn't keep track
of the ON or OFF OverrideValues; it only keeps track of OVERRIDE and
PROTECTED.
How would you suggest I determine whether a Texture2DArray is ON or OFF in
a given osg::State?
Glenn Waldron / @glennwaldron
Thanks Robert. That was my backup plan -- I'll go with it :)
Glenn Waldron / @glennwaldron
On Tue, Mar 25, 2014 at 11:29 AM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi Glenn,
I don't really have a definition answer. The best I can suggest for now
is to query to see
Robert, do you see this impacting the concept of data variance, which has
traditionally had different semantics for a Drawable versus a Node?
Glenn Waldron / @glennwaldron
On Tue, May 13, 2014 at 11:13 AM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi All,
Over the last day I have been
Brad,
I once had the same issue; calcuating my texgen matrix like this worked:
texGenMat =
modelViewMat *
projectionMat *
osg::Matrix::translate(1, 1, 1) *
osg::Matrix::scale(0.5, 0.5, 0.5);
Glenn Waldron / Pelican Mapping / @glennwaldron
On Wed, Sep 28, 2011 at 7:34 PM, Brad
. Thanks.
Glenn Waldron / Pelican Mapping / @glennwaldron
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.
Glenn Waldron / Pelican Mapping / @glennwaldron
On Wed, Oct 5, 2011 at 3:48 AM, Robert Osfield robert.osfi...@gmail.comwrote:
HI Glenn,
The osg::Camera/RTT mechanism has explict support for inheriting the
parents view point for the purpose of LOD calculations. Simple use:
camera
to use it someday.
Glenn Waldron / Pelican Mapping / @glennwaldron
On Mon, Oct 31, 2011 at 7:24 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi All,
I would like to start a discussion about migrating our website and
version control services to new servers and feel this might be a good
On Tue, Nov 1, 2011 at 9:49 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Glenn,
On Tue, Nov 1, 2011 at 11:58 AM, Glenn Waldron gwald...@gmail.com wrote:
Here are some pros:
Github's pull-request system is nice (as a replacement for the
osg-submissions process). You can do your
/Controls.cpp#L1966
..and the code that registers the prototype with OSG:
https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Utils#L132
Then, you just say setRenderBinDetails( binNum, binName) where binName is
the name of your custom bin. HTH.
Glenn Waldron / Pelican Mapping / @glennwaldron
bin, and a state sorted bin inside them?
It seems that no matter what I do, the last sort order I set in the
hierarchy is the only one that does anything.
On Mon, Nov 21, 2011 at 10:44 AM, Glenn Waldron gwald...@gmail.comwrote:
Sean,
RenderBins do have a sort-by-traversal-order option
).
Just brainstorming..
Glenn Waldron / Pelican Mapping / @glennwaldron
On Mon, Nov 21, 2011 at 12:19 PM, Sean Sullivan sullivan0s...@gmail.comwrote:
Ahh, I see what you're saying. Yes you did interpret my drawing correctly.
I was under the impression that I was creating nested bins by calling
the best way to
do this?
Glenn Waldron / @glennwaldron
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Paul,
I don't want to create clip planes in the glClipPlane sense; I was just
referring to the automatic near/far calculations that CullVisitor does in
order to clamp its projection matrix.
Glenn Waldron / @glennwaldron
On Tue, Dec 6, 2011 at 5:46 PM, Paul Martz pma...@skew-matrix.com wrote
John,
Try setting your texture filters, like so
_texture-setFilter(osg::Texture::MIN_FILTER,
osg::Texture::LINEAR_MIPMAP_LINEAR);
_texture-setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
Glenn Waldron / @glennwaldron
On Fri, Dec 9, 2011 at 8:14 AM, John Farrier john.farr
Adrian,
Can you clarify the situation here? You have working code but you can't
release it? You want to re-implement the algorithm under a different
license?
Glenn Waldron / @glennwaldron
On Tue, Dec 20, 2011 at 5:10 AM, Adrian Egli OpenSceneGraph (3D)
3dh...@gmail.com wrote:
Hello all
Adrian,
Sorry -- I was asking because ffssao.cpp is empty; it just says source
code of the cubic spline-based AO not released
Glenn Waldron / @glennwaldron
On Wed, Dec 21, 2011 at 10:18 AM, Adrian Egli OpenSceneGraph (3D)
3dh...@gmail.com wrote:
Hello Glenn,
The attached code is working
Remo, can you elaborate on the rendering without timers bit? That's one
of the things we're looking to tackle next in osgEarthQt.
Glenn Waldron / @glennwaldron
On Fri, Jan 20, 2012 at 10:10 AM, Remo Eichenberger
remo.eichenber...@gmail.com wrote:
Hi,
I think it should be possible
OK, gotcha. Thanks for clearing that up.
Glenn.
On Jan 21, 2012 3:28 AM, Torben Dannhauer tor...@dannhauer.info wrote:
Hi,
I think he meant the new Qt 4.8.0 threading capability of it's OpenGL
integrations.
Qt now provides out of the box the possibility to run the openGL rendering
in a
;
the GeometryNode simply places it on the Earth and manages any
auto-clamping if applicable.
Glenn Waldron / Pelican Mapping / @glennwaldron
On Thu, Feb 2, 2012 at 10:03 AM, Ethan Fahy ethanf...@gmail.com wrote:
As I try more cases I'll be able to get a better sense of the speed
differences
;
the GeometryNode simply places it on the Earth and manages any
auto-clamping if applicable.
Glenn Waldron / @glennwaldron
On Thu, Feb 2, 2012 at 10:03 AM, Ethan Fahy ethanf...@gmail.com wrote:
As I try more cases I'll be able to get a better sense of the speed
differences and if I do any
Yes, appears to be malfunctioning. I will open an issue for it...thanks.
http://github.com/gwaldron/osgearth/issues/66https://github.com/gwaldron/osgearth/issues/66
Glenn Waldron / @glennwaldron
On Wed, Feb 8, 2012 at 11:38 AM, Ou Yang vrcraze2...@gmail.com wrote:
Hi,
I use osgEarth
Drawables and StateSets). So
it's more likely that you are trying to modify the scene graph from another
thread without proper synchronization.
Glenn Waldron / @glennwaldron
On Thu, Feb 23, 2012 at 4:06 AM, Eric Pouliquen epouliq...@on-x.com wrote:
Thanks for these clarifications Paul.
Currently
Also be aware that on some architectures display lists are just plain
faster for static geometry in many cases. I've certainly seen that on
NVIDIA.
Glenn Waldron / @glennwaldron
On Tue, Feb 28, 2012 at 8:29 AM, Luc Frauciel luc.frauc...@star-apic.comwrote:
Hi Martin,
Be aware that for some
pointers that can be modifed
concurrently by multiple threads attempting to read from the ZIP at the
same time (e.g., from the DatabasePager).
Any insights into this before I attempt to fix it?
Glenn Waldron / @glennwaldron
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No, it's that the OSG ZipArchive uses a single control structure that ends
up getting shared across threads (and not in a good way). It is a pretty
simple fix, I think.
Glenn Waldron / @glennwaldron
On Tue, Feb 28, 2012 at 3:21 PM, Terry Welsh mogu...@gmail.com wrote:
Is the problem
wrappers like GDAL/OGR or osgEarth.
Ideally the CoordinateSystemNode will encode the UTM information (like the
proj4 initialization string), but I don't know whether it does.
Glenn Waldron / @glennwaldron
On Mar 7, 2012 8:57 AM, Ethan Fahy ethanf...@gmail.com wrote:
So I've been successfully placing
One more: there's also a web plugin for osgEarth (built on OSG), with
ActiveX (IE) and NP (FireFox et al) plugin (windows).
https://github.com/gwaldron/godzi-web-control
Glenn Waldron / @glennwaldron
On Tue, Mar 13, 2012 at 9:03 PM, Wang Rui wangra...@gmail.com wrote:
Hi Paul,
Also have
are computed.
Glenn Waldron / @glennwaldron
On Tue, Mar 20, 2012 at 11:25 AM, Eldar Insafutdinov
e.insafutdi...@gmail.com wrote:
Hi,
I am trying to reuse Geometry objects between multiple osg::Node instances
and apply geometry shader to reposition them. On the attached testcase I
tried
Yes, single instance.
Glenn Waldron / @glennwaldron
On Tue, Mar 20, 2012 at 11:51 AM, Eldar Insafutdinov
e.insafutdi...@gmail.com wrote:
There's actually one more question I intended to ask: in case of sharing a
Geometry object through the API does it actually create only one instance
Issam,
osgGIS is no longer under development. Most of its functionality has been
incorporated into the osgEarth project (osgearth.org).
Glenn Waldron / @glennwaldron
On Sat, Mar 31, 2012 at 5:06 PM, issam boughanmi amigof...@gmail.comwrote:
Hi,
i have attached a simple project file
when
to consider things like
intersection testing and shadowing and other things that (currently) rely
on having triangles on the CPU.
Glenn Waldron / @glennwaldron
On Tue, Apr 24, 2012 at 7:47 AM, John Vidar Larring
larr...@weatherone.tvwrote:
Hi,
Thankfully, there's a lot of people on this list
Robert,
I see that Viewer::checkNeedToDoFrame() does not check the
_updateOperations queue. Therefore, ON_DEMAND mode doesn't account for
update ops. Is this by design, or is it an oversight? If the latter, I will
submit a patch.
Glenn Waldron / @glennwaldron
can find on runtime add/remove of views but didn't get any
satisfaction yet. Thanks for the insights.
Glenn Waldron / @glennwaldron
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The tag name is osgearth-2.2 and you can download tarballs here:
ZIP: http://github.com/gwaldron/osgearth/zipball/osgearth-2.2
TAR.GZ: http://github.com/gwaldron/osgearth/tarball/osgearth-2.2
Enjoy!
Glenn Waldron / @glennwaldron
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I want it too! My Tegra 3 is at risk of dying from atrophy.
Same sad story: all we need is a sponsor :)
Glenn Waldron / @glennwaldron
On Tue, May 1, 2012 at 1:55 PM, Michael Weiblen mike.weib...@gmail.comwrote:
w00t!
So I really want osgEarth on my Android Galaxy Tab. How can I help
make
Thanks Jordi!!
Glenn Waldron / @glennwaldron
On Thu, May 3, 2012 at 1:33 PM, Jordi Torres jtorresfa...@gmail.com wrote:
Hi Glenn,
Congratulations! I have taken the liberty of adding a community-new in the
new website. I was missing a couple of up-to-date news :).
Cheers
2012/5/1 Glenn
Loren,
If your point cloud has a custom shader, make sure that shader is rendering
the projected texture used by OverlayNode.
Glenn Waldron / @glennwaldron
On Wed, May 9, 2012 at 2:05 PM, Loren Hoffman lhoff...@zebraimaging.comwrote:
Hello All,
** **
I have a setup where I need
/ gl_TexCoord[1].q;
vec4 texel = texture2D( texture_1, tc );
Or, I I believe you could also call:
vec4 texel = texture2Dproj( projTex, gl_TexCoord[1] );
..but I've never tried it.
HTH.
Glenn Waldron / @glennwaldron
On Wed, May 9, 2012 at 3:12 PM, Loren Hoffman lhoff...@zebraimaging.comwrote:
Glenn
/osgEarth/ShaderUtilshttps://github.com/gwaldron/osgearth/blob/master/src/osgEarth/ShaderUtils
Glenn Waldron / @glennwaldron
On Mon, May 14, 2012 at 10:02 AM, Eldar Insafutdinov
e.insafutdi...@gmail.com wrote:
lyceel wrote:
The problem actually only occurs with recent NVIDIA drivers (older
Hi,
osgGIS is a retired project. Its functionality has been incorporated into
osgEarth.
Glenn Waldron / @glennwaldron
On Sat, Jun 9, 2012 at 12:27 AM, 翟小明 zhxm...@gmail.com wrote:
Hi, all! when i use osggis_build tool to create the boston-sample
example.the cmd is C:\Documents and Settings
caijun,
You don't need to do that; just uses scons:
http://code.google.com/p/v8/wiki/BuildingOnWindows
Glenn Waldron / @glennwaldron
On Thu, Jun 28, 2012 at 9:16 AM, caijun caijun2002...@126.com wrote:
I am using osgEarth2.2 now.I get to know osgEarth can use V8 library which
support
/gwaldron/osgearthhttps://github.com/gwaldron/osgearth
Forums: http://forum.osgearth.org/
Glenn Waldron / Pelican Mapping / @glennwaldron
On Tue, Aug 21, 2012 at 3:13 PM, Michael Hall hal...@att.net wrote:
Yes, I have heard of it and have actually downloaded it. I don't
think I have installed
/master/src/osgEarth/DrawInstanced.cpphttps://github.com/gwaldron/osgearth/blob/master/src/osgEarth/DrawInstanced.cpp
Glenn Waldron / Pelican Mapping / @glennwaldron
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On Fri, Aug 24, 2012 at 9:24 AM, Alexej Fink dk...@gmx.net wrote:
gwaldron wrote:
No, you need to apply it on the drawables, otherwise they will still get
culled.
I created some utilities to support DrawInstanced usage in osgEarth,
including a visitor that will apply the static
about it by overriding the profile for your
elevation layer like so:
elevation name=height driver=gdal
url.../url
profile srs=wgs84 vdatum=egm96/
/elevation
The osgEarth forum is a good place to get help specific to the SDK:
http://forum.osgearth.org/
Good luck!
Glenn Waldron
I'm surprised it works on either card since location 0 is usually reserved
for the gl_Vertex.
Try another location; 6 and 7 are generally safe. See
osg::Drawable::AttributeTypes.
Also read this, under Custom Vertex Attributes: http://goo.gl/Beaql
Glenn Waldron / @glennwaldron
On Mon, Sep 3
create a small OSG example that illustrates this problem so
that others can help look into it.
FWIW, I did this just a few weeks ago; I wrote a simple test program (no
longer have it) to see whether OSG was correctly applying the default
global PROGRAM attribute. It was working correctly.
Glenn
Yes, you need a cmake file.
A quick Google on FindOsgEarth.cmake turns up some potential candidates.
Glenn Waldron / @glennwaldron
On Fri, Sep 14, 2012 at 1:49 PM, Michael W. Hall hal...@att.net wrote:
I have been trying to modify my CMakeList.txt file to find the osgEarth
package. I added
Michael,
May I suggest you post osgEarth questions to the osgEarth forum at:
http://forum.osgearth.org
Please go there and post your earth file. Thanks.
Glenn Waldron / @glennwaldron
On Fri, Sep 14, 2012 at 7:30 PM, Michael W. Hall hal...@att.net wrote:
I am receiving the following errors
Robert,
I was in the process of building against OSG 3.3.2 to test, but ran into
issues (osgEath doesn't build against it so I need to address that). I may
not be able to complete testing until later since I'm heading off on
vacation. Just wanted to let you know why I had not responded.
Glenn
::NodeCallback::osg::NodeCallback::run' via dominance
Glenn Waldron / @glennwaldron
On Fri, Jun 27, 2014 at 4:17 PM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Glenn,
Could you or Jason post the build breaks so I know where we stand w.r.t
mods to Osg or osgEath to keep things building.
Robert
?
Glenn Waldron / Pelican Mapping / @glennwaldron
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I tried your suggestion, but the camera stack is always size=1, with only
the current camera on top (be it the main cam or the RTT cam). I am still
trying to track down why that is. (OSG 3.3.2)
Glenn Waldron / @glennwaldron
On Fri, Jul 18, 2014 at 7:31 AM, Robert Osfield robert.osfi
Ying, I think your multiplication order is backwards; try
pos1 = P1 * modelviewMat * projectionMat;
Glenn Waldron / @glennwaldron
On Thu, Jul 24, 2014 at 10:01 AM, ying song ying.s...@epfl.ch wrote:
Hello everyone,
To understand what is the clipping coordinates, I tested some points using
, zfar;
projectionMat.getPerspective(fovy, ar, znear, zfar);
to check the values.
Glenn Waldron / @glennwaldron
On Thu, Jul 24, 2014 at 10:19 AM, ying song ying.s...@epfl.ch wrote:
Hello Glenn Waldron
I tried pos1 = P1 * modelviewMat * projectionMat, which gives me different
results
For vectors, You can use the model view matrix, but omit the translation
component. I believe the call is Matrix::transform3x3.
On Aug 11, 2014 12:40 PM, Bram Vaessen bram.vaes...@gmail.com wrote:
Hi,
In my shader I would like to have the direction of the light (sunlight) in
eye-space, and
They just add the /MP and /DYNAMICBASE flags to CMAKE_CXX_FLAGS,
respectively. Not sure why they are in OSG's CMake.
Glenn Waldron / @glennwaldron
On Fri, Aug 29, 2014 at 7:22 AM, Shyguy jj2...@nate.com wrote:
I am configuring OSG 3.2.1 with CMake 3.0.0
I saw those keywords in cmake check
Jan,
I am not questioning the value of /MP. But you can easily add the /MP flag
to CMAKE_CXX_FLAGS yourself. (Not to mention control it, e.g., /MP3). It's
not an *OSG* setting, that's all I'm saying.
Glenn Waldron / @glennwaldron
On Fri, Aug 29, 2014 at 9:41 AM, Jan Ciger jan.ci...@gmail.com
Jan, the first responder told him to go ask his question in a compiler
forum. A question about OSG cmake variables.
It's not a problem for me because I understand it. Not everyone might.
Glenn Waldron / @glennwaldron
On Fri, Aug 29, 2014 at 10:14 AM, Jan Ciger jan.ci...@gmail.com wrote
is at https://readthedocs.org/
Enjoy -gw
Glenn Waldron / @glennwaldron
On Sun, Aug 31, 2014 at 10:11 AM, Bram Vaessen bram.vaes...@gmail.com
wrote:
Hi Björn,
My idea is actually closely related with your point 2: the in depth
documentation of OSG. As far as I know however, doxygen
Bram,
The content is in the repository. So the permissions, learning curve, etc.
are the same as for code, independent of the source control system you use.
Glenn Waldron / @glennwaldron
On Mon, Sep 1, 2014 at 12:44 AM, Bram Vaessen bram.vaes...@gmail.com
wrote:
Sounds like a cool system
:)
The biggest hurdle for us was the use of RST (
http://en.wikipedia.org/wiki/ReStructuredText). It works fine but it does
take some time to get used to the format. I suppose it's no worse than Wiki
syntax though.
Glenn Waldron / @glennwaldron
On Mon, Sep 1, 2014 at 5:13 AM, Robert Osfield robert.osfi
...@gmail.com wrote:
Hi Glen,
On 31 August 2014 18:44, Glenn Waldron gwald...@gmail.com wrote:
You can see our RTD-hosted docs site here: http://docs.osgearth.org
ReadTheDocs is at https://readthedocs.org/
Can ReadTheDocs work with or replaced doxygen docs?
I'm curious about ReadTheDocs
Per,
If you don't want to pre-compile your GL objects, the
IncrementalCompileOperation might help too. But you might need a newer
version of OSG.
Glenn Waldron / @glennwaldron
On Tue, Sep 2, 2014 at 7:27 AM, Per Nordqvist nordqv...@gmail.com wrote:
Hi all,
Another open-ended question I'm
large amounts of VBO and
Texture Buffer usage. Activate these with environment variables like so:
set OSG_TEXTURE_POOL_SIZE=35000
set OSG_BUFFER_OBJECT_POOL_SIZE=35000
The values are in bytes; adjust as necessary for the memory capacity of
your GPU.
Hope this helps.
Glenn Waldron
be able to do
that without editing your shaders too?
Glenn Waldron / @glennwaldron
On Fri, Feb 13, 2015 at 1:01 PM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi All,
Attached is a screenshot of running (clock.osgt is in OpenSceneGraph-Data):
osgshadercomposition clock.osgt
A very
On Wed, Feb 18, 2015 at 3:16 PM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Glenn et. al.
Today I've been revisiting the osgTerrain::DisplacementMappingTechnique,
GeometryPool and associated shaders to make better use of the new
#pragma(tic) shader composition. I haven't completed
I have had very good success with the HD 4000 and 4600 chipsets. It is
absolutely imperative that you use the latest drivers.
Glenn Waldron / @glennwaldron
On Thu, Apr 2, 2015 at 2:48 PM, Chris Hanson xe...@alphapixel.com wrote:
I would agree with those conclusion. Core feature set
First thing I'd try is the IncrementalCompileOperation. It will background
and time slice your GL compile so it doesn't interfere with scene graph
merge time. Use the --ico option to osgviewer or use the Viewer API.
On May 30, 2015 10:52 PM, Leandro Linardos leandro.linar...@gmail.com
wrote:
Hi,
;
varying float dist;
void main()
{
if ( rad dist )
discard;
else
gl_FragColor = ...;
}
Glenn Waldron / @glennwaldron
On Fri, Jul 24, 2015 at 9:22 AM, Erik Hensens ehens...@hunter.com wrote:
Thanks Christian. It's funny you mention that because since I'm not
setting
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