All,
I have a two process application where one process loads the scenegraph for
rendering via CompositeViewer while the other process loads a subset of the
same scenegraph (terrain) for extracting database information. No rendering is
going on in the second process.
In the second process,
Hi Robert,
Thanks for the reply.
If LineSegmentIntersector does nothing to the scenegraph, I'm definitely not
modifying the scenegraph in the process that spawned the thread so there must
be something else going on that is causing the thread to stop running.
I have gone into the debugger and
All,
After further invesigation on why my thread is hanging, I narrowed it down to
when OSG creates an IntersectorGroup() object via the 'new' operator in the
intersection code.
Just for a sanity check, I did the following in the run() method of my thread:
char *start = (char *)malloc(4)
and
All,
Up to this point, we've used VPB for building our databases that our OSG app
uses. However, I've contemplated taking a look at osgEarth for future
consideration.
My question is, is what advantages are there for using osgEarth vs. VPB?
I understand that source content (DTED, GeoTiff,
More accurately, the method is:
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(...)
Sorry for the mistake in the previous post...
-Shayne
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Hi,
This may be a dumb question in relation to this thread, but does one still need
to employ the Mesa tools to bypass the graphics card when using VPB to build
databases with the NVTT?
-Shayne
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All,
I fired off a VPB build using vpbmaster on a 16 processor machine running Linux
Fedora core 13. The number of tasks generated was 5314 for this build. As
predicted, vpbmaster fired off 16 osgdem threads to work on the build.
As the build went along I noticed that the number of osgdem
Do you have a code snippet you can show us on how you're currently using this
model for collision detection?
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Chris,
See my previous post.
The template compile errors that I'm getting are strange. Perusing the forum, I
did find something similar when someone was compiling osgPhysics against OSG...
Thanks,
Shayne
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Hi Rob,
In my app, I have an option to navigate on a geocentric database using the
standard Flight Manipulator. Below is the code snippet to do this...
Before you enter the render loop (i.e. viewer.run()), do the following to
configure and set the initial position of your ownship using lat,
Hi,
Materials (and material alpha) only get used when lighting is enabled. Make
sure that lighting is enabled in the applicable stateset...
-Shayne
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Hi,
It's unclear what exactly you're attempting to do or what it means when you say
it doesn't work for some models. I can only venture a guess as to what the
problem is. I'm assuming you're trying to change the transparency of the object?
For the models in question, cow.osg already has
Hi Rob,
That is interesting. I don't use the setHomePosition() method and my stuff
works fine specifying the manipulator matrix explicitly (setByMatrix()).
I am using CompositeViewer and setting the camera for each view added to the
viewer. One camera is using the Flightmanipulator and the
What code exactly are you referring to? What is the error you're seeing?
Without an example or more detail, it is difficult for us to resolve your
problem.
*.ive files are typically databases built with VirtualPlanetBuilder or similar
tools.
I don't have any experience with the TerraPage
You may also want to search in the forum for discussion threads that address
this topic (GetHeightAboveTerrain). It has been discussed many times with
solutions.
-Shayne
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If you're new to the OSG, it is really helpful to look at the examples and also
search the OSG forums for the problems you're looking for. Many of the
questions most new folks ask, have already been addressed and answered in the
forum.
Hopefully the link below will help you...
A couple of observations:
1) The units will be in millions because your database is a round earth
database using the WGS84 spheroid ECEF CS with units in meters.
2) I don't understand how your second code blocks maps correctly to the
geocentric cartesian round earth database built with osgdem
It looks like you forgot to concatenate the window matrix from the Viewport
object onto the MVPW matrix in what you call the automatic version. You also
need to remove the matrix mutiply of the window matrix with the
screenPosition4d object. This should not happen after the perspective divide.
Hi,
I went through this tutorial and got stuck when invoking the make command to
build OSG. It errors out with the message
ANDROID_NDK-NOTFOUND\ndk-build ...
I'm supposing that there was a step omitted in the tutorial that tells the
cmake configure utility on where to find the android ndk
Hi Jan,
So are you saying that Cygwin is the best way to compile OSG for Android on
Windows? I don't think the tutorial in this thread uses Cygwin which makes this
all the more confusing...
I'll try setting the ANDROID_NDK environment variable to the path where it
resides and issue the make
Thanks to everyone for their input so far.
I guess if one presents information or a tutorial for building OSG on Android
for Windows, it should be complete, accurate, and thorough. It appears that
vital information or detail is missing in the tutorial regarding the role of
the Android NDK or
Jan,
My comments or inquries were in reference to the tutorial as presented in this
thread. Of course I don't expect the OSG wiki doc to go into explicit detail
regarding the Android NDK. My point is that if someone posts a tutorial (in
this case the main gist of this thread), there should be
Careful. Many people (including me) are reading this via the mailing
list, not forum - there is a gateway between the two, so forum posts go
to the list and list posts show up on the forum.
Thus I had no clue which tutorial as presented in this thread are you
referring to. For me the
osgEarth is sort of an overkill for my little app that just displays raw DTED
(*.dt1) geocells for inspection.
I did find an earlier thread that addresses my question. The plugin is found if
you append .gdal onto the file name (i.e. w112_n42.dt1.gdal). The plugin is
now found and the file is
Just a followup post to my original inquiry...
After appending the .gdal to my .dt1 files to get the
readHeightFieldFile() to read the DTED file format, I also had to do the
following to get the DTED to render correctly...
osg::HeightField *grid = osgDB::readHeightFieldFile(n41.dt1.gdal);
If you want HOT (height of terrain) for a particular lat/lon, use the same code
as above and do the following...
Code:
maxElevationInDatabase = 3962.0; // meters
earth-convertLatLongHeightToXYZ(osg::DegreesToRadians(lat),
osg::DegreesToRadians(lon), maxElevationInDatabase, X,Y,Z);
hat =
On the performance issue, you need to leverage the database cache feature for
LOS and HAT. Take a look at the osgintersection example to see how this is
done for los and hat. Using the computeHeightAboveTerrain method is sort
of an immediate mode for HAT queries which isn't the best for
I'm still not clear on what you're trying to accomplish. I thought you were
trying to get HOT for a given lat/lon pair. In this case, there's only one
intersection. From your last post, it sounds like you're tying find
intersections with the terrain for a given LOS between two points. Is this
The code snippet you provided maps from a geodetic coordinate system to a
geocentric ECEF cartesian coordinate system so that the point (lat,lon,0) maps
to the cartesian point (o,p,q) which lies on the surface of the ellipsoid.
This probably isn't what you're looking for since it sounds like
I am not aware of a function in OSG to do this, however, you can do it yourself.
If you have a starting point and direction for each line, you can define each
line parametrically as
Line 1: P + rA
Line 2: Q + sB
where P,Q are the starting points and A,B are the unit direction vectors. The
Hi,
What you're seeing is the specular highlights based on your light source and
material properties. To turn this off, set your specular material rgb and
shininess to 0.0.
Since OSG uses OpenGL under the hood, it would be helpful to understand the
OpenGL lighting model...:)
Shayne
Hi,
If you build the database using the --geocentric option, and your source data
uses WGS-84, you can use the EllipsoidModel class to convert from one CS to
another.
Shayne
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Hi,
This topic has been discussed in various forms. Please see
http://forum.openscenegraph.org/viewtopic.php?p=18256#18256
-Shayne
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Just a followup on this problem...
If I run osgdem directly on the dted files, things build just fine.
If I run vpbmaster on exactly the same dted files, it blows up with the error
no destination graph built, cannot proceed with build in one of the tasks.
It's not clear to me why osgdem works
All,
I believe this issue has been addressed before but I can't find the previous
discussion. Therefore I will ask again...
Is there a way to get Release-built OSG libs to play nicely with an app that is
built with Debug? Right now if I link with Release-built OSG libs, my app
(built with
Hi,
The popping is the effect of an abrupt change from one LOD to another. The
typical solution is to geomorph the terrain over several frames with the LOD
change. It smooths out the transition so that LOD changes are subtle.
High end visual IGs have been doing geomorphing a long time with
Hi,
As others have pointed out, OSG is not a game engine. It's a scene graph and
should be used in this context (no pun intended). There are plenty of rendering
technologies that use OSG under the hood. When I went to IITSEC last year,
there were a lot of vendors using OSG underneath for
osg::EllipsoidModel *ellipsoid = new osg::EllipsoidModel();
ellipsoid-convertLatLongHeightToXYZ(osg::DegreesToRadians(lat),
osg::DegreesToRadian(lon),
Shayne
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Hi,
If you're having build errors, make sure you're using the correct version of
VPB (i.e. osgdem or vpbmaster) with the correct version of OSG. You cannot
arbitrarily mix and match different versions...
-Shayne
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When you instance an Ellipsoid object, the default is already an oblate
spheroid (WGS84 with polar and equatorial radii defined in meters).
I suspect your problem has something to do with your shape drawable where
you're using a sphere in your code. For starters, I would suggest that you
Ok...so I upgraded to OSG 3.0.1 and tried this intersection limit test in my
app (setIntersectionLimit())
I first tried LIMIT_ONE. Performance did improve over the NO_LIMIT case but I
noticed that the number of intersections calculated were as high as 6 for some
of the line segments. I would
Farshid,
I'm actually modifying the osgSim::LineOfSight class for my tests. I went into
LineOfSight.cpp and modified the computeIntersections() method to support
setIntersectionLimit() since there's currently no way to control this for the
Line of Sight stuff in OSG. I added the call
Farshid,
If I understand the code correctly, each intersector in the LOS code is
associated with a start end pair defining the line segment. In other words,
it's a 1 to 1 mapping. If I have 45 LOS queries, the code generates 45
LineSegmentIntersectors. Each intersector in turn is added to an
To render OSG in an existing OGL viewport, you still need to create an OSG
viewer because that is what kicks off the OSG traversals when the frame()
method is called. You also need to manage (i.e. Push and Pop) OGL state
correctly since OSG and OGL share the same render context so that you
Ok...I'm pretty sure I got the projects built correctly using CMake in Windows
for VPB.
When I open the solution and try to do ALL_BUILD, I get a ton of compile errors
which are:
error C2784: could not deduce template argument for 'type' from 'type'
The compiler cannot determine a template
All,
I'm trying to embed an osgViewer that has a transparent background into an FLTK
main window. The embedded osgViewer needs to have a transparent background so
that I can see the parent window behind it.
Is this even possible?
What I'm trying to do is use the osgViewer as an overlay to
Hi,
I have a window (windows 7) that is updated by another application's output at
a 60Hz rate. The other application is embedding its output into this window
based on the window's HWND handle.
I would like to capture the window's contents and pipe it to an osg::Image to
display on a textured
So...I figured out why I was not getting just one intersection returned for my
LOS tests. Apparently when KdTrees are enabled, intersectionLimit is ignored in
the LineSegmentIntersector. When I turned off KdTrees, I got just one
intersection returned but it is still abysmally slow compared with
Robert,
You bring up excellent points that explains the divergences I'm seeing in my
results, both in terms of performance and correlation.
I do have a couple of questions then...
So, if I understand you correctly, there's no way to tell VPB to build a flat
file (i.e. one that that does not
Hi,
I'm attempting to use VPB to build a paged geocentric database from level 2
DTED source data. I'm only using 3 tiles of level 2 DTED so it's not a lot of
data.
I get the following error...
Warning: Task tasks/build_subtile_L2_X1_Y5.task has failed, blacklisting
machine and resubmitting
All,
I'm using the osgSim::LineOfSight class to perform visibility tests
(intersections) on an osgTerrain database built with VPB. I'm setting the
intersectionLimit to be LIMIT_ONE or LIMIT_NEAREST to help with performance.
However, for each LOS test I'm doing, I'm still seeing the number of
Hi,
I'm using OpenThreads in an app that's using osgEarth. When I go to stop the
thread, I call the cancel() method but it doesn't seem to be working. The
thread is still running. Is there something else I need to do to stop the
thread and shut it down? I have a stopThread() method that breaks
Robert,
Thanks for the feedback.
I wasn't doing the checkCancel() in my loop in the run() method. Once I put
that in there, it started working as expected when I called cancel() for a
particular thread.
Interestingly, when I started pinning each thread on a different processor
using
The nvtt plugin in the OSG uses it. Other apps use it as well that use the OSG
such as VirtualPlanetBuilder and osgEarth.
I did find the link you provided for the source for the nvidia texture tools
but I haven't had luck in getting them built. I'm getting a bunch of linker
errors when trying
I went to your suggested website and it does not have the dependencies I
need...sorry.
Shayne
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Just so everyone knows, the 64 bit versions of the nvidia texture tools libs in
the 3rdParty dependencies are missing for VS2013...
Shayne
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Hi,
I was wondering if anyone out there in OSG land has had success building the
Nvidea texture tools version 2.0.8 using VS2013 for x64 to use with the nvtt
plugin in the OSG.
I've set the NVTT_SHARED=1 so that the libs are built as shared libraries. All
libraries compile just fine. However,
This does not help me.
I need the Nvidia texture tools 64bit dependency which is not available on
your website. I already have all the other 64 bit dependencies needed to build
OSG 64bit. I'm just missing the Nvidia texture tools.
Since no one has any input on this, the next step is to try
Just to chime in here on this multi-channel discussion...
I was aware of the OSGs support for master/slave cameras (channels) running on
ONE computer but I didn't think it supported a master/slave architecture for
running each channel on a different computer with it's own graphics
card/context
This is probably off topic but since OpenIG was brought up, I had a question
about it...
Does OpenIG support CIGI? If it doesn't, adding it would go a long way in
making it more mainstream in the IG community. It would sure make it easier for
a host that is using CIGI to switch over...
Shayne
Hello,
I have a Direct3D app in where I need to render a background image using OSG.
The approach I was thinking of using is to use off-screen memory or context to
render the OSG imagery and then try to load the results into a Direct3D surface
somehow. Perhaps a render-to-texture sort of
Hello,
I have a Direct3D app in where I need to render a background image using OSG.
The approach I was thinking of using is to use off-screen memory or context to
render the OSG imagery and then try to load the results into a Direct3D surface
somehow. Perhaps a render-to-texture sort of
Were using it to stream video and display it on a quad...
Shayne
- Original Message -
From: "Chris Hanson"
To: "OpenSceneGraph Users"
Sent: Friday, November 3, 2017 8:44:45 PM
Subject: Re: [osg-users] People currently
Hi Brad,
I'm assuming you've looked at the osgSim class? It has the ability to query
where the ground is at the highest LOD of the terrain. It has other methods you
can use to interact with osgTerrain that may be able to help you.
Shayne
> On December 20, 2019 at 4:53 PM Brad Colbert wrote:
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