, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
Hello,
Is there a light weight way to turn off shaders in OSG without
unloading
the vertex and fragment shaders from the shader program?
My application needs to switch back and forth from the shader
pipeline
a simple repro, I'd be interested.
-- mew
On Fri, Nov 14, 2008 at 9:48 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
Mike,
Thanks for the reply. There was an exchange on this subject back on August
28 in the archives. I tried all the suggested solutions to the problem
J-S,
At this point, anything will help. I believe I'm using a ref pointer but I
will double check. I tried following the paradigm outlined in the osgshaders
example which seems to be newing the same way I'm doing below (i.e. new
osg::Program).
The reason for the postdraw callback is that I'm
J-S,
It turned out that I was NOT using ref_ptr. I made the correction and it no
longer crashes...:).
I also moved my shader switch to the UpdateCallback and things work just
great once I synchronized the OGL rendering.
Problems solved. THANK YOU!
-Shayne
-Original Message-
From:
Hello,
Is there a light weight way to turn off shaders in OSG without unloading
the vertex and fragment shaders from the shader program?
My application needs to switch back and forth from the shader pipeline to
the fixed pipeline and vice versa during runtime. This can be done at the
It's simple to convert over. Look at the osgcompositeviewer example to see
what needs to be done. I've been using just osgViewer::Viewer and I changed
over to using the composite viewer with no problems or difficulty. One's
just a subset of the other so I would probably just start out with a
line
vpbmaster -t input_vrt -d input_dem -l 14 --TERRAIN --max-anisotropy 8.0 -o
F:\dk_dem2\dk_dem.ive
-Ralf
2008/10/9 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
[EMAIL PROTECTED]
I'm using 0.9.7 on Window XP SP 2. I'm using the command osgdem.
What is VPB
master
This may be a silly question but I was wondering if VPB supports stitching
multiple ive files or databases together? In other words, can I build two
separate ive files with VPB and then merge them together? I would like to
build a whole earth model in one ive file and then merge in another ive
USAF AFMC 519 SMXS/MXDEC
[EMAIL PROTECTED]
This may be a silly question but I was wondering if VPB supports
stitching multiple ive files or databases together? In other words, can I
build two separate ive files with VPB and then merge them together? I would
like to build a whole earth
I believe it's just a simple matter of commenting the manipulator out where
you call viewer-setCameraManipulator(). That's what I do when I want
explicit control of the camera via my own view matrix...
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Hello,
Using osgdem, I would like to create a simple terrain tile that always
displays the highest level of detail for both elevation and texture (no
paging, or LOD changes going on) no matter at what distance I view the
terrain. Does any know the flag to do this in the osgdem command? Right
write in complain of a
bug - its a case of garbage settings in gagbage out.
Robert.
On Thu, Aug 28, 2008 at 5:13 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
Hello,
Using osgdem, I would like to create a simple terrain tile that always
displays the highest level
I would like to get some feedback from users that might be rendering OSG
terrain built with osgdem on Windows XP. Based on previous discussions, I
understand that the terrain rendering on Windows does not have as good of
performance as on Linux, however, I'm seeing abysmal frame rates when I'm
Ralf,
I'm using VPB 0.9.7 with OSG 2.4 on Windows XP SP2. Other than the
performance issues Robert pointed out on Windows, I'm having good success.
An example command I'm using is:
osgdem --TERRAIN --PagedLOD --geocentric -t texture/w113 -d dted/w113 -l 8
-o terrain/terraintiles.ive
Hope this
Vincent,
Have your tried deriving your class LightMoveCallback from osg::NodeCallback
instead of osg::StateAttribute::Callback to see if the callback gets called?
Just a thought...
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vincent
Bourdier
? if the discontinuities exist
in the final image, there may be some discrepancies in the
original data.
--- On Wed, 8/6/08, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
[EMAIL PROTECTED] wrote:
From: Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
[EMAIL PROTECTED]
Subject: [osg-users] osgdem and UTM
Using the GDAL tools, I've built a mosaic of terrain tiles that I'm
stitching together using osgdem to create a terrain database. Each terrain
tile uses a UTM mapping that is reprojected from a lat/long mapping.
Unfortunately when I do the reprojection for each tile, the terrain tile
gets slightly
: [EMAIL PROTECTED]
www.vis-sim.com www.gordontomlinson.com
__
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Monday, August 04, 2008 7:13 PM
This is probably a silly and simple question, but does anyone have an
example of how to move a model explicitly without using a canned animation?
Most of the examples I've seen, update the position in an animation using
UpdateCallback.
I have a position update coming from another process
Viggo,
Thanks much...:)
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Viggo Løvli
Sent: Tuesday, July 29, 2008 11:56 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] sky model tracking the camera...
Hi Shayne,
Add your sky node
David,
Thanks for your help as well...
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Spilling
Sent: Wednesday, July 30, 2008 1:31 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] sky model tracking the camera...
Look in the
Hello,
I would like to have my sky model track the camera position so that as the
camera moves, the sky model moves with it. To do this, would I add the sky
model transform as a child of the cameraNode? Does anyone have any code
snippets that may demonstrate how I might do this?
Thanks in
Users
Subject: Re: [osg-users] cessnafire.osg...
I’m assuming that the fire/smoke is modeled using osgParticle…
I think so! You can take a look
http://faculty.nps.edu/jasullivan/osgtutorials/osgParticle.htm
在2008-07-04 07:10:57,Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
[EMAIL
and particles systems.
Robert.
2008/7/7 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
[EMAIL PROTECTED]:
Thanks for the link. While I appreciate the info, it doesn't really
address
my original question about transforming the particle emitter that is
defined
in the cessnafire.osg file. After
work as you want. What you have to do to move the
particle system out in the world space, and have the emiter local to
the moving object.
Robert.
2008/7/7 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
[EMAIL PROTECTED]:
Robert,
I've attempted to look at the archives but have been unsuccessful
I have a simple/silly question regarding cessnafire.osg.
I can load this into a node and display it without trouble, however, when I
apply a MatrixTransform to the node, the geometry is changed but the
fire/smoke animation doesn't follow the geometry. I'm assuming that the
fire/smoke is
There's an article entitled On-the-sphere block-based 3D terrain rendering
using a wavelet-encoded terrain database for SVS by Greg Baxes and Tim
Linger of TerraMetrics Inc. The article gives a high level view of their
algorithm which I believe is the one or similar to the one used in Earth
In order to compile and run osgviewerWX example, I'm trying to build the
VC++ project file using CMakeSetup. I've configured all the wxWidgets paths
to configure, generate, and build but it still won't build the project file.
In fact, CMakeSetup won't build any of the project files for any of the
I'm attempting to explicitly set the view matrix for a camera in osgViewer.
I'm not using viewer-run() so I'm not using the default camera manipulator.
Here's the code I'm using:
osg::Matrixf vm;
vm.setRotate(osg::Quat(0.0, osg::Vec3(0.0, 0.0, 1.0),
Regarding the osgviewerGLUT example, is there any way to make the embedded
window from the GraphicsWindowEmbedded feature smaller in size than the glut
window?
I bring this up because when I change the extents on the
viewer-setUpViewerAsEmbeddedInWindow() it has no effect. It always uses the
, 200,200);
Robert.
On Fri, Jun 20, 2008 at 4:08 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
Regarding the osgviewerGLUT example, is there any way to make the embedded
window from the GraphicsWindowEmbedded feature smaller in size than the
glut
window?
I bring
Thank you!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Friday, June 20, 2008 10:01 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] using osg::node in glut renderer
On Fri, Jun 20, 2008 at 4:44 PM, Tueller, Shayne R Civ USAF
Can anyone tell me what coordinate system and what origin is assumed when
osgdem builds a terrain database? I'm feeding geo-referenced files that use
upper left and lower right lat/lon pairs to osgdem, but it's not clear to me
where the origin is for the generated database.
Thanks in advance.
Can anyone tell me what coordinate system and what origin is assumed when
osgdem builds a terrain database? I'm feeding geo-referenced files that use
upper left and lower right lat/lon pairs to osgdem, but it's not clear to me
where the origin is for the generated database.
Thanks in
Can anyone tell me what coordinate system and what origin is assumed when
osgdem builds a terrain database? I'm feeding geo-referenced files that use
upper left and lower right lat/lon pairs to osgdem, but it's not clear to me
where the origin is for the generated database.
Thanks in advance.
, the origin will be at the center of the earth.
Glenn
On Mon, Jun 16, 2008 at 11:10 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
Can anyone tell me what coordinate system and what origin is assumed
when osgdem builds a terrain database? I'm feeding geo
ASSUMING your source data is geographic (e.g. WGS84) then you have a
Plate Carre projection and the conversion is simply: X=Lon, Y=Lat. If it
is not geographic, then you will have to use a library like PROJ.4 to
reproject it.
The elevation source data is raw DTED format which
.
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, June 10, 2008 6:09 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] lighting in osgViewer...
This may be a silly question but can anyone enlighten
This may be a silly question but can anyone enlighten me on what
osgViewer::setLight() does? Does it set the attributes for a global light
source in the scene? I want to change the defaults in the viewer.
Thanks in advance
-Shayne
smime.p7s
Description: S/MIME cryptographic signature
Anders,
I believe osgdem is part of VPB now. When you build VPB, it compiles to
osgdem that can be run from the command line just as in the past.
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Anders
Backman
Sent: Monday, June 09, 2008 6:25 AM
PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
All,
I've made an attempt in generating a database using my own height field
and
texture per the instructions located at
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem.
So far, I have
@lists.openscenegraph.org
Subject: Re: [osg-users] osgDEM usage...
Hi Shayne,
On Mon, Jun 2, 2008 at 5:20 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC wrote:
The files were originally PNG files that I converted per the instructions
on
the wiki to the .tif format. Whether or not that makes them
]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Monday, June 02, 2008 12:54 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] osgDEM usage...
Hi Shayne,
On Mon, Jun 2, 2008 at 5:20 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
The files were originally
All,
I've made an attempt in generating a database using my own height field and
texture per the instructions located at
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem.
So far, I have not had any luck in getting the height field to display
correctly. The texture
Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
Hello,
I'm new to OSG and I'm looking at the osgTerrain nodekit for terrain
rendering. My question is, is how is this used with Virtual Planet builder
(osgdem) for rendering terrain? Is VPB osgdem used to construct the
terrain
database
and
controlling its parameters.
Robert.
On Thu, May 22, 2008 at 10:40 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
Hello,
I'm new to OSG and I'm looking at the osgTerrain nodekit for terrain
rendering. My question is, is how is this used with Virtual Planet
builder
Does anyone know if VPB supports the reading of the DTED file format (i.e.
*.dt1 files) for generating terrain databases? Do they need to be converted
over to some sort of raster format before VPB can use them?
smime.p7s
Description: S/MIME cryptographic signature
Hello,
I'm new to OSG and I'm looking at the osgTerrain nodekit for terrain
rendering. My question is, is how is this used with Virtual Planet builder
(osgdem) for rendering terrain? Is VPB osgdem used to construct the terrain
database and then osgTerrain used to traverse the terrain in OSG?
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