That's good to hear because I'm going to see it with my boys in the next day
or two.
I heard that if the synthetic actors work out, George Lucas will consider
finishing the Star Wars saga (episodes 7,8 9)...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
. With the above command line,
the slave will just show a portion of the view. If you zoom in from the
master window, the cow will eventually come into view on the slave.
Martins
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Martins,
Thanks for the input. I was looking more for some
in front of me right now, but thats how I recall it works. Let me know
if you need any more information.
Martins
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
All,
I'm looking at the osgCluster example and I have a question on getting
in going.
I'm assuming you can
All,
I'm looking at the osgCluster example and I have a question on getting in
going.
I'm assuming you can execute osgCluster on different machines where one is
the master and the other is the slave. I can see where I specify the socket
# but where do I specify the IP address? Does anyone
All,
I updated to OSG 2.8.2 on my development machine which is using Visual
Studio 2008 (32 bit) and Windows Vista. After running CMake to build the
solution and projects, I attempted to do a release build of OSG.
When I get to building osgUtil, I get the following compile error when
Here's a way to place models on the VPB terrain that works pretty good. The
drawback is that you must specify the highest point in the database region.
Using osgSim will ensure that the models will sit on the terrain at that
LOD...:)
double X,Y,Z;
double maxElevation = 13000.0 / 3.281; // feet to
All,
Does CompositeViewer support independent paging per camera into the same
database?
For example, let's suppose I have one view from an airplane and another view
from an observer on the ground where each viewer in looking into the same
database positioned at different locations. Each
] On Behalf Of Robert
Osfield
Sent: Friday, December 04, 2009 9:06 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] reading a Node file from a remote machine...
Hi Shayne,
On Fri, Dec 4, 2009 at 3:57 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
Does
Can anyone tell me what version of VirtualPlanetBuilder is stable with OSG
2.8.2?
I'm upgrading to OSG 2.8.2 and I want to make sure to get the right version
of VPB that works with this.
Thanks,
-Shayne
smime.p7s
Description: S/MIME cryptographic signature
Thanks guys for the info...much appreciated.
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
'Xenon' Hanson
Sent: Tuesday, December 01, 2009 11:10 AM
To: OpenSceneGraph Users
Subject: Re:
/VirtualPlanetBuilder
IMHO VPB is a work in progress, the newer the better.
Regards,
-- A.
On Tue, Dec 1, 2009 at 11:31 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
Can anyone tell me what version of VirtualPlanetBuilder is stable with OSG
2.8.2?
I'm
:26 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB question...
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
So...from the recommended table I need VPB 0.9.10 to go with OSG 2.8.2.
This
may be a dumb question but where do I get the 0.9.10 version? I only see
up
to version 0.9.7
...
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Do I need subversion installed on my machine to do this? I haven't played
with subversion before...
Yes. On Windows, I'd recommend TortoiseSVN.
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon
AlphaPixel.com
PixelSense
All,
I have a need to run my OSG app on some marginal hardware (single CPU with
a GeForce 4800 for example) while still maintaining some decent frame rates
(around 30fps). I want to use the same terrain database (built with VPB with
the
-terrain option) if possible.
I've used the
, Nov 27, 2009 at 6:00 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
All,
I have a need to run my OSG app on some marginal hardware (single CPU
with
a GeForce 4800 for example) while still maintaining some decent frame
rates
(around 30fps). I want to use
: [osg-users] picture in picture...
Hi Shayne,
On Tue, Nov 24, 2009 at 11:31 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
This is probably a silly question but what's the best way to do a picture
in picture using CompositeViewer?
Right now I have multiple
All,
This is probably a silly question but what's the best way to do a picture
in picture using CompositeViewer?
Right now I have multiple views added to my viewer and I want to have
control as to which one gets rendered on top of the others in the main
viewer window.
Thanx,
-Shayne
view-setUpViewInWindow()...
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ricardo
Ruiz
Sent: Tuesday, November 24, 2009 4:32 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How can I
] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, November 24, 2009 4:35 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] How can I create a osgViewer windowed?
view-setUpViewInWindow()...
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Yes you can by using the -d option followed by the terrain file in VPB.
VPB will stitch in the terrain (if it's geospecific) into the ellipsoid...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
At quick glance, a couple of things look suspect in the code below...
Try setting traits-doubleBuffer = true;
Also when you create the graphics context, you're passing in traits
instead of traits.get(). I would think it would be the latter since traits
is a ref_ptr...
-Shayne
-Original
Perhaps it might be useful to take a look at the void
osgViewer::View::setUpViewInWindow(...) method in the OSG source to see what
you might be missing in your explicit setup...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Boris,
Attached is a code snippet that moves a simple sky dome model (based on the
skydome.osg file) with the eye on a spheroid. The sky dome is centered over
the eye. The manipulator viewpoint (eye) is initially positioned on an
earth-like spheroid at a given lat/lon/elevation and then you can
Daniel,
In response to your questions below, these topics have been discussed in the
past with plenty of input. May I recommend that you look at the archives
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org
You can search on a particular topic to get the information you
Cristina,
Do you have a code snippet you can provide us?
The following works for our case for each camera in the scene. We are using
the compositeViewer where each view added to the viewer has its own camera.
fog = new osg::Fog();
fog-setMode(osg::Fog::EXP2);
Can,
Could you provide an image of the textured quad for us to look at? Also can
you provide the original texture (spot.bmp)?
What is your texture state set up as in your geometry node? Is your original
texture non power of two?
Thanks,
-Shayne
-Original Message-
From:
Can,
Thanks for the feedback.
I'm unable to get to your links. Can you send the images as attachments?
Thanks,
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Can Hosgor
Sent: Friday, May 22,
All,
I have a question regarding camera switching in a particular view. I'm
currently using the composite viewer where each view is set up in a separate
window (via the call to view-setUpViewInWindow()). For a particular
view(window), I need to swap from one camera to another upon request.
the
manipulators or just reset the reviews so your just get a different
view.
If this isn't appropriate then adding a new camera and removing the
old camera, whilst maintaining the same settings might work better.
Robert.
On Fri, May 15, 2009 at 5:59 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC
I can certainly understand the reason for remaining anonymous if you work on
sensitive information. However, by just admitting that you work on sensitive
information, you have probably revealed more than you should have...;^). It
certainly piques a lot more interest from other observers who are in
Allen,
Have you tried just setting the camera manipulator for each camera?
Something like:
Ownship1.view-setCameraManipulator(new osgGA::TrackballManipulator);
Ownship2.view-setCameraManipulator(new osgGA::TrackballManipulator);
If you don't want to use the manipulators, you can certainly set
Joe,
From what I understand, GDAL will import a single CADRG image but it won't
handle the dynamic decompression and different map resolutions as you zoom
in and out (the A.TOC file). I've done some moving map support using OSG for
our software but I built my own paged moving map database using
The camera's orthonormal frame can be obtained as follows...
osg::Matrixd vm = View-getCamera()-getViewMatrix();
osg::Vec3d Forward;
osg::Vec3d Right;
osg::Vec3d Up;
Forward[0] = -vm(0,2);
Forward[1] = -vm(1,2);
Forward[2] = -vm(2,2);
Right[0] = vm(0,0);
Right[1] = vm(1,0);
Right[2] = vm(2,0);
I'm having a hard time reading the text in your attachment (maybe I'm going
blind) but it looks like there may be some info missing in the tif files.
Can you do a gdalinfo on the tif files and send us the output?
Either that or you could just attach the actual tif files and we can look at
them
Does anyone know if OSG supports multiple paging contexts into the same
database? For example let's say I have two different viewpoints (cameras)
positioned in a VPB database. Will each camera page in its own LOD which is
independent of the other even though they're accessing the same terrain
Perhaps you can provide more info on what osgdem reports when it crashes.
Try running gdalinfo on your source files to see what format they're
using...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On
I think it would be good to fold libmini (or something equivalent) into OSG.
That way you can use the databases built with VPB. I don't know much about
VTP but using VPB databases are nice...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Just a quick question for the experts out there.
When I'm flying through my terrain database, I'm seeing a lot of popping
as the database pager brings in higher LODs of terrain. My question is, is
there a way to minimize this popping? Is there any geomorphing support in
the way OSG pages in
Another question.
Can you have an osgViewer embedded in a FLTK windowing framework? If so, can
osgViewer still render with multi-threading? I know there are some
limitations along this line when an osgViewer is embedded in a GLUT window.
I'm wondering if having an osgViewer in a FLTK window
menu, OSG rendering stops in your other
window. There seems to be no way around this.
I am playing with an improved FLTK viewer which expands upon the
osgviewerFLTK example, but it is still in progress.
-Eric
On Tue, Apr 14, 2009 at 12:03 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC
: Tuesday, April 14, 2009 11:16 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] terrain database popping...
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Just a quick question for the experts out there…
When I’m flying through my terrain database, I’m seeing a lot of
“popping
Glad to help.
The OpenGL drivers underneath OSG support different fog functions but only
one can be selected at a time. If you need a different fog effect other than
the canned fog functions in OpenGL, you can always write a shader...:)
-Shayne
-Original Message-
From:
Take a look at the osgshaders example in the OSG code to see how to manage
shaders at that level. For actual shader development, there are lots of good
books out there plus resources and tutorials on line that can get you
started. Along with this, I like the orange book OpenGL Shading Language
by
On Thu, Apr 9, 2009 at 7:26 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
Can anyone tell me what space the terrain vertexes (x,y,z) live in
for a database built using VPB with the --geocentric option set?
I would have thought
I'm not sure what you mean by enable. If OSG mimics OpenGL state in the
way fog is done, exponential and linear fog modes are mutually exclusive.
You can render with one or the other, but not both. I would think that OSG
uses the same paradigm...
-Shayne
-Original Message-
From:
Can anyone tell me what space the terrain vertexes (x,y,z) live in for a
database built using VPB with the --geocentric option set?
I would have thought that the (x,y,z) for each vertex would be the Cartesian
coordinates with the center of the ellipsoid (earth) being the origin. The
reason
USAF AFMC 519 SMXS/MXDEC wrote:
I believe I found something...osg::Uniform::setArray(osg::FloatArray
*array)? Hopefully this is correct.
I'm assuming there's something to specify the number of elements?
You can use setNumElements() and setElement(). I haven't used
setArray() before, but I
Yes, on the shader side, the float array is declared as
uniform float altitudes[10];
The array size itself is just passed in as another uniform int.
Thanks for bringing that up. I had forgotten to include the shader side of
things...:)
-Shayne
-Original Message-
From:
] array of floats to a shader?
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Yes, on the shader side, the float array is declared as
uniform float altitudes[10];
The array size itself is just passed in as another uniform int.
Thanks for bringing that up. I had forgotten to include
All,
I have a simple question that perhaps someone can answer.
I need to send an array of floats to my vertex shader. My question is, is
there any support in OSG to do this? Looking at the osg::Uniform class, I
don't see any direct support for doing this.
Is there anything in OSG that
What exactly is your own application? Is it another windowing framework?
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Romain
Cavagna
Sent: Wednesday, April 01, 2009 12:25 PM
To:
Performance can be affected by being load/store bound and/or floating point
bound. Tools like VTune are really helpful in determining hot spots in the
code for stuff running on the CPU. I don't know if they have something
similar for GPUs or not.
In a former life, I wrote OpenGL driver code. We
To address your questions or offer suggestions, we will need more
information on what you're trying to visualize with your scientific
visualization project. Besides the projected geometry from n-space, what
other information is there at the discrete data?
-Shayne
P.S. I went to your website and
What version of Visual Studio are you using?
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Can T. Oguz
Sent: Thursday, March 26, 2009 10:25 AM
To: OpenSceneGraph Users
Subject: [osg-users] New
] On Behalf Of Can T. Oguz
Sent: Thursday, March 26, 2009 10:41 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] New way to workaround MSVC False Positives
Sorry, forgot to mention : Vista SP1, MSVC 2008. Have you tried it?
Can
2009/3/26 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
In OSG itself, I don't think so.
That's not to say that you can't render OpenGL overlays in an OSG window.
You can do it if you manage the state correctly (assuming you're sharing the
same render context). This is what I'm doing for symbology (OGL lines on top
of an OSG window)...
-Shayne
Vibrant might be the English word you're looking for...;^)
The difference between lighting and no lighting is that you have more
coloring to play with. If lighting is enabled, you can play with the
materials and normals to give a certain effect, based on some sort of light
source. Again, not
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, March 25, 2009 2:53 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC
With OpenGL you can migrate
Paul,
In what way has D3D screwed the existing user base with each new release?
I'm not trying to argue your point, I just want to understand where you're
coming from here.
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tueller,
Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Wednesday, March 25, 2009 9:08 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC
Are you
...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Wednesday, March 25, 2009 9:23 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OpenGL 3.1 at GDC
Hi Shayne,
2009/3/25 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel
Paul, Alberto, and Robert,
Thanks for the feedback. Good stuff and details that outline the differences
between the two APIs...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul Martz
Sent:
Paul,
I, for one, appreciate you speaking out and keeping us informed...
I look forward to more information and insight that you may be able to share
with the rest of us regarding OpenGL...and D3D...;^)
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Robert,
Thanks for the update. You do great work...:)
I'll test here in the near future...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Tuesday, March 24, 2009 11:47 AM
If your OGL code is sharing the same render context as OSG, you need to
wrapper the OGL code with a push and pop of the state. The push would be:
glPushAttrib(GL_ALL_ATTRIB_BITS);
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_TEXTURE);
Jason,
That is what I was going to say as well. I've been bitten by the smart
pointer/ref_ptr issue more times than I care to admit...;^)
Glad you got it figured out...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Are you rendering with lighting enabled or disabled?
I notice that along with setting the color array, you are setting a normal
array in your code below. Normally (no pun intended) you supply a normal
array if lighting is enabled...
-Shayne
-Original Message-
From:
Another thought...if you do have lighting enabled, your lighting normals on
the black triangle could be facing the opposite direction from the light
source which might explain the black color. It might also explain why when
you fiddle with the matrix transform, the triangle color shows up (i.e.
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly
Sent: Thursday, February 26, 2009 5:36 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] OFT: Interesting commentary of the future of OpenGL
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
One technical feature I can think
This seems mostly to be a pretty pragmatic bunch of people, so I'm fairly
confident
that if D3D support doesn't materialize, it is for technical rather than
religious reasons.
Thanks,
Cory
One technical feature I can think of is that OGL is cross platform, running
on everything from
Outside of the gaming industry, I think it's safe to say that most
professional graphics apps are using OGL. Practically everything from
visualization software in the oil industry to the image generator industry
is using OSG and/or OGL in their applications. It shouldn't be a problem in
getting
I agree with what is said here. From my experience, generalization and high
performance end up being mutually exclusive. Eventually you have to
surrender to one to obtain the other...
-S
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Microsoft's mantra from the get go has been to kill OpenGL. Much to their
dismay and despite their bully tactics, OpenGL is still here...and growing.
I know in the IG world, most IG vendors (Rockwell-Collins, Quantum,
Aechelon, etc.) out there are using OpenGL and most are using Windows as the
OS.
Agreed, but we can still complain that OpenGL isn't moving forward fast
enough for us, right?
Absolutely...given the rate that the hardware is evolving in terms of
capability and programmability.
Now, where's my GLSL IDE...:)
smime.p7s
Description: S/MIME cryptographic signature
All,
Can anyone tell me if the composite viewer uses the same threading
models/schemes as the regular viewer? Also does the regular viewer have any
advantages over the composite viewer in terms of rendering performance when
using multiple cameras?
The latter question may be a bit too vague
multiple cameras.
The difference is all in the high level interfaces to the viewers,
each targets a different class of viewer usage.
Robert.
On Thu, Feb 12, 2009 at 7:30 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
All,
Can anyone tell me
This may be a naive comment but couldn't you leverage something similar to
glColorMaterial() to accomplish the task?
Just a thought...
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Jean-Sébastien Guay
Glenn,
It looks like a great product. I look forward to exploring this in more
detail...
Great job...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
Waldron
Sent: Thursday, January 22,
of the colormapping effect using the
same shader on this data (shameless plug alert), see
http://graphics.tudelft.nl/~gerwin/media/3dtopo/Screenshot_pointcloud.png
good luck,
Gerwin
On Thu, Jan 15, 2009 at 5:42 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
Thanks Gordon
, Jan 14, 2009 at 10:42 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
All,
I have a requirement to do some altitude shading (coloring) to a terrain
database based off a referenced altitude. In other words, I would like to
shade the terrain to be green
Of
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Thursday, January 15, 2009 11:04 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] altitude terrain shading...
Thanks to everyone that responded to my inquiry. I'll try the TexGen
approach first and then do a shader at a later time
All,
I have a requirement to do some altitude shading (coloring) to a terrain
database based off a referenced altitude. In other words, I would like to
shade the terrain to be green below a given altitude and then shade it brown
at or above the given altitude. The reference altitude basically
; }
void setKeyEventToggleTexturing(int key) {
_keyEventToggleTexturing = key; }
void setKeyEventCyclePolygonMode(int key) {
_keyEventCyclePolygonMode = key; }
Robert.
On Wed, Jan 7, 2009 at 12:25 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote
Can anyone give me an update on the maturity of the head mounted display
support in OSG? Is it a work in progress? What is its capability? Any input
or details would be appreciated.
Also does anyone have a particular recommendation for a Head-mounted display
brand or hardware that works well
David,
Thanks for that feedback. This will help out...:)
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David
Spilling
Sent: Wednesday, January 07, 2009 3:16 PM
To: OpenSceneGraph Users
All,
This may be a stupid and/or trivial question but here goes.
Is there a way to override the default keyboard event handlers when using an
osgViewer::View class? For example, if I create a viewer and then press the
l (lowercase L) key, it causes my rendered scene to enable and disable
, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
All,
Occasionally I get the following warning when I'm building a database
using
VPB:
Warning 1: PackBitsDecode:Discarding 52 bytes to avoid buffer overrun
Does anyone know what this pertains to or why it is happening
Guys,
Is this fix able to be rolled into older versions of VPB? I'm using 0.9.7...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
Delport
Sent: Friday, December 19, 2008 2:35 AM
To:
with 0.9.7?
regards
jp
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Guys,
Is this fix able to be rolled into older versions of VPB? I'm using
0.9.7...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun
All,
Occasionally I get the following warning when I'm building a database using
VPB:
Warning 1: PackBitsDecode:Discarding 52 bytes to avoid buffer overrun
Does anyone know what this pertains to or why it is happening?
Thanks,
-Shayne
smime.p7s
Description: S/MIME
. --Terrain or --geocentric
Try use only one option again. HTH
Regards.
2008/12/12 Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
shayne.tuel...@hill.af.mil
All,
I finally have two small Geotiff tiles (1m resolution) that I've
experimented with to examine
projection
with
gdal (gdal_translate) and see if you have the same artifact.
You will know if it's a VPB or a gdal reprojection problem.
On Wed, Dec 10, 2008 at 6:14 PM, Tueller, Shayne R Civ USAF AFMC
519
SMXS/MXDEC shayne.tuel...@hill.af.mil
Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
On Fri, Dec 12, 2008 at 1:46 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC shayne.tuel...@hill.af.mil wrote:
All,
I finally have two small Geotiff tiles (1m resolution) that I've
.
On Wed, Dec 10, 2008 at 6:14 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
I've built a geocentric database using VBP 0.9.7. http://0.9.7.
The imagery is GeoTiff tiles that are NAIP 1 meter UTM and the
elevation is DTED level
On a follow-up to my previous email, here's some info (via gdalinfo) on one
of my tiles that might be helpful in diagnosing the problem.
Driver: GTiff/GeoTIFF
Files: w111.99_n41.10.tif
Size is 9781, 8011
Coordinate
like the reprojections that GDAL is used for has screwed up.
I've never personally seen such errors. Are you able to isolate this
problem to a particular tile/source imagery?
Robert.
On Wed, Dec 10, 2008 at 5:14 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC [EMAIL PROTECTED] wrote:
I've
X2!!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Wednesday, December 10, 2008 3:44 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Funding
I'm about to leave on a business trip, so have not read this entire thread.
But I did
I have a transformation question I'm hoping someone can shed some light on.
I have a camera that I can explicitly control by specifying a position and
an orientation (using heading, pitch, roll) as input. I would like to define
another view that uses the same position as the camera but uses
Is there any method or class in OSG that extracts heading, pitch, and roll
angles from a rotation matrix?
I've searched and haven't seen anything. I just want to make sure there
isn't anything out there before I embark on writing my own.
Thanks in advance,
-Shayne
smime.p7s
want to revert to fixed-function. Further details in
http://mew.cx/osg_glsl_july2005.pdf
cheers
-- mew
On Wed, Nov 12, 2008 at 2:55 PM, 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
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