jp,
thanks for responding. i haven't tried this before so my initial concern was
that this was the correct approach. i'm assuming from your response that it
should work but that i'm missing some detail. i'll start digging deeper to see
if i can figure out what i'm doing wrong.
clear masks
rtt
Just try this and see how it works:
geometry-setNormalBinding(osg::Geometry::BIND_PER_VERTEX);
Brian
This is a PRIVATE message. If you are not the intended recipient, please delete
without copying and kindly advise us by e-mail of the mistake in delivery.
NOTE: Regardless of content, this
Try BIND_PER_VERTEX
Brian
This is a PRIVATE message. If you are not the intended recipient, please delete
without copying and kindly advise us by e-mail of the mistake in delivery.
NOTE: Regardless of content, this e-mail shall not operate to bind CSC to any
order or other contract unless
At the highest level:
Update - cpu processing your application is performing
Cull - cpu processing performed by osg in traversing the scene graph and
packaging drawing state
Draw - cpu processing for sending drawing state to gpu and gpu processing
of the drawing state
If Update stage is large,
Just loop it through osgconv to strip the textures out.
osgconv original_file_with_textures.ive new_file_no_textures.osg
osgconv new_file_no_textures.osg new_file_no_textures.ive
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly
Folks,
I'm rendering a scene with 3 different objects instanced 500 times each.
When I run it in osgviewer is achieves 1000 hz, when I run it in a simple
osgViewer::Viewer based app it runs at 1000 hz, when I run it in a more
complex osgViewer::Viewer based app it runs at 30 hz. All the
Have you looked into streaming meshes? I've only looked at them briefly,
but they look somewhat related.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of content,
Hi Bjorn,
It looks like the problem is your tiles are larger than 2000 m radius.
Try setting the range to the tile radius, or some multiple (1.5 * radius,
2.0 * radius).
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us
Use the source attached to this link. It should do what you want.
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
25, 2009 at 11:28 PM, Brian R Hill
bhil...@csc.com
wrote:
Use the source attached to this link. It should do what you want.
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg05445.html
Brian
This is a PRIVATE message. If you are not the intended recipient, please
Try setting the main camera node mask to 0 when you don't want it to render
and 0x when you do.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of content,
Andrew,
You could implement it as an ortho projection (look at HUD examples) and
draw text and lines as geometry based on current scale and position.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the
Andrew,
I would recommend converting your glBegin/glEnd code to use native osg
drawing constructs (geode,geometry,primitives,...). Check out the
osggeometry example.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by
Folks,
I'm doing offscreen rendering using fbos with attached images. I'm also
using the postdrawcallback to do additional processing. Currently the
image/texture copy occurs before the postdrawcallback resulting in the
image/texture not having the postdraw effects.
Is there a reason why the
Sorry about the multiple posts/wrong subjects. Another copy/paste artifact.
Folks,
I'm doing offscreen rendering using fbos with attached images. I'm also
using the postdrawcallback to do additional processing. Currently the
image/texture copy occurs before the postdrawcallback resulting in the
@lists.openscenegraph.org
From: Brian R Hill/DEF/c...@csc
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 08/04/2009 06:02PM
Subject: [osg-users] Offscreen Rendering - clamping problem
Folks,
Sorry for another post on this subject. I just can't figure out how to
disable the clamping of the output
...@lists.openscenegraph.org
Date: 08/05/2009 02:17PM
Subject: Re: [osg-users] RenderStage::draw order of copyTexture and
PostDrawCallback
Hi Brian,
Brian R Hill wrote:
Sorry about the multiple posts/wrong subjects. Another copy/paste
artifact.
Folks,
I'm doing offscreen rendering using fbos with attached images
: Re: [osg-users] RenderStage::draw order ofcopyTexture and
PostDrawCallback
Hi,
Brian R Hill wrote:
Hi JP,
I'm using a 3rd party library to do filtering on the rendered image. They
do all their magic using opengl in a function call from the
postdrawcallback.
Here's what it currently
...@lists.openscenegraph.org
Date: 08/05/2009 03:53PM
Subject: Re: [osg-users] RenderStage::draw order ofcopyTexture and
PostDrawCallback
Hi,
Brian R Hill wrote:
Hi JP,
I was trying to determine if the current order (copy image, then call
postdraw) was deliberate for specific reasons
Folks,
Sorry for another post on this subject. I just can't figure out how to
disable the clamping of the output. I'm want to render offscreen without a
window with 32 bit floats.
Attached is the sample code I'm working with, it's based on the
osgscreencapture.cpp example. It uses a shader to
Folks,
I've been working with the osgscreencapature example to use pbuffers for
offscreen rendering. I'm having a problem with floating point values being
clamped [0.0 - 1.0].
Any ideas on how to turn the clamping off?
Brian
This is a PRIVATE message. If you are not the intended recipient,
);
cheers,
art
Brian R Hill wrote:
Folks,
I've been working with the osgscreencapature example to use pbuffers for
offscreen rendering. I'm having a problem with floating point values
being
clamped [0.0 - 1.0].
Any ideas on how to turn the clamping off?
Brian
--
Read
Brett,
That's a huge and complex topic that's not directly related to OSG. Google
collision detection and response.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless
Sounds like a CAD application. Look into occlusion culling and imposters.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of content, this e-mail shall not operate to
Kim,
I've been really excited about checking out your ocean but haven't had the
time. Soon.
FFTW is GPL. Are you concerned about this?
Brian
-osg-users-boun...@lists.openscenegraph.org wrote: -
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: David Spilling
Folks,
I agree with Rick.
It's a much larger on-line cultural/social issue. I also understand
Robert's feelings. It's hard to put your heart into something when you
can't make the human connection with the person you're trying to help.
Support is all about reaching out and helping someone, not
Folks,
A GPU solution is great for the rendering, but it doesn't support all the
other things on the cpu side that need to know about the ocean. Wakes, bow
waves, floating objects, things falling into the water generating splashes,
interaction with land ... all these things need to query the
Folks,
I want to render slave cameras with different shaders. It doesn't seem to
work (osg 2.2). They are all rendered the same way as the main camera.
Can I do this?
Brian
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Allen,
Your code has the following line:
m_ogeomTrailGeometry-dirtyBound(); // forces redraw
dirtyBound does not force a redraw. It simply recalculates the bounding
volume for the geometry. The problem you were having before was that the
geometry was being clipped because the bounding volume
Sajjad,
You can't cast a group to a switch if it wasn't created as a switch.
osg::ref_ptrosg::Group groupOfLights;
This will always fail and return 0.
osg::Switch * your_switch = dynamic_castosg::Switch *(groupOfLights.get
());
You need to create your groupOfLights as a switch.
I've migrated one small-medium project from 1.2 to 2.x and am preparing to
migrate another really large project. The biggest issue is removing
producer. If you don't do much with the internals of osgProducer::Viewer or
Producer::Cameras then the upgrade should be pretty straight forward. If
you
Sam,
Robert suggested back porting the osgUtil::Simplifier class. Grab those
files and add them to your 1.x distribution.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE:
I grew up on SGI's starting with the VGX (1990) all the way through the
IR-3 (2001).
It was a fun and exciting time.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless
Folks,
I'm trying to import large meshes, +10 million verts, +20 million tris from
obj files. I'm not familiar with the terrain generation/processing parts of
OSG and was wondering if there are any utilities that I can use to
subdivide these or convert to pageable chunks.
Thanks,
Brian
This is
Jesper,
I've encountered similar issues when managing 1000's of particle systems
(bullet splashes in the water). The problem is the constant
allocating/deallocation of memory when you create new primitive sets and
then remove them. I ended up caching the primitive sets when the particle
system
To do this even minimally, will require using shaders and multi-pass
rendering. If you're not experienced with these you should go through the
osg examples and get comfortable with these techniques. Also, osgppu is a
good way to quickly get started (it hides a lot of the details).
Then you can
Peter,
I don't want to come across as being critical, but wouldn't the OSG
community be better served if your info/effort went into the OSG site?
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake
Rajesh,
Seach through the examples for DrawElements.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of content, this e-mail shall not operate to bind CSC to
any
Daniel,
We need to see what drawLines( tri, 0 ) is doing.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of content, this e-mail shall not operate to bind CSC to
Check out the coordinatesystemnode (something like that).
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of content, this e-mail shall not operate to bind CSC to
any
Jim,
You are addressing three different things in your email, display lists,
geometry changes, primitive count.
Dirtying the display list simply regenerates the display list and if you've
changed the verts, they will get compiled into the new display list. If
they weren't changed, then they'd
Martin,
My guess is that either the node doesn't have any geometry - try writing it
out as an .osg file and look at it.
Or, the subgraph hasn't been traversed and the bounds haven't been
calculated yet.
Search on computeboundvisitor (or something like that) and run that on your
node to generate
Martin,
Not sure what the problem is, maybe you thread is conflicting with the osg
threads. You should only update the MatrixTransform during the update
traversal - or sync your thread with the update.
What you are doing - setting the MatrixTransform should just work. Try
doing it as an update
Bryan,
I've used this:
// disable clamping
osg::ClampColor* clamp = new osg::ClampColor();
clamp-setClampVertexColor(GL_FALSE);
clamp-setClampFragmentColor(GL_FALSE);
clamp-setClampReadColor(GL_FALSE);
scene-getOrCreateStateSet()-setAttribute(clamp, osg::StateAttribute::ON |
Cory,
You can't modify the hierarchy during an active traversal - this will mess
up the traversal. You need to cache your updates and perform them between
traversals.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by
) traversal callback that I can hook to make the
changes, or must I manually mange the frame loop to make the changes?
Cory
Brian R Hill wrote:
Cory,
You can't modify the hierarchy during an active traversal - this will
mess
up the traversal. You need to cache your updates and perform them between
-users@lists.openscenegraph.org
From: Thrall, Bryan bryan.thr...@flightsafety.com
Sent by: osg-users-boun...@lists.openscenegraph.org
Date: 03/02/2009 04:00PM
Subject: Re: [osg-users] modify children in node callback?
Brian R Hill wrote on Monday, March 02, 2009 2:29 PM:
You can't modify
Your geometry is using display lists. Turn display lists off and you'll see
your vec3array changes.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of content, this
You also need to be aware of the fact that the node's bounding volume won't
be updated when you update the vertex array directly. You'll either need to
dirty the bounding volume explicitly ( triggering osg to automatically
recalculate the bounding volume), or you'll need to override the
Mike Weiblen's site has the shadergen tool.
http://mew.cx/glsl/shadergen/
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of content, this e-mail shall not operate
Robert,
I've used the uber shader, #define, #ifdef approach. The shader has all
the code, but none of the #defines. I store the specific mode/state
information in the osg node descriptions and use it to set the appropriate
uniforms and #defines for compiling the shader. It's messy.
Brian
This
osgcal's shader is overriding yours.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of content, this e-mail shall not operate to bind CSC to
any order or other
Petr,
OSG is very different from vega (I switched to osg from vega years ago).
Your general experience using vega will be helpful, but the details of how
to implement specific functionality will not be very helpful. There are a
number of tutorials available, and the examples are invaluable.
For
If you can post the model I can try looking at it.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of content, this e-mail shall not operate to bind CSC to
any order
Folks,
I'm having trouble figuring out how to render floating point values to a
texture and then reading them back from the card for use in my app. I can
get byte values to work fine.
Any help would be appreciated.
Thanks,
Brian
Here's a summary of what I'm doing:
texture setup
Try cloning the geoms and only changing their color array.
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of content, this e-mail shall not operate to bind CSC to
A problem you'll have is that the osgcal model has it's own shaders applied
down at the geometry level. These will override the one's you are applying
further up the graph.
Brian
[EMAIL PROTECTED] wrote: -
To: osg-users@lists.openscenegraph.org
From: yang zhiyuan [EMAIL PROTECTED]
Sent by:
Cedric,
Thanks for you contributions!
The biggest issue I have with osgCal is that you have to load models
differently, you can't use osgDB::readNodeFiles and you can't clone
existing models. It complicates the applications loading routines.
We typically preprocess all our models and convert
: [osg-users] Character animation in OSG
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi Brian,
Brian R Hill wrote:
Cedric,
Thanks for you contributions!
The biggest issue I have with osgCal is that you have to load models
differently, you can't use osgDB::readNodeFiles and you can't clone
I'm not really sure what you are asking.
You can export any osg data using the .osg plugin.
osgDB::writeNodeFile(*your_node_or_sub_graph,your_filename.osg)
Then open the file (your_filename.osg) in any text editor and you'll see
your mesh data as Primitives and VertexArrays in Geometrys. The
: [osg-users] Sharing PrimitiveSets between Geometrys
HI Brian,
On Mon, Oct 27, 2008 at 7:25 PM, Brian R Hill [EMAIL PROTECTED] wrote:
Can primitivesets be shared between geometrys similarly to vertexes,
colors, and texcoords?
I have never tried this, but it should work just fine.
Robert
Folks,
Can primitivesets be shared between geometrys similarly to vertexes,
colors, and texcoords?
Brian
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Folks,
I'm trying to setup my scene so that every thing can be rendered using
fixed function, simple shaders, complex shaders. I've created a switch with
3 children (fixed, simple, complex) and each child has the thing as it's
child.
switch
fixed group without shaders
thing
simple
Folks,
Does anyone have any pointers on how to create osg::Sequences from
osgCal/cal3d animation models?
Thanks,
Brian
This is a PRIVATE message. If you are not the intended recipient, please
delete without copying and kindly advise us by e-mail of the mistake in
delivery.
NOTE: Regardless of
A couple years ago I created a custom cull visitor to do this.
I'd love to find an easier (more appropriate) way of post processing cull
results, but my brain hurts every time I dig that deep into osg's
internals.
Brian
[EMAIL PROTECTED] wrote: -
To: osg-users@lists.openscenegraph.org
I'm trying to add user data (text) to nodes and write them out
as .osg/.ive.
Any suggestions on how I can do this?
Brian
___
osg-users mailing list
osg-users@lists.openscenegraph.org
] How to add UserData to .osg and .ive files
Hi,
If you only need to set text, use the descriptions fields or the name
instead of the UserData, it will be written to the IVE or OSG file without
problem.
Cheers,
On Wed, Oct 1, 2008 at 3:41 PM, Brian R Hill
[EMAIL PROTECTED]
wrote:
I'm
;-)
Paul
Serge Lages wrote:
Hi,
If you only need to set text, use the descriptions fields or the name
instead of the UserData, it will be written to the IVE or OSG file
without problem.
Cheers,
On Wed, Oct 1, 2008 at 3:41 PM, Brian R Hill [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote
You don't want to interpolate euler angles. You'll have issues with zero
crossings and gimbal lock, unless you add a bunch of checks and
conditionals.
Brian
[EMAIL PROTECTED] wrote: -
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Stephan Maximilian Huber [EMAIL
Here's what I do using euler angles (_camAng) and position (_camPos).
osg::Quat quat(_camAng[0],osg::X_AXIS,_camAng[1],osg::Y_AXIS,_camAng
[2],osg::Z_AXIS);
osg::Matrix viewMat = osg::Matrix::rotate(quat) * osg::Matrix::translate
(_camPos);
Nicholas,
If the openflight files are already subdivided into a grid of tiles
referenced into a single master file, then there's some code I posted to
the list a couple months ago that will convert them to use pagelods and
also convert them to .ive format for faster loading.
Search the archives
This is what I do:
osg::StateSet * stateset = node-getOrCreateStateSet();
osg::Material * mm = dynamic_castosg::Material*(stateset-getAttribute
(osg::StateAttribute::MATERIAL));
if (!mm)
{
mm = new osg::Material;
}
mm-setAlpha(osg::Material::FRONT, transparency);
stateset-setAttributeAndModes(
Check out osgTDS:
http://www.andesengineering.com/Projects/TDS/
Brian
[EMAIL PROTECTED] wrote: -
To: osg-users@lists.openscenegraph.org
From: [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 07/11/2008 12:42PM
Subject: Re: [osg-users] Runtime Crater
I am also interested in this.
Look at osg::Depth and osg::Depth::ALWAYS
Brian
[EMAIL PROTECTED] wrote: -
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Fuesz, Matthew [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 07/08/2008 11:11AM
Subject: Re: [osg-users] how to disable zbuffer
to download ConvertPagedLOD.cpp from another post by
Brian R Hill. Do I compile it in OSG environment, and then try to '
convert the osg::ProxyNodes to osg::PagedLODs'? How do I set the osg::
PagedLODs center and radius?
Thanks for the help.
Kiff
Enrich your blog with Windows Live Writer.
Windows
I second Paul's statement - it breaks every other project that uses osg.
Brian
[EMAIL PROTECTED] wrote: -
To: 'OpenSceneGraph Users' osg-users@lists.openscenegraph.org
From: Paul Martz [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 06/25/2008 08:47AM
Subject: Re: [osg-users]
j-s,
this looks like it addresses your problem. i didn't read it ;)
http://nauticalcharts.noaa.gov/csdl/Vdatum_pubs/UShydro2003.4a_1.pdf
brian
[EMAIL PROTECTED] wrote: -
To: OpenSceneGraph Users
Art (or anyone else),
First I like to say osgPPU is really fantastic!!!
I'm using osgPPU 0.2 on OSG 2.2. I had to add my own version of
osg::Shader::readShadefFile to get it to compile/run on osg 2.2. So far so
good. I can run the examples and I've created my own test application.
My test
Art,
I did use my own timings and there's no question the application runs much
faster with stats on. Zoom, pan, rotations are all much, much faster and
smoother with stats on.
I agree it shouldn't be this way.
Try adding this to your viewer and see it you get the same results.
it also on my machine at home (different system, different
drivers, different GPU). Maybe I would notice any difference there.
Cheers,
Art
--- Brian R Hill [EMAIL PROTECTED] schrieb am Mi, 21.5.2008:
Von: Brian R Hill [EMAIL PROTECTED]
Betreff: Re: [osg-users] osgPPU Performance
An: [EMAIL
Daniel,
Array's are contiguous and will have better memory performance when the
array data doesn't change. Your approach of using a list to manipulate the
data then copy to the array is what I use for similar applications.
Keep your data in the list and only copy it to the array when it changes.
There are many collision detection libraries out there. Licensing and
difficulty of integration are the big issues.
google collision detection
http://www.cs.unc.edu/~geom/collide/
http://www.win.tue.nl/~gino/solid/
Brian
[EMAIL PROTECTED] wrote: -
To: OpenSceneGraph Users
good basis, but im not long programming
in osg.
byebye
henry
Brian R Hill wrote:
There are many collision detection libraries out there. Licensing and
difficulty of integration are the big issues.
google collision detection
http://www.cs.unc.edu/~geom/collide/
http://www.win.tue.nl/~gino
Steve,
Verify that your bounding sphere is what you think it should be. Print out
the point cloud's bounding sphere every frame and check that it's correct.
osg::BoundingSphere bs = pointcloud-getBound():
std::cout Ctr bs.center() rad bs.radius() \n;
Brian
[EMAIL PROTECTED] wrote:
-push_back(index2);
faces-push_back(index3);
}
geometry-addPrimitiveSet(faces.get());
-fabio riot [EMAIL PROTECTED] wrote: -
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org, Brian R
Hill/DEF/[EMAIL PROTECTED]
From: fabio riot [EMAIL PROTECTED]
Date: 04/22/2008 12:35PM
Subject: Re
There's probably something out there that will optimize the problem (it's a
localization problem, minimizing tris for comparison), but I think you have
to compare triangles against each other and determine if they share verts.
You know how tris in the same tri strip share an edge
You don't know
It's going to be dependent on your hardware and the osg structures you use.
Try running this and the bring up the grid.ive in osgviewer. It generates
9.000.000 verts, 18.000.000 tris. On my box Win XP 4Gb Ram, Quadro FX 4600,
it renders at 20 hz, using 1.3 Gb memory.
Brian
unsigned int num
Vincent,
I'm not sure what you're trying to do. The second texture will only look
right on the geometry if you define the texture coordinates to make it
right.
Each texture has it's own texture coordinates:
osg::Geometry::setTexCoordArray(texture unit, texture coordinate array)
The first
a second array of coordinate of
texture. but for that I need the geometry... and i only can get the
drawable from a geode... so how can I get the geometry ?
thanks for help.
Vincent.
2008/4/18, Brian R Hill [EMAIL PROTECTED] :
Vincent,
I'm not sure what you're trying to do. The second texture
Jake,
Print out the bounding box min,max values to see what's going on.
Brian
[EMAIL PROTECTED] wrote: -
To: osg-users@lists.openscenegraph.org
From: Jacob Huckaby [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 03/27/2008 08:40AM
Subject: [osg-users] Bounding Boxes and Collision
Lars,
I haven't seen any problems with sectoring, but it's been years since I
last looked into it.
The original code short circuited the matrix calcs and just populated the
final matrix. I'm sure this was done for efficiency, and needs to stay that
way (AFAIK).
I'd be interested in seeing the
It depends on the level of control you need with positioning objects and
any dynamic geometry.
One way would be to put each object under it's own MatrixTransform and add
an update callback that positions/orients the object from time history data
known by the callback.
You could also use
achieve the same thing using fragment shaders, which would be
much faster, but that's much more involved and I don't know what your
performance requirements are.
Brian
-Brian R Hill/DEF/CSC wrote: -
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
From: Brian R Hill/DEF/CSC
I'd use OSG for this, although not the rendering portions.
You'll need to learn a whole lot about the scenegraph structure, how to
traverse it, accumulate tranformations, how to access geometric elements
(tris, quads,..), how to access normals, vertexs, colors, front vs back
facing,
All
It looks like you'll need to create a custom cull visitor that stores the
desired eye point and overrides the CullVisitor::getViewPoint method to
return the stored eye point instead of the CullStack view point.
I've never used (or even looked at osg::ShadowMaps) so I could be
completely wrong :)
Wojtek,
I don't know. I just looked at the LOD::traverse method and saw that it
called the node visitor getDistanceToViewPoint method, which for the
CullVisitor calls the CullStack::getViewPointLocal method.
Ooops, looks like you'll need to override
CullVisitor::getDistanceToViewPoint, not
OSG already culls the models based on heirarchical bounding volumes.
The complexity of the models is the most likely problem. You need to
understand the model structure and how it impacts performance. The applies
to every stage - update, cull, draw.
Try running without your terrain or skydome
To change the drawable bounding box you either need to change the actual
geometry, or you need to add a callback to override the computebound method
behavior. Search the osg code for ComputeBoundingBoxCallback.
Brian
[EMAIL PROTECTED] wrote: -
To: OpenSceneGraph Users
The openflight plugin doesn't support writing. I think someone is OSG land
is developing the openflight writer (paul martz???).
Brian
[EMAIL PROTECTED] wrote: -
To: osg-users@lists.openscenegraph.org
From: [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 02/19/2008 12:06PM
Subject:
The ProxyNode isn't paged. It gets loaded and stays loaded.
The PagedLODNode get's paged in / out based on distance from the camera.
Brian
[EMAIL PROTECTED] wrote: -
To: [EMAIL PROTECTED]
From: Bradford, Chase [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 02/19/2008 10:25AM
Subject:
1 - 100 of 108 matches
Mail list logo