Nick,
Pretty sure you can only attach one texture to a FRAME_BUFFER render
target. And in that case, it is just copying the framebuffer to your
texture after rendering it. Consider using a FRAME_BUFFER_OBJECT instead.
On Monday, March 29, 2021 at 10:45:27 PM UTC-4 trajce.ni...@gmail.com wrote:
You're welcome.
You might be able to use the osgDB::Registry::setReadFileCallback() method
to intercept read calls. At that point you can generate your normals (for
example run the osgUtil::SmoothingVisitor) and then return the result to
the system.
Glenn Waldron / osgEarth
On Mon, N
metry (for example, the
centroid) and make your coordinates relative to that local origin. Then place
the geometry under a transform node (like MatrixTransform) that translates the
geometry to that local origin. This will eliminate the jitter.
Glenn Waldron / osgEarth
--
Read
c4 gdepth;
...
gcolor = color;
gnormal = vec4((normal+1.0)/2.0, 1.0);
gdepth = vec4(gl_FragCoord.z, 1.0);
Notice that you will need to normalize the "normal" value so it's between
[0..1].
Hope this helps!
Glenn Waldron / osgEarth
On Mon, Nov 11, 2019 at 4:20 AM Han Hu wrote:
>
convert your line's points into
clip space by multiplying each point by the (modelview matrix * projection
matrix).
I successfully used this approach for graticule labeling in osgEarth. Good
luck!
Glenn Waldron / osgEarth
On Fri, Nov 8, 2019 at 3:44 PM Brad Colbert wrote:
> Hi,
>
>
Steve,
Just be aware that GL_LUMINANCE is long since deprecated and only available
in compatibility context.
GL_RED is the only 1-channel option available in modern OpenGL.
Glenn Waldron / osgEarth
On Tue, Nov 5, 2019 at 12:49 PM Steve Hardy wrote:
> Hi,
>
> Thanks for the responses.
Sandy,
Try this instead. You probably want normalized [0..1] data on the GPU, not
[0..255] integers.
img->setImage(w, h, 1, GL_R8, GL_RED, GL_UNSIGNED_BYTE, data,
osg::Image::USE_MALLOC_FREE);
Glenn Waldron / osgEarth
On Tue, Nov 5, 2019 at 2:14 AM Steve Hardy wrote:
> Hi,
>
>
Gijsbert,
Using the default OSG build does NOT prevent you from using GL3 and GL4
features. However, it will not support a CORE profile -- for that you'll
need to rebuild them yourself with the correct options. Hope this helps.
Glenn Waldron / osgEarth
On Fri, Oct 4, 2019 at 5:04 AM Gij
I think you want:
gl_FragColor = color;
Or, if you'd rather use the built-ins, get rid of your "out vec4 color" and
write to gl_FrontColor in the vertex shader:
gl_FrontColor = gl_Color;
And read from gl_Color in the fragment shader:
gl_FragColor = gl_Color;
Glenn Waldron / os
GL_CLIP_PLANE0 is deprecated in GL3+ and unavailable in CORE profile.
Instead, use GL_CLIP_DISTANCE0, pass your clip plane into your shader in a
uniform, and use it to set gl_ClipDistance[0].
Example:
https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/ClipPlane.glsl
Glenn Waldron
Read this - it might help:
http://forum.osgearth.org/solved-black-screen-with-drape-mode-in-a-QOpenGLWidget-td7592420.html#a7592421
Glenn Waldron / osgEarth
On Mon, Sep 16, 2019 at 2:03 PM Wouter Roos wrote:
> Hi all,
> I'm really struggling with getting RTT to work under the lat
Here's some shader code you can use as a reference (not a complete solution
on its own). There are also some links in the code comments you can
research.
https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/PhongLighting.frag.glsl
On Sat, Aug 10, 2019, 1:49 AM Catalin wrote:
> Hi,
>
>
rg/intermediate-tutorials/tutorial-16-shadow-mapping/
Glenn Waldron
On Wed, Jun 12, 2019 at 6:47 AM Lucas Amparo
wrote:
> Hi, everyone
>
> I'm trying to render a depthmap using shaders. Very simple, just using the
> distance from an arbitrary point P to the camera's eye.
Steven,
You should consider making a GDAL VRT. It's a format for compositing source
files together into one virtual data source. You can build it by hand or
use the gdalbuildvrt tool.
https://www.gdal.org/gdalbuildvrt.html
Glenn Waldron / osgEarth
On Mon, Apr 29, 2019 at 7:02 PM Chris H
Let's try that again:
https://gist.github.com/gwaldron/a56b0e77e7fa8587b698717d21f9366d
Glenn Waldron
On Mon, Apr 15, 2019 at 3:33 PM Glenn Waldron wrote:
> Here's a quick reference for building OSG (and osgEarth) for GL CORE...
> may be helpful.
>
> Glenn Waldron
>
Here's a quick reference for building OSG (and osgEarth) for GL CORE... may
be helpful.
Glenn Waldron
On Thu, Apr 11, 2019 at 10:49 AM Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> Merlin,
>
>
>
> As Chris already mentioned the complete applicat
Array.
The divisor is really a property of the Array. I am thinking that it should
be set in osg::Array and then applied in
Geometry::drawVertexArraysImplementation.
Hope to hear your thoughts.
Glenn Waldron / osgEarth
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Kris,
You want to install an osgGA::GUIEventHandler, override the handle method,
and listen for the MOVE or DRAG events. DRAG fires when moving the mouse
with a button down.
Glenn Waldron / osgEarth
On Fri, Feb 8, 2019 at 6:03 AM Kris Bartowski wrote:
> Hi,
>
> I want to read
Rodrigo,
To load a png you need to replace TMSOptions with GDALOptions.
On Mon, Jan 7, 2019, 12:21 PM Rodrigo Dias Hi,
>
> Following this example (
> http://docs.osgearth.org/en/latest/developer/maps.html#programmatic-map-creation),
> I'm trying to use a PNG instead of a link (like the example us
Vinicius,
That looks like texture aliasing. Enable mipmapping by setting a
minification filter like so:
texture->setFilter(osg::Texture::MIN_FILTER,
osg::Texture::LINEAR_MIPMAP_LINEAR);
texture->setFilter(osg::Texture::MAG_FILTER, osg::Texture::LINEAR);
Good luck.
Glenn Waldron / osgEart
unexpected and
undesirable behavior. So returning false makes sense.
I suspect that having a class creating an observer to itself is a design
flaw :)
Glenn Waldron / osgEarth
On Wed, Oct 24, 2018 at 8:59 AM Kristofer Krus
wrote:
> Hi Robert,
>
> Thanks. I'm having the problem that an obs
ently they will sometimes offer discounts or even free hosting for
other open source projects:
https://blog.discourse.org/2016/03/free-discourse-forum-hosting-for-community-friendly-github-projects/
Glenn Waldron
On Fri, Sep 14, 2018 at 7:27 AM Robert Osfield
wrote:
> Hi All,
>
> I would
t be glTexStorage strictly enforcing things that
glTexImage was lenient about.
Glenn
On Fri, Sep 14, 2018 at 8:56 AM Robert Osfield
wrote:
> On Fri, 14 Sep 2018 at 13:08, Glenn Waldron
> wrote:
> > False alarm on the transparency report -- sorry!
>
> That's a relief, di
Robert,
False alarm on the transparency report -- sorry!
Glenn Waldron / Pelican Mapping
On Fri, Sep 14, 2018 at 3:35 AM Robert Osfield
wrote:
> GL_BLEND if the image was translucent and tested it with
> OpenSceneGrpaph-Data/Images/trree0.rgba and it worked fine. The
> modifie
Laurens,
Did you test it using a texture with alpha channel? We are now seeing some
problems now transparency.
Glenn Waldron / Pelican Mapping
On Thu, Sep 13, 2018 at 8:31 AM Voerman, L. wrote:
> Hi Glenn, Robert,
>
> I used a constructed dds file with marked / differently colored m
min-filter on the texture. Then set the
OSG_GL_TEXTURE_STORAGE env var to OFF, and repeat; you will see the
min-filter acting as expected.
Glenn Waldron
On Wed, Sep 12, 2018 at 12:11 PM Robert Osfield
wrote:
> Hi Glenn,
>
> I've compiled and run the example against the 3.6 bran
, OSG 3.6.x branch tip 9/11/18.
Glenn Waldron
On Tue, Sep 11, 2018 at 7:36 AM Robert Osfield
wrote:
> Hi All,
>
> I have just tagged the 3.6.3 release candidate 2:
>
>
> https://github.com/openscenegraph/OpenSceneGraph/tree/OpenSceneGraph-3.6.3-rc2
>
> My aim is to tag
Robert,
I ran into a few "implicit ref_ptr output conversion" issues in the master
(and 3.6.x branch)... PR is forthcoming.
Glenn Waldron
On Mon, Sep 10, 2018 at 11:50 AM Glenn Waldron wrote:
> PR for osgText is up.
> https://github.com/openscenegraph/OpenSceneGraph/pu
PR for osgText is up.
https://github.com/openscenegraph/OpenSceneGraph/pull/622
Glenn Waldron
On Sat, Sep 8, 2018 at 8:35 AM Glenn Waldron wrote:
> Robert,
> Sorry, I got sidetracked ... will generate the PR on Monday.
>
> On Thu, Sep 6, 2018, 11:27 AM Robert Osfield
> wrote
t; Robert.
> On Thu, 6 Sep 2018 at 15:58, Glenn Waldron wrote:
> >
> > Robert,
> >
> > I apologize for not proposing this sooner. I made a couple updates to
> the Font and Glyph classes to address some thread-safety problems, and then
> forgot about them until
://github.com/pelicanmapping/OpenSceneGraph/commit/c8b5a925459aa624a1d779192d3b8b0d7c4fa767
I made this change against the 3.6.x branch. It's a small patch, but if you
need a proper PR let me know and I'll spend some time putting it together.
Glenn Waldron
On Thu, Sep 6, 2018 at 7:38
Robert,
Indeed, that was exactly my workaround while you looked into the issue. So
I'd say that will work. Thanks.
Glenn Waldron
On Mon, Sep 3, 2018 at 5:35 AM Robert Osfield
wrote:
> H Glenn,
>
> I don't have a test for the issue you've seen so have to implement
>
s exposing
something I'm doing wrong on my end.
Glenn Waldron / osgEarth
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Several OSG examples also bind to COLOR_BUFFER0 for RTT and they fail in a
similar fashion: osgoit, osgblenddrawbuffers, osgSSBO, osgdeferred.
Glenn Waldron
On Fri, Aug 10, 2018 at 1:48 PM Glenn Waldron wrote:
> Julian,
> New information: In osgEarth we use Camera::attach l
Julian,
New information: In osgEarth we use Camera::attach like so:
rttCamera->attach(osg::Camera::COLOR_BUFFER0, texture);
If I replace COLOR_BUFFER0 with COLOR_BUFFER, it works. Been using the
former since forever but maybe it was wrong.
Glenn Waldron
On Fri, Aug 10, 2018 at 12:39
IDUsageCount(0) to 3
The "osgprerender" example still seems to work but generates FBO warnings
as well. I have not had a chance for a deep-dive yet ... but wanted to
make you aware.
Glenn Waldron / osgEarth
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threads.
Font::getCachedStateSets() returns a container that can be modified by the
Text::createStateSet() method. This container also needs mutex protection.
Glenn Waldron
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http
/openscenegraph/OpenSceneGraph/blob/master/src/osgText/Text.cpp#L1151
It works, but I can't help wondering why the empty primitive sets exist in
the first place. So I figured I'd see if you knew :) I am using the tip of
the OSG 3.6.x branch.
Glenn Waldron
Marlin,
This might work:
vec3 normalWorld = mat3(osg_ViewMatrixInverse) * gl_NormalMatrix *
gl_Normal;
But like Robert says, world coordinates on the GPU will lead to precision
loss, so only do it if you are content with a low-precision result.
Glenn Waldron
On Wed, Jul 11, 2018 at 9:34 AM
updated.
Glenn Waldron
On Wed, May 23, 2018 at 1:18 AM Robert Osfield
wrote:
> Hi Glenn,
>
> On 22 May 2018 at 16:41, Glenn Waldron wrote:
> > Robert,
> > I am getting a message repeated on the console (OpenSceneGraph-3.6
> branch).
> > Verbosity level, or user e
Robert,
I am getting a message repeated on the console (OpenSceneGraph-3.6 branch).
Verbosity level, or user error?
Warning:createOrReuseRenderLeaf() skipping multiply referenced entry.
Glenn Waldron
On Sun, May 20, 2018 at 8:47 AM Robert Osfield
wrote:
> Hi All,
>
> I have fixed
osg::Vec3d resolves the issue. I have submitted a PR.
Glenn Waldron / osgEarth
On Sun, May 20, 2018 at 8:34 AM Robert Osfield
wrote:
> Hi Glenn,
>
> I have tried various ways to try and make the scale of the text
> consistent when using CharacterSizeMode is SCREEN_COORDS whle
> A
ale only by removing "rotate_matrix" and also removing the rotation
component of "modelview". A quick test yields better results on my end.
Thoughts?
Glenn Waldron
On Thu, May 17, 2018 at 11:55 AM Glenn Waldron wrote:
> Robert,
> I am getting the following problem with
]
Here is a minimal application to reproduce the problem:
https://pastebin.com/nuySbs8L
Run this and then use the mouse to slowly tilt the scene. The text becomes
stretched.
Glenn Waldron
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http
suggestions?
Glenn Waldron / osgEarth
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Robert,
Thank you! Your fix checks out; the positioning is now consistent for me in
both versions.
Glenn Waldron
On Tue, Feb 6, 2018 at 12:59 PM, Robert Osfield
wrote:
> Hi Glenn, el. al.
>
> On 6 February 2018 at 17:42, Robert Osfield
> wrote:
> > It looks like I need to d
ing at the same location?
Glenn Waldron
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Friends,
After much deliberation, the venue is:
World of Beer
44699 Brimfield Dr, Ashburn, VA 20147
7pm.
See everyone there :)
Glenn Waldron / osgEarth
On Wed, Dec 13, 2017 at 8:00 PM, Robert Osfield
wrote:
> HI All,
>
> All three choices look reasonable. I'm torn between the
Gents,
A couple options that are close by for a beer or three..
Lost Rhino Brewing - microbrewery, smaller and probably quieter
21730 Red Rum Dr #142, Ashburn, VA 20147
Buffalo Wing Factory - decent local beer selection (MD/VA), average food
22034 Shaw Rd, Sterling, VA 20164
Glenn Waldron
On
has no effect. I'd appreciate any pro tips.
Glenn Waldron
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When using an osg::TextureBuffer, be sure to call setTextureAttribute(...)
instead of setTextureAttributeAndModes(...).
Glenn Waldron
On Mon, May 22, 2017 at 9:40 AM, Marius Dransfeld <
marius.dransf...@gmail.com> wrote:
> Hi,
>
> I'm getting the following error when usin
Nick,
If you have VBOs enabled, I think you just have to call dirty() on the
color array itself.
Glenn Waldron
On Wed, May 3, 2017 at 2:43 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi community,
>
> this is simple question. I am updating the Color
Sebastian,
Have you tried setting the data variance to DYNAMIC on the StateSet
containing the Uniform?
That's the first thing I would try -- not sure whether it works on Uniforms
though.
Glenn Waldron
On Wed, May 3, 2017 at 11:49 AM, Sebastian Messerschmidt <
sebastian.messerschm..
Latha,
When using a ClipNode with osgEarth, be sure to place it where it will not
be under any transforms. osgEarth's clip support assumes an absolute (world
coordinates) positional state. Please refer to the osgearth_clipplane
example for more information.
Glenn Waldron
On Thu, Apr 6, 20
OK Robert, will do. Thanks for the insight -gw
Glenn Waldron
On Tue, Mar 28, 2017 at 7:01 AM, Robert Osfield
wrote:
> Hi Glenn,
>
> I don't think the BufferData will be serialized correctly prior to
> 3.5.6 so the second block in your revised code won't help, I would
for
3.5.5-3.5.6 versions. Hopefully that plugs the holes.
https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/TextureBufferSerializer.cpp
Glenn Waldron
On Mon, Mar 27, 2017 at 11:13 AM, Robert Osfield
wrote:
> Hi Glenn,
>
> I have just had a look at osgEarth's implemen
Robert,
Yes, it's in the latest stable release - version 2.8.
I will add the versioning to our master branch as well as the 2.8 branch.
Thanks!
Glenn Waldron
On Mon, Mar 27, 2017 at 9:47 AM, Robert Osfield
wrote:
> Hi Glenn,
>
> On 27 March 2017 at 14:22, Glenn Waldron wro
Robert,
Agreed, we did this out of temporary necessity; the right thing moving
forward is for osgEarth to check the OSG version when creating/registering
the osg::TextureBuffer serializer.
Glenn Waldron
On Mon, Mar 27, 2017 at 3:27 AM, Robert Osfield
wrote:
> Hi Li,
>
> On 26 March 2
Werner,
I have never switched render targets at runtime before, but I have switched
attachments and needed to call camera->dirtyAttachmentMap() after calling
attach() or detach(). Maybe that will work.
Glenn Waldron
On Thu, Mar 9, 2017 at 9:10 AM, Werner Modenbach wrote:
> Hi all.
>
tinue using
QGLWidget for now.
You can visit the osgEarth forum (http://forum.osgearth.org) and search for
QOpenGLWidget for more discussion on the topic.
Glenn Waldron
On Wed, Mar 8, 2017 at 7:47 AM, Valerian Merkling
wrote:
> Thanks for both of your replies, that's really helpfull.
>
The newer QOpenGLWidget works with OSG, but we have seen it have conflicts
with RTT cameras.
On Mar 8, 2017 5:21 AM, "Andre Normann" wrote:
Hi Valerian,
I have done this in the past. Attached you will find my GLWidget class
which is using QOpenGLWidget. It is only working in SingleThreaded mode
Mingxia,
That is by design - if you lock your camera azimuth (to north-up for
example), you will be unable to rotate past the poles. You can disable the
feature by calling
EarthManipulator::getSettings()->setLockAzimuthWhilePanning(false).
Hope this helps
Glenn Waldron
On Wed, Mar 1, 2017 a
Try increasing the texture resolution with
osgText::Text::setFontResolution().
Glenn Waldron
On Tue, Feb 7, 2017 at 5:01 PM, Roko Talk wrote:
> Hi guys,
>
> anyone an idea how I could apply the authors solution without specifying
> the font?
>
> I just try to have 2D text on
You can use osg::VertexAttribDivisor (set to 1) to tell the shader to use
one attribute index per instance.
Glenn Waldron
On Thu, Dec 22, 2016 at 12:35 PM, Andrew Cunningham wrote:
> On thinking about this issue, I see the problem. I really only have 4
> vertices, so the value d in my
and editing it.
Good luck.
Glenn Waldron
On Thu, Dec 22, 2016 at 10:27 AM, Christian Buchner <
christian.buch...@gmail.com> wrote:
> Just some wild guesses:
>
> You might have to enable blending in the state set, and set an appropriate
> blend function as (depending on wheth
t, osg::StateAttribute::ON);
Glenn Waldron
On Wed, Dec 21, 2016 at 9:57 AM, Ekaterina Fokina
wrote:
> Hello,
>
> I am trying to understand how to project a texture on a specific part of
> the terrain. There are many examples how to project a texture on a whole
> object, but not to a par
Rambabu,
osgOcean and osgEarth are not compatible, so you will have to find a way to
integrate them yourself.
Glenn Waldron
On Wed, Dec 7, 2016 at 7:43 AM, Rambabu Repaka
wrote:
> Hi,Iam having separately osgocean output and osgearth outputs how to merge
> both in 3.4.0 version
Rambabu,
There are a few examples in the "tests" folder that use flat (projected)
maps, including openstreetmap_flat.earth and state_plane.earth.
Glenn Waldron
On Tue, Dec 6, 2016 at 7:03 AM, Rambabu Repaka
wrote:
> Hi,In osgearth upon builiding globe output for all examples
Bhanu,
osgEarth does not render an "infinite" flat earth; it only support real map
projections.
If you have osgEarth-specific questions you can use the osgEarth forum at
forum.osgearth.org
Glenn Waldron
On Mon, Dec 5, 2016 at 5:57 AM, Bhanu Chandra
wrote:
> Hi,
> how to dr
uld exhibit
the same behavior.
Hope this helps.
Glenn Waldron
On Fri, Dec 2, 2016 at 10:32 AM, Riccardo Corsi
wrote:
> Hi all,
>
> I'm trying to find out the best geometries and primitive sets layout on a
> model that I'm using as performance benchmark.
>
> The mo
Also check out osgShadow::ConvexPolyhedron if you want to extract the
corner verts or make geometry from it.
Glenn Waldron
On Wed, Nov 2, 2016 at 9:47 AM, Jeff Biggs wrote:
>
> try this...
>
> osg::Polytope GetViewPolytope(
> const osg::Matrix &p,
> const osg::
Bruno,
According to this thread you might also need to set your packing to 1 (in
the image->setImage call).
(https://goo.gl/1pv2Zt)
Just a guess.
Glenn Waldron
On Fri, Oct 21, 2016 at 9:36 AM, Bruno Oliveira <
bruno.manata.olive...@gmail.com> wrote:
> Thanks for the answe
I mean that GL_LUMINANCE is a valid pixel format, and GL_LUMINANCE8 is an
internal format. GL_LUMINANCE8 is not a valid pixel format and will
probably give you a invalid enumerant error.
Glenn Waldron
On Fri, Oct 21, 2016 at 8:03 AM, Bruno Oliveira <
bruno.manata.olive...@gmail.com>
Bruno, I think you have those reversed.
On Oct 21, 2016 6:07 AM, "Bruno Oliveira"
wrote:
> Hello,
>
> thank you for your answer. I am indeed using the same texture sizes and
> formats.
> If I use GL_LUMINANCE8 as pixelFormat and GL_LUMINANCE as internalFormat,
> I get a "invalid enumerant" error
Up vector doesn't really matter, so just pick one like:
side = cross(view_vec, (0,0,1));
up = cross(side, view_vec);
Glenn Waldron
On Thu, Oct 20, 2016 at 12:00 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Just last question .. What the 'up'
amera moves, of course.)
Glenn Waldron
On Thu, Oct 20, 2016 at 10:00 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Glenn,
>
> vec3 vVertex = vec3(gl_ModelViewMatrix * VertexMODEL);
> worldSpaceVertex = osg_ViewMatrixInverse * vec4( vVertex, 1.0 );
>
&
Nick, how did you calculate "worldSpaceVertex"?
Glenn Waldron
On Thu, Oct 20, 2016 at 9:13 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> hehe .. ok :-) .. Maybe you give me a hint.
>
> I have F+ lighting (written by a friend of mine) and I have exte
Success, it works (tested on the 3.4 branch). Cheers.
Glenn Waldron
On Wed, Oct 12, 2016 at 12:26 PM, Robert Osfield
wrote:
> Hi Glenn,
>
> >> Is actually wrong and should be:
> >>
> >> if (versionLine[versionLine.versionLine.size()-1]!='\n')
> &
Robert,
Yes, I think you are correct.
Glenn Waldron
On Wed, Oct 12, 2016 at 10:46 AM, Robert Osfield
wrote:
> HI Glen,
>
> Could it be the line:
>
> if (source[source.size()-1]!='\n') source.push_back('\n');
>
> Is actually wrong and should be:
>
&g
if (source[source.size()-1]!='\n') source.push_back('\n');
Let me know if you think this fix makes sense to put in the master. Thanks.
Glenn Waldron
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Robert,
When you get a chance, could you please add an OSG_EXPORT to the
VertexArrayState class? Thanks :)
class OSG_EXPORT VertexArrayState : public osg::Referenced {
Glenn Waldron
On Wed, Aug 24, 2016 at 2:16 PM, Robert Osfield
wrote:
> Hi Remo,
>
> On 24 August 2016 at 14
Hi John,
To read from memory, you can get the plugin you want by calling
osgDB::Registry::getReaderWriterForExtension(...) or
osgDB::Registry::getReaderWriterForMimeType(...)
and then call the stream version of readNode:
ReaderWriter::readNode(std::istream& in, ...);
Glenn Wal
The header file has information on how to use it.
https://github.com/gwaldron/osgearth/blob/master/src/osgEarthAnnotation/GeoPositionNodeAutoScaler
Glenn Waldron
On Sat, Jul 16, 2016 at 3:50 AM, Marco Pompei
wrote:
> Hi GWaldron,
> thank you for your help and thank to indicate me
ldron/osgearth/blob/bindless/src/osgEarth/Texture.cpp
Glenn Waldron
On Fri, Jul 15, 2016 at 10:21 AM, David Heitbrink wrote:
> Has any one implemented bindless textures? I am trying to add this to my
> app to improve batching. I have a large scene, with lots of unique draw
> calls. We
Valerian,
I recommend you look into the osgUtil::PlaneIntersector. For each segment
of your line, construct a plane that is orthogonal to the grid. The
PlaneIntersector will generate a Polyline containing all the points in that
plane that intersect the grid.
Glenn Waldron
On Wed, Jul 13, 2016
Marco,
You can use the GeoPositionNodeAutoScaler cull callback on your CircleNode,
assuming you are using a recent osgEarth.
(For osgEarth-specific questions, you can use the osgEarth support forum at
http://forum.osgearth.org)
Glenn Waldron
On Tue, Jul 5, 2016 at 2:43 PM, Marco Pompei
wrote
If you're just updating an existing array, you don't need to call
setVertexArray (etc); but you need to mark it dirty by calling
m_vertices->dirty();
That applies also to your other buffer objects (color array, elements, etc.)
Glenn Waldron
On Thu, Apr 28, 2016 at 3:51 PM
jitter; however, if the track is long enough, you will need to
break the track into multiple chunks and localize each chunk.
By the way, there is a forum/list specifically for osgEarth-related
questions: http://forum.osgearth.org
Good luck!
Glenn Waldron
On Wed, Apr 20, 2016 at 3:38 AM, Miche
Yes, it's here:
https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/Instancing.vert.glsl
Glenn Waldron
On Mon, Apr 18, 2016 at 3:49 PM, sam wrote:
> Do you have an example of the shader that you used?
>
> On Mon, Apr 18, 2016 at 12:40 PM, Glenn Waldron
> wrote:
&
That I do not know. But I do recall that my original DI implementation
tried to use UBOs, and I ditched them in favor of TBOs because of the size
limitations.
Glenn Waldron
On Fri, Apr 15, 2016 at 6:09 PM, sam wrote:
> Would there be a big performance difference between using a TextureBuf
uffer.)
Glenn Waldron
On Fri, Apr 15, 2016 at 2:35 PM, sam wrote:
> Hi All,
>
> I'm having some trouble getting my code to use hardware instancing. I've
> referenced OSGEarth, DrawInstanced example, and a few different code
> samples on the web. I've gotten pretty
the osgEarth project there is a SpatialReference class that
encapsulates PROJ transforms, so you might take a look at that.
Good luck!
Glenn Waldron
On Wed, Apr 6, 2016 at 11:07 AM, Filip Arlet wrote:
> Hi,
>
> I'm working on a project for displaying geospatial data. I usually
le scale factor for both vertical
and horizontal makes sense. (If I change both scale factors to
use "pixelSizeVert" the problem goes away).
If this makes sense, I can file a submission. Thanks.
Glenn Waldron
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On Sat, Oct 31, 2015 at 8:43 AM, Robert Osfield
wrote:
> Hi Glenn,
>
> On 31 October 2015 at 12:32, Glenn Waldron wrote:
>
>> Robert, I get that, but since the node is created by a plugin, how do I
>> pick a RenderBin number that is guaranteed to be differen
On Sat, Oct 31, 2015 at 7:26 AM, Robert Osfield
wrote:
> Hi Glenn,
>
> On 30 October 2015 at 21:40, Glenn Waldron wrote:
>
>>
>> Been scratching my head on this one for a while...
>>
>> I have a node created by a plugin. I need the contents of this node to be
Been scratching my head on this one for a while...
I have a node created by a plugin. I need the contents of this node to be
rendered in traversal order. How do I do it?
Naturally, I tried to use a TraversalOrderBin... setRenderBinDetails(0,
"TraversalOrderBin"). However, this will only activate
the
Update traversal/callbacks.
Hope this helps.
Glenn Waldron
On Fri, Oct 23, 2015 at 1:07 PM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> Hi Robert,
>
> Thanks for the explanation. I'm still puzzled by the question which
> elements can be updated in
You can make the view matrix:
osg::Matrix::lookAt(eye, center, up)
This has nothing to do with the projection matrix though; that doesn't
depend on your look vector.
Glenn Waldron
On Tue, Sep 22, 2015 at 9:24 AM, Erik Hensens wrote:
> Hi everyone!
>
> How can I compute the v
Try this:
https://github.com/gwaldron/osgearth/blob/master/src/applications/osgearth_transform/osgearth_transform.cpp#L77
Good luck.
Glenn Waldron
On Thu, Sep 3, 2015 at 11:09 AM, Guido Knapen wrote:
> Hello everybody.
>
> I'm new to this forum. For 16 hours I've been
ratio too.
Glenn Waldron
On Wed, Sep 2, 2015 at 11:31 AM, Robert Osfield
wrote:
> Hi Mike,
>
> On 2 September 2015 at 16:09, Mike Greene wrote:
>
>> Having problems with Z-fighting when using a very large terrain database
>> and mixing it with Triton ocean - seeing lots
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