[osg-users] Coordinate system request
Does anyone have a projInfo.txt file for a UTM database? I'm doing some coordinate conversion in OSG and want to make sure I've got the most common cases covered. -thanks Steve Gifford ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Ultra High Resolution Building Format
On Thu, Jun 25, 2009 at 1:04 PM, brettwiesner wrote: > Hi, > > Has anyone experimented with an Ultra High Resolution Building (UHRB) > loader? I don't have an answer to your specific question, just some thoughts if you were looking in that direction. UHRB buildings often need some tweaking before they're quite ready for prime-time (visually speaking). An offline utility might be a better idea. Course you could still make use of the OSG scenegraph to help build it all up. -Steve Gifford ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] DelaunayTriangulator and multiple drawables
I was doing something different with the triangulator, but noticed similar problems. I ended up using GTS. If you're doing anything more than a handful of points, it's isn't really built for that. -Steve Gifford On Fri, Apr 17, 2009 at 8:18 AM, Martin Beckett wrote: > I am playing with the DelaunayTriangulator trying to mesh a surface. > > The advice on writing the file reader was to split the points into blocks of > 10,000 and generate multiple drawables in each geometry. > Now when I come to triangulate it each block of points is going to mesh > individually. The triangles are indices into the vertices and so can't cross > nodes. > > Should I copy all the vertices into a single drawable, but set them not to be > drawn, and mesh those. But then I loose the link between the mesh and the > original data which makes picking complicated > > Any ideas ? > > Martin > > ps. The surface produced by DelaunayTriangulator has problems (modifying the > source points, long thin triangles, intersecting triangles etc) so i am > looking at some alternate routines - but the above problem would apply to any > of them. > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=10346#10346 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] SGI declares bankruptcy (UNCLASSIFIED)
The day I knew they were doomed was right before the rollout of their first PC workstation. It had some interesting functionality, but it was a pretty crash piece of crap. And the performance was dismal, except for one clever bit. But that's not why I knew they were doomed. It was, I think, a week before an important trade show and I was in one of their testing labs because our app wasn't working right on the new hardware. It was there bug, but ya know, you do your best anyway. The lab was empty. I sat there waiting for some guy who was off at a flying lesson to come back to work so we could do a little debugging. The whole thing was pathetic and it never did really did get any better. They hated the PC. At just about every level and across the whole organization. Personally, I just got tired of hearing about how only IRIX machines could provide the necessary level of coolness to deliver real time simulation. Especially while our partners were doing just that. So yeah, I loved the old IRIX machines back when they were king of the hill. But I grew tired of listening to them whine during that long, slow decline and by the end. Well. They totally deserved it. On Thu, Apr 2, 2009 at 12:41 PM, Tomlinson, Gordon wrote: > Again > > They died the day they killed their logo and changed name, the head had > gone but the tale took some time to catch up > > Found memorys though of great hunking Iron and I loved Irix.. > > > Gordon > Product Manager 3d > __ > Gordon Tomlinson > Email : gtomlinson @ overwatch.textron.com > __ > > > -Original Message- > From: osg-users-boun...@lists.openscenegraph.org > [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of > Buckley, Bob CTR MDA/IC > Sent: Thursday, April 02, 2009 3:39 PM > To: OpenSceneGraph Users > Subject: [osg-users] SGI declares bankruptcy (UNCLASSIFIED) > > Classification: UNCLASSIFIED > Caveats: NONE > > > A moment of silence please ... > > http://www.modsim.org/index.php?name=News&file=article&sid=1999 > > They sure were amazing. > > Classification: UNCLASSIFIED > Caveats: NONE > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or > g > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgModeling 0.1.1 released - subdivision supported
On Wed, Mar 25, 2009 at 1:00 PM, Martin Beckett wrote: > http://www.cs.unc.edu/~isenburg/sd/ is a streaming implementation of a 2/3D > mesh generation (by the same team as Triangle). > > It uses the fact that most point data is highly localised and so works on > tiles individually then stitches them together, it streams points from the > app and streams triangle meshes back without using a huge amount of memory. > It might be a better fit to OSG's architecture and VPB type applications? If you're making terrain maybe, though that problem is really conducive to breaking it down into blocks. I'm not convinced you need to go streaming there. Seems to me that's more helpful for gigantic laser scanned models and similar problems. A lot of these packages don't do constraint edges so well. That's a fairly messy problem, actually. But due to licensing restrictions I haven't really looked at all the packages you mention. GTS worked with just GNU lib, which wasn't too horrendous to compile. -Steve Gifford ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [3rdparty] osgModeling 0.1.1 released - subdivision supported
On Wed, Mar 25, 2009 at 9:58 AM, Martin Beckett wrote: > Wang Rui, > Were you planning to extend osgModelling to include generating surfaces from > point clouds? > The current DelaunayTriangulator is a bit limited. It generates surfaces with > triangles that sometimes go through the surface, it seems to only be able to > handle convex shapes and you can't specify boundaries. > > Is anyone thinking of improving DelaunayTriangulator into a full surface > meshing tool? Should I look at making the GTS lib into a plugin? > I've just wrapped up an app that uses GTS so I'll throw in my two cents. It's better than DelaunayTriangulator, but it's still very limited in its support of constraint edges. I ended up taking a hybrid approach I won't go into here. GTS is a better triangulator, though, so it might be worth wrapping. One problem is that it's very old school objected oriented C, which may not mesh well with OSG. Or my brain for that matter. Ow. -Steve Gifford > For closed surfaces this Poisson equation + octree approach works very well - > http://www.cs.jhu.edu/~misha/Code/ > (click on the horse for link to code and samples - the code is BSD/MIT > licenced) > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=9229#9229 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Wrong output with osgdelaunay sample
I saw this thread when searching for some info on the Delaunay triangulator. I'm actually using it for something right now. It's working (in 2.8.0 anyway). -Steve Gifford On Sun, Feb 1, 2009 at 3:57 PM, Art Tevs wrote: > Hi Rajesh, > > it is not even guaranteed that the current delauney triangulator producing > any valid results at all. Couple of months ago, I have also tried it and > nothing usefull came out. However, then I changed my algorithm and didn't > required the triangulator at all. > > The code wasn't touched already couple of years, as far as I have learned it > from another thread. Hence I suppose that the implementation has to be > rechecked if it does triangulate points at all :) > > Cheers, > art > > -- > Read this topic online here: > http://osgforum.tevs.eu/viewtopic.php?p=5617#5617 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] OSG Contracting Question
This is slightly off topic, so I'll keep it short. I'm curious to know if anyone has contract work they need done with OSG. I've been following the project for years and even contributed a bit (TXP demo databases, early versions of the TerraPage loader). Now I'm an independent contractor and I'd enjoy contributing back a bit to OSG. Not enough to do it for free (I have my own projects), but if there's something out there that would help OSG in general and you need it done, I'd be interested. -Steve Gifford ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org