Sorry but I still have questions ..
I found this article about LOD and Shaders :
http://codeflow.org/entries/2010/nov/07/opengl-4-tessellation/
If I correctly understood how the OcclusionQueryNode works, I would say I can't
replace my HeightField with that kind of shaders AND expect my
Thats ok now, thanks a lot !
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oups I answer too fast
try it
ocqn->getQueryStateSet()->setRenderBinDetails(100,"DepthSortedBin")
mp3butcher wrote:
> try
> ocqn->getQueryStateSet()->setRenderBinDetails(100,"RenderBin",TRANSPARENT_BIN)
>
>
>
> kragnfroll wrote:
> > Ok. Then I've a problem with my occlusionQuery node !
> >
try
ocqn->getQueryStateSet()->setRenderBinDetails(100,"RenderBin",TRANSPARENT_BIN)
kragnfroll wrote:
> Ok. Then I've a problem with my occlusionQuery node !
>
> Here is how I tested :
> - breakpoint in the OcclusionQueryNode::getNumPixels function
> - configured OQN with a QueryFrameCount of
Ok. Then I've a problem with my occlusionQuery node !
Here is how I tested :
- breakpoint in the OcclusionQueryNode::getNumPixels function
- configured OQN with a QueryFrameCount of 500 to see occluded node coming
And the result is :
- occlusion working when a node is outside the camera field
-
If I remember correctly my previous reading of OcclusionQueryNode
It makes a "number of fragments passing the depth test" query test on the
bounding volume geometry of children nodes (discarding framebuffer writes) and
decide to draw or not children based on the fragments number of the query
My last problem related to this topic is how to be sure that the
OcclusionQueryNode works. I made a few tests and it seems that the depth buffer
is making all the job, but I can't prove it.
I'm reading the code to try to understand how the OcclusionQueryNode works (and
I'm not stuck), but tips
I gotcha. In a legacy situation, it might be hard to integrate osgEarth
properly.
So, what is your current remaining obstacle?
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Hi Jason,
I'm not making a full new application, I'm just upgrading the old OpenGL code
to OSG, so there is lots of things I should have to destroy to use osgEarth,
like the way tile are loaded, georeferencing management all that tools made to
works on the rasters.
My decision was to use
Hey Valerian,
Just curious, but what do you need to do with non georeferenced images that
osgEarth can't do? Are you providing georeferencing yourself externally?
Jason
On Mon, Jun 27, 2016 at 6:05 AM Valerian Merkling
wrote:
> Chris, I already try to use osgEarth,
Have you considered looking at osgEarth? There's a lot of capability there,
including line rendering to textures with CSS-like styles using AGG. I've
used it for this sort of thing, and when you're already DOING geospatial
stuff, you should really think about using the OSG toolkit that was really
Am 24.06.2016 um 17:14 schrieb Valerian Merkling:
Hi Robert,
Thanks for your clarification about OccluderNode.
I already looked at the osgocclusionquery example. If I'm right, it just need
to add an OcclusionQueryNode to contain the node wich have to be occluded by
the rest of the scene
Ok OcclusionQueryNode works fine for me now, this post helped me :
http://forum.openscenegraph.org/viewtopic.php?t=8955=occlusionquerynode
It seems this problem is still real : an empty OcclusionQueryNode occludes
everythings !
Can anyone explain me why ?
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Hi Robert,
Thanks for your clarification about OccluderNode.
I already looked at the osgocclusionquery example. If I'm right, it just need
to add an OcclusionQueryNode to contain the node wich have to be occluded by
the rest of the scene graph. I wasn't able to make it works so I may need to
HI Valerian,
The osg::OccluderNode is not appropriate for what you are trying to
achieve, it only works when you have convex planar occluder geometries
that you can use to do the culling. It's useful for town or building
scenes where walls can form large occluders relative to screen space.
A
I might show some pieces but there is a lot of code and i'm not allowed to
share it :(
Right now I need to understand how occlusion culling is supposed to be used
with HeightField (is it is possible). I made a few tests in my code but I did
not keep them as nothing was working.
I might be able to help you with this. Is your source something you can
share, possibly off-list?
On Wed, Jun 22, 2016 at 9:55 AM, Valerian Merkling
wrote:
> Hi,
>
> I'm working with OpenSceneGraph 3.4.0 on a kind of GIS app.
>
> I'm rendering the ground using textured
Hi,
I'm working with OpenSceneGraph 3.4.0 on a kind of GIS app.
I'm rendering the ground using textured HeightField square. My scene graph is
cut in two part, a group node with all the textured HeightFields, and another
containing all my 3D objects (sorted in a quadtree).
I've got a lot of
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