Dear Robert,
Your suggestion has been very useful to me, i have now 60 fps with the
same point cloud. For the hole i am trying to test the driver above.
Thank you.
Best regards,
Jagovic
> Hi Jago? Jagoc? Could you please sign with your first name so we
> know how to address you correctly, than
Hi Jago? Jagoc? Could you please sign with your first name so we
know how to address you correctly, thanks,
On Tue, May 19, 2009 at 9:43 AM, jago jagoc wrote:
> Dear All,
> i am trying to visualize a point cloud with Openscenegraph,there are about 1
> 707 708 points but it should be more,there
it.
Thanks for the help everyone!
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Guy
Sent: Wednesday, April 30, 2008 2:58 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Point cloud culling/paging
Hi,
Maybe you should try to replace the terrain w
.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven
Powers
Sent: Thursday, April 24, 2008 7:33 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Point cloud culling/paging
I've added a _geometry->dirtyBound() to be called each visit but tha
s
Subject: Re: [osg-users] Point cloud culling/paging
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 <<
; rad " << bs.radius() << "\n";
Brian
[EMAIL PROTECTED] wrote: -
To: "OpenSceneGraph Users"
From: "Steven Powers" <[EMAIL PROTECTED]>
Sent by: [EMAIL PROTECTED]
Date: 04/24/2008 11:11AM
Subject: [osg-users] Point cloud culling/paging
I’m exp
//if we hit the end of the array start at the beginning
> _lastEntered++;
> if (_lastEntered >= _maxSize && _maxSize >= 0)
> _lastEntered = 0;
> (*_points.get())[_lastEntered] = p;
> (*_co
}
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gordon
Tomlinson
Sent: Thursday, April 24, 2008 12:15 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Point cloud culling/paging
Hi
Sounds like it could be a bounding sphere/box i
, April 24, 2008 11:25 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Point cloud culling/paging
On Thu, Apr 24, 2008 at 4:22 PM, Robert Osfield <[EMAIL PROTECTED]>
wrote:
> HI Steve,
>
> It's much more likely that near plane clipping is at fault than
> culling, unl
I should mention that perfect square sections of the point cloud will be
missing.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Steven
Powers
Sent: Thursday, April 24, 2008 11:39 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Point cloud
: OpenSceneGraph Users
Subject: Re: [osg-users] Point cloud culling/paging
On Thu, Apr 24, 2008 at 4:22 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> HI Steve,
>
> It's much more likely that near plane clipping is at fault than
> culling, unless your bounding volume for
On Thu, Apr 24, 2008 at 4:22 PM, Robert Osfield
<[EMAIL PROTECTED]> wrote:
> HI Steve,
>
> It's much more likely that near plane clipping is at fault than
> culling, unless your bounding volume for the point clouds is not
> correct.
I should clarify, when I said "near plane clipping is at fault
HI Steve,
It's much more likely that near plane clipping is at fault than
culling, unless your bounding volume for the point clouds is not
correct.
Robert.
On Thu, Apr 24, 2008 at 4:11 PM, Steven Powers <[EMAIL PROTECTED]> wrote:
>
>
>
>
> I'm experiencing some weird problems with my point cloud
Hello
it is just an idea, but maybe your camera's frustrum is not good...
Regard,
Vincent.
2008/4/24 Steven Powers <[EMAIL PROTECTED]>:
> I'm experiencing some weird problems with my point cloud.
>
>
>
> I have a fairly large terrain and a point cloud that expands the whole
> terrain. When
I'm experiencing some weird problems with my point cloud.
I have a fairly large terrain and a point cloud that expands the whole
terrain. When I build the point cloud and look around the environment
whole sections of the point cloud disappear when they aren't centered
within the camera's view. Th
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