Hi Robert,
I'll be doing some merges this morning and once this done will spend a
bit of time reflecting on this issue.
Thank You, I don't opt for any specific solution. Anything what gives a
method to grab current State object will help. I gues Justin will say the
same if he would able to
Sounds like default Light Model ambient Look at OpenGL docs for
glLightModel GL_LIGHT_MODEL_AMBIENT.
Cheers,
Wojtek
- Original Message -
From: Necdet Can Atesman [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Sent: Friday, February 29, 2008 1:10 AM
Subject: [osg-users]
osg::LightModel::setAmbientIntensity(const osg::Vec4 ambient)
IIRC this controls the global ambient intensity. So setting this to zero
might solve your problem.
hth,
Sebastian
Necdet Can Atesman schrieb:
Hi folks,
I am unable to create complete darkness in osg. I'm setting the only
light
Hi all !
It seems that I cannot add a ShadowScene AFTER viewer.realize() has been
called... Else I've got a crash (Access violation) in a driver DLL (ATI Radeon)
when FrameBufferAttachment::attach() calls ext-glFramebufferTexture2DEXT().
Have I to call a specific method? Does someone has ever
Maybe just a setnumlight(0)... to replace default light by yours.
Vincent
2008/2/29, Wojciech Lewandowski [EMAIL PROTECTED]:
Sounds like default Light Model ambient Look at OpenGL docs for
glLightModel GL_LIGHT_MODEL_AMBIENT.
Cheers,
Wojtek
- Original Message -
From: Necdet
Hi,
I want to render an ive terrain database (which was
originally an openflight database that was converted
to ive).
In osgViewer, the application has a CPU usage of 50%.
The database covers 600 km square area with 2048 km
square tiles with 6 level of details. The
georeferenced texture is
2008/2/29, David Callu [EMAIL PROTECTED]:
Hi Necdet Can
Have you try to use an osg::LightModel with ambient == black in your scene
?
In OpenGL, lighting is controlled by glLight and glLightModel.
HTH
David Callu
2008/2/29, Necdet Can Atesman [EMAIL PROTECTED]:
Hi folks,
I am
Hum... I don't have a global solution, but you may set a color for each vertex
with something lile :
color = (highColor - lowColor) * ((altitude - minAltitude) / maxAltitude) +
lowColor;
You can allso do it in HSL coordinates (instead of RGB).
Sukender
Hi!
does a way exists to color from the tallest altitude of a ground to the
lowest with gradations of color?
thanks
Aurora
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The problem was found:
ReaderWriterOSG.cpp
107 line -
std::ifstream fin(fileName.c_str());
if (fin) // Condition doesn’t perform!!!
{
return readNode(fin, local_opt.get());
}
return 0L;
I found that things on Google:
This is not OSG problem, but this is a problem of Visual Studio
Thanks everyone, setting the LightModel solved the problem.
- Necdet Can
Sebastian Messerschmidt wrote:
osg::LightModel::setAmbientIntensity(const osg::Vec4 ambient)
IIRC this controls the global ambient intensity. So setting this to zero
might solve your problem.
hth,
Sebastian
Considering that again ...
* Melchior FRANZ -- Thursday 28 February 2008:
strip absolute paths (beginning with '/' or '\\' or matching ^[A-Za-z]:[\\/]
the ^\\ case is very likely superfluous, and the rule for DOS
paths can be simplified to ^[:alpha:]:. New patch attached.
m.
// 30 Oct 2002
//
Hi Robert, Hi Wojtek,
I think the easiest solution is to pass the RenderInfo reference to the
osg::Camera::DrawCallback::operator() method along with the camera
reference. The original operator() method could even be left in place
if we're worried about breaking other things. By default, the new
The Sukender ha scritto:
Hum... I don't have a global solution, but you may set a color for each vertex
with something lile :
color = (highColor - lowColor) * ((altitude - minAltitude) / maxAltitude) +
lowColor;
I apologize but I am still inexperienced.
I have a HeightField associated
John,
I re-read my post from last night and realize I wasn't answering your
question - how to calculate the visible surface area. I was answering a
different question - how to find all front facing surfaces without
considering occlusion.
I'm not sure how to find the exact visibile surface area,
Hello,
Animtk is an animation library toolkit. it's a very soon project and not
really mature yet. i 'release' a version with an openscenegraph example.
i would like to have feedback from people. So if you have time to test
it quickly, i will appreciate feedback. The project is on gnu/linux
Hi Guys,
I have made a few changes to osg::Camera, RenderStage and the osghud
example, which should hopefully help solve the problems you are seeing
and illustrate how to use them. Added to include/osg/Camera we have:
/** Set the initial draw callback for custom operations to be
done
Does anyone have experience running OSG on the X600? I'm looking for
specific experiential information on any trouble areas -- what OSG features
don't work well, what examples don't run correctly, etc.
Thanks,
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
Hi!
where is CartesianLocator?
it belongs to Locator it is not included in the libreres of Open Scenes
Graph 2.2.0
Thanks in advance
Aurora
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HI Nicolas,
Thanks to your example I've been able to reproduce the problem, track
the cause down, fix it, and confirm the fix. An svn update will get
the fix to GraphicsContext::realizeImplementation(). The fix was
simply to disable to automatic resize of the Camera's viewport and
projection
Thanks Robert!
I'm updating as I type. From what we've discussed, I'm confident that
this will resolve all of my problems ... well maybe not all of them ...
at least the OSG related problems :)
Thanks Again,
Justin
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
The RenderInfo version is the main one now, this calls the
Camera version for backwards compatibility.
This change effectively deprecates the old interface, because if someone
overrides the new operator()(RenderInfo) interface but doesn't call the old
interface in their callback, then the old
Yes it is, the idea is to be less intrusive as possible about datatype
of users. So if you have your vector...
you could use it (but you need to have some operator defined) take a
look in the osg example in the tarball
to see how.
Jeremy Moles wrote:
On Fri, 2008-02-29 at 15:36 +0100, Cedric
Thanks a lot to you!
I am very impressed by OSG an its community and would like to help more.
At the moment I am learning a lot, but as the time pass by and my knowledge
of OSG improves I will try contribute more.
Cheers,
Nicolas.
2008/2/29, Robert Osfield [EMAIL PROTECTED]:
HI
On Fri, 2008-02-29 at 15:36 +0100, Cedric Pinson wrote:
Hello,
Animtk is an animation library toolkit. it's a very soon project and not
really mature yet. i 'release' a version with an openscenegraph example.
i would like to have feedback from people. So if you have time to test
it
On Wed, 27 Feb 2008 15:26:48 +0100, Gordon Tomlinson
[EMAIL PROTECTED] wrote:
Having issues getting to Don's site from work, this has been going on
for a
while
I got our IT folks to look at it this morning and they are saying its not
them but Verizon,
Basically they are saying when you
Kiff Loh wrote on Thursday, February 28, 2008 8:41 PM:
I have a large area TerraPage visual database loaded in OSG. When my
3D building models and light points (flt or ive) are planted close to
the origin, everything works well. But when they are planted at
somewhere far away, everything
Hi Robert,
The problem was found:
ReaderWriterOSG.cpp
107 line -
std::ifstream fin(fileName.c_str());
if (fin) // Condition doesn’t perform!!!
{
return readNode(fin, local_opt.get());
}
return 0L;
I found that things on Google:
This is not OSG problem, but this is a problem of
Hello Benjamin,
we want to use OpenSceneGraph for a parallel rendering system. The scene
graph
should be located on a central computer which gets the user input, modifies
the scene graph (with draggers) and displays the rendered image. The
rendering should be done on other computers. We
On Fri, Feb 29, 2008 at 6:24 PM, Paul Martz [EMAIL PROTECTED] wrote:
The RenderInfo version is the main one now, this calls the
Camera version for backwards compatibility.
This change effectively deprecates the old interface, because if someone
overrides the new operator()(RenderInfo)
On Fri, Feb 29, 2008 at 3:12 PM, aurora restivo [EMAIL PROTECTED] wrote:
where is CartesianLocator?
it belongs to Locator it is not included in the libreres of Open Scenes
Graph 2.2.0
osgTerrain is a bit in flux due to the very early nature of its
development - we practice release early
Hello OpenSceneGraph community,
we want to use OpenSceneGraph for a parallel rendering system. The scene graph
should be located on a central computer which gets the user input, modifies
the scene graph (with draggers) and displays the rendered image. The
rendering should be done on other
n Fri, Feb 29, 2008 at 5:05 PM, Thrall, Bryan
[EMAIL PROTECTED] wrote:
It sounds like you are running into the float precision problem:
vertices in OpenGL are limited to float precision, so when you get too
far from the origin, you lose precision and things start to swim around.
This could
Hi all -- I just spoke with Don on the phone about this ongoing issue.
He is his own ISP. As far as he can tell, andesengineering.com is working
fine. He has several associates who are using that server for SW dev, FTP,
and HTML and no one is reporting any issues.
Nonetheless, obviously
On Fri, Feb 29, 2008 at 6:24 PM, Paul Martz
[EMAIL PROTECTED] wrote:
The RenderInfo version is the main one now, this calls the
Camera version for backwards compatibility.
This change effectively deprecates the old interface, because if
someone overrides the new
Hi Benjamin,
Before heading off in any deep technical discussion I'd suggest answer
oneself a few questions. The aim is to find an easy route to solving
whatever problem you have, going the cluster route might be
worthwhile, but then it might not be needed at all.
What is your motivation for
Thanks, Robert. I think I will be also happy with this solution ;-). I will
be leaving for two weeks soon so will not have the chance to test now it but
I will do this when I am back.
I noticed a typo in const getter function for InitialCallback. Method is
named getUnitialDrawCallback.
Cheers,
Am Freitag, 29. Februar 2008 20:54:08 schrieb Jean-Sébastien Guay:
Hello Benjamin,
we want to use OpenSceneGraph for a parallel rendering system. The scene
graph should be located on a central computer which gets the user input,
modifies the scene graph (with draggers) and displays the
Hi Robert,
Built and tested (64bit RH EWS 4/x86_64/nVidia 7900GTX). All works
correctly.
Only one little nit-picky thing to mention. For the sake of clarity, on
lines 355-357 of osghud.cpp, all instances of pre should be changed to
post.
355SnapImage* preDrawCallback = new
Hi Kiff,
I use terrapage and a couple of things you should take care about.
If you have footprints when you build your terrapage database you need to
make sure that your database only contains the footprint and not the terrain
as well, otherwise you will get z fighting
I always move my terrain
ATI doesn't do display lists at all well, change the DatabasePager to
use vertex arrays to see if that helps. Run osgviewer --help-env to
list the env vars that you can use to enable the use of vertex arrays.
We have the same issue on ATI cards. The paging problem never really got
fixed in
Hello all:
I have run into a very hot potato.
I have a dem file, but no texture to fit it. So I want get a texture from
Google Earth. I have used ERDAS to correct his goemetric, and it works in ERDAS
well, can be fit the dem file also.
But when I use osgdem to deal the dem and
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