On 22/1/09 6:30 PM, Stephan Huber wrote:
renderbin affairs will not hide but turn blue as I expected. The only
difference between these two is the renderbin. I'm a little confused.
This is because Renderbin 10 enables GL_BLEND automatically, so the
Whoah! Wait! Is this true?
So I don't
Stephan Huber wrote:
Mao.. schrieb:
Thank you very much, Rafa Gaitan!
Your suggestion works. But I'm wondering one thing: all of the models have
passed the more or less same preproccessor, however, some models without the
renderbin affairs will not hide but turn blue as I expected. The only
Hi,
Paul Melis schrieb:
I don't think blending is enabled automatically for bin 10.
Sorry, i was misleaded by my own code which does enable GL_BLEND
automatically for the TRANSPARENT_BIN.
cheers,
Stephan
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Hi Cory,
Texture coordinates is a basic way to apply a texture on a geometry.
For each vertex, you give a 2D coordinate data to associate a vertex and a
texture point. OpenGl will interpolate the texture pixel between each
vertex, depending on theses coordinates.
The 2D texture coordinate have
Paul Melis wrote:
Stephan Huber wrote:
Mao.. schrieb:
Thank you very much, Rafa Gaitan!
Your suggestion works. But I'm wondering one thing: all of the
models have
passed the more or less same preproccessor, however, some models
without the
renderbin affairs will not hide but turn blue as
Sorry, one mistake :
*Note that OpenGL http://www.devmaster.net/wiki/Category:OpenGL and
Direct3D http://www.devmaster.net/wiki/Direct3D use different texture
coordinate conventions. In Direct3D, the texture coordinates are (0, 0) at
the top left corner, and the **v coordinate increases as you
Hi,
Have a look on Placer and Shooter class.
Radial shooter :
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01622.htmlallow
you to set an angle of the cone,
Placer :
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01569.htmlallow
you to set
Hallo.
I have some questions about particles in OSG. I use next classes to work
with particles:
- osgParticle::Particle();
- osgParticle::ParticleSystem;
- osgParticle::ModularEmitter;
- osgParticle::ParticleSystemUpdater;
1. Particles in my program emitted from one point and then spreads in
Hi Roland,
yes the mail wasn't answered, hence I didn't make any pressure on that. My
current release strategy is to release one osgPPU version for each osg stable
version. Hence as soon as 2.8 comes out, I will release osgPPU v0.4, which will
only be compatible with osg 2.8
However, of
Hi All.
I have to draw antialiased lines in different colors in 3D space.
So, in order to have them antialiased, I need to disable the update
of the depth buffer, to avoid cracks in the junctions of the polylines
that approximate curved lines.
In this way unfortunately farther lines could appear
Announcing osgEarth, a new open source toolkit that enables on-demand
terrain generation in OpenSceneGraph applications.
osgEarth brings web-based geospatial visualization to OSG. It it built on
the osgTerrain library, and operates in a manner similar to the technology
that underlies products
Very cool Glenn
.
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
(C): (+1) 571-265-2612
(W): (+1) 703-437-7651
Self defence is
Hi Glenn,
With osgEarth you can generate a terrain model at run-time by connecting
to a wide variety of imagery and elevation data sources, including WMS,
TMS, Google maps, TIFF files, and more. Or extend it by writing your own
driver.
Wait, I don't quite get it. What is the relation (if
Hi Matthew,
Now, you can't change a uniform during a single OpenGL traversal, of course (i.e.,
between glBegin() and glEnd()), but there is nothing stopping you from changing a uniform at any
other time. If a single object is broken into several glBegin()/glEnd() sections for a
given
Hi Ryan,
It compiles fine on the trunk right now, try to update ?
Cheers,
Cedric
Ryan Morris wrote:
I pulled the SVN on Jan 1, built it, tried to compile my application
and I'm getting:
usr/local/include/osgAnimation/AnimationManager: In member function
'virtual void
Hi Glenn,
That's right J-S. osgEarth never actually writes any terrain geometry to
disk. Rather, it generates terrain tiles at run time as you navigate the
scene. The only relationship to VPB is that they both use osgTerrain.
OK, that's much clearer.
Very interesting. If terrain is never
Hi all, a very simple question?
Is it possible to create an ellipsoid from ShapeDrawable(sphere shape) by
applying some kind of scaling, or do I have to create the geometry myself (not
really a problem, but shapeDrawable is nice and easy for testing purposes)?
I thought that maybe there was som
On Thu, Jan 22, 2009 at 9:38 AM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Glenn,
That's right J-S. osgEarth never actually writes any terrain geometry to
disk. Rather, it generates terrain tiles at run time as you navigate the
scene. The only relationship to VPB is
Hi,
Jesper D. Thomsen wrote:
Is it possible to create an ellipsoid from ShapeDrawable(sphere shape)
by applying some kind of scaling,
Sure, just put the relevant transform node above the a Geode that holds
the ShapeDrawable, i.e.
transform - Geode - ShapeDrawable
I thought that maybe there
Thank you very much, it was exactly something like that I was looking for.
I'm primarily using the ShapeDrawables for some prototyping, and I will be
replacing them at a later stage of the project.
Jesper D. Thomsen
From:
No concrete plans at this time. We had a public course in Paris last April,
and European companies have brought us there for private training as well.
If private training might be an option for you, please contact me for a
price quote.
Paul Martz
Skew Matrix Software LLC
On Thu, Jan 22, 2009 at 9:19 AM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Glenn,
With osgEarth you can generate a terrain model at run-time by connecting
to a wide variety of imagery and elevation data sources, including WMS, TMS,
Google maps, TIFF files, and more. Or
Glenn,
It looks like a great product. I look forward to exploring this in more
detail...
Great job...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Glenn
Waldron
Sent: Thursday, January 22,
Is it me or can somebody explain why when I setenv OSG_NOTIFY_LEVEL debug and
then run osgstereomatch example and I'm seeing the following all these warnings
in the output (see below). It seems like things are running okay (maybe because
these are only warnings :-). I'm running with OSG 2.6
Late last night I managed to get everything to compile, but apparently
there have been changes in the .osg (animation) file formats? Not sure
about this but the the .osg files in OpenSceneGraph-Data (new svn)
seem to be slightly different. When I attempt to load the same files I
had with the
Hi Glenn,
Nice product. The focus on dynamic terrain generation reminded me of
Minerva (www.minerva-gis.org).
I'm interested in your take on how the two projects compare and contrast...
Perry
On Thu, Jan 22, 2009 at 8:19 AM, Glenn Waldron gwald...@gmail.com wrote:
Announcing osgEarth, a new
Hi Perry,
I have played with Minerva in the past but have only briefly looked at the
source. We do have it on the list of other terrain technologies in the FAQ (
http://wush.net/trac/osgearth/wiki/FAQ).
One major goal with osgEarth was ease of integration -- achieved by
leveraging as much of
Hi osg-users,
has anyone tried to launch osgShadow example with --lispsm and cow.ive
model, apparently LightSpacePerspectiveShadowMapDB do not handle
multi-textured model.
Is there any specific configuration to make it work ?
I'm using osg svn.
Kind regards,
--
Alexandre AMALRIC
Hi all,
i have an flt model that in Creator shows a structure similar to the following:
db
|
---Default
|
---sw01
|
---First_Switch_Alternative
|
-- dof01
-- dof02
Hi Glenn,
The way you've packaged this technology is impressive. I'm not sure
what could be easier than osgviewer myFile.earth.
I asked about comparison to Minerva (and I should have included
ossimPlanet in that question) because I am genuinely interested in how
open-source projects market
Alexandre Amalric wrote:
Hi osg-users,
has anyone tried to launch osgShadow example with --lispsm and cow.ive
model, apparently LightSpacePerspectiveShadowMapDB do not handle
multi-textured model.
Is there any specific configuration to make it work ?
I'm using osg svn.
Kind regards,
--
In osgWidget's current design, Widgets are notified of events such as
mouseOver by a single ViewerEventHandler object that traverses a given
root node and determines (or tries to :)) what kind of thing is going
on. When I originally wrote this part of osgWidget, such was the limit
of my
Hi Glenn,
The work is really impressive, we have done something similar on OSG
Virtual Planets, but the access to geospatial data is done by Java and
gvSIG.
Is it possible in osgEarth to change layers during runtime?. We made lots of
efforts for that in our work but with some difficulties.
On Wed, 2009-01-21 at 09:16 -0700, Brad Huber wrote:
When I run the osgwidgetsrolled example, the window frame / theme is
completely screwed up. I can still control the borders and corners
with the mouse but they don’t render properly. It seems to be finding
the theme .pngs just fine but
Hi Rafa,
osgEarth renders each image layer in a separate texture unit and uses
multi-texturing to apply them at run time. So, you can adjust each layer's
appearance, visibility and blending by tweaking the texture attributes. This
approach is of course limited to your available texture units. We
On Thu, Jan 22, 2009 at 8:52 PM, Glenn Waldron gwald...@gmail.com wrote:
Hi Rafa,
osgEarth renders each image layer in a separate texture unit and uses
multi-texturing to apply them at run time. So, you can adjust each layer's
appearance, visibility and blending by tweaking the texture
Guys,
Sorry if I offend anyone but I thought this should be obvious. Looks like only
J-S got it ;-) So I now shout to make it clear:
If you don't like Vertex shader I use you can easily turn it off and switch to
Fragment shader only version. You can easily adopt approach where you have only
I grabbed the newest blender exporter I could find from the animtk
website but it still didn't work for me last night. what's the url for
the newest one? I don't mind that the format changed as long as I can
get my apps up and running! Thanks for the help!
-Rusty
I've been evaluating a bunch of software and one product has cutting
planes. For these, you define a plane and you can intersect it with your
model and it clips the model. Follow this link for a better description:
Hi Ryan,
all informations are on the nodekit page
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation
the exporter repository is here http://hg.plopbyte.net/osgexport/
Cheers,
Cedric
Ryan Morris wrote:
I grabbed the newest blender exporter I could find from the
Wojciech Lewandowski wrote:
Guys,
Sorry if I offend anyone but I
thought thisshould be obvious. Looks like only J-Sgot it ;-)So
Inow shouttomake it clear:
If you don't like Vertex
shader I use you can easily turn it off and switch to Fragment shader
only version.You
Cory Riddell wrote:
I've been evaluating a bunch of software and one product has cutting
planes. For these, you define a plane and you can intersect it with your
model and it clips the model. Follow this link for a better description:
Thanks for the updates! I downloaded the new exporter and it works in
blender but when i run it against osganimationviewer it seg faults. my
brain hurts. lol thanks in advance.
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After much sturm and drang, I was able to get something like a complete
self-contained build of OSG 2.6.1 out of VS 2008. (It wasn't helped by
cmake, which has an awesome gift for finding libraries I really wish it
would just ignore.) Then I tried to build the osgswig trunk. After
disabling
Hi Paul,
the warnings:
(2) : warning C7531: global type sampler2DRect requires #extension
GL_ARB_texture_rectangle : enable before use
is normal, OSG automatically enables the extension.
The cast warnings can probably be fixed, I did not look at these at the
time.
jp
paul1...@yahoo.com
Hi Jeff,
not all plugins support exporting.
See http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Plugins
As a workaround you will need to pick a different image format and convert to
tga with an external tool. The real solution of course would be to properly
implement the
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