Hi Thomas,
On Tue, Dec 21, 2010 at 3:51 AM, Thomas Dickerson osgfo...@tevs.eu wrote:
If I have a heightfield which tiles cleanly, is there a mechanism to
make a terrain repeat indefinitely?
There's isn't any mechanism in osgTerrain for repeating terrain.
The OSG allows you share
Hi Thomas,
On Thu, Dec 23, 2010 at 4:40 AM, Thomas Dickerson osgfo...@tevs.eu wrote:
I have loaded a 256x256 HeightField, created a HeightFieldLayer, and added it
as the ElevationLayer to a TerrainTile. Now, if I would like to go about
texturing patches of terrain, do I essentially need a
Hi Robert,
I will have a look at that one and give it a go.
Cheers
Martin.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 22 December 2010 19:55
To: OpenSceneGraph Users
Subject:
Hi François,
osgManipulator has been made more flexible and easy to use, the old
hardwiring of event handling you won't need to do any more as
osgManipulator will provide alot more functionality out the box for
you. The osgmanipulator example is your best guide on how to use it's
now form, there
Heey,
Thanks all for trying to help me, i solved the problem. and i succesfully run
the following code
Code:
#import iphoneViewerAppDelegate.h
#include osgGA/TrackballManipulator
#include osg/ShapeDrawable
#include osgViewer/api/IOS/GraphicsWindowIOS
#include osg/Node
#include osg/Group
Hey,
First Thing I Would To Thank You For Your Great Job In OSG Library,
Anyway, I Notices That ShaderGen.h Does Not Support OpenGLES 2.0 For Now,
Is It Possible To Know It Will Be Supported.
Btw, Merry Christmas guys :)
...
Thank you!
Cheers,
Laith[/list]
--
Read this topic
What is the status of OSG 2.9.10? I don't see it on the download page and I
don't have access to SVN (not allowed through my company firewall)?
Paul P.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35126#35126
Hi,
I want to have one of the nodes in my scene graph respond to key presses by
giving it an event callback. When the callback gets an EventVisitor containing
a KEYDOWN event, I want it to eat that event and keep others from seeing it.
I noticed that EventVisitors have the capacity to contain
Hi guys,
Here is our first test in our company with Kinect, OSG and OpenNI :
http://www.youtube.com/watch?v=11Dp7ZilvwI
The skeleton is rendered in real 3D, not projected on the screen in 2D.
We have an application in mind to develop, I'll let you know if we manage to
get it working !
Cheers,
How (or where) is done the link between the mouse event and the dragger handle
function. Is there somewhere a pick function?
Thank you!
Cheers,
François
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35129#35129
I'm a beginner with OSG.
Can you please give me some code snippets?
Thanks
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http://forum.openscenegraph.org/viewtopic.php?p=35130#35130
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Hi Paul,
On Thu, Dec 23, 2010 at 11:20 AM, Paul Palumbo paul1...@yahoo.com wrote:
What is the status of OSG 2.9.10? I don't see it on the download page and I
don't have access to SVN (not allowed through my company firewall)?
Sorry, I tagged 2.9.10 then had to dive into a major bug hunt and
Thanks a lot ! It works :D
Frederic Bouvier wrote:
I used
camera-setImplicitBufferAttachmentMask(
osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT,
osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT );
to avoid having a depth buffer attached.
HTH
Regards,
-Fred
- Julien
Easy to purchase and download online. It's a PDF, and encoded in the PDF is a
license mentioning me as the purchaser, to discourage distribution of free
copies. Very nice touch.
The book is just beautiful. Well done, great work!
-Paul
On 12/22/2010 5:22 PM, Wang Rui wrote:
Hi Paul,
Yse,
Definitely nice! But to be really useful, the skeletton should
include head position and possibly rotation and the angles of hand and
feet. Then the motion could be realistically mapped onto a 3D avatar.
I heard news that the resolution of Kinect might be increased to
640x480 by firmware update
On Wednesday 22 December 2010 15:09:45 Martin Naylor wrote:
[...]
It does appear as an earth but with no textures, height data is applied to
the earth and shows ok, just no textures.
Anyone know why, it works ok on my Nvidia 480 desktop, guess this could be
an OSGEarth issue or the chipset
Hi,
I have a Quadro FX 1700 with the latest 64-bit Nvidia drivers on Windows XP/64.
My app is a 64-bit Windows application.
For testing I am creating a single osg::geometry with probably about 3.2
million QUAD primitives , using
quadPrims_=new osg::DrawElementsUInt(osg::PrimitiveSet::QUADS);
All,
Up to this point, we've used VPB for building our databases that our OSG app
uses. However, I've contemplated taking a look at osgEarth for future
consideration.
My question is, is what advantages are there for using osgEarth vs. VPB?
I understand that source content (DTED, GeoTiff,
Hi Andrew,
I wouldn't recommend creating a single osg::Geometry with millions of
vertices/primitives, while in theory it should work, even if it does
it's likely to perform poorly as the GL driver won't be able to just
render the data directly - it'll need to stream it in chunks.
To get big
Hi Shayne,
Simple put is VPB for best performance and lowest latency, osgEarth
for maximum runtime flexibility. Broadly speaking a flight sim would
need to use VPB, while a GIS app will find osgEarth more appropriate.
You can actually mix and match the two as osgEarth has plugin for
reading VPB
On 12/23/2010 12:57 PM, Andrew Cunningham wrote:
Once the osg scene graph is created, and the render phase begins. I see the border of my screen
flash black twice and then my application is in la-la land, with a blank 3D
window and needs to be killed. The app is using about 2G of memory but I
I get the following error when I run osgversion to see if it is working:
osgversion: error while loading shared libraries: libosg.so.69: cannot
open shared object file: No such file or directory
The file does exist in /usr/local/lib64. I am using the latest version
from svn. I have had this
On 12/23/2010 1:44 PM, Michael W. Hall wrote:
I get the following error when I run osgversion to see if it is working:
osgversion: error while loading shared libraries: libosg.so.69: cannot
open shared object file: No such file or directory
The file does exist in /usr/local/lib64. I am using
Shayne,
Whether you get a palpable performance hit depends on a lot of factors. One
of osgEarth's features is the ability to pull data from web mapping services
(similar to Googe Maps). That type of data is pre-tiled into raster pyramids
- which is what VPB does too. So if your source data is
Hi All,
I did some testing with gDebugger (now free!) and the its support for nVidia
Expert - totally clean, no errors. No breakpoints. And when running under
gDebugger there were no problems
What did fix it was going to the nVidia Control Panel and changing the global
application settings
Finally another good OSG book beside yours, Paul! :-)
Yes, nice work, too Windows oriented to my taste, but of course the
code must work in any platform where OSG works.
Congratulations!
-- A.
On Thu, Dec 23, 2010 at 11:02 AM, Paul Martz pma...@skew-matrix.com wrote:
Easy to purchase and
hi lucie,
I had tied to use osgModeling to draw a curve 3D pipe. You can use
Loft with a self-defined function callback of making cycle profile. this
way works ok in most times, but when coordinations is very large ,but the
distance is very little( some times occur in geocentric
Chriss10 wrote:
I'm a beginner with OSG.
Can you please give me some code snippets?
Thanks
Well I'm sorta on my Christmas vacation right now! I would have to reproduce it
on my home system, but mostly it is barrowed code from the slave cameras that
are used in the hang glider simulator
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