Hi,
I understand that this problem has already been discussed . But as I was not
able
to understand clearly I post my simple camera rotation problem., I written a
code
osg::refosg::Camera g_camera=new osg:::camera;
g_camera-setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1));
Hi,
Actually, I would like to simulate a navigation control for north orientation
as available in google earth. I wanted to rotate the control along the
X-axis(+/-) that will get reflected on geocentric virtual earth. I set the
camera to the geometry(navigation control). What I thought was
Hi,
That s fine. But I wanted to know about the type of GUI
component has been used for navigation. osgWidget is what I have to choose
for such design? What type of file is that??
Thank you!
Cheers,
Akilan
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Hi,
yeah. I found my geometry center as ( 0.04,0.075,0.0). So first I do the
rotation of 90 degree about z-axis and then translating my geometry to 0 by
subtracting the aboive center values.
Again I m getting my geometry is translated and half of the geometry is off
the view. Have a look at
Hi,
I changed the order of matrix manipulations and put everything in a single
transformation only.
But the result I m getting is same. The geometry is going out of view. I dont
understand the problem. Pls anyone correct me.
Thank you!
Cheers,
Akilan
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Hi,
I have drawn a geometry normal to XY-plane and I would like to transform it in
such a way that it must be normal to YZ-plane.I did rotation for 90 degree
about X-axis. Will it do what I wanted to do? The corresponding code would
seems to be ,
..
osg::Matrix
Hi,
I have created a terrain DB with different resolution images covering same
area.
As and when the region is zoomed in, there is transistion from poor resolution
image
to higher resolution image. The transition is quite visible. Means that at
particular level the entire poor resolution
Hi,
In my terrain I wud like to display the tiles with fading fashion as is
available in
osgText.Is it possible to do?
Thank you!
Cheers,
Akilan
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Hi,
I tried with the following code to get fading effect from the node to be
rendered . I don't get the effect. I wud like to know where I do mistake.
.
.
osg::stateSet* statSet=node-getOrCreateStateSet();
statSet-setMode(GL_LIGHTING, osg::stateAttribute::OFF);
Hi,
Suppose when we add ive tiles to a group and render the group, all the tiles
are placed
at corresponding places according to their lat and lon. But when I m trying to
do the same using
just tif files it s not happening so. Instead, multiple tif tiles are overlaid
one over other. Anyway tif
Hi,
Recently I installed osg2.8.2. I compiled the sources (from .svn) successfully.
But viewer is saying couldn't find plugin to read .png, tif of 3ds files even
if osgdb_freetype.dll is in path and created from compilation.
What needs to be done?
Thank you!
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Hi,
I installed osg 2.8.2 by compiling all 3rd party sources including glut.
I tried to run one of example, osgblendequation, it throws the following error,
Error: Setting mode 'GL_COLOR_MATERIAL' via osg::StateSet::setMode(mode,value)
ignored.
The mode 'GL_COLOR_MATERIAL' is set by
Hi,
I have just started working on osgEarth.
I wrote my first code with osg2.8.2 to load a map something like
...
#include osgEarth/Config
...
Config conf;
conf[url]=../data/world.tif;
.
Compiling the program gives an error saying dat ther s no predefinition for
url.
Hi,
For displaying any .jpg/.tif file, we create texture and then doing so.
Using OSG how to display pixels from a buffer straightaway as it could be done
using openGL?
Is it possible to by-pass osgDB::readImageFile(..) to read image content from
buffer instead of from file?
Thanks.
Yes. I m using osg::Image to set my pixel buffer. I set GL_LUMINANCE as
internal pixel format. But I m getting only black image. My code looks like
this,
..
unsigned char* data;
int width, height;
width=4200; //source_image width
height=4710;//source_image height
long size = width
Hi,
Thanks. It's working fine.
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Hi,
I connected 2 monitors to my graphics card in such a way dat my desktop
resolution is expanded doubly( width wise). My osg application renders a
texture on both the screen contiguously by setting 2 seperate cameras for each
screen, in the same way specified in osgCamera example.
Hi,
Actually I like to display a big video stream in original resolution, 3840 *
1 (width * height). The video will run contiguously upward covering the
width resolution as it is. We don't want to configure Xinerama due to some
other reasons. But when we run osgviewer to display some of
Hi,
I tried to place cessna model at given latitude and longitude on a earth model
created by geotiff earth file warped over sphere (similar to the example
osgSimulation). But the model is positioned at some strange place. The way I do
placing is,
...
.
Hi,
4 graphics cards have been installed in my system thru PCI extension board.
In my application I want to associate individual camera with each context
created on each card. I wud like to know how to create context for specific
graphics card/display.
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Hi,
My screen resolution is 1920*1200 and I rendered a texture with the geometry as
top_left(0.0,1.2), top_right(1.92, 1.2), bottom_left(0.0, 0.0) and
bottom_right(1.92, 0.0). Camera is set as,
...
..
camera-setViewPort(0,0, 1920, 1200);
Hi,
The code written is,
.
int numCameras=2;
int numScreens=2;
int width=1920 * numScreens;
int height=1200;
void setView(osgViewer::View* view, int screen_no)
{
double aspectRatioScale = 1.0;
osg::ref_ptrosg::GraphicsContext::Traits traits = new
Hi Nick
Find my code below to compile,
Code:
#include osg/Node
#include osg/Geometry
#include osg/Notify
#include osg/MatrixTransform
#include osg/Texture2D
#include osg/DrawPixels
#include osg/PolygonOffset
#include osg/Geode
#include osgDB/Registry
#include osgDB/ReadFile
#include
Hi,
I created a texture and set to a camera. Another camera was set to a text.
Text and the texture are in different views. Always the text goes behind the
texture. What needs to be done to make the text appear always in front? I
tried by setting the texture state's rendering hint as
Hi robert,
True. I do follow the osgHud example. But I am trying to display lat, lon
values as text on mouse move over texture set from buffer. Anyway we use our
own tranformation. But I couldn 't set the transparency. Have a look @ my code
and let me get the mistake i do.
Code:
Hi,
I have multiple graphics cards in my system and connected to different display.
I created multiple views(composite viewer) so that each view to one context.
Each view has its own camera projecting its own texture (similar to osgHud
example). My assumption is that each texture occupies the
Hi robert,
Thanks for ur clarification. In our setup, all powerwall displays
are of 1280*1024. I m rendering a texture of 1280*1024 with the cameras
viewport set in such a way it will be projected on big screen as 1280*1024.
That means, as 512*1024 I m creating 3 textures(last
Hi,
Similar to osgEarth which provides to set fading effect to the terrain
tiles, could it be is possible to get the same effect directly from osg alone
and how? Bcoz, to exploit that feature from osgEarth, it puts some constraints
like the terrainDB should be generated with --terrain
Hi robert
true. My imagery tiles have been constructed as layers such a way
coarser resolution images lies at the top and higher resolution images at
bottom.When my scene is zoomed-in, I like to have the appearance of higher
resolution tiles like fading-in. Is that possible by
Hi robert
true. My imagery tiles have been constructed as layers such a way coarser
resolution images lies at the top and higher resolution images at bottom.When
my scene is zoomed-in, I like to have the appearance of higher resolution tiles
like fading-in. Is that possible by changing alpha
akilan wrote:
Hi robert
true. My imagery tiles have been constructed as layers such a way
coarser resolution images lies at the top and higher resolution images at
bottom.When my scene is zoomed-in, I like to have the appearance of higher
resolution tiles like fading-in. Is
Robert,
I set our terrain as input (output.ive) to the same
osgmultitexturecontrol example. It is returning false from the function where
node to the type of multitexturecontrol is searched from our terrain
i.e.,dynamic_cast to multitexturecontrol is failing. Expected elevation
Hi zonk,
To say straghtly, same region has been constituted by multi resolution tiles.
The transition from coarser to better resolution tile will take place based on
the height we are. As u said, exactly I like to know about the LOD popping
by fadding only.
Akilan. A
--
Hi Jason,
In fact, I create the map through program.What the program does is that as and
when some new tif file arrives at particular folder which I am monitoring
continuously thru callback, I add the file to the already created map. It works
well for some 2-3 tile addition. When it goes
Hi,
I had installed osg2.9.6. osgWidget::Box is being used in my application.
It provides, by default, transformation functionalities. Regarding rotation,
it provides setRotation(osgWidget::matrix_type) to do that. But I am not sure
how to specify the axis about which rotation to be done. I
Hi,
In my application, I created a texture set to the screen size. Ortho camera has
been created to map the texture entirely to the screen. I had created some
osgwidget buttons to have some interaction on texture. But the widget buttons
are, by default, goes behind the texture(in foreground).
Hi,
My system is connected with AMD Firestream 9250 having 1GB
of card memory. I do some of GPGPU computations on the card.
At the same time, using OSG I do texture rendering as a stream, in parallel.
The rendering of texture effects performance down for GPGPU computation.
Hi,
I have multi display set up in a way one graphics card to each monitor.
I created one context to each screen and framing one texture to each and
rendering. The rendering I do in a loop(1..NSCREEN). Display is happening
perfectly as stream of video in parallel. After some time, the displays
Hi,
I have put two graphics cardsin my system from different vendors. One is of
ATI and another one is from nVidia. Using ATI I drive 2 monitors and able to
create 2 graphics contexts in my osg application, each to one screen. In the
same application I m not able to create graphics context
yes. I m trying it out on windows 7 only.
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Hi,
I went through all the discussions on north compass.
I have displayed the discussed code and the way I m making use of it for my
osgEarth. But it s not working in my case.I m not sure what is to be done.
osg::Matrixd calculatePositionMatrix( const osg::EllipsoidModel* ellipsoid,
const
Hi,
I am rendering textures on 8 graphics cards, each connected to one monitor.
The cards, ATI Firestream 9250 series, are connected to system through PCI
extension slots.
If I set CullDrawThreadPerContext to composite viewer, the application crashes
down.
Its working with SingleThreaded
Hi,
I have installed osg3.0 on Linux system connected with two monitors
thru separate graphics cards, say screen1 and screen2.
On screen2 I have my GUI using qt. In the GUI, one of the widgets is made based
on osgQt to show an osg modal. That model is set with the camera attached with
the
Hi
I got a basic doubt on osg terrain construction. When I create a virtual earth
with the base layer using bluemarble of 1000m resolution, how many triangular
polygons are created and what is computation basis for it?
Is the number varies(computed) to different LOD?
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Hi
Is there any easy way to find vertices's index for the shapes like Cone, Cube
etc., in osg::shape?
Otherwise, should it be done thru graph note book only?
Thanks
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hi
I could not find the acronym of .ive. Every where it is said that it is OSG
truncated binary format. But from where these three letters have been taken??
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Hi,
I have GPU of having 1GB texture memory.
I like to load large volume of data into texture memory( using SetImage()), but
less than 1GB, and render part by part of the data for every frame.
Does OSG contains any function call to transfer only portion of texture memory
to the display?
To my
Hi
I gone through many installation procedures of osg with android. All emphasized
on linux. Nowhere I could find for windows. Can android be configured with
X-windows system only?
Thanks
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Hi
I tried to compile osg 3.0.1. with cygwin. Almost all the dependencies
installed during cygwin setup including necessary libs of X11.
But the compilation of osgviewer throws the following linker error,
Linking CXX shared library ../../bin/cygosgViewer-80.dll
Creating library file:
Hi
I compiled osg3.0.1 for android for GLES1. I seleceted avd of Android2.2 with
API level of 8. There is no problem in starting the emulator.fine.
I also compiled osgAndroidExampleGLES1 without any issue on eclipse. Running
the application throws the following error,
05-04 05:38:01.375:
Hi
I compiled osg3.0.1 for android for GLES1. I seleceted avd of Android2.2 with
API level of 8. There is no problem in starting the emulator.fine.
I also compiled osgAndroidExampleGLES1 without any issue on eclipse. Running
the application throws the following error,
05-04 05:38:01.375:
Hi,
I created virtual earth as follows,
osg::Node* createEarth()
{
osg::TessellationHints* hints = new osg::TessellationHints;
hints-setDetailRatio(5.0f);
osg::ShapeDrawable* sd = new osg::ShapeDrawable(new
Hi,
True. There is no problem with osgearth as it has well wrapped with projection
information. I did not face any issue with that.
But the samething when tried with OSG alone, i observed some issues.
I put the pbm this way, suppose for given latitude and longitude as 11.0 and
77.0 (to be
Hi
I was trying an application which renders some models on android phone using
osg. The application requires more number of models to be loaded. As the number
of models increases the rendering gets slowed down drastically as expected. The
way I do is that under a group node all other nodes
Hi,
My application renders on multiple screens and each attached with seperate
graphics context. The apps demands addition/removal of any graphics context
dynamically. Suppose when the context is removed and added subsequently for the
same screen, it throws msg like unable to
Robert
I have 2 screens to be rendered with texture2D. I created context to each
screen with appropriate screen id such a way,
osg::ref_ptrpsg::GraphicsContext::Traits traits = new .;
traits-x = 0;
traits-y = 0;
traits-screenNum = 0; //1 for other screen
trait-width = screen_width;
Robert,
Actually I m creating new context and assigning to already existing camera. I
use CompositeViewer. I tried removing camera from the view but the error stands
still. Let me try out the second one and get back. In case of having just
Viewer, is there any other way to do it?
Thanks
Hi Robert
My OSG version is 3.0.1.
Is close() the right call to release the context completely?
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