Hi evrybody,
I am new to Openscene graph and need a help/guidance.
I wish to [b]find which of the sides of view frustum[/b]- left, right, top,
bottom near or far- a moving node is crossing. How to find this in Openscene
graph?
I need it so that, i can translate the camera in the approriate dir
Hi Julien,
Thanx for reply. I would be better if there is a simpler way out.
If i could just detect when a given node is not inside the viewfrustum, then i
could adjust the camera view matrix, something like:-
osgGA::OrbitManipulator* orbit = dynamic_cast( view->
getCameraManipul
Hi Robert,
Thanks for throwing light in the issue.
I will explore OsgUtil::PolytopeIntersector.
I am particularly interested in detecting if a particular node is within the
view frustum.
My purpose is to move the camera manually to contain the node within the view
only when it moves out of
Hi All,
I have a scene in which a node is [b]moving over a terrain[/b] at a certain
height.
I also have a light source in the scene.
The node correctly casts shadow on the terrain. Also the parts of node like its
limbs/appendages show shadow on the central body of the node as expected.
Howeve
Hi,
I am trying to render a scene from outer space where i need to create a sun
glowing at a certain position in space. I could create the sphere but unable to
create a glowing effect--a bright sphere with emitting light beyond its
boundary. Its something similar to the attached image.
I went
Hi,
I am trying to find out what is the screen cordinates corresponding to the
world cordinates of a moving node.
I read the post: http://forum.openscenegraph.org/viewtopic.php?t=2292
and referred to OSG beginners guide also.
So, I did the following:-
//set viewport of viewer for screensize
Hi marchingcubes,
Thanks a lot for your reply. Being unaware of the shortcoming of the
'shadowmap' of OSG for large terrain, I was struggling with shadow. the link u
shared is really useful one and exactly addresses my problem. However, i am yet
to include these few-found techniques of the lin
Hi David,
Thanks for the clues to achieve the effect i needed.
I have already attempted textured quad, with transparency on it. But it gives,
as u said, a cheap look.
Being new to multi-pass rendering with blur filter and read the link you shared.
Any example on how to get started with this in
Hi all,
I have a scene with large terrain where a node starts moving from a given
arbitrary location on the terrain.
As the starting location of the node is known, i set the camera's target to
look as the node's starting position.
My problem is I want to set the initial camera eye to get a nic
Hi,
After trying a lot, I could understand the behavior of Screen cordinate
computation using the above code.
SSC are computed whether or not the node is within the camera view. Its just
that the camera doesnt know if the node its luking at is still within the FoV
or not.
Wevneed to check if t
Hi all,
I am trying to create a exhaust flame of a moving rocket similar to one shown
in attached image 1. I need only the exhaust plume of the rocket. The rocket is
moving [b]fast[/b]. To do so,
I used osgParticles to make the particle system as shown below in code:
sg::ref_ptr ps =new
os
Hi Jannik,
Here's my code i am using the create the particle system and emitter. I am
creating two particle systems--one for each exhaust of the rocket.:--
int main()
{
osg::ref_ptr mt = new osg::MatrixTransform;
osg::ref_ptr mt_2 = new osg::MatrixTransform;
osg::ref_ptr trans= new osg::MatrixTra
Hi marchingcubes ,
I tried with softshadow technique. It has reduced the flickering of the shadow
and made the shadow of the moving node on the terrian moe well defined.
Increasing the 'textureSize' from 1024 to 8192 helped me.
However, the flickering of the surface of the moving node is still
Hi,
I am trying to find out the height above a terrain (HAT).
Currently im reading terrain DEM in .ive format and using
getHeightAboveTerrain() i m computing the HAT for given point (lat/lon and its
altitude is available).
I wish to check the output of my programme is correct by validating th
Hi,
Thanks Sebastian for the hint...i will try it out.
...
Thank you!
Cheers,
Suraj
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Hi,
I checked it out.
I am missing DTED data for the terrain!
Any sources where i can get any terrain model and its corressponding DTED data?
...
Thank you!
Cheers,
Suraj
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Hi Sebastian,
Thanks for the link.
...
Thank you!
Cheers,
Suraj
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Hi all,
I am trying to visualize in openscenegraph a scene where there is a moving
aircraft and a 'searchlight' attached to it.
I am given the orientation of searchlight w.r.t aircraft in terms of angle
between the vertical axes of searchlight beam and that of aircraft. Also the
positions of
Hi,
Any suggestions or clues ?
...
Cheers,
Suraj
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Hi Ekaterina,
Thanks for the clue. I am at present doing the round trace in a brute force way:
I am retaining the rendered base circle of cone in each of the position of the
aircraft. Next when the aircraft moves to next position, i again draw the new
base circle, while i translate the cone i dr
Hi David,
Thanks for the tips on my problem.
Yes, i am trying to use (at present) light cone to show in my scene what its
highlighting. But it fails to show the cone light beam emanating from the
aircraft.
As u suggested, i tried with transparent cone. But The problem is i am not able
to pos
Hi David,
Thanks for the tips on my problem.
Yes, i am trying to use (at present) light cone to show in my scene what its
highlighting. But it fails to show the cone light beam emanating from the
aircraft.
As u suggested, i tried with transparent cone. But The problem is i am not able
to pos
Hi everybody,
I am trying to to simulate a scene that can be used to stimulate a stationary
camera to feel as if the camera is under motion. (The camera is used to detect
height from terrain surface and its velocity from the images it captures.)
I know the values of focal length of camera, FOV,
Hi All,
As i had posted previously, I could obtain the following results attached in
the screen short in my attempt to create a glowing sun in the scene.
I am also attaching the source code.
As I am taking the baby-steps in doing shaders programming in OSG, i am having
a really bad time. My p
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