Hi Ke?
Could you sign your post so we know how to address you, thanks.
In svn/trunk or the OSG-2.9.11 dev release you'll find a new version of the
osgUtil::SmoothingVisitor that supports a new aglorithm that uses a user
defined crease
angle to determine whether vertices that sit along edges that
hi
i need some advices on how to achieve this tasks
which classes i must use to make this :
osg::lod, osg::pagedlod, osgsim::impostors, osgUtil::Simplifier ???
i need ideas or a schema on a scene graphe structure and thechniques to do this
i saw the osgforest sample don't use any lod or
Dear all,
I'm porting an application from OpenGL 2.x to OpenGL 4.x and I've found
out that LogicOp only works if OSG_GL_FIXED_FUNCTION_AVAILABLE is
defined. I've checked the OpenGL spec for versions 4.1 and 3.3 and
logical operations are part of it (no mention about deprecation).
Furthermore,
Hi Juan,
I don't recall the specifics of LogicOp, but my guess is that the
OSG_GL_FIXED_FUNCTION_AVAILABLE was probably introduced to enable the
GLES1+GLES2 builds. You could try changing the defines uses to so
that only GLES builds disable LogicOp.
Robert.
On Tue, Mar 22, 2011 at 10:47 AM,
Hi Issam,
Rendering forest and urban areas is a huge topic, and how you'd go
about the task will depend a great deal on what content you have, what
hardware target you have and what your performance aims are. I'm not
about go write an 100 page essay on all the different ways you can
tackle it,
Hi,
So for this header issue, there is no planed change on 2.8.3 ?
The only fix is to add the include by hand ?
Thanks.
Regard,
Vincent.
Le 17/03/2011 19:32, D.J. Caldwell a écrit :
Sorry, everyone. I hit Send too fast before I could remember
something else import to my experience.
There
Hi Robert
well what i want to do is populating my pagedlod terrain for a flight-sim
application
i read in one of your posts that the problem is not how to render lot of
entities but how to generate them
i will grab the unfinished and abondoned dtTerrain library from delta3d that
generate
Hi,
As part of a Bugfix for osgearth I found a problem within osg's tiff plugin
(ReaderWriterTIFF.cpp):
http://forum.osgearth.org/sqlite3-caching-with-TIFFs-Bugfix-td6049357.html#a6192153
In essence:
When using the ReaderWriter on a std::stringstream the seeking operation should
not seek over
Hi Robert,
I don't recall the specifics of LogicOp, but my guess is that the
OSG_GL_FIXED_FUNCTION_AVAILABLE was probably introduced to enable the
GLES1+GLES2 builds. You could try changing the defines uses to so
that only GLES builds disable LogicOp.
OK thanks, that makes sense. I'll try to
On 3/22/2011 7:42 AM, Vincent Bourdier wrote:
So for this header issue, there is no planed change on 2.8.3 ?
The only fix is to add the include by hand ?
Thanks.
We've been discussing a 2.8.3.1 binary-compatible release to include JUST
this fix. But
there's been very little feedback on
Hi, Issam
My 2 cents:
In general for efficient culling you should use quadtree-like more or less
regular graph structure (like 2d grid organized into tree). If there are lot of
low poly repeating entities you can try to use instancing to get speedup.
Depending on scene size and complexity you
Hi,
So first of all why not just give a patch to apply, provided with the
sources or on the download wiki page ?
Regards,
Vincent.
Le 22/03/2011 16:14, Chris 'Xenon' Hanson a écrit :
On 3/22/2011 7:42 AM, Vincent Bourdier wrote:
So for this header issue, there is no planed change on
Hi,
It got rather lonely out here, but during my quiet time I have found that
perhaps one shouldn't use autocomputehomeposition. It seemed to take me to the
edge of my universe, and I finally found myself by racing forward forever until
my object appeared in the view.
In experimenting with
Hi,
I have found my object finally by turning off by NOT relying on
setAutoComputeHomePosition, and these other set creatures.
Code:
osgGA::NodeTrackerManipulator* nt = new osgGA::NodeTrackerManipulator();
nt-setNode(trackedNode);
nt-setTrackNode(trackedNode);
Hi,
When boat is placed in ocean at a specific waterline... when viewing from
above, that waterline is also in the boat.
Although my boat is in no immediate danger of sinking... what must I learn in
order to exclude the effect of the surface of the ocean from invading my space?
Thank you!
Hi,
I have a model the geometry of which is being modified in real time and
therefore, the PER_VERTEX normal vectors have to be updated as well.
The modification of normals takes too much computing force, so I thought of
pushing the computation onto the GPU.
My question:
Is it possible to
Hi Simon,
Am 22.03.2011 16:58, schrieb Simon Kolciter:
Hi,
I have a model the geometry of which is being modified in real time and
therefore, the PER_VERTEX normal vectors have to be updated as well.
The modification of normals takes too much computing force, so I thought of
pushing
On 3/22/2011 9:22 AM, Vincent Bourdier wrote:
So first of all why not just give a patch to apply, provided with the sources
or on the
download wiki page ?
Oh, we could. But many organizations assign special importance to a named and
blessed
release, and won't let their developers run
On 3/22/2011 9:58 AM, Simon Kolciter wrote:
1. Push the list of vertices and primitive indices to the GPU.
2. Call GLSL function.
Fine so far.
3. Pull the resulting list of normals from the GPU.
Good lord, why? You're going to USE them on-GPU aren't you? Pulling them back
across the
bus
Hi Tim,
When boat is placed in ocean at a specific waterline... when viewing from
above, that waterline is also in the boat.
Although my boat is in no immediate danger of sinking... what must I learn in
order to exclude the effect of the surface of the ocean from invading my space?
We do
Hi all,
Here's something strange:
- I create PageLODs that will load files on disk when needed
- I create Groups of PagedLODs
- I write those groups to disk (OSGB/T format). They thus contain only few data
(just nodes and paths where data is).
- I create a PagedLOD which loads this newly file on
Hi there,
there are another two tiny patches I want to provide.
They fix two OpenGL errors (printed as OSG warnings to stdout/stderr) which
appeared on my machine when using a OpenGL ES 2 build.
1. One warning was written repeatedly to the terminal (while font rendering):
Warning: detected
On 03/22/2011 12:31 PM, Chris 'Xenon' Hanson wrote:
You should be able to do what you're looking for on-GPU. There are some
cache and
read/write issues when you need to write to a data store and then immediately
read it back
and use it for drawing. Others can comment on that.
I haven't
Hi Tim,
I've never used NodeTrackerManipulator personally, nor have I used oceanExample
(or even PositionAttitudeTransform, I always just use MatrixTransform). So
obviously I won't be much help. However, I think maybe it would make sense for
you to make a small test application (small scene,
Hi Sukender,
You explanation of what you are doing in your app is way too light for
us to be able to guess what might be amiss. Are you running the
viewer? Is it just data preperation? I haven't got a clue.
Robert.
On Tue, Mar 22, 2011 at 5:42 PM, Sukender suky0...@free.fr wrote:
Hi all,
Hi All,
For one of the applications I working on, I need to attach some data to all the
geometry nodes of the scenegraph. The data may be different for all the nodes.
I
need to use this data for some calculations during rendering. Is there a way to
access this data in the geometry / vertex /
On 3/22/2011 1:14 PM, Harash Sharma wrote:
For one of the applications I working on, I need to attach some data to all
the geometry
nodes of the scenegraph. The data may be different for all the nodes. I need
to use this
data for some calculations during rendering. Is there a way to access
Hi Tom...
Thanks for taking a look and actually saying something... It is appreciated.
I had found the link you were showing me and learned a few more details that I
was able to use to move my little boat around and about quite effectively,
although some of those basic questions remain
J-S, Thanks for the hints...
I appreciate the comments. Up to this point I do not yet know what a shader
does for a living... except that I presumed it shaded surfaces somehow.
So... that will be my first step... I wouldn't have known that they were
involved in cutting (culling) unwanted
In an old version of osg I called to these functions:
setTargetFrameRate();
setMaximumNumOfObjectsToCompilePerFrame();
of the DatabasePager to control the maximum time that the simulation could
take to make the dynamic load.
The values I passed to this functions were smaller when I needed
On 03/22/2011 04:44 PM, tim paige wrote:
And... I'm sure you or others might suggest the ultimate shading tutorial...
This one seems good. I haven't read the whole thing, but I've used
sections of it in the past...
http://www.lighthouse3d.com/opengl/glsl/
That, together with the
Hi Tim,
I appreciate the comments. Up to this point I do not yet know what a shader does for a
living... except that I presumed it shaded surfaces somehow.
So... that will be my first step... I wouldn't have known that they were involved in
cutting (culling) unwanted sections of objects,
Hi again,
Thank you for your reply!
I've tried to set the path to what you have suggested me. In my case, I set it
to point at the hl2 root as you said.. well, apparently some models are
successfully loaded with all textures correctly applied onto them. However,
some still lack all the
Well, the problem is that the normal vertices are PER_VERTEX, not PER_PRIMITIVE.
In Geometry shader, I only have access to the current primitive, not the whole
mesh, right?
I need to
1. calculate the normal vector of each face (triangle) and add it to the normal
vectors of all 3 vertices
2.
On 3/22/2011 9:12 PM, Simon Kolciter wrote:
Well, the problem is that the normal vertices are PER_VERTEX, not
PER_PRIMITIVE.
In Geometry shader, I only have access to the current primitive, not the
whole mesh, right?
Correct.
I need to
1. calculate the normal vector of each face
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