[osg-users] problems getting shadow demo to work
I am trying to get shadows to work. Alas, the example code in examples/osgshadow run with no arguments only produces a blue background and black geometry.I'm running on Windows 10 and I have 2 different machines, one with Intel HD 5500 graphics and one with a GTX770. A number of the other OSG programs work fine. On the machine with the NVIDIA card, if I explicitly request scene four with the "-4" option then shadows appear in that scene, but only that one. Any hints on how to debug this would be most welcome. Lee ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgTerrainGenerator
Hi, Julien. Yes, the box filtering implemented here(3x3). I had no purpose to add tessellation, or something like that. My example - it's just a terrain generation. In future, perhaps, i may add tessellation. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70285#70285 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgTerrainGenerator
Hi I followed the link in your sources on gamedev archives Have you implemented the bo filtering too? This kind of approach seams a bit old to me (2004) and It has been quite a while since I used VPB but perhaps box filtering could be an interesting feature (if it'not already there). There are been plenty of evolutions on terrain rendering litterature since the rise of the tesselation shader and the deprecation of approach such as SOAR. ex: (its DX stuff but have its gl equivazlent) https://developer.nvidia.com/sites/default/files/akamai/gamedev/files/sdk/11/TerrainTessellation_WhitePaper.pdf or simply dl gameworkd nvidia opengl sdk there https://docs.nvidia.com/gameworks/content/gameworkslibrary/graphicssamples/opengl_samples/terraintessellationsample.htm I don't know if vpb is still used in the community... Robert may have his idea on it... cheers Raizel wrote: > Hi, Robert. > > osgTerrainGenerator creates terrain from heightmap and creates > the specified quantity of LODs(simplified VPB). > > Of course, you can use it as a part of OSG. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70284#70284 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgTerrainGenerator
-- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70283#70283 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] intersection tests
Hi Robert, Julien, it is my bad :( .. Again, and I apologize for the noise. I studied the code, understood it, and it is just perfect and works great. The story is that in the system setup there is a HOT Server (with a copy of the database) and IG channels (with their own copy of the databases). The IG channels have the terrain rotated and the HOT server does not, thus inconsistency leading me to wrong assumptions and chasing a ghost Please ignore and thanks for the patience with me Good thing is, this lead me to learn a bit of more OSG code :) Cheers! Nick On Sun, Feb 19, 2017 at 9:15 AM, Robert Osfield wrote: > On 18 February 2017 at 21:25, Trajce Nikolov NICK > wrote: > > yes ... > > > > Now, digging into the bits of the IntersectionVisitor::apply( > osg::Transform& > > transform) I am seeing it it keeps a stack of the ModelMatrices and they > are > > correct, as the visitor traverse the scene it premult the matrices from > the > > MatrixTransforms, to this is ok the code (the osg code) looks just > > perfect to me just there is a small bug sitting somewhere :) > > Could it simply be a precision issue? > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- trajce nikolov nick ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgTerrainGenerator
Hi, Robert. osgTerrainGenerator creates terrain from heightmap and creates the specified quantity of LODs(simplified VPB). Of course, you can use it as a part of OSG. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=70280#70280 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgTerrainGenerator
Hi Nickolai, Could you provide some explanation of what you osgTerrainGeneration does? How do you intend others to use this example? Are you publishing as open source? Robert. On 18 February 2017 at 19:08, Nickolai Medvedev wrote: > Hi, community! > > Finally, i did it. osgTerrainGenerator is done. > > Robert, what you think about this example? > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=70265#70265 > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osg::Image::setImage problem
On 18 February 2017 at 21:57, Evan Tsai wrote: > Can you point me to more detailed documentation about the definition of these > two parameters, packing and rowLength? The parameters all related to OpenGL functions that define the packing of the source image, packing and rowlength parameters are also literally what they are. Also If the doxgen docs aren't sufficient then go look at the implementation i.e. src/osg/Image.cpp. For you own tasks what will be important is what the source data is packed as, the OSG can't help you with you, only you know what tool you are using to read your image data, so it's down to you to do this research. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] intersection tests
On 18 February 2017 at 21:25, Trajce Nikolov NICK wrote: > yes ... > > Now, digging into the bits of the IntersectionVisitor::apply(osg::Transform& > transform) I am seeing it it keeps a stack of the ModelMatrices and they are > correct, as the visitor traverse the scene it premult the matrices from the > MatrixTransforms, to this is ok the code (the osg code) looks just > perfect to me just there is a small bug sitting somewhere :) Could it simply be a precision issue? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [ A Stack Overflow for OSG? ]
On 18 February 2017 at 18:49, Johny Canes wrote: > If you are so above the gripes of a newbie then why do the vets flock to > flame this thread. I am not the firestarter, I have apparently hit a nerve of > the elite here. What hits a nerve is that fact you are rude, it's you that are embodying what you criticize others of. You have been asked to avoid this type of emotive manipulative language several times but still you persist. The problem is far less the mailing list/forum and far more your attitude towards others. Refrain from this attitude and you'll find that us elite's are actually incredibly patient and supportive. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org