Hi CG,
you can maybe have a look at the osggis project
http://wush.net/trac/osggis
It does this quite well.
I've used it for tracing the river aver the terrain for example...
http://perso.imerir.com/bourdin/wiki/doku.php/en/projet/massane
Hope it helps,
Pierre.
Le jeudi 02 juillet 2009 à
Hi Pierre,
Thanks for the quick reply, I'll take a look :)
Cheers,
CG
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Hi all,
I just recompil osg with the OSG_USE_UTF8_FILENAME option, but I didn't saw
it in the readNodeFile code. So even if I can open a file with UTF8, a
nodeFile with a path containing special caracters is not found...
Is there any reason or is it something which have been forgotten ?
And a
Hi Vincent,
Any idea ? I'm looking for hours without results...
Looking into 'osgDB::fileExists' the envvar 'OSG_USE_UTF8_FILENAME' should only
be relevant for windows, because the windows specific function '_waccess'
is called.
In the other case 'access' is called. Which should mean, that
Hi Daniel,
Hi Vincent,
Any idea ? I'm looking for hours without results...
Looking into 'osgDB::fileExists' the envvar 'OSG_USE_UTF8_FILENAME' should
only
be relevant for windows, because the windows specific function '_waccess'
is called.
In the other case 'access' is called. Which
Hi Sebastien,
You can use osgconv.
More details here :
http://forum.openscenegraph.org/viewtopic.php?t=2296start=0postdays=0postorder=asc
Regards.
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On Thu, Jul 2, 2009 at
Hi Vincent,
I'm not linux major, but if I understand you, the Linux user have to use
UTF8 himself instead of the windows user which can assume that osg will
manage the UTF8 conversion for him?
If you mean by himself, that the user has to set the locale for the
application accurately if the
Thanks a lot !
I did some research on google but I didn't find this post !
sorry for the message
Cheers,
Sebastien
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Hi Robert,
sorry for my late reply, but your posting didn't make it to the gmane newsgroup
which I am using. So I'll give the forum a try :-)
I didn't modify the OSG code because we're using various installations here
(windows and linux). The WindowManager has a memeber
EventInterface*
Hi Robert,
This is good news! I've just been experimenting osgManipulator for the
purpose of integrating it into our application. However, I had a big
issue with the fact that draggers only could update Selection nodes.
Thanks for changing this.
I particularily like that it's now possible
Hello,
I try projective texturing and I didn't use the TexGen. Also I use a
shader. And in the vertex shader I do this:
gl_TexCoord[1] = ( projMat * viewMat * gl_Vertex );
gl_TexCoord[1].s = gl_TexCoord[1].s / gl_TexCoord[1].q / 2 + 0.5;
gl_TexCoord[1].t = gl_TexCoord[1].t / gl_TexCoord[1].q / 2
Hi Robert,
So this week I rather than just hack a bit of extensibility into
Dragger to allow me to observer changes to the Dragger, I took the
opportunity to refactor osgManipulator to make it simpler to use, more
encapsulated, easier to use with conventional nodes and more
extensible. These
Hi Simon,
I've run into that same issue with osgWidget. I was removing a widget when
the user clicked on it, and osgWidget was trying to send a mouse up event to
the newly deleted widget. I ended up just keeping the widgets around in a
higher level manager class so they would still exist, but I
Hi Chris,
omdown wrote:
When I attempt to build osgCompute, I get the following error.. I Googled it
and I'm not sure what to do about it...
Code:
$ cd osgCompute
$ cmake . -DCMAKE_BUILD_TYPE=Release
-- Configuring done
CMake Error in examples/osgTexDemo/src/CMakeLists.txt:
Hi all comunity users, I´m crawling up osg site looking for some
training materials on this wonderful Scene Graph, but I realized that
almost all presentations are in .vym and .p3d format. So due to I´m not
used to these formats, I need to know what software I sould I use to get
ready with
HI Ernesto,
.vym files are View Your Mind mind maps - it a cross platform, open
source app, so go browse the web for a binary.
.p3d files are Present3D presentation file, Present3D is OSG based
application that now part of the core OpenSceneGraph distribution,
you'll find it in the 2.9.x series
Hello,
I have the answer of my question. My mistake was that the lines...
gl_TexCoord[1].s = gl_TexCoord[1].s / gl_TexCoord[1].q / 2 + 0.5;
gl_TexCoord[1].t = gl_TexCoord[1].t / gl_TexCoord[1].q / 2 + 0.5;
...musst into the fragment shader.
Cheers,
Martin
Am Donnerstag, den 02.07.2009, 15:19
Perhaps i'm fooling but...
Disabling culling may help? If your bottleneck is culling, perhaps the GPU
would eat them all without problems. Of course you will render a lot of
geometry you will not see, but you will avoid a lot of CPU computation. Fast
and dirty test. If you are not happy, then you
Hi Jason,
This is a missing feature rather than a bug - with GLSL you have to
implement everything yourself, and one can't second guess all
different combinations of usage that users might wish to use. In the
case of clip planes, they simply aren't support by the current rev of
Hi Himar,
On Thu, Jul 2, 2009 at 6:08 PM, Himar Carmonahimarcarm...@gmail.com wrote:
Disabling culling may help? If your bottleneck is culling, perhaps the GPU
would eat them all without problems. Of course you will render a lot of
geometry you will not see, but you will avoid a lot of CPU
Hello all,
I am trying to use osgearthseed to create a disk cache from google earth
of a specific area according to latitude and longitude boundaries. I need help
if anyone knows how.
Basically, I want to use osgEarthseed to grab a fully detailed cache of a big
square of land from
Robert--
Thanks for the direction. I looked through osgocclusionquery and also the
API, however I have been unable to come up with a pixel specific information
pertaining to the node.
--Jeremy
--
From: Robert Osfield robert.osfi...@gmail.com
Is there something similar to the polygon simplifier (osgUtil::Simplifier) but
for texture images? I'm using the simplifier to generate a reduced version of
some geometry, but I would also like it to have that geometry reference lower
resolution versions of the textures.
Thanks.
Alex
Oh nice, I think perhaps the scaleImage() function of the Texture2D class will
work for me.
Alex
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Pecoraro,
Alexander N
Sent: Thursday, July 02,
Hi Jeremy,
On Thu, Jul 2, 2009 at 11:48 PM, Jeremy Warrenjw...@hotmail.com wrote:
Thanks for the direction. I looked through osgocclusionquery and also the
API, however I have been unable to come up with a pixel specific information
pertaining to the node.
I'm afraid I haven't dived into the
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