indeed !!! Thanks .. It work this way
Nick
http://www.linkedin.com/in/tnick
On Wed, Jan 27, 2010 at 7:47 AM, J.P. Delport wrote:
> Hi,
>
> sometimes https works better with firewalls... try:
>
> svn co
> https://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunkOpenSceneGraph
>
> jp
>
> Tra
Hi,
sometimes https works better with firewalls... try:
svn co https://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk
OpenSceneGraph
jp
Trajce Nikolov wrote:
Hi Guys,
I am behind some large coorporate firewall where svn does not work.
Could some of you send me the latest from the tru
*argh* getWorldMatrices(), that was the method I sought for but I couldn't find
anymore -- I *knew* i have seen something like this some time ago...
Very helpful, thanks a lot!
ithrak (Jason Fisher)
--
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Hi,
I am willing to try out osgBullet, but I couldn't find any documentation or
something that could help me get started. Maybe I didn't look in the right
place. Can you please point me in the right direction?
...
Thank you!
Cheers,
Priyank
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http
Sorry for the late reply...
I'll be talking with our database engineers in the next couple of days. I'll
be seeing what we can come up with. I'm hoping to get some buildings, trees,
shrubs, walls, etc into the database, but I'll have to see after speaking with
them. I too would like this to
You can try one of the following:
osgEarth (http://www.osgearth.org)
Virtual Planet Builder (
http://www.openscenegraph.org/projects/VirtualPlanetBuilder)
Either will produce a textured terrain model that you can use the OSG
manipulators (or your own custom code) to navigate.
Glenn Waldron : P
Hi,
I'm trying to use a PolytopeIntersector in my scene and so far I have succeeded
but only by using the camera (i.e. mCamera->accept(PolyVisitor)) with a
PolytopeIntersector built from x and y coordinates in window frame. However I
would rather pass the visitor the root of my scene. I am doin
I understand you think that a physics library is overkill for this, but
many of the problems you're running into are already solved. The choice
is yours to use the right tool for the job, or try coding your own solution.
Priyank Jain wrote:
Now, to do collision detection between the Ball (whic
Hi,
TBH, I thought including a physics engine for the project was overkill, since
the objective was pretty simple.
Now, that you've mentioned, I wouldn't mind trying it out, but I am not sure
how well integrated is Bullet/ODE with osg. Also, is there any documentation
that would help me identi
Is there a reason you don't use an off-the-shelf physics library that
has collision detection built in, like ODE? If you use Bullet, you can
use osgbullet.googlecode.com.
-Paul
Priyank Jain wrote:
Hi,
I am trying to get this simulation working where I have 3 walls(in the shape of
a roo
Hi,
I am trying to get this simulation working where I have 3 walls(in the shape of
a room) and a ball which bounces off them. The way I organized my scene is as
follows (only considering side walls as of now):
World:
leftXform
centerXform
rightXform
each of these has a wallGeode (which is a
Phanindra,
You'll need to build an OSG database from your .tif and dted content using
Virtual Planet Builder (VPB). Documentation is available on how to do this.
Once the database is built, you can either using osgViewer to browse the
database or you can write your own OSG app to fly through it. T
Robert,
In answer to your inquiry, I'm using a database based on
osgTerrain::TerrainTile so the texture settings are embedded in the tiles as
you asserted earlier. I wasn't planning on using linear filtering. I was
just giving it as an example on how I wanted to issue a particular call
programmati
2010/1/26 Mattias Thell
>
> Code:
>
> extensions->glBindBuffer(GL_ARRAY_BUFFER_ARB, vbo);
>
> glEnableClientState(GL_VERTEX_ARRAY);
> glVertexPointer(4, GL_FLOAT, 0, 0);
> glDrawArrays(GL_POINTS, 0, numPrims);
> glDisableClientState(GL_VERTEX_ARRAY);
>
> extensions->glBindBuffer(GL_ARRAY_BUFFER
Hi Guys,
I am behind some large coorporate firewall where svn does not work. Could
some of you send me the latest from the trunk.
Thanks a bunch
!
Nick
http://www.linkedin.com/in/tnick
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http:
Thanks Juan, changes all look good, now merged and submitted to svn/trunk.
On Mon, Jan 18, 2010 at 11:28 AM, Juan Hernando wrote:
> Hi
> The same file seems to have another typo at line 90. I've attached a new
> version, please use that one for the comparison.
>
> Cheers,
> Juan
>
> /* -*-c++-*-
Hi Paul,
Thanks for the input.
I use my own camera class, which handles the view and projection matrices so
they should be ok (I even stepped through the OSG code to verify that they are
actually being used and that seems to be the case). Also, I use
DO_NOT_COMPUTE_NEAR_FAR for the viewer's ca
On Tue, Jan 26, 2010 at 4:37 PM, Trajce Nikolov
wrote:
> Stefan, does this direct GPU 2 GPU transfers need the SLI to be setup ?
No, to my understanding. I haven't yet used this extension myself, but
had a close look into it.
Cheers,
Stefan.
--
http://www.eyescale.ch
http://www.equalizergrap
Stefan, does this direct GPU 2 GPU transfers need the SLI to be setup ?
Jan, Dekuji za info
Nick
http://www.linkedin.com/in/tnick
On Tue, Jan 26, 2010 at 5:27 PM, Stefan Eilemann wrote:
> On Tue, Jan 26, 2010 at 4:25 PM, Jan Ciger wrote:
> > However, then you are on your own with
> > regard
On Tue, Jan 26, 2010 at 4:25 PM, Jan Ciger wrote:
> However, then you are on your own with
> regards to creation of contexts and moving data between cards. It will
> be also very likely slow, because the main bus will be used instead of
> the dedicated SLI interconnects.
True in the general case,
Hi everyone,
I am about to start working on HUDs for my application and I wonder
which library/libraries I should use these days. My HUDs need to display
text, textures, lines, etc (not completely decided yet). Some time ago,
I have seen nice results with osgPango. Is that still the best way t
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Hash: SHA1
On 2010-01-26 15:05, Trajce Nikolov wrote:
> Hi Robert,
>
>> To share the data of the RTT card you'll need to use a double buffered
> PBO to copy the data back to main memory and then to copy back to the
> GPU's that need to use it.
>
> if this is th
Hi Christian,
thanks for the changes. I merged them into current svn version. Please check if
everything is ok.
regards,
art
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http://forum.openscenegraph.org/viewtopic.php?p=23207#23207
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LOL :=) ..this looks funny .. But yes, Thanks .. I got the idea. One
question. Is there something other then the Smoothing generator to generate
normals? I want to generate normals but to not smooth
Nick
http://www.linkedin.com/in/tnick
On Tue, Jan 26, 2010 at 11:53 AM, Robert Osfield
wrote:
>
Hi,
I am relatively new to OSG. Not sure if the camera, flight manipulator classes
available could be used to navigate through the .tif or .dt0 files.
I would like to add navigation support (i.e. the user should be able to fly
through the terrain elevation files using mouse/keyboard) to the dte
Thanks Stefan. This is some general info but useful ...
Nick
http://www.linkedin.com/in/tnick
On Tue, Jan 26, 2010 at 4:28 PM, Stefan Eilemann wrote:
> Hi,
>
>
> On Tue, Jan 26, 2010 at 2:29 PM, Trajce Nikolov
> wrote:
> > I am building an IG with 4 way SLI cards. QUite a hot machine. I am
>
Hi,
On Tue, Jan 26, 2010 at 2:29 PM, Trajce Nikolov
wrote:
> I am building an IG with 4 way SLI cards. QUite a hot machine. I am
> wondering if there is a way to dedicate some of the cards to run specifics
> task. My idea is for example, card 0 to run background rendering (mostly
> render to fra
Hi Robert,
> To share the data of the RTT card you'll need to use a double buffered
PBO to copy the data back to main memory and then to copy back to the
GPU's that need to use it.
if this is the only way of doing it, could point me to some details ?
Thanks
Nick
http://www.linkedin.com/in/tnic
Hi Nick,
The OSG allows you to assign different graphics contexts to different
cards, but sharing GL objects can't be done at the level you are after
as the graphics driver and hardware all won't be able work that way.
To share the data of the RTT card you'll need to use a double buffered
PBO to
Hi Martin,
I can afford buying a different graphics card and am flexible in regards to operating system, I would only like to have information on a confirmed working setup. So has anybody managed to get a good looking shadow, preferably PSSM, working?
OSG's PSSM implementation has been finicky
Hi community,
I am building an IG with 4 way SLI cards. QUite a hot machine. I am
wondering if there is a way to dedicate some of the cards to run specifics
task. My idea is for example, card 0 to run background rendering (mostly
render to frame buffer objects) and 3 way SLI to render the scene. I
Hi,
I have tried out osgShadow on multiple systems and can't get a really good
looking shadow on any of them.
SM, SSM and lispsm gives me fully black objects (tested on Win and Linux, both
with NVidia
GTX 280), PSSM only gives me a flickering shadow, other imlpementations have
other problems.
yes
what you do is
trackballmanipulator->setByMatrix(osg::Matrix::inverse(viewer->getCamera()->getViewMatrix()))
Nick
http://www.linkedin.com/in/tnick
2010/1/26 Martin Großer
> Hello,
>
> when I use the trackball manipulator, then I lose my camera position. The
> problem ist, I would like ov
Hello,
when I use the trackball manipulator, then I lose my camera position.
The problem ist, I would like overlay the camera position (viewmatrix)
with the trackball manipulator position.
Is it possible?
Cheers
Martin
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o
On Tue, Jan 26, 2010 at 9:46 AM, Trajce Nikolov
wrote:
> not yet I will :)
Try:
osgviewer cow.osg.normals
Robert.
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Hi Robert,
I am trying to implement a new ReadFileCallback.
This callback will check the available memory, knowing the maximum
allowed du to JVM usage (c++ engine in Java application), and if there
is not enough memory the callback will not load the file.
I just ran some test to estimate the re
not yet I will :)
Nick
http://www.linkedin.com/in/tnick
On Tue, Jan 26, 2010 at 4:20 AM, Paul Martz wrote:
> Trajce Nikolov wrote:
>
>> what is this about? and how does it work?
>>
>
> Well, did you try it or look at the code?? :-)
>
> If I'm not mistaken, it's used to visualize nor
Hi Shayne,
On Mon, Jan 25, 2010 at 9:28 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC wrote:
> What I'm trying to do is minimize the texture "crawling" artifact I see when
> I fly at a low azimuth view looking out along the terrain skin to the
> horizon. I thought that playing with the textu
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