Hi,
I use osgdem with a dummy tile of height zero and the --whole-globe flag set
to get the whole earth generated. If I add a texture with parameter -t the
black parts of the texture will be translucent and in the resulting texture the
color (light grey) of my dummy tile is used instead. See
Anyway, here is basically the code I used to update the axis:
double offset = 80.0;
crosscamera-setProjectionMatrix(osg::Matrix::ortho2D(-offset, iWidth-offset,
-offset, iHeight-offset));
where offset is hardcoded here and it depends on the length of the axis.
iWidth and iHeight are the width
I succesfully implemented the axes hud. You can find more details here:
http://forum.openscenegraph.org/viewtopic.php?t=6001highlight=hud
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=30693#30693
Hello all,
I try to implement fog in my scene. It works fine and a was very happy, but
after this I would like shadows in my scene and I include a standard shadow
map. But my fog doesn't work now.
Here my
// Shadowed Scene
osg::ref_ptrosgShadow::ShadowedScene shadowedScene = new
Hi all,
My top level Scene node is a ShadowScene.
At some deeper level I want to include some scene part which is based on
OpneGL coordinates. To have it display the right way I have to switch Y and Z
coordinates. So I put a MatrixTransform between like this:
osgScene = new
Skylark wrote:
Hi Markus,
I'm using osg 2.9.8 and trying to do intersection tests in a thread. The
code is real straightforwards and works well when not threaded:
[...]
Is this a known issue?
Err, you say what you want to do, that it works when not threaded, but
not
Hi,
Waldron, and Hertlein, thank you so much.
Gaussian projected coordinate system means when I generate the terrain, I use
like parameters --cs +proj=tmerc +lat_0=0 +lon_0=117 +k=1 +x_0=50 +y_0=0
+ellps=krass +units=m +no_defs and -e 659690 3529390 5835 4525 in
commandline, so the terrain
Hi,
I noticed that there are such parameters in the above .earth file
primary_split_level5/primary_split_level
secondary_split_level11/secondary_split_level
Does it mean that the first LOD level and second LOD level are respectively 5
and 11? If it is true, I am not sure if the
Hi,
Ok, i'm still trying just to get data from object...
For the beginning i'm trying to copy only vertex array's.
For example - only first mesh:
vertices[s][v] =
temp-asGroup()-getChild(0)-asGroup()-getChild(0)-asGeode()-getDrawable(0)-asGeometry()-getVertexArray()[v];
And WTF? WTF is
Hi,
I changed my .earth file again. Here it is:
heightfield name=dem driver=vpb
urle:\earth.ive/url
/heightfield
Then I use osgviewer to view this .earth file. However, the texture on this ive
file disappear, as shown in fig.1.
(The original image directly viewed by osgviewer
Hello Martin,
What can I do to use fog and shadows?
As is always the case with shaders, once you start using them you need
to replace anything that was previously being done by the fixed pipeline
by shaders. The shadow shaders don't do fog so you won't get fog in your
scene under the
Hello Markus,
Thanks for addressing this Skylark. Yes, the application crashes due to what I
think you described (accessing the scene graph while it is being modified) I am
using osgEarth and running threads concurrently that need to intersect with the
surface of the earth model. Is there
Hello Igor,
You're coming across as pretty aggressive. No one is forcing you to use
OSG, it's a tool, if you choose to use it then you'll have to learn how
to use it, like any other tool...
Ok, i'm still trying just to get data from object...
For the beginning i'm trying to copy only vertex
[quote=Skylark]Hello Markus,
You're in control of your application's main loop, so you can
synchronize things the way you want. You can set a mutex that will make
it safe to run intersections at given times, and then unlock the mutex
to let the viewer run its update and cull phases
Hi,
Looks correct to me. Support for .osgb has only recently been added to VPB and
it looks like the case you mention was missed. I would suggest you submit a
patch to osg-submissions.
Cheers,
Brad
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