Hi,
Yes, there is an interest in x64 binaries for VS2010. To build most of them for
2008 x64 took me a few days (windows versions of the libraries were all
pre-configured for x32, and they required a bit of tinkering). I would like to
avoid it this time (if possible).
Also, most people
Hi,
what is the best way to increase the view range in osgocean scene ?
i added the ocean scene to my flight-sim app removed the fog but the distance
view still too short especially from altitude
- another question is it possible to use the endless option of the ocean but
only starting from
Hello Markus,
Yes, this does make sense. I am using the delta3d game engine as well so maybe
what I'm asking is if there is any general way the check if osg is currently in
a state where it is unsafe to act upon the scene? For instance, Is there any
mutex that belongs to osg that I can wait
ting,
I am a little confused. Did you get your earth.ive working? Is that it in
the first screenshot? I had some comments but I want to verify exactly where
you are with this now.
As for the missing texture, that is becuase you need both an image and a
heightfield definition if you want both the
Hi,Waldron
You are right. The earth.ive actually didn't work in the program. I changed the
earth.ive into cow.osg or glider.osg in my .earth file, they both appear as a
globe without texture like fig.1. , which proved that the model in the .earth
is not loaded successfully.
Then would you
Hi Ting,
It doesn't make sense to change your model to cow.osg or glider.osg in
the Earth file, it only works on VPB databases. One thing you need to
make sure of is that the VPB database you've generated was generated
with the --terrain option. The osgEarth VPB driver only works on
databases
ting,
Please post the latest version of your .earth file in its entirety so we
have a good starting point. Thanks.
Glenn Waldron : Pelican Mapping : +1.703.652.4791
On Thu, Aug 12, 2010 at 10:15 AM, ting zhang bee...@sina.com wrote:
Hi,Waldron
You are right. The earth.ive actually didn't
Hi all,
This is a job offer for French+English speaking people, so sorry if you don't
read French :)
Développement 3D orienté SIG
Contrat : CDI ou CDD
Lieu : Paris. Possibilité poste sur Montbéliard.
Disponibilité : fin septembre 2010
Compétences requises : C++ (développeur expérimenté),
Hello everyone! I have recently received funding from what must--for
various reasons--remain an anonymous source, to further develop and
refine osgPango. I've made some updates to the site with new screenshots
and small descriptions, and I wanted to try and solicit some more
feedback since it's
Hi,
I'm sorry, was just sleepy. And wrote a stupid post.(Especially about void
pointers, i've made a stupid mistake).
The reason why i wrote my test line like that: it's just simple for me. And i
surely know, what loader will return. I mean there's only one variable part in
hierarchy, that i
Hi,
I am rewriting my code into OSG. One function I want to use is to specify each
level of the mipmap image by myself, just as glTexImage2D(GL_TEXTURE_2D, level,
GL_RGB, cols, rows, 0, GL_RGB, GL_FLOAT, Data) does.
Is there a function in OSG like this? I haven't found yet. If not, is it
Hi,
I am rewriting my code into OSG. One function I want to use is to specify each
level of the mipmap image by myself, just as glTexImage2D(GL_TEXTURE_2D, level,
GL_RGB, cols, rows, 0, GL_RGB, GL_FLOAT, Data) does.
Is there a function in OSG like this? I haven't found yet. If not, is it
Alice Yin wrote:
Hi,
I am rewriting my code into OSG. One function I want to use is to specify each
level of the mipmap image by myself, just as glTexImage2D(GL_TEXTURE_2D, level,
GL_RGB, cols, rows, 0, GL_RGB, GL_FLOAT, Data) does.
Is there a function in OSG like this? I haven't found yet.
Hi Igor,
The reason why i wrote my test line like that: it's just simple for me. And i
surely know, what loader will return.
Even if you know what it will return for that model, will you only use
your code for one model? Ever? It makes sense to make reusable and
robust code that you can
Hi everybody:
I found that the more transform node, the higher cull time ??
is that correct ?? in one whole scene graph, transform node'cull time occupy
60~70% in total cull time ??
any solution, thanks in advance.
Thank you!
Cheers,
John
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