Hi,
I'd do it all with render to texture (RTT) cameras. There you can
control the exact size of the output, flip the input image by just
flipping texture coordinates and decide what you want to do with the
output (save/display). The main OSG camera then just becomes a texture
displayer.
jp
Hi Martin,
On 29/10/10 17:17 , "Martin Großer" wrote:
> I would like use two viewports in my application and one camera. Is this
> possible? I
> think, the normal way is to define the viewport for a camera like:
> camera->setViewport(...)
I can't say if it's possible, but if it is then I'd guess
Hello all,
I would like use two viewports in my application and one camera. Is this
possible? I think, the normal way is to define the viewport for a camera like:
camera->setViewport(...)
Is the only way to define camera, copy the camera and set the viewports
separatly for every camera? The ma
Hello:
A year ago we built a terrain of Mexico using data from GTopo30 (30")
and SRTM (3") for the geometry and Bluemarble (15") and Landsat (near
1") for the texture. It took a complete weekend and 100GB IVE database
in a Dell Precision T5400 with 8GB RAM and 1TB HD. Today we want to
refine the
Hi,
...
I compiled osg with quicktime plugin. Now now this error message comes
Error while initializing the quicktime - -2095 error comes and the video is not
played. Why id that? How can i get away from that
Thank you!
Cheers,
Aruna
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Hi,
forget about my posting. i just find out the problem is with the allocation of
the buffer. i accidentally cleared the buffer (which resize the buffer to size
0). just ignore my posting.
...
Thank you!
Cheers,
weiliang
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Hi Sanat,
On 29/10/10 8:28 , Sanat Talmaki wrote:
> I have the data as a shapefile (.shp) and need to create the 3D model from
> that. I
> realize that osg can load shp files so is it a good option to modify the
> plugin dll
> that loads shp files ? So that when it comes across a polyline featur
Hi Ulrich,
I wanted to know if the following is a worthwhile option:
I have the data as a shapefile (.shp) and need to create the 3D model from
that. I realize that osg can load shp files so is it a good option to modify
the plugin dll that loads shp files ? So that when it comes across a polyl
Hi Johannes,
On 29/10/10 5:31 , Johannes Scholz wrote:
> When testing this on 64bit Linux we noticed that setProcessorAffinity returns
> -1.
> Performance does not scale at all. All operations seem to be executed on one
> CPU.
> I already learned that using pthreads on linux setProcessorAffinity
Hi,
On 29/10/10 3:50 , Lalit Manchwari wrote:
> ... I am new in OpenSceneGraph. I want to disable the mouse event and use
> these event
> (Rotate, Zoom, Pan ) in separate buttons.
What do you mean 'disable the mouse event'? If you don't attach a manipulator
then no
events will be processed. Y
Hi,
... I am new in OpenSceneGraph. I want to disable the mouse event and use these
event (Rotate, Zoom, Pan ) in separate buttons.
Thank you!
Cheers,
Lalit Manchwari
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Hi,
I inherited some code to read back texture data. This works fine on Linux
platform but seg fault on Windows. Following is the list of the code segments,
..
// create and configure the texture that we're going
// to use as target for render-to-texture (depth)
m_texture = new osg:
Hi,
we are currently working on a routine that deforms large vertex arrays on the
fly. To speed this up we implemented multithreading using OpenThreads.
Simple example:
We have a point cloud of e.g. 10 million points. The calculation is done on
e.g. 4 processors.
The first thread is assigned t
On 10/28/2010 11:35 AM, Vipin Panwar wrote:
> Hi,
> Xenon and Jordi, thanx for replying.
> I am also going for spatial blocking using quad trees and display the block
> and its neighbors when zoom in the data. But I want to know whether there is
> more convenient method in OSG for these type of
Hi,
Xenon and Jordi, thanx for replying.
I am also going for spatial blocking using quad trees and display the block and
its neighbors when zoom in the data. But I want to know whether there is more
convenient method in OSG for these type of problems.
Thank you!
Cheers,
Vipin
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Hi Vipin,
You can take a look to the .3dc plugin sources. Here the geometry is batched
into chunks of 10.000 points, which is a well-working size for batching
geometry as Chris said. If you spatialize your data correctly may be you
don't have to use LOD techniques, it depends of the amount of data
Hi Javier, thanx for reply...
initially, I was also making one primitive for whole data, but it was not
rendering the huge data. It was working fine only for thousands of points.
Thank you!
Cheers,
Vipin
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On 10/28/2010 10:57 AM, Javier Taibo wrote:
> I suggest you to use just one primitive for all the point cloud, not a
> primitive for
> each point.
And depending on how many points you have, it may be necessary to break the
full set up
into blocks so that some can be culled and not drawn if y
I suggest you to use just one primitive for all the point cloud, not a
primitive for each point.
You can use primitive type DrawArrays, try this code:
lasGeometry->addPrimitiveSet( new
osg::DrawArrays(osg::PrimitiveSet::POINTS, 0, no_points) );
instead of the for loop you are using.
I
thanks a lot [Exclamation] [Exclamation] [Exclamation]
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Hi,
I am reading the points from LAS file and rendering the data. The data is not
dynamically updated. I am pasting the subset fo code. So that you can find out
how I am rendering the points...
for(unsigned long k = 1; k < no_points; k ++)
{
lasVertices->push
You have to use 'new' somewhere, like:
osg::ref_ptr viewer = new osgViewer::Viewer();
Cheers,
Tom
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Hi,
I am reading the points from LAS file and rendering the data. The data is not
dynamically updated. I am pasting the subset fo code. So that you can find out
how I am rendering the points.
for(unsigned long k = 1; k < no_points; k ++)
{
lasVertices->push_back( osg:
I have an error on such simple code. How must be written viewer?
Code:
int main()
{
osg::ref_ptr viewer;
viewer.get()->setCameraManipulator(new osgGA::TrackballManipulator());
while(!viewer.get()->done())
{
viewer.get()->frame();
}
return 0;
}
--
Thanks. No, there isn't any reason=)
Is this code write? I get an error and a program closes.
Code:
osg::ref_ptr pipeviewer;
pipeviewer=osgScene();
while (!pipeviewer->done())
{
pipeviewer->frame();
}
osgScene():
Code:
osg::ref_ptr osgScene()
{
osg::ref_ptr vie
On 10/28/2010 10:25 AM, Vipin Panwar wrote:
> I am working with 3-D point data. When I want to render millions of points,
> either the rendering, zoom-in, zoom-out and panning goes very slow or the
> program crashes.
> Is there any method in OSG for rendering huge point data easily?
You don'
The weird thing is that it is not working with the frame buffer object render
target (black image).
Should I consider a pbuffer ?
Thank you!
Cheers,
benedikt
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Hi,
I am working with 3-D point data. When I want to render millions of points,
either the rendering, zoom-in, zoom-out and panning goes very slow or the
program crashes.
Is there any method in OSG for rendering huge point data easily?
Thank you!
Cheers,
Vipin
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Hi John,
Is there a reason you can't dynamically allocate the viewer and return a
ref_ptr to it, instead of returning by value?
Cheers,
Tom
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Hi,
Thank you for your reply.
I have change the CullSettings and it works well.
Cheers,
lucie
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robertosfield wrote:
> This does suggest that small feature culling may well be the cause.
> I'm surprised my suggested change didn't work for you, perhaps
> something went amiss with the application of the change. Others in
> the past have come up across this issue and solved it roughly the way
Hi,
I'd to initialize my scene one cpp-file and launch it in another. Is it possible
Code:
osgViewer::Viewer pipeviewer;
pipeviewer=osgScene();
osgScene():
osgViewer::Viewer osgScene(){
osgViewer::Viewer viewer;
...viewer initialising procedures
return viewer;
}
Thank you!
Cheer
Hi Fred,
On Thu, Oct 28, 2010 at 3:01 PM, Fred Smith wrote:
> Thanks for your replies.
>
> I understand what's going on with osggeometryshaders with respects to the
> camera.
>
> I confirm turning culling off (I use osg::Node::setCullingActive(false) on my
> geode) makes it work.
This does sug
Thanks for your replies.
I understand what's going on with osggeometryshaders with respects to the
camera.
I confirm turning culling off (I use osg::Node::setCullingActive(false) on my
geode) makes it work.
Thanks again.
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Zdravko wrote:
> Hi,
> Yes, ActiveX is here:
> http://openscenegraph.org/projects/osg/attachment/wiki/Community/WindowingToolkits/
> Now, does someone have expirience with IFC?
> Cheers,
> Zdravko
here is IFC SDK:
http://forge.osor.eu/projects/ifc-sdk/
and here is IFC SDK start page:
http://for
Hi,
does anybody know, what formats (like IFC) can include object properties, like
length/area/volume, material properties (thickness, material name ...)
I mean, we need some format (which can be opened in the OSG) and which is able
to be exported from Autodesk (Revit, Autocad), Graphisoft Archi
Hi Lucie,
On Thu, Oct 28, 2010 at 1:15 PM, lucie lemonnier
wrote:
> The problem is only when I am rendering the back (the underside of the
> terrain).
> Is it normal?
The VirtualPlanetBuilder assigned cluster culling callbacks on tiles
when you have built an geocentric databases, such as a whol
Hi,
The problem is only when I am rendering the back (the underside of the terrain).
Is it normal?
Thank you!
Cheers,
lucie
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Hi,
After deep analyze of osgTerrain code i found solution fine for me. In original
code all geometry are generated and keeped in GeometryTechnique class , so one
solution could be changes in geometry techniuqe object or creating own class
deriving from terrain technique. I've made second solut
Hi,
Are you rendering the front or back? The image looks if you are renderuing the
terrain from below, so from the back side..
Thank you!
Cheers,
Torben
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Hi,
I have found one interesting behaviour yet:
osg::ref_ptr < osg::UIntArray >array = new osg::UIntArray();
array->push_back( 0 );
array->push_back( 1 );
array->push_back( 2 );
array->push_back( 3 );
p_geometry->addPrimitiveSet( new osg::DrawElementsUInt(
osg::PrimitiveSet::TRIANGLES, array
Hi,
Can this post be removed ? I posted this in the wrong forum group. I already
moved it to the General Forum of the OpenSceneGraph list.
Thank you!
Cheers,
benedikt
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I want to record a video and put 3D augmented reality on top of each frame of
the AVI. Due to the fact that I don't want to skip frames, I store all AVI
frames in memory during recording and after each video frame has been captured,
I also store the view and projection matrices of the 3D view th
In my experience I have no found any problem about geometry. I don't know about
animation even if a simple rotation "animation take" has worked fine in the
past, but is a too much simple example.
However, no problems with geometry.
sth wrote:
>
> we ditched FBX for C4D export completely, beca
Hi,
Am 28.10.10 10:34, schrieb Dario Minieri:
> Someone else has a similar experience about fbx files from C4D?
we ditched FBX for C4D export completely, because we had missing
geometries / vertices, wrong animations, etc. And the culprit was
cinema4d, because even the FBX-viewer for Quicktime co
Hi,
In fact, I obtain the same thing with osgViewer (cf. attachment).
What is the problem?
Thank you!
Cheers,
lucie
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Hi,
I use osg and VRJugggler (for Virtual reality application) to display a terrain
generated with VirtualPlanetBuilder. I load the terrain in VRJuggler using
osg::DatabasePager. The load works well. I use head tracking in VRJuggler. But
when I move the head or I move the terrain in my scene, so
Hi,
I have no errors, just version using draw elements is not displayed. I'm using
VC2008 Express under Vista64 on GF9800GT. Are there any limitations using draw
elements i should know about?
Thank you!
Cheers,
Robert
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Hi,
I want to update this post to update any interested peoples on the situation.
It seems that, in fact, the FBX file 2010.2 exported by cinema4d (R11, R11.5,
R12) are not compliant with the autodesk fbx format for some reason.
The QTFBXViewer is able to visualize the object geometry but not t
Hi John,
What you're trying to do is really nice, any chance you'll share the code ?
It could make a cool OSG and QT example.
Cheers,
On Thu, Oct 28, 2010 at 10:16 AM, Robert Osfield
wrote:
> Hi John,
>
> My guess is that the OSG is setting some OpenGL state that is being
> inherited into the Q
Hi John,
My guess is that the OSG is setting some OpenGL state that is being
inherited into the Qt GL drawing code.
Mixing OSG and other GL code is a little tricky as the OSG uses lazy
state updating to provide efficient use of OpenGL/graphics card, this
lazy state updating means that the OSG ass
I want to record a video and put 3D augmented reality on top of each frame of
the AVI. Due to the fact that I don't want to skip frames, I store all AVI
frames in memory during recording and after each video frame has been captured,
I also store the view and projection matrices of the 3D view th
Hi, all
I'm wondering if it's possible to use osg on vxworks(every version is OK).
Please, let me know how to use it.
Thank you!
Cheers,
Sang-hyeon
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