Hi,
Now when I increased number of LODs, the terrain became OK. and I patched the
rest of the area using a generic image file. Now a new problem occurs. I used
SRTM 3 arc sec data (1degx1deg)hgt. When I place my camera near the ground and
displayed the eye position, x and y are matching with la
Hello,
I intend to use the osgdb_fbx plugin to convert some osg files to fbx formats.
I was stacked with the following problem: I am unable to convert with osgConv
an fbx animation to another file with the same format.
the command line is
Code:
osgConv animation.fbx converted.fbx
the produ
Hi,
sorry for that, I also missed your reply for a strange reason..
Now osg builds, but I cannot test it, see below
nyiotis wrote:
> Hi again,
>
> 'osgversion' correctly outputs OpenSceneGraph Library 2.8.3 and the osglogo
> fails with 'osglogo: command not found'
>
> My edited .profile:
> PA
Hi Nikos,
My edited .profile:
PATH=$PATH:/Users/nikos/NetBeansProjects/OpenSceneGraph/OpenSceneGraph/Bin
export
OSG_FILE_PATH=/Users/nikos/NetBeansProjects/OpenSceneGraph/OpenSceneGraph-Data-2.8.0
export
LD_LIBRARY_PATH=$LD_LIBRARY_PATH:/Users/nikos/NetBeansProjects/OpenSceneGraph/OpenSceneGra
Hi Anders,
I downloaded some new version and compiled it and thought "lets debug it!"..
But now it works just like expected!.
Interesting.
So I guess the bug is fixed, and comparing the SceneView source file from this
version and the previous I had the functions are slightly modified.
OK
Hi Robert & all,
I also got a problem with BIND_PER_PRIMITIVE (yes, I know I should not use it!
;) ). When having TRIANGLE_STRIP, with normals per primitive, I got one normal
per triangle strip, whereas OpenGL seem to say I should have one normal per
triangle. Am I wrong?
The geometry looks li
Hi,
amazed by your super-detailed answer, thanks!
You are right w/ all these continuous builts I forgot the Release build.
So, I will fix this soon
Cheers,
Nikos
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Hi,
consider this solved
Cheers,
Nikos
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Hi again,
About my problem with triangle strips (see below), I found something strange in
Geometry::drawImplementation() :
unsigned int primLength;
switch(mode)
{
case(GL_POINTS):primLength=1; break;
case(GL_LINES): primL
Hi Sukender,
Do you an online reference to confirm the interpretation of per
primitive binding when using triangles and quad strips?
It does sound like your suggestion of adding GL_TRIANGLE_STRIP and FAN
to the switch statement setting the primitive length might be
appropriate. Could you impleme
Ok, I seem to have found a workaround if anyone's interested:
Basically I add a read file callback that simply records in a map the
ReadResult for each file that is requested.
I then subclass the DatabasePager class to override the requestNodeFile
function so that it only calls the base class fun
Thanks for your answer Robert.
About sources, I do not have (yet) an "official" source, but only a large bunch
of forums/discussions saying the same thing. I'd like to find a more reliable
source of info before starting.
And of course I can do it, but unfortunately not soon (= a few days).
=> If
Hi Sukender,
About sources, I do not have (yet) an "official" source, but only a large bunch
of forums/discussions saying the same thing. I'd like to find a more reliable source of
info before starting.
And of course I can do it, but unfortunately not soon (= a few days).
=> If anyone knows a
I was comparing with the source in 2.8.1, not 2.8.3 as I thought.. Anyway, in
the function SceneView::cullStag() I've noticed following differences:
Code:
2.9.11: (row 891)
// traverse the scene graph to search for occluder in there new positions.
_collectOccludersVisitor->traverse(*_camera);
On 01/07/2011 10:52 AM, Jean-Sébastien Guay wrote:
I don't have reliable info to add, but I wonder 2 things:
First, does OpenGL interpret one primitive as one draw call (= one
*PrimitiveSet*) ? If so, then that's your answer, BIND_PER_PRIMITIVE
would mean one normal for the whole triangle strip.
On 01/07/2011 11:33 AM, Jason Daly wrote:
I suppose you could change the normal in the middle of the strip with pure
OpenGL, but I
have no idea what it would end up looking like (might have to check an
older spec for that). My guess is that it wouldn't be what you're
looking for, though.
Thin
Hello dear OSG-community,
I would like to develop a prototype application in OSG. It'll involve some
render to texture features and automatic placement of the textures onto another
image map.
If you are keen to explore this paid assignment/project, please PM me. Thank
you.
Best regards,
Gab
Hi,
i am some kind of newbie in OSG and i am building a 3D game with it
i am using the osgTimer to get the time and each 1 second i increment a counter
then i convert this int -the counter- to a string
and set the text->setText() method to that string
the problem is i do have a problem with t
Hi,
I am experiencing the same problem. The site reports 'database locked' error.
Thank you!
Alex
"Hello,
Is there anybody in there?"
// Pink Floyd, Comfortably Numb
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Hi Jerome,
What version of osg are you using ?
I also have some problems with the fbx writer in svn trunk. When reading and
writing a fbx file, the animation disappears. Maybe, the writer do not
handle (yet) osgAnimation.
Mourad
On Fri, Jan 7, 2011 at 2:09 PM, Jerome Karim wrote:
> Hello,
>
>
Hi guys (and girls ;))
This afternoon I tried to write code that calls ShapeDrawable::setColor() twice
in a row (the actual way things are written is that I have a default color for
my ShapeDrawable that I overwrite if a test is true, hence the 2 calls in a
row).
These 2 calls in a row make my
Hi,
For the last 2 days I was trying to reach the main OSG site but it looks like
the site does not function and returns 'database is locked' error. Below is the
traceback that is returned instead of the main page.
Can anybody inform the site webmaster about this problem?
Thanks,
Alex
Traceb
Hi,
I'm really new to OSG and have a problem at hand for which I'd like your
opinion whether it's feasible to solve with OSG. Basically what I want to do is
displaying dynamically deformed meshes (Using cardinal spline bones). Now I
could do that in my own handwritten OpenGL code, but that isn'
Hi Thorsten,
the problem which you experience is because of lacking direct memory mapping
between OpenGL and CUDA memory. Even if CUDA (at least it was in version 2 so)
supports GPU<->GPU memory mapping, whenever you access to OpenGL textures there
is a full memory copy performed.
I am not awa
On 01/07/2011 03:34 PM, Art Tevs wrote:
Hi Thorsten,
the problem which you experience is because of lacking direct memory mapping between
OpenGL and CUDA memory. Even if CUDA (at least it was in version 2 so) supports
GPU<->GPU memory mapping, whenever you access to OpenGL textures there is a
Thanks for the answers. Actually I also know that there are new
interoperability features in CUDA 3, but I didn't have the time to check
them out yet, though if I find the time for it, I will let you know
about the results :)
Regards
-Thorsten
Am 07.01.2011 22:23, schrieb Jason Daly:
On 01/0
SIGGRAPH BOF Reservations are open as of Jan 7.
I facilitated the BOF last year and will be in Vancouver with my LCD Projector
this year.
Last years schedule in LA was [Wednesday / 10-11AM] which worked well.
That would imply this years [Wednesday (10 August) / 10-11AM].
Any objections?
Comme
Hi, Jason
I generally agree with your post that binding per primitive is a scene graph
thing, but I would disagree with such BIND_PER_PRIMITIVE interpretation:
BIND_PER_PRIMITIVE is a scene graph thing, it has nothing to do with pure
OpenGL. All BIND_PER_PRIMITIVE means is this:
glBegin(GL_
Hi,
all set-up properly!
Cheers,
Nikos
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Skylark wrote:
>
> Just wondering, do you use this:
>
> hudCamera->setProjectionResizePolicy(osg::Camera::FIXED)
>
> It all depends on how you've set things up and how you want things to
> behave. If you set as above, the projection will not change even if your
> viewport changes size. This w
Hi David,
BTW: does anyone remember what is the Default setting for the projection
resizing policy?
Yes, I mentioned in my previous post it was HORIZONTAL :-)
I think it means it will use the resized horizontal values and the new
aspect ratio to calculate the new vertical values (i.e. it gi
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