On 4/9/2011 2:44 PM, Rusty Shackleford wrote:
> Hi,
> I'm working on a tool that visualizes a spacecraft in orbit around a
> planetary body. As it is set up now, the position of that spacecraft is given
> relative to the center of the body as an x,y,z coordinate. What I'm trying to
> do right no
Hi Glenn,
Yes that surely helped. I looked at the osg file generated by vpb and didn't
see the ellipsoid model in there. Just didn't strike me that I would have to
take a different route.
P.S. I tried accessing the osgEarth website a couple of times last week but it
seemed as though it was do
I should add that the reason the marker dimension is being hardcoded into the x
axis because at this point I'm positioning the spacecraft along the Y axis. I
was considering creating in a way similar to this every time, then rotating it
to match the lander, but would be open to a more dynamic so
On 4/9/2011 12:26 PM, Muhammed Kalkan wrote:
> I m in need of distributed rendering and i thought OSG supported this
> natively.
To a degree, yes.
> 1-Should i use osgVisual just for distributed rendering (3 rendering machines
> with 3 different projectors)? I dont think i need anything else
On 4/9/2011 11:01 AM, Glatheas Númenor wrote:
> Hi,
> I would like to add some new nodes into scene graph during runtime. Is it
> possible somehow?
Do this during the update phase.
It' usually not safe to do this while any traversal (like update) is running,
as the
iterators used by the upd
Hi,
I'm working on a tool that visualizes a spacecraft in orbit around a planetary
body. As it is set up now, the position of that spacecraft is given relative to
the center of the body as an x,y,z coordinate. What I'm trying to do right now
is set up a simple altimeter that looks essentially l
Hi,
Sorry if subject changed in previous topic. In my humble knowledge of
distributed rendering, i think scene graph must have some kind of mechanism to
sync frames to be rendered in each cluster (rendering machine). As your post
states , a socket communication can transmit the sync messages.
OSG doesn't prevent you from doing distributed rendering. If you have a copy of your scene graph on multiple machines and your app uses a socket or other mechanism to communicate, you have distributed rendering.
-Paul
I m in need of distributed rendering and i thought OSG supported this nativ
Thanks for the reply lwi.
The rest of the code is identical to the osgprerender example. The above
section of code is the only part I changed.
I tried setting the camera's clear color by changing the alpha value to 0.0f,
but it behaved just as if the alpha value was 0.5f, or 1.0f. In other word
Hi,
Thank you for teh fast response. Your answers are quite satisfying. Now that
you have mentioned about osgVisual, i took a look at the project and saw that
distributed rendering is possible.
I m in need of distributed rendering and i thought OSG supported this natively.
1-Should i use osgV
Sanat,
The method won't work because your VPB database is not geocentric. It is
projected (UTM). A non-geocetric db won't have an EllipsoidModel.
Setting an EM won't work. The EllipsoidModel conversion methods only convert
between geodetic (lat/long) and geocentric.
The conversion works in osgEa
Hi,
I would like to add some new nodes into scene graph during runtime. Is it
possible somehow?
Thanks
Glatheas
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=38364#38364
___
osg-users mailing lis
On 4/9/2011 8:53 AM, pma...@skew-matrix.com wrote:
> I'm fairly certain there's a way to create a window that's not visible,
> supported by all
> three major windowing APIs. I know that's not quite what your looking for,
> but it's an option.
I've done this approach in the past in other apps,
On 4/9/2011 5:08 AM, Jean-Sébastien Guay wrote:
> Yes, if you have an onscreen context already you can use FBOs to do RTT
> passes which you
> then use in a final onscreen pass.
> So that's what I meant - if your OpenGL app already creates a context,
> there's no reason
> to create one (pbuffer o
On 4/9/2011 12:53 AM, Muhammed Kalkan wrote:
> Hi,
> I have been looking for a cloud nodekit or opensource library to use with
> OSG. Is there such library available ? What i want to achieve is to have
> volumetric clouds, layer kind of clouds and lightning effect.
Silver Lining is not F/OSS,
I'm fairly certain there's a way to create a window that's not visible, supported by all three major windowing APIs. I know that's not quite what your looking for, but it's an option.
I do agree with J-S, I think you need to have a context current to something. Since the calling app appears to al
Hi Thibault,
Am 07.04.2011 11:30, schrieb Thibault Genessay:
Hi folks,
published some day.
- The so-called "OSG Viewer Firefox Plugin 1.0". I can't find where
this one originates from, so I didn't install it
This was written by me. At the time I didn´t succeed in uploading it to
a firefox
Hi,
I have been looking for a cloud nodekit or opensource library to use with OSG.
Is there such library available ? What i want to achieve is to have volumetric
clouds, layer kind of clouds and lightning effect.
And i have a couple of questions,
I am learning GLSL and i know that we change re
Hi Chris,
In any case, to use FBOs you need a context, one way or the other.
I'm going to have to go back and read up on my reference material again. I
thought for
sure there was supposed to be a way to use FBOs without pbuffers.
Yes, if you have an onscreen context already you can use F
On 04/09/2011 10:42 AM, Thibault Genessay wrote:
Hi all,
First, thanks Chris, Peter, Luigi and Leo for the replies. I now have
a better overview of the problem.
I had not noticed that FireBreath was cross-platform, and will give
your source code links a shot as soon as I have time.
In the meant
Hi all,
First, thanks Chris, Peter, Luigi and Leo for the replies. I now have
a better overview of the problem.
I had not noticed that FireBreath was cross-platform, and will give
your source code links a shot as soon as I have time.
In the meantime, I am trying FireBreath, and will post my progr
21 matches
Mail list logo