Hi,
I haven't done a direct comparison on performance, but the only real overhead
at tile loading is a small step in deciding which images to load. There are
more files read from disk as the images are not inline which is probably a
little slower that reading a single file but I don't think it
Hi Brad,
thanks for the update.
Yesterday I successfully created a database with an optional imagery layer. The
.dds files were created in the separate folder as desired. With the elevation I
was not successful, but the question raised what file format would be used for
the optional elevation
Victor my russian it's as rusty as an old galon ship, but the second line
suggest that you had a trouble with
your compiler. I mean your compiler had some internal error and exited. If
it was a build error it should show other messages.
2011/7/7 Kataev Victor victor1...@list.ru
See
Hi Aitor,
Usually when I encounter something like this, the best way to analyze is
to use the axes model delivered with the openscenegraph data.
This way you can find out which axis is pointing which way.
Usually you then come up with something like:
x_org = -y
y_org = x
z_org = -z
Hi,
I also didn't have a lot of luck with external elevation layers, but didn't
really need them so didn't look into it any further. I am pretty sure that if
the elevation layers where saved seperately they would simply be an .ive or
.osgb file with the HeightField layer in it.
Good luck with
Hi Brad,
We have done this with a custom CullVisitor that stores the eye position of the
main camera and overrides the getDistanceToViewPoint to use that eye position
for all LOD distance calculations. If there is an easier solution, I'd love to
hear it :-)
Kind regards,
Ruben
Thanks for the replies!
I found a bug in my code ...
Code:
void AnimatedModel::update()
{
for(int i = 0; im_bones.size();i++)
{
if(!_firstUpdate){
pBoneUpdate.at(i)-getStackedTransforms().pop_back();
}
Hi Alexey,
The 3DS format doesn't store normals, and the reader thus generates default
normals PER VERTEX (and not per face), using a kind of smooth eveything
algorithm. It fits many usages but it is clearly not adapted to your model. You
may find algorithms to recompute them, but I'm not a
Hi,
I am implementing some shadows at the moment and have come unstuck with my
understanding of how to sample a shadow texture.
To test my understanding, I implemented what I though shadow2D() would do using
'standard' sampling and a few calculations. This lead to the following code
which
Hi,
I just tried the prerender example by issuing the --fb parameter and I get the
same problem as described above...so I guess that this is the expected
behaviour even though it is not the effect one could expect.
So, is there something that must be done in order to use RTT when a window
Hi,
this is known behaviour. Currently OSG caters for the common case where
the size and attachments of the RTT camera does not change frequently.
There are workarounds. I suggest you search the list archives for
runCameraSetup. You can also check how osgPPU handles resizes.
rgds
jp
On
Thanks JP,
after having searched the archives, I tried to create a cull callback and in
its operator() method I tried different things among adding these lines:
Code:
cv-getCurrentRenderBin()-getStage()-setCameraRequiresSetUp(true);
Hi,
Are you recreating the texture so that it fits the new view size? Are
you modifying the RTT camera viewport?
Above is however not needed when using FBO RTT, the texture size can
stay the same no matter what the final view window size is, unless you
want to match it pixel for pixel.
I
Thank you, Sukender,
But can you suggest to some universal way to get valid model from 3DS in OSG?
For example, is it possible to calculate normals in PER FACE mode. What's the
common way to workaround problems with 3DS-imported models in OSG?
--
Read this topic online here:
Well, no, I was not re-creating the texture, so if I understood it correctly:
if I want to use the FRAME_BUFFER target I also need to re-create the texture
every time a resize occurs and also call runCameraSetup as well, right?
Actually the decision not to use FBOs is not final, I'm just trying
Hi Alessandro,
On 07/07/11 15:46, Alessandro Terenzi wrote:
Well, no, I was not re-creating the texture, so if I understood it
correctly: if I want to use the FRAME_BUFFER target I also need to
re-create the texture every time a resize occurs and also call
runCameraSetup as well, right?
If you
Hi Brad -- Is your texture a depth format texture? That is, on the host side, do
you have something like this:
_depthTex = new osg::Texture2D;
_depthTex-setInternalFormat( GL_DEPTH_COMPONENT );
According to the GLSL spec, results from shadow2D and friends is undefined if
the texture
On 7/7/2011 11:02 AM, Paul Martz wrote:
According to the GLSL spec, results from shadow2D and friends is undefined if
the texture is not a depth format.
Another thought is what version of GLSL you're invoking. If you use shadow2D()
to sample the texture, that's good for GLSL 1.20, but is
Hi Alexey,
you mentioned Blender, why then you would not use other formats, such as
Collada
( now available in Blender ), or does not use native osg exporter for
Blender?
Regards
Sergey
___
osg-users mailing list
osg-users@lists.openscenegraph.org
Greetings!
I woun't be there! I didn't get my pasport in time for the debrefing I now have
to do! I may be at SIGGRAPH AISA this year if I can gather the $5K it will take
for me to traval there! Maybe there is a BOF there for OSG!
D Glenn
D Glenn (a.k.a David Glenn) -
Hello,
There are no BOF's at SIGGRAPH Asia according to their website.
John F. Richardson
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David Glenn
Sent: Thursday, July 07, 2011 10:25 AM
To:
We originally exported it to OBJ format considering I work on a mac and there
is no mac exporter for OSG. What is this Wavefront OBJ? Is that just another
name for OBJs or is that another thing altogether?
Cheers,
Jordan
--
Read this topic online here:
On 07/07/2011 03:02 PM, Jordan Sparks wrote:
We originally exported it to OBJ format considering I work on a mac and there is no mac
exporter for OSG. What is this Wavefront OBJ? Is that just another name for
OBJs or is that another thing altogether?
They're referring to the same thing. The
Hi Chris,
I love it, but the automatic -/. correction gets confused about ref_ptr's
ability to
dereference the referenced object by - but access its own utility methods by .
I toyed with the trial version yesterday, and I found out the option to
disable this.
Uncheck:
VA options
Well, that sounds dull! Oh Well!
D Glenn
John F. Richardson wrote:
Hello,
There are no BOF's at SIGGRAPH Asia according to their website.
John F. Richardson
-Original Message-
From:
[mailto:] On Behalf Of David Glenn
Sent: Thursday, July 07, 2011 10:25 AM
To:
Subject:
Yes, this is really a compiler bug, he eats too much memory.
But I got another error when killed old gcc process and restart make command:
Code:
Compile++ thumb : osgViewer = GraphicsWindowX11.cpp
In file included from
Hi Brad,
Did you forget to call
texture-setShadowComparison(true) ?
Its neccessary for shadow2D and shadow2DProj to work.
setShadowComparison( true ) is equivalent to OpenGL:
glTexParameteri( TextureId , GL_TEXTURE_COMPARE_MODE_ARB,
GL_COMPARE_R_TO_TEXTURE_ARB );
Cheers,
Wojtek
Hi, Folks,
It's been a while since I updated my OSG files. Today I checked out the
latest SVN release and tried to use CMake to configure for Visual Studio 2010
64-bit build. I downloaded the 64-bit FFMPEG packages (from July 4th 2011) and
filled in all the relevant fields in the OSG CMake
Hi,
Thanks for the responses. I missed all the calls you mentioned (configure
shadow comparison, func, and mode). I am surprised I missed these when looking
through the OSG shadow code.
I am setting the internal format GL_DEPTH_COMPONENT but I noticed last night
that gDebugger list the
Hi,
Thanks for the info. It looks like I will have to do something similar.
The function I was thinking of was for the line intersector, which allows you
to set the reference eye point.
Cheers,
Brad
From: osg-users-boun...@lists.openscenegraph.org
On Fri, Jul 8, 2011 at 1:58 AM, He, Yefei yefei...@uiowa.edu wrote:
Hi, Folks,
It's been a while since I updated my OSG files. Today I checked out the
latest SVN release and tried to use CMake to configure for Visual Studio
2010 64-bit build. I downloaded the 64-bit FFMPEG packages (from
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