Hi,
For anyone searching for answer for how to preload a pageLOD this is what I
hacked together which was 'good enough' for a proof of concept.
Using osgCompositeViewer.cpp I was able to set up a second viewport and slaved
the camera to the primary view. Then I was able to shrink the viewport
Hi,
I'm having problems texturing triangles. Currently I'm using setState along
with an osg::Texture2D to texture a series of triangles. The thing is, I want
one face of the triangle to have one texture, and the other face of the
triangle to have a different texture. So when looking at two diff
On 9/21/2011 1:57 PM, Vincent Bourdier wrote:
> Hi,
> Did you had a look on the result of the simplifier ?
> I'm not OSG'simplifier master but sometimes simplifiers just cannot simplify
> more, so the
> results remains nearly the same.
Also, osgWorks http://code.google.com/p/osgworks/
has a
Hi,
Did you had a look on the result of the simplifier ?
I'm not OSG'simplifier master but sometimes simplifiers just cannot simplify
more, so the results remains nearly the same.
Maybe you could create your own simplified geometries for example a
(colored) cube for a building (6 faces, even 5 if
After some more digging I kind of have a feeling for what is happening but
again I have too little knowledge of the OSG internals to really understand
what is going on...
When looking at the culling phase I see that there is the root render stage,
then 2 levels of pre render bins (excluding roo
Hi,
Paul you are right I forgot to write the hole code for the LOD implementation,
sorry.
Code:
osg::ref_ptr lodLevel3 = originalGeode;
osg::ref_ptr lodLevel2 = dynamic_cast( lodLevel3->clone(
osg::CopyOp::DEEP_COPY_ALL ) );
osg::ref_ptr lodLevel1 = dynamic_cast( lodLevel3->clone(
osg::CopyOp
Hi,
Hope somebody will be able to help me :s
I am under Mac OS X 10.7, and I have OSG 3.0.1, that I compiled with g++ (and
not LLVM)
I can run osgviewer, and my own program which loads a 3d model.
But when I want to create a sphere (still my old sphere problem :-) ) OSG
yields :
GraphicsWindow
Sebastian Messerschmidt wrote on 2011-09-21:
> Thank you Paul,
>
> It seems a little bit more obvious now. Basically I need to write some
> additional value to one of the COLOR attachments alpha channel, which is
> derived from the first pass. So my second approach (which seems to be
> failing) i
Hi Bart!
We try to give you some answers to your questions. Please let us know if you
need more details in some areas.
Actually, a lot of the design decisions are based on the internal and detailed
knowledge about OSG and GL.
Bart wrote:
>
> 1) OsgCompute does not seem to support CUDA const
Thank you Paul,
It seems a little bit more obvious now.
Basically I need to write some additional value to one of the COLOR
attachments alpha channel, which is derived from the first pass.
So my second approach (which seems to be failing) is somehow to write
only to those texels in my color att
On 9/21/2011 10:54 AM, Sebastian Messerschmidt wrote:
Hello,
I've have a question regarding RenderToTexture in a multipass setup.
I have to RTT cameras, the first one has DEPTH and 3 color attachments, while
the second has only one color attachment.
I need to use the data from the first RTT-pas
Hello,
I've have a question regarding RenderToTexture in a multipass setup.
I have to RTT cameras, the first one has DEPTH and 3 color attachments,
while the second has only one color attachment.
I need to use the data from the first RTT-pass in the second camera, so
the renderorder is set acco
On 9/20/2011 7:32 AM, Marcus Rabe wrote:
This was again a little bit faster but was not enough.
Than I used LODNodes:
Code:
osg::ref_ptr lodLevel3 = originalGeode;
osg::ref_ptr lodLevel2 = dynamic_cast(
lodLevel3->clone( osg::CopyOp::DEEP_COPY_ALL ) );
osg::ref_ptr lodLevel1 = dynamic_cast(
Hi Jean-Charles
Another option is render occlusion geometry to depth texture from P point of
view (like in shadowmap generation), then draw buffer with points that u need
to test with visibility testing against depth map in vertex or geometry shader,
streaming out result via transform feedback.
Hi Jean-Charles,
On Wed, Sep 21, 2011 at 1:34 PM, Jean-Charles Quillet
wrote:
> Thanks a lot for your quick answer Robert,
>
> I didn't know this structure was implemented in OSG. That would be the way to
> go. Unfortunately my application uses OSG 2.8.2 and KD-Tree support is not
> present yet
Thanks a lot for your quick answer Robert,
I didn't know this structure was implemented in OSG. That would be the way to
go. Unfortunately my application uses OSG 2.8.2 and KD-Tree support is not
present yet in this version. So it'll be worth upgrading.
I don't want to have much trouble upgrad
Hi Marcus,
Performance optimization is a huge topic and most of the time it comes
down to creating a well balanced scene graph. You really need to make
sure that the whole scene graph is built with performance in mind, one
typically can't just enable something or apply some high level trick
to su
Hi Jean-Charles,
The OSG supports KdTrees for ray intersections with geometry in the
scene, this improves performance an enormous amount. You can enable
KdTree generation for loaded models with the
osgDB::Options::BuildKdTreesHint or
osgDB::Registry::setBuildKdTreesHint(..), or the OSG_BUILD_KDTR
Dear Bart,
thanks a lot for your very detailed annotations.
Many of your comments are based on the combination of CUDA and OSG which is
sometimes not an easy task since interoperability with GL is still tricky. We
try to answer the questions later in the day.
Best regards,
Mick
--
Dear Zhen,
yes you are right. osgCompute::MAP_DEVICE_INDICES is already documented and it
will be included in the code in the upcoming release. We are sorry for any
confusion.
Best regards,
Mick
SVT Group
--
Read this topic online here:
http://forum.op
Hi,
I am using "OSG version 2.8.2" on a Windows XP x64 System (i7 system, 8GB RAM)
and I am trying to implement a driving simulator with OSG. First I testet all
the scene with a small city and had no performance problems when I was driving
thru the city. But now I loaded the hole city into the
Peter Hrenka wrote:
>
> I had a partial fix which helped as long as there is no projection involved.
> Unfortunately that is probably the main use-case... I think the proper way to
> do this involves storing the inverse matrices in the result-structure and
> back-transforming the intersection
Hi,
I'm working on an application that manipulates a 3d terrain (one big single
geometry). I'm using OSG for 3d rendering as well as for internal data
manipulation. I need to calculate the visibility of each point of a result grid
from a certain position P.
I have setup the simplest algorithm
23 matches
Mail list logo