Hi,
I have come across the exact problem discussed on the forum here:
http://forum.openscenegraph.org/viewtopic.php?t=8287 which was posted May 2011.
The discussion described the problem I am seeing perfectly but unfortunately
there is no resolution posted.
Knarf, did you end up solving this
Have you TRIED osgEarth?
Yes, in the past I've been working about 8 month on a osgEarth based project.
We used a 2 GB dataset, and performance was really bad until the cache is
filled.
The new project I'm starting will use dataset about to 5-20 GB, in local
storage (with some single
They are not needed at all. OSG compilation, as it is right now doesn't
support full Native compilation, it's made by calls through JNI from a
Java/Dalvik Code. The egl Context is raised in the Java part and can't be
passed down to OSG, that's the reason the examples need to use an embebed
viewer
You can use VPB-built static terrin baselayers in osgEarth, and use
osgEarth's dynamic terrain layers only where needed. You can also use
osgEarth to apply dynamic imagery sources onto static VPB terrain layers.
Hum, I've missed that in my previous project... you are probably right, it
Hi,
I've noticed that when holding information from animation channels, only gives
me the bone local position information. rotateX, rotateY and rotateZ
values are always 0.
Code as I do:
Code:
osg::ref_ptrosgAnimation::Bone actualBone =
_AnimationManager-getSkeletonBone(actualBoneName);
On Thu, Mar 15, 2012 at 12:32 AM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
Hi,
**
I have come across the exact problem discussed on the forum here:
http://forum.openscenegraph.org/viewtopic.php?t=8287 which was posted May
2011.
The discussion described the
Hi,
At the question
Aurelien wrote:
3. Is there any invalid elevation value management to cut holes in source
elevation data and then build a database with holes inside ? (not simple
shape holes as square)
You say
Chris Hanson wrote:
I don't remember how VPB handles this anymore. I know
Chris Hanson wrote:
I don't remember how VPB handles this anymore. I know I've done it
though.
I recall what I did -- I actually used a crazy rendering trick to avoid
the need for holes in the terrain.
I believe you could mark the hole areas in your drape image with a
special color and
Hi Aurelien,
On 14 March 2012 15:46, Aurelien Albert aurelien.alb...@alyotech.fr wrote:
3. Is there any invalid elevation value management to cut holes in source
elevation data and then build a database with holes inside ? (not simple
shape holes as square)
There is the
Hi Eric,
osgEarth can do everything you've mentioned you need to do. You can
add/remove layers at runtime, cut holes in the terrain using the masking
feature and run at 60 fps. When you say that performance was bad until
you've filled the cache in osgEarth, you're making a good point.
Hi,
We have an OSG-based application that uses a 3rd party library to draw video.
We want my application to perform a digital zoom on this video. Given the
API to this library, we wrote an OSG node with a draw callback that calculates
the viewport for the video to draw in, and lets the
Hi,
I'm trying to upgrade a program still running on OSG 1.2.0 to OSG 2.8.3. After
some tempering I ended up getting to the point where I could compile, but after
that I've gotten stuck. The following code is throwing a segmentation fault,
and I can't figure out what I'm doing wrong:
Code:
Hi folks,
I have a strange problem: I want to draw a cube out of 6 PrimitiveSets
containing Triangle Strips. Unfortunately, only the one PrimitiveSet out of the
first 4 vertices is displayed.
It does not matter, if I set a different starting index than 0 in the
DrawArrays (seems to be
Hi,
I am texturing a disk (circle) I created with a square texture. The texture has
a transparent background so any parts of it that don't overlap the disk and
hang over the sides are transparent.
The code that does this is below. The Geode circleGeodeImage has been
previously created and
Hi Nicolas
Your 3 last plan have vertices order for a QUAD and not for TRIANGLE_STRIP,
except this, i see you 6 planes in my example (attached) based on your code.
HTH
David
2012/3/15 Nico DeLarge nicolas.dingel...@googlemail.com
Hi folks,
I have a strange problem: I want to draw a cube
Hi
Are you sure your quad not being rejected by depth test? Also as it being drawn
with fixed finction, modelview and projection matrices set by osg for opengl
state are affecting your quad drawing.
So easy\dirty way is to attach shader which calc vertex position without using
Hi, Mark
can you check your .osg model with 2.8.3 osgviewer? if it segfaults then it
seems like model format changed since 1.2.0 or smth along those lines.
Cheers, Sergey.
15.03.2012, 18:33, Mark Green hlgamead...@hotmail.com:
Hi,
I'm trying to upgrade a program still running on OSG 1.2.0
Hi, Zachary
first thing: your texture clamping setup is wrong
you should use WRAP_T instead of WRAP_R in first line
second: overlapping means that your texture coords generation provides
incorrect output, cant say much more as i have no idea what your model are
Cheers, Sergey.
16.03.2012,
Hi Doug,
How exactly is this library drawing the video? Is it feeding the video data
into a texture, and applying that texture onto a simple quad? If so, it
seems like the best approach would be to use the osg::TexMat class to
transform the texture coordinates of the quad to simulate a zooming in
Hi,
Sergey, you wrote overlapping means that your texture coords generation
provides incorrect output.
All my texture coordinates are between 0 and 1. What kind of error would cause
an image to overlap itself multiple times like mine does?
Thank you!
Cheers,
Zachary
--
Read
Hi,
This is a dump of how I do the mapping. I am mapping a square texture to a
circle.
texcoords-push_back (osg::Vec2 (x, y));
Map vertex 1, 0 to texture 1, 0.5
Map vertex 0.998027, 0.0627905 to texture 0.999013, 0.531395
Map vertex 0.992115, 0.125333 to texture 0.996057, 0.562667
Map vertex
Hi,
When I loaded an image with using osgvolume, it cannot show probably. I
found the error listed as
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/OpenGLConformance
about GL_SGIS_generate_mipmap doesn't work. I would like to know whether
there is a any solution to
Hi Jordi,
Thanks for the instructions, and sorry for taking so long to respond. I had to
upgrade Xcode to 4.3.1 for a different project and ran into many projects. I'm
wondering if this is responsible for your cmake toolchain not working for me.
XCode 4.3.1 is the .app version, which removes
Oops. Ignore that last post. I forgot to also update IOS_SDK_VERSION to 5.1 in
your toolchain file. Now it successfully configures. Will keep you posted once
I finish building everything.
-Mike
--
Read this topic online here:
24 matches
Mail list logo