Hi,
Is it possible to create heightmap form static mesh terrain?
...
Thank you!
Cheers,
Umid
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48451#48451
___
osg-users mailing list
osg-users@lists.o
Hi Mathias,
On 14 June 2012 17:29, Robert Osfield wrote:
> W.r.t static initialization, this is something we need to sort out,
> and as long as there isn't a performance overhead in how we tackle it
> then I have no problem with it being the only code path for
> initialization of the singletons t
Thank you for your help.
Modifying the textures to use CLAMP_TO_EDGE has a positive effect, but does not
fix the problem entirely.
See attached image.
The dark pixels seem to come from some other blending going on... If I switch
the theme I use to a full white 66x66 image, the lines do not show
Hi All,
On 22 June 2012 09:41, Jorge Izquierdo Ciges wrote:
> Yes, we already reported the same bug. We are waiting for Robert to decide
> what's best because that code was changed to fix another bug when OSG was
> closing.
I'm currently review static usage usage more generally in the OSG, the
s
Hello Robert,
My gut tells me that the time to make a call to a virtual function versus
inlined code is far less than the actual code being executed. That said, a
little gedanken experiment to get an idea of how many blinking lights we may
have to deal with is in order:
Let us say, for the sa
Hi,
I got a basic scene graph running (manually created a simple mesh and
was able to view it). I ran into problems trying to run the osg file
loader plugins and didn't troubleshoot that part any further. Also, I
was building from git.
Do you run into the same crash with 32 and 64 bit builds? Wha
Hi Fred and Sergey,
Thanks for the great information. I viewed the Rembrandt wiki page and love
the design of the effect files. I will consider merge some of the concepts
of Rembrandt if possible, along with current osgPPU and osgPostEffects
projects, to try designing an extensible system for all.
I was going to raise that point. Flightgear has for some years now a system
where designers can express their statesets in XML files called effects. A
statesets is called a "Pass" in FG (or a FG Pass is implemented with a
stateset). You can add multiple passes in a Technique, allowing you to red
I took another look through the osgviewerQt source and found a solution, though
I'm not sure I understand why my extra step is necessary:
Manually initializing the projection matrix for the camera using
setProjectionMatrixAsPerspective fixes things.
Code:
camera->setProjectionMatrixAsPerspect
Yes, oddly enough it works just fine.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48435#48435
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.
Hi,
I need to load multiple OSG models of huge size (each model >60MB). So I wrote
a multi threaded program to read each model in a seperate thread. But I am
getting runtime error. Here I am giving code to read 2 models.
Code:
CRITICAL_SECTION cs;
struct ModelObj
{
Model *obj;
Hi Michael,
On 22 June 2012 10:30, michael kapelko wrote:
> Am I understanding correctly that Object::STATIC is a flag that says
> something won't be traversed/updated each frame (based on some
> internal decision), and Object::DYNAMIC says: traverse/update it each
> frame?
DataVariance on Node'
Hi Pilip,
The OSG can handle ECEF just fine, in fact VirtualPlanetBuilder and
osgEarth both create databases in ECEF and when you using the standard
camera manipulator they will also be in effect in ECEF. The only real
problem in handling ECEF is that precision problems can exist when you
don't m
Hi Christian,
The only reason I'd expect this not to work would be if a
CameraManipulator is attached to the viewer and this is overriding the
values you are setting. Your code segment isn't attaching a
CameraManipulator so I wouldn't expect this to be an issue, however if
you call viewer.run() i
Hi Joe,
Does the osgviewerQt work OK for you?
Robert.
On 21 June 2012 21:45, Joe Doob wrote:
> Hi All,
>
> I have a simple Qt4 wrapper for my OSG 3.0 application which employs the
> trackball manipulator. The left and middle mouse button functions in the
> manipulator work as expected, but th
Hi Nguyen,
I'm afraid you won't be able to compile VPB-0.9.7 against VPB-3.0.1,
you'll either need to use an older version of the OSG matched to
VPB-0.9.7 or update to later VPB such as the svn/trunk. VPB and OSG
svn/trunk both work together and if they don't just ping the list and
I'll get it fix
Am I understanding correctly that Object::STATIC is a flag that says
something won't be traversed/updated each frame (based on some
internal decision), and Object::DYNAMIC says: traverse/update it each
frame?
___
osg-users mailing list
osg-users@lists.ope
HI Brad,
On 21 June 2012 23:23, Brad Colbert wrote:
> How would you feel about changing the osg::Vec4 BlinkSequence::color(double
> time,double length) const to virtual?
>
> I would like to customize the behaviour of this call but I'm currently unable
> to because it is inlined and not virtual
Hi Michael,
The way the OSG applications normally manage updates to the scene
graph is to either use a NodeCallback attached as UpdateCallback on
nodes or for the application to run the updates manually during the
frame loop - just by adding calls in between the viewer.advance() and
the viewer.ren
Yes, we already reported the same bug. We are waiting for Robert to decide
what's best because that code was changed to fix another bug when OSG was
closing. For now i'm working with the trunk and changin those two variables
as they were in previous versions because the bug at exit doesn't happen i
Hi.
I have a big problem. not sure this is the good place to post this, but here
goes.
I am working on some aircraft simulation game... Problem for me are coordinates
conversion.
All my coordinates are in ECEF.
I have problem setting up my camera properly and then later transforming ECEF
po
Hi,
i have tried to move the Camera in my scene with the keyboard.
I have created a subclass of the GUIEventHandler()-Class and i have overridden
the handle()-funtion. I want to use the UP/DOWN/LEFT/RIGHT Buttons. I can see
on the console that if i press one of these Buttons that i get the corr
+1
I had to revert this change as well to get the latest SVN rev (r13093) to run
without crashing on Android.
FWIW, there is nothing wrong with static initialization on Android, and the
change to Scene.cpp is definitely a bug. Without compiler specific directives,
there is no way to ensure th
Hi All,
I have a simple Qt4 wrapper for my OSG 3.0 application which employs the
trackball manipulator. The left and middle mouse button functions in the
manipulator work as expected, but the right mouse button does not seem to do
anything, which makes the manipulator kind of useless.
Is this
hi, I'm trying build VPB. i downloaded VPB 0.9.7,
OpenSceneGraph-3.0.1-VS10.0.30319-x86-release-12741.7z, GDAL 1.9.1
but when i compile on VS 10 in both mode release and debug it error, i could't
understand it, can you show me to solve it, thank you very much:
Error 1 error C2011: 'osg
25 matches
Mail list logo