Hi, thank you for your reply. I solved the problem by computing the world's
bounding sphere and then computing the minimum distance from the eye to the
near clipping plane by using a formula I found in OpenGL forums:
Code:
boundingSphere.radius() / sin( osg::DegreesToRadians( FIELD_OF_VIEW * .
Have you considered an approach using stenciling? The general approach is to
draw your labels (text) first with stencil buffer writes enabled. Then disable
stencil writes, and draw the rest of your scene. When you come to drawing the
lines or polygons which should have the outlines of the text r
You may also want to search in the forum for discussion threads that address
this topic (GetHeightAboveTerrain). It has been discussed many times with
solutions.
-Shayne
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What code exactly are you referring to? What is the error you're seeing?
Without an example or more detail, it is difficult for us to resolve your
problem.
*.ive files are typically databases built with VirtualPlanetBuilder or similar
tools.
I don't have any experience with the TerraPage (*.tx
Hi Terry,
On 24 January 2013 18:21, Terry Welsh wrote:
> Mathias's point that display lists are deprecated are probably the
> best reason to try to make the switch.
I'm of this view as well, and would go further and say now that modern
graphics developers are working across a wider range of plat
Mathias's point that display lists are deprecated are probably the
best reason to try to make the switch. If OSG isn't close to a major
release, I suggest trying it and seeing if it causes problems.
As for big vs. small geometries, I used to see differences as well.
Years ago, my rule of thumb was
Hi Kike,
On 24 January 2013 15:56, Mike Krus wrote:
> found the issue, thanks to a comment in another thread: the base surface had
> VBO turned on, but the highlighted area didn't. If they are both on or both
> off, then things display as expected on 10.8.
>
> Lucky find the day before we ship,
Hi Bilal,
The osg::ShapeDrawable is not meant for heavy usage, an certainly not
dynamic height fields so isn't the tool to use, the ShapeDrawable is
really just a quick a dirty mechanism for drawing shapes.
One could possible use osgTerrain, it'd generally better than
ShapeDrawable is it's more s
Hi Gökay,
You'll need to compile the OSG with freetype to get support for
reading from ttf files. The 3rd party dependencies include freetype,
but as I haven't used Windows in over a decade I can't help you with
the specifics. The dependency and compile docs are up on the website
so go check the
Hi Richard,
The OSG doesn't have general tree/graph visualization built into the
core OSG. The closest would be to use the .dot writer and then invoke
the graphviz dot application to generate a image which you then read
and display. The
OpenSceneGraph/src/osgPresentation/SlideShowConstructor.cp
On 2 January 2013 13:49, deadseadeal wrote:
> i need android plugin for my site so my visitor can visit my site from their
> device. my site is on
>
> anyone please help me :'
Where on earth might you expect us to start to help you? With have
information beyond plugin, android, site.
It is a c
Hi Jim,
You've provide rather few too many details about your system to be
able to provide any specific help.
Does running :
osgviewer cow.osg
Work OK? What hardware/OS version do you have? Did you build the OSG
yourself? Are you linking a release app to release libs/debug app to
debug lib
Hi
found the issue, thanks to a comment in another thread: the base surface had
VBO turned on, but the highlighted area didn't. If they are both on or both
off, then things display as expected on 10.8.
Lucky find the day before we ship, one less item for the known issues ;-)
Mike
On 21 Jan
Hi Selvakumar,
delete the file "G:\Split5\Debug\Split.pdb" and rebuild.
I added in my CMakeLists.txt /wd4250 to disable the warning you see,
(line ~762)
Laurens.
SET(OSG_AGGRESSIVE_WARNING_FLAGS /W4 /wd4706 /wd4127 /wd4100 /wd4250)
On 1/19/2013 12:04 PM, Selvakumar Chellamuthu wrote:
Hi,
Am 24.01.13 16:30, schrieb Robert Osfield:
On 24 January 2013 13:01, Vincent Bourdier wrote:
Sorry, the moderation team approves the topics for each new users on their free
time, and according to the holidays and personal time usage, sometimes
moderation is very late.
I'm trying to be more ef
Hi Kim,
Have a look at the osgintersection example.
Robert.
On 17 January 2013 04:51, Kim JongBum wrote:
> Hi,
>
> i'm new in OSG and developing Flight Simulation using OSG.
>
> i wanna compute height above terrain.
>
> so wanna know how to use this class(osgSim::computeHeightaboveterrain).
>
>
Hi Dag Magne,
I'm not 100% sure, but I think the cause might be the way the the
stereo is currently implemented with the osgUtil::SceneView class, it
clones a RenderStage from the main RenderStage, one clone for the left
eye and one for the right, then it runs the cull and draw traversals
for each
On 22 January 2013 09:49, chandrasekar gopal wrote:
> '.BAK' extension refers usually to what kind of file?
.BAK extension has nothing to do with any of the formats that the OSG loads.
Are you not able to use a search engine for your answer? Or any
experience with an editors or tools that make
Hi Philip,
OpenGL has various clamping modes for textures that effect the way
texture coords are mapped into the associated textures. The OSG
supports all the modes that OpenGL provides so have a look at OpenGL
docs for explanation of the details. On the OSG side osg::Texture has
the following s
Hi Sahex,
On 23 January 2013 11:04, Josep wrote:
> I have been loading models into OSG with readNodeFile and setting
> “setDataVariance” to STATIC.
>
> I have never had a problem with this. However, there are a couple of 3ds
> models, that look just fine in Max that are being “modified” by OSG.
On 24 January 2013 13:01, Vincent Bourdier wrote:
> Sorry, the moderation team approves the topics for each new users on their
> free time, and according to the holidays and personal time usage, sometimes
> moderation is very late.
> I'm trying to be more efficient...
Might I also add that we d
bilal zeidan wrote on 2013-01-07:
> Hi, I tried to create a dynamic heightField by attaching a heightField
> Shape drawable into a Geode node, and then I called the
dirtyDisplayList
> on each frame. I noticed that the frame rate drop a lot when the HF is
> quite big ( 200 x 200 ). I did the same t
Check out the osgdepthpeeling code sample for one (somewhat slow)
implementation of depth peeling.
We don't have automatic triangle sorting, but we do have sorting of
drawables and geodes in the "DepthSortedBin" render bins.
Christian
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Hi
default osgFX implementation of mentioned effect seems to not use any shaders
at all, and color applied through emissive color of material, so i think
problem is somehere down in drivers. You can try different versions of them or
rewrite outline effect to use some other way of coloring lines
Hello and thank you for your answer.
Why do i have to register the effect?
When i remove this line nothing is changed.
Isnt the following enough ?
ref_ptr effect = new MyEffect(model.get());
effect->addChild(model.get());
group->addChild(effect);
The model has to be passed to MyEffect's construc
Hello Mike,
Usually I would not do this with an update callback, but taken this
aside I think you have to clone the models nodes to achieve "unique"
transforms for each instance.
In my renderer I clone models with articulated parts (in my case there
are osgSim::Multiswitch and osgSim::DOFTrans
Hi,
this has actually already been fixed soon after I had posted it. I simply
didn't know I had to attach those additional observers so it's known when the
texture is updated. After adding this, it works flawlessly. OsgCompute is
really just what I've been looking for :)
...
Thank you!
Chee
So, is there anything already implemented for such stuff?
I mean, something like the order independent depth peeling, or the more
expensive triangle sorting?
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It is a pretty nifty mechanism - it saves the huge linking times, because the
OpenCV is linked dynamically, you don't need to redistribute the OpenCV binary
with your app, it gets downloaded and updated automatically and you don't need
to try to figure out the path where to load the libraries fr
We are developing an osg-based application which requires the use of various
vehicle models, which we have modeled at several levels-of-detail.
The highest level of detail for each of these vehicle models include
articulated parts such as turrets that move in azimuth and guns that move in
eleva
hybr,
Thanks for your reply.
I've used vanilla openGL for years, but never Cg or GLSL, and I'm new to OSG. I
am supposing that your suggestion is in relation to some shader code we might
be using. If this is correct, this probably isn't part of the problem because
the only shader code that I
Thanks for the replies. In the interest of time I ended up implementing the
same method used in osgprerender which is working for me without a large
performance hit. I may revisit the question of efficiency later in this
project when I may or may not need to tighten up performance. Thanks aga
Hi,
I am a newbie to osg.
I am using OSG 3.0.1. Trying to set text font but it gives the following error:
Couldn't Find Plugin To Read Objects From file "C:\Windows\Fonts\Arial.ttf"
i read many related posts but couldn't solve it yet. Plugin files are located
in bin and lib directories named "o
Hi,
i am looking for a class/plugin/toolkit to visualize a tree or graph.
In VTK this can be done with the vtkGraphLayoutView. Is there something similar
in OSG available?
Thank you!
Cheers,
Richard
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Hi,
i need android plugin for my site so my visitor can visit my site from their
device. my site is on
anyone please help me :'
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Hi,
seems like i missed a bracket when i looked at the implementation. Actually
osg::Image::computeRowWidthInBytes calculates 10 bytes and not 6
(osg::Image::computeRowWidthInBytes(3, GL_RGB, GL_UNSIGNED_BYTE, 2) ). Thanks
for your hint hybr and sorry for the inconvenience.
Thank you!
Cheers,
(I had attempted to send this response via the mailing list but it appears I've
done something incorrectly. I'll post it here, but because I am moderated, you
quite likely won't see my thanks for quite a while.)
Aurelien,
Thank you for your feedback. I have a better understanding of why my appr
Hi,
I tried to create a dynamic heightField by attaching a heightField Shape
drawable into a Geode node, and then I called the dirtyDisplayList on each
frame. I noticed that the frame rate drop a lot when the HF is quite big ( 200
x 200 ). I did the same test by using a drawable of type geom and
Hi Robert,
it looks like the trafficlight body has been drawn before the round parts so I
think it's a sorting problem. The strange thing in my opinion is that it works
with the osgviewer. Hope this helps a little more
...
Thank you!
Cheers,
Kevin
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Hi,
I have the following task: I must draw a polygon which can contain texts or
symbols. Like this:
ABC DEF -
At the positions of the texts/symbols there should be a gap in the polygon. The
line can be arbitrarily complex.
Is there a way w
Hi,
Just wanted to say Happy New year back to you Chris...
Hope we all have a great one this year...
Curtis
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osg
Hi,
I am relatively new to OSG so please take that into account when reading my
question below
We have a large visual database, extents are basically the entire country of
Italy. Due to some z-buffer issues with the terrain we have been reading and
studying lots of z-buffer data, etc..and
Yeah, I had the same problem at that time. That's why I chose another library.
Right now, I am back, since I heard OSG is the best
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Hi,
I just configured OSG in my computer vs2010, then tried to test:
Code:
int main( int argc, char **argv )
{
osgViewer::Viewer viewer;
viewer.setSceneData( osgDB::readNodeFile( "cow.osg" ) );
return viewer.run();
}
However, the cow only flashed out for 0.2 second then disappeared, lea
Hi,
I am having the same problem on Mac OS 10.8. I took the svn version today and
it also stopped at Atomic.cpp.
What is the CMakeList modification to do?
Thank you!
Cheers,
PF
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Hi,
i'm new in OSG and developing Flight Simulation using OSG.
i wanna compute height above terrain.
so wanna know how to use this class(osgSim::computeHeightaboveterrain).
i look forward to tour early reply.
Thank you!
Cheers
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Hi,
i tried your code but it's not working
osg::CoordinateSystemNode *wCsn
=dynamic_cast(HAT::GetInstance()->terrain);
wCsn->setEllipsoidModel(new osg::EllipsoidModel());
when i execute your souce code, above code occured an error
you are using .ive terrain file in your code
for me, using .tx
Hi,
I have run into the same problem with the application I'm working on. Since it
seems to me that it was not corrected yet (or am I mistaken?), i'm writing
here. I suggest that at least the static_cast is replaced with the dynamic_cast:
Code:
QtThreadPrivateData* pd =
static_cast(QThread::c
Hi,
I getting the following linker error in VS2012 in win 8 64 bit os machine.
I want to set up project and start coding.
g:\openscenegraph-3.0.1-vs100\include\osgdb\fstream(41): warning C4250:
'osgDB::fstream' : inherits
'std::basic_istream<_Elem,_Traits>::std::basic_istream<_Elem,_Traits>::
Hi,
I'm capturing screenshots to disk using FinalDrawCallback in order to make
videos.
I am using the osgviewer in split horizontal stereo mode on a nvidia quadro
graphics card (with support for quad buffer stereo, but I guess this s not
needed in spit screen stereo) , but in the captured imag
Hi Martin,
I looked at your osgWindowWidget example, it worked great, but now if i
want to add qml on top of the osgViewer i get an opaque window. What i did was
in your example i added a QQuickView, formed a windowHolderWidget from it with
parent as the osgWidget. Here is the code.
Code
Hi, Jan
It's not disapearing. it's just behind the other object when it should be in
front. Could be BackfaceCulling. I'm testing it.
But then another question. Does the osgviewer automatically disable
backfaceculling? Because there it is shown right.
...
Thank you!
Cheers,
Kevin
'.BAK' extension refers usually to what kind of file?
[/url]
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Hi all,
our problem is that different rendered osg:Textures are missing single row or
column of the corresponding osg::Image. Each row or column can be missed. The
missed rows or columns aren't only the outer but also the inner ones.
It was noticed by an osg::Texture2D, whose image size is onl
Hi Robert,
thanks for your feedback and sorry for my late answer, I was busy with other
stuffs. But now I go back to osg!
So I add a quit look in the osg::State interface and I found:
state->setUseModelViewAndProjectionUniforms(true);
state->setUseVertexAttributeAliasing(true);
I guess th
Hi,
I have been loading models into OSG with readNodeFile and setting
“setDataVariance” to STATIC.
I have never had a problem with this. However, there are a couple of 3ds
models, that look just fine in Max that are being “modified” by OSG. I debugged
my app and found that if I do not set “se
Hi,
It's probably not the first topic on the subject and for that i apologize for
that.
I'm a student in TI and i'm currently trying to install Openscengraph on both
my Mac Os 10.7 and my Windows 7 partition platforms. Unfortunately, none of
these installations were really successfull. I bough
Hello all,
I'm trying to migrate my application from GCC to Visual C++ 2005. (...)
The application is QT-based, and use OpenSceneGraph as 3D engine.
It compiles fine, but crashes at launch. I've reproduced it on a small exe
using one of OSG's example. Here is the code:
Code:
#include
#include
Hi,
Sorry, the moderation team approves the topics for each new users on their free
time, and according to the holidays and personal time usage, sometimes
moderation is very late.
I'm trying to be more efficient...
Cheers,
Vincent
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Hello,
I would like to ask the moderator for approval to be able to post topics
and ask the forum questions. I have been a member since Dec 2012
and It’s my understanding that I have followed all the rules.
I have sent several e-mails to 2 different admins. asking for permission
to participate in
Hello,
I use Spherical Manipulator for navigation.
When I want to forward with the right mouse button, at a given time the
navigation go down instead of go forward.
What is the cause?
Thank you!
Cheers,
lucie
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Hi,
On Thursday, January 24, 2013 10:27:48 Robert Osfield wrote:
> On 22 January 2013 20:15, Terry Welsh wrote:
> > I don't think this has been asked in a while. Is it time to switch
> > Drawables to use VBOs instead of Display Lists by default? I *always*
> > switch it manually, except for a co
Hi Terry,
On 22 January 2013 20:15, Terry Welsh wrote:
> I don't think this has been asked in a while. Is it time to switch
> Drawables to use VBOs instead of Display Lists by default? I *always*
> switch it manually, except for a couple exceptional situations. I
> think VBOs are at least as fast
Hi There are osgUtil::GLObjectsVisitor which can do such thing with option COMPILE_DISPLAY_LISTS (it compiles vbo's too). You should traverse your tree with such visitor in a thread which have valid graphics context, i.e. inside cull callback. Cheers,Sergey. 24.01.2013, 14:02, "Carlos Reig Matut"
Hi all,
Anyone knows if it is possible to force the creation of a VBO (copy the
vertex data into the GPU memory)?
I explain it, using setUseDisplayList(false)
and setUseVertexBufferObjects(true), I tell OSG that it has to create the
VBO in the next viewer.frame() BUT if the geometry is not in the
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