Nevermind ... I did it with Quat from the tile geocentric up to local Z ...
Please ignore
On Wed, Nov 30, 2016 at 6:33 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Robert, Community,
>
> I spent today some time to learn about the final output of the VPB tools
> and the ter
Hi Allister,
I have a comparable situation in my software. Displaying huge textures.
I got help from the list recently and now it works like a charm.
I split the texture in small tiles and assign them to textured quads. The quads
are arranged to form a huge plane. The trick is arranging them in a
Hi Robert, Community,
I spent today some time to learn about the final output of the VPB tools
and the terrain techniques (I am ok with the basic one for this moment, the
GeometryTechnique). So the tiles are in quadtree fashion, and the generated
geometry resides into Geodes, which is obvious. And
Hi Alistair,
FYI, OpenGL has a texture feature called proxy textures where you can
do a trial texture allocation and then query whether that are real
texture with the same parameters will succeed. This feature isn't
utilized by the OSG so it's something you'd have to roll your own
OpenGL code to d
Hi Alistair,
On 30 November 2016 at 15:37, Alistair Baxter wrote:
> In the particular test case I'm looking at, it's about 5 gigs of texture and
> 2 gigs of video RAM. We have a manual mechanism for downsampling, but then we
> can end up in situations where a processed file that looks fine on a
In the particular test case I'm looking at, it's about 5 gigs of texture and 2
gigs of video RAM. We have a manual mechanism for downsampling, but then we can
end up in situations where a processed file that looks fine on a machine with 6
or 8 gigs of video ram won't load on one with far less.
Hi Alistair,
There isn't a mechanism built into the OSG to automatically provide a
way of checking and then handling texture objects not being allocated
due to out of memory issues, thankfully this isn't a common issue so
doesn't trip up most users. The best way to catch this case would
probably
Our application is using osgVolume to render 3D texture data that is provided
by users. This means the data can be very large, and can exceed the amount of
available graphics memory on some machines.
I was looking for a way to detect whether a texture has failed to load in this
way, so that we
Hi Rafa,
thank you for your advice, but trying to replace PagedLod with ProxyNode seems
that readNode get called also for nodes apparently very far.
I don't know why this happens, maybe there is some mechanism I am
misunderstanding or missing, but I haven't found any example with ProxyNodes
and
On Wed, Nov 30, 2016 at 2:46 AM, Chris Hanson wrote:
>
> On Tue, Nov 29, 2016 at 4:37 AM, Jan Ciger wrote:
>
>> OSVR
>
>
> Wasn't my decision. Client already had Oculus support and just wanted to
> extend it to OpenVR via osgOpenVRViewer.
>
Ah ok, makes sense. I have been wondering about it bec
Of course i ran into the problem that the internal mouse position ends at the
screen borders, so that the mouse delta is zero for faster mouse dragging.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=69551#69551
___
Hi Nick,
The IntersectionVisitor generally picks the highlest available level
of detail to make sure it gets the most accurate results. Once I have
some time available I will have a look at your change and consider the
issue.
Robert.
On 30 November 2016 at 00:09, Trajce Nikolov NICK
wrote:
> H
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