Re: [osg-users] Reverse engineer the VPB tile generation process

2016-11-30 Thread Trajce Nikolov NICK
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

Re: [osg-users] Detecting when a texture is to big for graphics memory

2016-11-30 Thread werner.modenb...@texion.eu
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

[osg-users] Reverse engineer the VPB tile generation process

2016-11-30 Thread Trajce Nikolov NICK
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

Re: [osg-users] Detecting when a texture is to big for graphics memory

2016-11-30 Thread Robert Osfield
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

Re: [osg-users] Detecting when a texture is to big for graphics memory

2016-11-30 Thread Robert Osfield
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

Re: [osg-users] Detecting when a texture is to big for graphics memory

2016-11-30 Thread Alistair Baxter
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.

Re: [osg-users] Detecting when a texture is to big for graphics memory

2016-11-30 Thread Robert Osfield
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

[osg-users] Detecting when a texture is to big for graphics memory

2016-11-30 Thread Alistair Baxter
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

Re: [osg-users] How to check if pagedLod already exists in databasepager with same filename

2016-11-30 Thread Simone Rapposelli
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

Re: [osg-users] OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!

2016-11-30 Thread Jan Ciger
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

Re: [osg-users] clamp mouse cursor / position

2016-11-30 Thread Sebastian Schmidt
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 ___

Re: [osg-users] IntersectionVisitor and USE_EYE_POINT_FOR_LOD_LEVEL_SELECTION

2016-11-30 Thread Robert Osfield
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