Is it performing more to your liking using the OSG/IVE format?
For future-proofing you should probably consider using the osgb format as
OSG/IVE are deprecated now.
On Mon, Jun 3, 2019 at 8:27 PM Steven Jones wrote:
> Thanks Chris - I am relatively certain I can use all the luck I can get...
>
Did you find any solution to this? I have a lot of clients using Qt so I
like to keep abreast of what's being done.
On Thu, Apr 25, 2019 at 7:32 PM Eric Stancliff
wrote:
> Chris,
>
> I want to move away from using QOpenGLContexts because they limit my
> ability to implement the improved threadin
Thanks Chris - I am relatively certain I can use all the luck I can get...
Cheers,
Steven
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Good luck!
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Chris, Robert,
The crunching completed - osgdem generated 103,830 .ive files total, and the
resolution now matches what is rendered in an .earth file.
The last file generated was dbtest_L11_X667_Y251_subtile.ive.
CDBs can have a max LOD of 23 (centimeter resolution).
Next step is to add the 3D
Hi Steve and Chris,
On Mon, 3 Jun 2019 at 13:00, Chris Hanson wrote:
> It sounds like osgdem's idea of 'levels' may not correspond to CDB's, and
> increasing the number os osgdem levels may be the right solution.
>
> I don't think osgdem ever generates "too many" levels -- the "levels" option
>
Here the correct code!
/code config
-ipcrash-p74c
set user owner =ip:xxx
Gesendet: Freitag, 31. Mai 2019 um 12:08 Uhr
Von: "Renzo Scaletta"
An: osg-users@lists.openscenegraph.org
Betreff: [osg-users] Keeping camera fixed
Hi All,
I
It sounds like osgdem's idea of 'levels' may not correspond to CDB's, and
increasing the number os osgdem levels may be the right solution.
I don't think osgdem ever generates "too many" levels -- the "levels"
option simply limits how far it is allowed to go. So, if you really want
ALL detail from
Well, I hadn't thought it through, but I think you could use a single VBO
to hold, for example, all of the data for the Lines type objects. And
another VBO to hold all the data for the Polylines, etc. So, one Object and
one VBO to hold all the data for all the entities of each TYPE of Object.
Then,
Can you please elaborate? what do you mean by 'single object' and 'set this up
to use buffer objects'?
Do you mean that a single OSG object can hold multiple VBOs or arrays of
vertices?
Or do you mean to have a single vertex buffer and multiple OSG objects each one
using part of that buffer?
Hi Alberto,
you helped me to focus the problem. I was using a manipulator derived from
NodeTrackerManipulator which was calling setTrackNode() inside. Thanks a lot.
Cheers,
Renzo
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