It's puzzling why the initial page-in of the highest LOD is so slow. My
apologies for long post (trying to be complete in description).
As a test, I removed all the directory children nodes except for 1 cell. The
original directory structure consisted of 2 levels (1st containing 26 children
s
Hello,
Is there a way (e.g. using osgconv or similar) to convert a TerraPage format
database (.txp, txf, tpf) to OSG native format (.ive)?
Note that the TerraPage database (in this case) has a multi-level directory
tree structure containing many children.
The file paging is horrendous with the
If you just want to use SDL to read joystick inputs, you don't have to
use SDL windows. You can use SDL for joystick inputs, and render OGS
to windows managed by Qt, CEGUI, or whatever meets your needs.
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I've used SDL (Simple Direcmedia Layer) alongside OSG with success
(for the Joystick you mentioned as well as gamepads, etc.). SDL is
lightweight and simple to use.
http://www.libsdl.org/
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Mail got formated oddly ... trying again.
// Normalize normals to correct lighting from the scaling operation.
object->getOrCreateStateSet()->setMode(GL_NORMALIZE,osg::StateAttribute::ON);
On 6/11/10, Ben Cain wrote:
> // Normalize normals to correct lighting from the scaling
// Normalize normals to correct lighting from the scaling operation.
object->getOrCreateStateSet()->setMode(GL_NORMALIZE, osg::StateAttribute::ON);
On Fri, Jun 11, 2010 at 4:27 PM, Thomas Canipel
wrote:
> Hi,
>
> I would like to know how I can re-scale the normal of an object loaded after
> scal
Here's a utility I wrote ... hope it helps
#include
#include
// ...
bool intersect(osg::Node * node, osg::Vec3 pos1, osg::Vec3 pos2,
osg::Vec3 & impactPos)
{
bool impact(false);
impactPos = osg::Vec3(std::numeric_limits::signaling_NaN(),
std::numeric_limits::signa
I have found it much safer/easier (in the long run) to not collapse
the namespaces. It's a lot of trouble to go back and correct the
problem when you start integrating other toolkits.
Just my 2 cents worth.
> On 13 April 2010 17:12, mas oug wrote:
>
>> Hi,
>> Just curious, I noticed that in a l
On 4/9/10, Jean-Sébastien Guay wrote:
> Hi Ben,
>
>> I wish there was a osgQt library of sorts ... rather than having to
>> tweak example code to get the OSG/Qt support.
>
> Funny you should mention it, there is now :-)
>
KUDOS!!! :) Whoo hoo!
Btw, I have a great deal of Qt experience. I'll
Thanks J-S,
I think I have it working now. Although, like you said, the adapter
widget will force me to use single-threading mode. My real goal is to
have one scene with shared textures, etc. (in shared context) used
across multiple windows in a QWorkspace.
I wish there was a osgQt library of s
Guys, much thanks for the inputs! I am getting very confused with
shared context using Qt and OSG. I've done this many times over the
years with straight OpenGL ... just too stupid tonight to figure out
what I'm messing up.
BTW, I've been using the OSGAdapterWidget ... trying to specify
sharedCo
Can osgViewer::CompositeViewer be used to manage views in different QGLWidgets?
I'm trying to develop an application with a CAD-like interface ...
showing multiple views of the same scene (e.g. MDI look-and-feel). In
this case, the context is to be shared across all the views ...
referencing just
mgb_osg wrote:
> Not sure if it's what you mean but you can easily create multiple OSGWidget
> windows with the same osg scene data in each of them and have different views
> into the same model in different windows.
>
There are issues thut must be addressed: multi-threading, thread-safety, Qt
LEgregius wrote:
> Hi,
> Yes, it does fix the keyboard issues, at least most of them, and I have done
> some minor testing with the threading and it seems to work.
>
Hey David,
I'm not sure if this thread is still alive, but have you tested the case of
rendering a single OSG scene-graph in mu
Ryan.H.Kawicki wrote:
> We currently have a publicly available database. It is small and not very
> complex, [...] If you like, I can also make this available to the OSG
> community. In its uncompressed form, it is about 150 MB.
Hi Ryan,
I'd be very interested in a sample TerraPage database
Yep, now I can use the full camera resolution of 1024x768.
I knew OpenGL 2.x could handle non-power of two textures ... didn't
realize it was possible to circumvent the resize.
Thanks much Jason. Kudos!
On 3/3/10, Jason Daly wrote:
>
> Both Texture2D and TextureRectangle can work with non-powe
Oh my goodness ... did something really stupid. I was taking the
camera image which is a non-power-of-2 (1024x768). It had to be
scaled down to 1024x512.
Doh!
It's working quite well now.
On 3/2/10, J.P. Delport wrote:
> Hi Ben,
>
> I rechecked our code and we are using setImage without probl
Thanks J.P.
You say that I can call myim->dirty() or myim->setImage(), but
wouldn't calling myim->setImage() cause a slow update? That's what I
seem to be experiencing. I need to update based on the sensor around
30Hz.
The imagery data (from sensor) is in system memory ... just trying to
get a
Thanks Jason.
I've used FBOs before for render-to-texture. I'll take a look at PBOs.
On Thu, Feb 25, 2010 at 3:05 PM, Jason Daly wrote:
>
> You might try using PBOs (pixel buffer objects). I think the
> osgscreencapture example shows them in action.
>
__
Hello,
Is there a way to repeatedly/efficiently update an OSG texture's data
... for example imagery data that is being updating in system memory
(e.g. from a sensor capture device).
I've tried updating an OSG texture using texture2D->setImage(data) ...
but it is very slow. Again, the image data
Hello,
What's the best way to draw a sphere with the ability to color some of the
surface's segments differently? What I'm trying to do ... I'd like to change
the color of a given segment if it is intersected by a ray (leaving the rest of
the sphere color the same).
I've used the osgSim::Sph
Hello,
Do you know why a shader might not be affecting osgCal nodes?
I apply a black-and-white shader to the scene root, but it isn't affecting the
CAL3D characters. Everything else is fine.
scene->getOrCreateStateSet()->setAttributeAndModes(prog.get(),
osg::StateAttribute::ON);
Does osgC
Cory,
Answering the last portion of your question ... OSG is UI toolkit agnostic.
But, if your asking a general question of which toolkit is better supported on
its own right ... then ...
Just my 2 cents (take it for what it's worth), but for strictly C++ development
I highly recommend Qt. I
I concur; email notification is commonly done.
Really, really wish would migrate to forum. Just my 2 cents ;)
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Peter Wraae
Marino
Sent: Tuesday, November 04, 2008 8:24 AM
To: OpenSceneGraph Users
Subj
I have also noticed named nodes disappearing with osgconv … especially if
they are below LOD nodes. It has happened to me when converting from OSG to
IVE as well as converting from FLT to IVE. The hierarchy apparently gets
modified … losing named nodes.
_
From: [EMAIL PROTECTED]
[ma
?
Ben,
That sounds like exactly what I'm trying to do. I'd be interested in seeing
how you set up the post effect class. Could you send me a link to the
Delta3D thread?
Rob.
On Dec 19, 2007 11:00 PM, Ben Cain wrote:
Rob,
I've written some classes that implement RTT and
Thanks Jan,
Do you know where I can get a Visual Studio project to build the latest
version of osgCal2 obtained via Subversion ... version 0.3.0?
Cheers,
Ben
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jan Ciger
Sent: Wednesday, December 19, 2007 3
Rob,
I’ve written some classes that implement RTT and post-filtering using OSG
and GLSL shaders. Let me know if interested. I thought about putting in
Wiki when I get time.
You can take the output of one RTT stage and apply it as an input to the
next stage … ganging them together … allowi
Hello,
Are there compatibility issues with osgCal or osgCal2 when using OSG 2.X?
Also, since osgCal2 is LGPL, is it “preferred” by OSG developers? If memory
serves me correctly, osgCal is GPL.
Thanks,
Ben
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Version: 7.5.50
Hello,
Do cull masks work with osg::CameraNode? The interface is there ... so I'm
thinking should work.
I'm having trouble getting the culling to work for a CameraNode that's used
with RTT. Is there anything inherently wrong with trying to do this? I'm
assuming cull/node masking still applies
Hello,
I'm having trouble getting culling to work for a CameraNode that's used with
RTT. Is there anything inherently wrong with trying to do this? I'm
assuming cull/node masks still apply with RTT.
Without having to send too much code, I'm using RTT with post-filtering to
emulate a sensor scen
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