I've used this technique, also using an osg:BoundingBox(-1,-1,-1,1,1,1)
check (before applying the windowmatrix) to see if the point is in view.
Which leads me to ask, if you have multiple slave cameras (for ex: 4
cams, each viewport rendering 25% of the scene left-to-right), how can
you best dete
My present osg app configuration is a single view on a single
window/screen, with a hud camera overlay, which I simply added to the
scenegraph with a high renderbin#.
Looking at osgHud example, it seems that this can also be configured by
adding the hud camera as a slave cam to the view. Or using
Two quick questions on stereoscopic displays:
1. Does it make sense to render stereo images on a curved dome screen,
or across say 3 angled screens butted together, or a cave? My
impression is that stereo would not work on curved/angled screens, as
the stereo effect that jumps off the screen woul
I have a model of hundreds of lightpoints on the ground, each lightpoint
with an associated small light model (taxiway lights at an airport).
Looking at this .osg model in osgviewer, the CULL time has a 2Hz pulse,
where it jumps from approx 6ms up to 12ms about twice a second.
Sometimes it will e
Paul Martz wrote:
>
> > Is there a straight forward method to determine if a ground
> > xyz target point (or geode bbox centerpoint) is currently
> > visible (i.e. within the current view frustrum)?
> >
> > I'm drawing a HUD target line, but don't want to draw it if
> > the target point is not in
0 - which I guess is
what you would get just applying the view and proj transforms without
any viewport adjustment? I'm not sure what happens to z here.
Thanks.
Bob.
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] Behalf Of Robert
> Ba
Is there a straight forward method to determine if a ground xyz target
point (or geode bbox centerpoint) is currently visible (i.e. within the
current view frustrum)?
I'm drawing a HUD target line, but don't want to draw it if the target
point is not in view.
Thanks.
Bob.
--
Robert E. Balfour,
I have a lightpoint node with lots of light points at an airport. It's
working pretty well. Im' keeping them pretty big as I zoom out. But
when I zoom out to a (not too distant) distance the light points
disappear.
I believe the maxVisibleDistance by default is set to the largest float
number, s
I'm using a LineSegmentIntersector to pick an object in the scene.
The returned nodePath array gives me the geode, which I add an
osgFX::Scribe wireframe onto.
Now when I do this on an LOD model (child0-low-res model, child1 hi-res
model), I seem to always get the child1 high-res geode picked, whi
Is there a potential license issue with the .net osg plugin?
In the ReaderWriterNET plugin source directory, the sockstream.cpp
component file has a header comment referencing the GPL license, which
is much more limiting that the OSG LGPL(+relaxed for static linking)
type license?
Bob.
--
Robert
Gordon Tomlinson wrote:
>
> Note on 32 bit even though the system may let you get to 3gb of memory seen
>
> Your addressable memory space per process will be limited to around 1.8gb on
> a 32bit system
>
Why is that? And is that per process, or per thread?
Bob.
--
Robert E. Balfour, Ph.D.
E
Daniel Holz wrote:
>
> hi,
>
> what are the benefits of using a 64bit build of osg. as far as i know at
> least the floating point precision is not higher than with 32bit, or am
> i wrong?
>
My issue is the 32-bit 4GB system address space limitation, which
actually will limit you to 3GB of usab
Does OSG support Windows 64-bit architectures, and if so has anyone been
using OSG in 64-bit MSWindows successfully? Are there any pitfalls to
avoid?
Thanks.
Bob.
--
Robert E. Balfour, Ph.D.
Exec. V.P. & CTO, BALFOUR Technologies LLC
960 South Broadway, Suite 108, Hicksville NY 11801
Phone: (5
ior crops up again.
>
It looks like the latest Nvidia Quadro FX 5500 driver (9Nov07) fixed the
problem.
Thanks...
Bob.
>
> On Nov 26, 2007 10:41 PM, Robert Balfour <[EMAIL PROTECTED]> wrote:
> > In a large cityscape of loaded .osg/ive high-rise textured building
> > m
In a large cityscape of loaded .osg/ive high-rise textured building
models (LOD, not PagedLOD), initially everything looks great flying in
and out around all the buildings, then sometimes after a while some of
the building texture faces turn white. I know that invalid/incomplete
GL textures will b
Robert Osfield wrote:
>
> As for window minimization issues, this is something that is windowing
> dependent. I don't recall having done any work personally on
> explicitly handling window minimization, the app should be getting the
> events though so an event handler in the view could probably b
ote:
>
> These messages often appear with Intel motherboard renderers such as the
> 845G. An upgrade to the latest driver might help.
>
> Roger
>
> > -Original Message-
> > From: [EMAIL PROTECTED] [mailto:osg-users-
> > [EMAIL PROTECTED] On Behalf
Three points of question:
1. When running the simple osgViewer app (OSG 2.2.0) I consistantly see
this message during startup:
Warning: detected OpenGL error 'invalid enumerant' after
RenderBin::draw(,)
Both my installs of OSG 2.2.0 have this symptom with osgViewer app. Is
there something I can
I'm using the osgViewer class on WinXP. Is there a straightforward way
to set the application icon and text on the window titlebar? (or do I
get the native window handle and do it platform-specific)
Thanks.
Bob.
--
Robert E. Balfour, Ph.D.
Exec. V.P. & CTO, BALFOUR Technologies LLC
960 South B
I'm taking a first look at lightpoints. If I needed a single lightpoint
with half the light sphere green in one direction and the other half red
in the opposite direction, can this be readily done? With a single
lightpoint, or two half lightpoints? Is this what lightpoint Sector
could be used fo
For an efficient implementation, what would be the method of choice in
OSG for dynamically updating multiple texture images (say 300x200) each
frame:
1. Update the texture2D images each frame (which I have used in the
past, but not on multiple textures).
2. Use a texture subload (which has been s
And also I found good information that helped me figure this out in the
OSG Quick Start Guide and the OSG Reference Manual that I recently
purchased. Good job Paul... Every OSG'er should get themselves a copy
(even seasoned developers like me who have been using OSG for a number
of years).
Bob.
That's what I tried, based on what Paul said, and it seems to be working
well. Thanks...
Is there a #define for the "highest number renderbin" ?, or a safe
number to use?
Bob.
--
Vican, Justin E. wrote:
>
> Hi Bob,
> I've done this by deriving an osg::Drawable class, and o
I have some 3rd party OGL code that needs to draw (add some 2D/3D
decorations) directly to the framebuffer after everything else is drawn
(i.e. right before swapBuffers).
What would be the best way to do this:
1. add a call in Viewbase.cpp to call the 3rd party draw() method right
before swapBuff
I am rendering a lot of detailed textured buildings in a dense urban
scene. Most of the time, it looks great. There is a low LOD with just
colored building faces, and when you get closer to a building the
textured faces switch in.
But occasionally a condition arises where, when you zoom in close
I have two transparent walls (alpha = 0.5) against an opaque surface.
Initially everything looks good - you can see the second wall thru the
first (closer) wall, and can make out the opaque surface thru both of
them.
But when I move the first wall very close to the second wall (but still
complete
ert Osfield wrote:
>
> Hi Bob,
>
> Which version of the OSG are you using? Check the src/osgPlugins/osg/
> directory to see if it has BlencColor.cpp, if not its time to update
> your OSG version :-)
>
> Robert.
>
> On 8/29/07, Robert Balfour <[EMAIL PROTECTED]&
-Original Message-
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf
> > Of Robert Balfour
> > Sent: Tuesday, August 28, 2007 9:42 AM
> > To: osg-users@lists.openscenegraph.org
> > Subject: [osg-users] Alpha Transparency control
>
I want to put a stateset on top of a model subgraph to override the
alpha values of all its vertices, in order to have global control of the
model transparency. What's the appropriate way to set this up using
BlendFunc, BlendEquation, etc.? Or is the only way to traverse the
subgraph and change al
I have loaded a textured .osg model, and then retrieved the image
[getImage()] associated with each texture. This worked fine.
The I used osgconv to convert the .osg to an .ive, using
--compressed-dxt3 to compress the textures. Now when I load the .ive
and retrieve the image associated with each
ure
> objects aren't shared between the contexts."
>
> That should do it.
>
> John
>
> >-Original Message-
> >From: [EMAIL PROTECTED]
> >[mailto:[EMAIL PROTECTED] On Behalf
> >Of Robert Balfour
> >Sent: 24 July 2007 16:17
> >To
I have a large .FLT model with lots of .tif textures (I actually
converted it offline to an ive with compressed textures). When it
initially loads it looks like it takes up about 800MB of memory. Then
when it renders (after I zoom into its LOD range) the memory usage jumps
to approx 1.6GB (i.e. it
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