ch a setup. Maybe you can look that message up? Plz keep us
posted about your findings.
hth
Raymond
On 9/26/2013 1:56 AM, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
> Has anyone had any luck in receiving streaming video from a network
> URL such as rtp://@192.168.178.23:
Has anyone had any luck in receiving streaming video from a network URL
such as rtp://@192.168.178.23:1234 in osgmovie?
What is the correct command line syntax for doing this? I can play
canned files just fine with
osgmovie -e ffmpeg movie.avi
But when I attempt to receive a stream from the net
e properly displayed. GDAL
(up until recently?) does not convey this information so there's no way for
the application to know. You just have to know :)
Glenn Waldron / @glennwaldron
On Thu, Sep 12, 2013 at 1:45 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC wrote:
using that.
Glenn Waldron / @glennwaldron / osgEarth
On Thu, Sep 12, 2013 at 2:19 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC wrote:
Glenn,
VPB does reference to the WGS84 for the --geocentric option.
So to do the conversion, do you have to remov
Nick,
Osgdem will work with the input elevation. It will build the database based
on the input source. For example if you're using DTED and the geocentric
option, it will place the point at the specified elevation (in meters) above
the ellipsoid. The point is represented in the Cartesian ECEF geoc
I would recommend that you become familiar with VirtualPlanetBuilder and
osgdem. These tools specifically build to osg databases.
Here's one way to build your SRTM data to an osg database...
osgdem.exe --geocentric -d SRTM_dir --terrain -o outputfile.ive
Then you can look at it by...
osgviewer
PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB terrain to OpenFlight...
Hi Shayne,
On 14 June 2013 19:05, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
wrote:
> Thanks for the timely reply. That's basically what I needed to know.
>
> I'm assuming if I had a database w
:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Friday, June 14, 2013 11:52 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB terrain to OpenFlight...
Hi Shayne,
On 14 June 2013 18:35, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
wrote:
> This question may
All,
This question may have already been asked, but has anyone successfully
converted/exported a VPB terrain (*.ive file) to an OpenFlight (*.flt)
file? Is this possible to do?
If so, is it better to use osgconv or to do it programmatically?
Thanks,
-Shayne
__
That's neat...a lot more folks coming out of the closet that are using
OSG-based IGs using CIGI...;^).
Actually CIGI is quite prolific in the IG industry which is nice for anyone
who has a host that has to interface with different IGs or wants to upgrade
to a different IG that supports CIGI. You
Our host talks with several different IGs on the backend (OSG, Quantum3D,
Aechelon) . All use the CIGI protocol. If it wasn't for CIGI, our host would
have to support different ways of communicating with each IG which would be
a pain.
The OSG-based IG is one that we developed in-house. Like both
The methods provided in osgSim work for geocentric databases. Is your
terrain built as a geocentric database?
If so, you can get the HAT/HOT with this...
earth->convertLatLongHeightToXYZ(osg::DegreesToRadians(lat),
osg::DegreesToRadians(lon), alt, X,Y,Z);
hat =
osgSim::HeightAboveTerrain::compute
in in this way you'll either need to
preload the gdal plugin or append the .gdal extension to your filename
so that the OSG knows to load the gdal plugin to attempt the load the
data.
Robert.
On 11 April 2013 23:19, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
wrote:
All,
All,
I'm attempting to load a height field by using
osg::HeightField *grid = osgDB::readHeightFieldFile(...)
where the file is a gdal supported dem/image file format. When I attempt
to read the file, I'm getting the error
"Warning: could not find plugin to read objects from file..."
Is this be
Thanks. I will do that.
I'll most likely have more questions as I move along...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jan
Ciger
Sent: Tuesday, April 02, 2013 1:25 PM
To: osg-users@lists
SGI? I didn't know they were still around...;^)
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of David
Glenn
Sent: Monday, March 25, 2013 3:54 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users]
've always just called it a modeling bug. :-)
On Thu, Mar 14, 2013 at 12:27 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC wrote:
If you enable two-sided lighting, the driver flips the lighting
normals
so that the back side of the polygon is lit correctly. There
should be
If you enable two-sided lighting, the driver flips the lighting normals
so that the back side of the polygon is lit correctly. There should be
no need to do this in a shader (with OGL that supports fixed
functionality...).
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Whatever you end up doing, you want to avoid doing the equivalent of
glReadPixels since that stalls the pipe and is relatively slow. I
noticed that this was one of the suggestions in the link provided
below...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[ma
Both would be great to have. Thank you...
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
Hanson
Sent: Thursday, January 17, 2013 5:35 PM
To: OpenSceneGraph Users
Subject: [osg-users] Basic whitepape
This thread of discussion may help you...
http://forum.openscenegraph.org/viewtopic.php?t=11461
Also, since you are new to the OSG, I would suggest that you look
closely at the provided examples to obtain an understanding on how the
OSG classes are used in the applications. Looking at the OSG sou
Another thing to check is make sure you're not mixing debug version of
OSG with a release version of your app and vice versa. They must be the
same.
I've had readNodeFile() fail as below when I accidently linked my
release built app with debug OSG...
-Shayne
-Original Message-
From: osg-
If you're modeling on the earth, you should be using double precision
for your camera position...
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Dmitry
K.
Sent: Tuesday, October 30, 2012 2:16 AM
To: osg-u
Take a look at the "createAxis()" in the osgbillboard.cpp file for the
osgbillboard example. There's code in there to set linewidth...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Filip
Arlet
S
We specify the near & far planes manually and we don't have z-buffer
issues with models on the earth's surface. Perhaps you should select the
option DO_NOT_COMPUTE_NEAR_FAR for cull settings...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-b
You've got mail...
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Chris
Hanson
Sent: Monday, September 24, 2012 1:59 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] VPB in VS10...
r, Shayne R Civ USAF AFMC 519
SMXS/MXDEC wrote:
All,
1) Does the latest SVN of VPB compile on Windows 7 using
Visual Studio 10 and OSG 3.0.1? I'm having major issues getting it to
compile in this environment.
2) If it does compile, will it run without the nvtt for
com
All,
I have a couple of questions regarding VirtualPlanetBuilder on
Windows...
1) Does the latest SVN of VPB compile on Windows 7 using Visual
Studio 10 and OSG 3.0.1? I'm having major issues getting it to compile
in this environment.
2) If it does compile, will it run without th
Roman,
Have you tried view->getCamera()->setNodeMask(0x0)?
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Roman
Grigoriev
Sent: Thursday, September 13, 2012 11:09 PM
To: osg-users@lists.openscen
s.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, September 11, 2012 11:13 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] LineSegment
place.
If true, I need to upgrade to a later version like 3.0.1...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Tuesday, September 11, 2012 1
g the setIntersectionLimit() method. The
current options are NO_LIMIT, LIMIT_ONE_PER_DRAWABLE, LIMIT_ONE,
LIMIT_NEAREST.
On Tue, Sep 11, 2012 at 9:47 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC wrote:
1) Does it support a feature of detecting a "hit" and then
returning without the need
All,
I have a couple of questions regarding LineSegmentIntersector.
I noticed that for a given line segment, it currently computes and
returns ALL intersections with a given geometry in the scene.
My questions are:
1) Does it support a feature of detecting a "hit" and then
ret
Are you on Windows or Linux?
If Windows, are you running with debug OSG libs? If so, release OSG libs
are much faster.
Just a thought...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Randall
s I'd
write out each tile to a .osg(t) file prior to doing the KdTree build so
if it crashes you have a record of the problem tile and can then test it
stand alone.
Robert.
On 25 August 2012 00:16, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
wrote:
> All,
>
>
>
> I have a t
Torben,
Thanks for addressing my questions and providing that information.
We've relied on the projectors and associated software (Mersive) to do
the distortion correction and edge blending but a cheaper
(monetary-wise) approach is always worth investigating...
Thanks,
-Shayne
-Original Mes
Dan,
Yes, you can do a picture in a picture. It's just another view in a
composite viewer that shares the same graphics context as the parent
view (i.e. the view that you're embedding into).
So, let's say viewA is the parent view created as usual with something
like setUpViewInWindow(...). Now y
Torben,
That's good news about the CiGi module. If this gets completed, I will
be very interested in looking at osgVisual for our host.
On the distortion correction, is there really any need for pixel level
distortion? That would seem very expensive. I would think that
textureCoodinate distortion
Depending on what you're projecting your channels onto (i.e. a spherical
dome surface), you may need to come up with some asymmetrical "custom"
frustums for each channel so as to minimize overlap and edge blending
artifacts...
-Original Message-
From: osg-users-boun...@lists.openscenegraph
Ron,
In your particular case, you have a camera positioned at (0,0,320)
looking at the origin (right down the z-axis) with "up" being the
y-axis. For the orthographic projection, the viewing region is a box per
se. The left and right sides align with the x-axis and the top and
bottom sides align w
Since you're navigating on a sphere, you always need to calculate the
bearing based off the local "up" vector of the sphere (ground
stabilized) and not the "up" vector of the ownship. The reason why your
code works from the birds eye view is because the "up" vectors between
the two are the same in
Are you using OSG or OpenGL?
Since you're using ECEF CS, I'm assuming you want to set things up for
viewing on a spheroid.
If you're using OSG, you can do the following using OSG's EllipsoidModel
class (earth instance below) to set up viewing given a position and a
"look-at" location in geodetic
I understand the discrepancy.
The real question is why the originator of the thread was using a sphere in the
first place and not the ellipsoid to place the models...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.opensceneg
Aurelien,
I don't have specific answers to your questions but have you considered
using osgEarth instead of VPB?
Given what you're trying to accomplish, osgEarth may be a better fit...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@
OSG uses z-up...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan
Fahy
Sent: Wednesday, March 07, 2012 9:08 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Placing an
1) Are you running on Linux or Windows?
2) Are you running OSG debug or release optimized?
3) Are you running with the default cull settings?
If you want helpful feedback, providing more info will provoke a better
response from the community.
I just see a screenshot of your stats. I don't see a
All things considered, I think that would be a wise direction to go in.
If you do any database performance profiling between osgEarth and VPB,
feedback on this would be informative...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@l
Ethan,
VPB is typically used for creating statically built pre-runtime
databases. osgEarth is more of a dynamic model and paradigm. I would use
either one or the other depending upon your needs. Based on what you
want to do, I agree with Chris that osgEarth would probably be the
better fit.
-Shay
Shuiying,
I would start by looking at the "osgintersection" example, in
particular, the LineSegmentIntersector to see if that will help you.
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of wang
s
Sebastian,
The (2,2) entry of the projection matrix involves the near/far plane
settings (e.g. -(f + n)/(f - n))
Perhaps if you issue the call...
camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR
);
for the camera proj matrix you are manipulating, that might help prevent
en I back at the office and let
you know if I can reproduce the problem.
Cheers,
Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Th
I agree with Torben here.
There is no usage of texture or images anywhere in this problem. Only
elevation data is being fed to vpbmaster when the hiccup occurs. What's
strange is that running a single osgdem on the problem as a whole builds
the database just fine. It's when osgdem runs in a subse
In the absence of existing data, what are your constraints for drawing
these lines in 3D?
Can they be coplanar in 3D space?
>From your description, it sounds like you're drawing a line with the
mouse using 3D picking on existing points in 3D. Is this correct?
-Shayne
-Original Message-
Robert,
I've also seen minimal speedup with KdTree usage (in my case with
terrain). Is there an example where this feature (KdTree usage) is
employed? Perhaps the way it's being used (at least by me) isn't
correct...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph
place
them into a matrix and then use that in the Viewer. I just need to
work backwards from the input to Camera->setViewMatrix to find the
APIs for creating that matrix..
--Matthew
On Tue, Jan 3, 2012 at 8:01 AM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC wrote:
> Matthew,
>
> Pe
ather than abstract ideas..
Again, thank you!
Matthew
On Jan 3, 2012 7:19 AM, "Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC"
wrote:
Matthew,
Geodetic coordinates (lat,lon,alt) are typically mapped into some sort
of Cartesian coordinate system (x,y,z)
Matthew,
Geodetic coordinates (lat,lon,alt) are typically mapped into some sort
of Cartesian coordinate system (x,y,z) (i.e. geocentric coordinates).
Setting the view matrix will operate in the latter CS.
The projection matrix does not control where you are looking. The view
matrix determines tha
Jaun,
A couple of suggestions here...
1) look at the source code for setViewMatrixAsLookAt(...) to understand
what it is doing with the input to create the view matrix. It calls a
method makeLookAt(...) which creates an orthonormal basis in the
rotation portion of the matrix from the eye,center,u
Can you provide an example of how you're using the osgdem command (i.e.
flag settings, etc.)?
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Xiaofeng Yang
Sent: Wednesday, November 09, 2011 3:48
I'll attempt to make a guess on what may be happening...
Since materials only makes sense with lighting enabled, the lighting
normal may be dependent upon vertex order (auto normal generation).
Specifying osg::Material::FRONT_AND_BACK option simply says to apply the
material to both front and back
For geocentric, I would reproject your texture to WGS84 using the gdal
utility (gdalwarp).
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Gaichao
Bai
Sent: Tuesday, October 25, 2011 7:24 AM
To: o
Torben,
Is this related to your previous email where you addressed the hiccup
that is seen in osgdem when building with elevation only information?
Just curious...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.
I'm not aware of anything in OSG that will allow you to mask your terrain the
way you want.
You may need to resort to a shader to get the desired effect...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] O
Are you using a default manipulator or are you setting your camera
position explicitly?
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ramy
panda
Sent: Saturday, October 15, 2011 7:22 AM
To: osg-
J.P.
Thanks for sharing...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of J.P.
Delport
Sent: Wednesday, October 12, 2011 10:45 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] [osgCompute] R
The --geocentric flag in osgdem builds a round earth database in meters
with the coordinate system origin being the center of the earth. When
you place your models on the earth (position and orientation), you'll
need to keep this in mind. If your models are in meters you should be
good and no resca
Torben,
When I get around to it, I will try to debug things on my end. I've been
swamped with other priorities.
I just wanted to inform you that I've seen the same problem when trying
to build a database with DTED only (no imagery). If I add the imagery,
things work fine as you have said...
Rega
I was seeing a similar (perhaps the same) problem a while back. I was
also trying to build a database without imagery (just DTED only). I got
sidetracked with other tasks so I wasn't able to chase down the problem.
I was running an older version of OSG (2.9.8 I believe) and VPB on a
Fedora core 13
This topic has been covered before in various forms.
Please see the following discussions for enlightenment...
http://forum.openscenegraph.org/viewtopic.php?t=4991&highlight=
http://forum.openscenegraph.org/viewtopic.php?t=103&highlight=
http://forum.openscenegraph.org/viewtopic.php?t=1786&highli
VPB will build the database using the CS of the source
elevation/imagery. If the source is UTM, the database will be in that
CS. If it uses lat/lon, it will be in that CS (both are flat earth
databases).
The placement of objects in the database will need to be in the CS the
database uses or was bu
I'm not aware of any OSG function to give you what you want. It's
probably because there are so many different conventions and sequences
to address.
Here's some useful links to extract Euler angles from a rotation matrix.
These may be of some use for the problem you're trying to solve...
http://w
The transform below for the orthogonal projection is indeed linear, mapping
[n,f] to [-1,1] in linear fashion.
If you want to linearize depth with a perspective projection (i.e. survive the
perspective divide between the vertex and fragment shader), here's a way to do
that. The example uses HL
>However, it is targeted for a specific host OS / GPU combination and is
NOT a general >"enhancement". Of course, the problem may not exist on
Red Hat or Fedora or Ubuntu [or Linux variant here>] or Windows
or Macintosh.
>Can NIST prove that it does not exist on those platforms!
They provide links
It has worked for us just fine in the absence of data.
Good luck with your effort...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sanat
Talmaki
Sent: Friday, August 12, 2011 2:59 PM
To: osg-us
I've had this problem before with models that are unit-less. I just
manually scaled the models (as Paul suggests) until they looked "right"
based on landmarks in the database where the sizes were known. It's an
empirical approach but it's the best you can really do if you don't know
the units of th
ject: Re: [osg-users] intersection with quad mesh: only 3
verticesreturned
> From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
> Sent: Tuesday, August 02, 2011 4:49 PM
> To: osg-u
It is true that QUAD is an OpenGL primitive but the GL driver
tessellates it into two triangles underneath the hood.
As for how OSG handles quads relative to intersections, it is my
understanding that the intersector works with line/triangle
intersections. If you're trying to intersect a quad, how
Torben,
My guess is that the quads are geometrically represented by two
triangles with a shared edge. I believe the intersector is returning a
ray/triangle intersection so one (that is hit) of the two triangles that
make up the quad is being returned.
This probably doesn't solve your problem but
Michael,
Position and orientation of the ownship on a VPB sphere has been
discussed at length on this forum. You should have no problem finding
what you need to do.
Check out http://forum.openscenegraph.org/viewtopic.php?p=40200#40200
for more info.
For an arbitrary entity (aircraft or otherwise
Chris,
Great defense of OGL. Clearly there were a few OGL bigots in that forum
that really spiced things up with some of their comments. The DirectX
vs. OGL debate is more akin to a religious war than anything else.
Long live OGL...and of course, OSG...
-Shayne
-Original Message-
From:
Thanks Tony...:)
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tony
Horrobin
Sent: Friday, June 24, 2011 8:19 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] FAR_PLANE_CULLING
Just as a follow-up question on this topic, what settings are included
in the DEFAULT_CULLING?
Thanks,
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Thursday, June 23, 2011 3:30
Try using the following on your texture file (intexturefile)...
gdalwarp -t_srs "+proj=latlong +datum=WGS84" -r bilinear intexturefile
outtexturefile
"outtexturefile" will then be used as input for osgdem.
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mail
Diana,
First off, I don't see where you're setting the view matrix for the
camera in your code below. You compute the transform, but you'll need to
attach it to the camera.
Since it looks like you're navigating on a sphere, I would try the
following in your "while" loop below...
osg::EllipsoidMo
If you used VPB to build an osgTerrain database, you can get what you
want with the osgSim class.
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
abhishek agarwal
Sent: Thursday, June 02, 2011 11:
Try using the --TERRAIN option in the osgdem command to see if that
makes a difference in your build times...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of ijustfu
Sent: Friday, May 27, 2011 6:2
J-S,
Yes, a great point I failed to bring up about the mutex. Thanks for mentioning
that. We did have to do that to protect the shared resource when we used
threading.
For our stuff, one process (out-the-window) does the usual traversal (via
viewer.frame) while the other sits idle until a req
Craig,
We've done something similar to what you want to do but in a separate process
rather than a separate thread. We have done it in an asynchronous thread as
well. The reason we chose to go with a process is that it allows us to run it
on a remote machine away from the rendering process if n
Alexander,
By moving the corners of the frustum, are you wanting to tweak the
frustum corners so that they have different depths (i.e. tilt the near
plane so that it is no longer orthogonal to the eye)? I don't think OGL
(and hence OSG) will allow you to do this directly. There is a "munge"
that m
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Tueller,Shayne R Civ USAF AFMC 519 SMXS/MXDEC
Sent: Friday, May 06, 2011 1:54 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users
If I understand you correctly, you want to tweak the viewing frustum?
You should be able to rotate and scale (move in and out) the clipping planes of
an asymmetric viewing frustum (projection matrix) so that the four sides of
intersection with the near clipping plane form a general quadrilateral
Try omitting the s_srs portion of the gdalwarp command to see if that makes any
difference.
I believe dted files will need to be reprojected as well since VPB builds the
database using the source data coordinate system.
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscene
Try using the following to reproject your data...
gdalwarp -s_srs "proj=latlong +datum=WGS84" -t_srs "proj=utm +zone=11
+datum=WGS84" infile outfile
Do this before using osgdem on your data files. UTM zone selection will be
dependent upon where your lat/lon is...
-Shayne
-Original Message
Rusty,
If your altimeter renders correctly and gives you correct results, then
I'd say your implementation is probably fine. There are plenty of OSG
examples and tutorials that you can compare with to see if you're on the
right track.
On understanding how normals are used, I would suggest that yo
Sanat,
The code I gave you assumes that your VPB terrain was built using the
--geocentric flag (e.g. round earth). If not, then you must resort to
what Glenn recommended in his email and handle the coordinate
conversions correctly from a flat UTM (or whatever) to a round earth.
If you do decide t
Sanat,
You have to use the osgSim class to achieve your objective. In
particular, use the method
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(terrain_node,
osg::Vec3d(X,Y,Z))
where X,Y,Z is the geocentric coordinates (earth centered) calculated
from a given lat,lon,alt.
The method to
Most of the IG industry uses CIGI to pass data from the host to the IG
(and back for end of frame and mission functions stuff). I'm sure the
architecture is well defined on this.
For starters, you can take a look at Boeing's Multi Purpose Viewer
software which is an IG test bed for the CIGI proto
Very cool...:)
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Massimo
Tarantini
Sent: Friday, March 25, 2011 4:57 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] short video flying wi
If you want to use delta3D or subrscene to render the terrain, don't use
the --geocentric option in osgdem. Neither one of those applications
support VPB round earth databases...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.op
You can take a look at the .ive file. Even though most of it is
unreadable, you can look for the ellipsoid axis and flattening values.
Both of those will determine if it's round earth.
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@li
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