Hi,
I am planning to use VPB for terrain deformation as per road profile. The road
mesh has been generated separately and I shall put it on the terrain. The
terrain generated by VPB must deform itself as per the road profile. Also
additional geometry must be added to terrain geometry close to t
Hi Sebastian,
Thanks for the prompt reply. As I had written earlier, I do not prefer to
generate my road geometries at origin & translate far off where they are
located (maybe that’s the last option that I shall use).
I am under the impression that there might be other techniques to tackle this
Hello Robert,
I created geometries mathematically for a very long road (>1500km). The vertex
values are similar to as shown below, for example:
osg::Vec3d bottom_left(-2849337.167, 42249.143, -1.0);
osg::Vec3d bottom_right(-2849337.167, 42249.143, -1.0);
osg::Vec3d top_rig
Hi,
There seems to be a bug in OSG related to accessing secondary colors in vertex
shader. I am using OSG 3.2.1. The same issue might also exist in OSG 3.4 too.
Here’s how I found out the issue:
I want to pass 8 attributes from my osg App to the shader. Then I need to
retrieve those 8 attributes
Hi Robert,
How about osg Delaunay (Cutting terrain for road)? Or modifying the heightmap
image itself (may be 2048X2048), modifying the pixels where the road falls with
proper height value? VPB shall do the rest.
Thank you!
Cheers,
umesh
--
Read this topic online here:
http://
Hi Robert,
After posting this, I quickly realized that SHP files might be doing some sort
of "draping" rather than modifying the terrain. Anyway,It will not do the job I
Feel now.
There was osgTDS (Terrain Deformation s/w) sometime back. Now it seems to be
out of shape. That was doing somethin
Hi All,
I have road geometry (3D) that I might be able to convert to SHP file using
shapelib library.
If I load the shapefile for the road, shall I expect the terrain in VPB to be
modified to accompany the road on top?
My Aim: Wherever the road is present, the terrain must be flattened (go belo
Hi Robert & Eric
Overall I feel (as Robert suggested earlier), just load the images & OSG shall
automatically take care of the rest.
Thank you!
Cheers,
umesh
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=62037#62037
___
Hi Robert,
OSG supports and displays RGB, RGB8 etc correctly, agreed. But whether it is
"packing" the RGB components properly, I need to analyze. I think now we are
deviating from my simple question that I asked initially. I again give a short
description:
I had originally 32 Bit textures. I wr
Hi Robert,
Thanks for the prompt response.
I am not talking about compressed textures. By RGBA8 i mean typically R8G8B8A8.
I believe that OpenGL also interprets in this way. Typically if we use an
OpenGL App in which we have to read a PNG image that is in RGB8 format, we may
use LibPNG library t
Hi,
I am still not able to make out whether OSG or its PlugIns automatically
determine the size of RGB/RGBA components and load accordingly to OpenGL
through glTexImage2D(). Technically it must do in that way. When we program
using direct OpenGL we provide glTexImage2D with the correct format &
Hi,
My PNG images were 32 Bit. Since they did not contain rich colors, I converted
to 8 Bit PNG textures without any loss in image quality. Also the image size
reduced significantly. I tried to read those images using readImageFile() as
usual with OSG. they looked fine. Then I wrote my scene d
Hi Alistair,
I am able to see the graphics profiling using gDEBugger now. Actually there
are multiple GL Render Contex created. As i have attached the image, you can
see around 15 Render contexes. I wonder how so many RC are created. I do not
have so many render windows in my GUI (I am using a D
Hi Everyone,
I have an App that loads various DLLs before opening a GUI. After giving some
input from another App, this GUI invokes OSG DLLs for doing the rendering in
that GUI, which has a OSG viewport.
How to use gDEBugger for making performance analysis on such type of set up
(that includes
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