inktomi wrote:
Hi,
This is similar to the topic of this thread, so I'm going to post it here as
well.. what if I want to color the terrain based on where the camera is
positioned in relation to the terrain rather than at the pre-processing stage?
For example, in the HangGlider example,
Hi Martin,
After looking at this some more, my best working theory is that the precompiled
Windows binaries for libgta-1.0.1 are not completely portable, at least in the
case of my machine. I downloaded the libgta src and saw that there are build
instructions for *nix machines but not for
Hi,
This is similar to the topic of this thread, so I'm going to post it here as
well.. what if I want to color the terrain based on where the camera is
positioned in relation to the terrain rather than at the pre-processing stage?
For example, in the HangGlider example, maybe I want to tint
Hi Martin,
You've already mentioned that you don't use visual studio so I don't
necessarily expect more assistance with this issue but I figured I'd keep
posting here for the record.
Notes:
I am running Windows 7 Pro 32-bit
I am using the libgta-1.0.1 Windows 32 bit binaries
I traced the
Hi Martin,
Sorry for the late response but I was pulled off this task for a while. I was
able to build OSG and VPB with the patch. The only thing I had to modify was
to change one instance of snprintf with _snprintf in the lib_gta src
because Visual Studio compilers apparently can't handle
Hi Ethan,
The procedure entry point
?getUserData@Object@osg@@UBEPBVReferenced@2@XZ
could not be located in the dynamic link library libgta-0.dll
I'm not sure what causes this problem. It should be possible to use the
libgta-1.0.1 binaries with Visual Studio without compiling libgta
marlam wrote:
Hi Evan,
this reply may be a bit late, but you may want to have a look at the post
called Support for floating point data in VirtualPlanetBuilder on the
osg-submissions list.
With this, you can add texture layers containing arbitrary floating point
data (such as your
Hi Evan,
yes that's right, this feature is not yet in OSG/VPB. It is currently only a
proposal, and no decision has been made. But nevertheless you can try it if you
can patch and build the current SVN versions of OSG and VPB yourself.
Martin
--
Read this topic online here:
marlam wrote:
Hi Evan,
yes that's right, this feature is not yet in OSG/VPB. It is currently only a
proposal, and no decision has been made. But nevertheless you can try it if
you can patch and build the current SVN versions of OSG and VPB yourself.
Martin
Thanks. Could you clarify
Could you clarify what you mean by patching the code?
The forum post you found is actually a message to the osg-submissions mailing
list and includes two patches. This forum does not allow me to send a link, but
you can look for osg-submissions archive and browse through the December 2011
Hi Evan,
this reply may be a bit late, but you may want to have a look at the post
called Support for floating point data in VirtualPlanetBuilder on the
osg-submissions list.
With this, you can add texture layers containing arbitrary floating point data
(such as your temperature
zonk wrote:
the triangle mesh of the terrain will represent the resolution of the DEM,
not of the texture. Usualy texture resolution is higher than the DEM ones,
therefore you would reduce your image resolution if you don't use textures
but try to assign each vertex a color.
But
Hello,
Hoping for a bit of help.
What I've been doing:
I have been using osgdem to merge a dted data geotiff with a geotiff with rgb
color values into an ive terrain complex. I am using the -t flag to tell
osgdem that my geotiff should be treated as a texture file. However, the rgb
values
Hi Ethan,
the triangle mesh of the terrain will represent the resolution of the DEM, not
of the texture. Usualy texture resolution is higher than the DEM ones,
therefore you would reduce your image resolution if you don't use textures but
try to assign each vertex a color.
But nevertheless
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