I don't have a ready to consume tutorial, but your first goal is to use
osgEarth to build a dataset by merging all your data together.
The second is to feed that to VPB.
Let me think on the matter a bit.
On Thu, Apr 25, 2019 at 7:09 PM Steven Jones wrote:
> Chris - Is there a tutorial of some
Basically, osgEarth is really good at doing fancy layering of data sources.
VPB is a little trickier, but can do most of the same things (for elevation
and raster data anyway).
I was thinking it might be easier to use osgEarth to turn your multiple
layers of GeoTIFF images into a single elevation
Also, to add to that, osgdem relies heavily on GDAL to ingest raster data.
GDAL has several tricks for combining multiple files or directories and
referencing them as one dataset. For example:
https://gdal.org/gdal_vrttut.html
I don't recall ever using that technique with VPB, but in theory it co
On Mon, Apr 29, 2019 at 9:09 PM Steven Jones wrote:
> I receive no error messages, and the build completes, but when I use
> osgviewer to inspect the .ive file, it is completely flat - no visible
> change in elevation - terrain resolution is perfect though.
Is the imagery in place and proper
>
>
> Band 1 Block=1024x1 Type=Float32, ColorInterp=Gray
> don't see the measurement value type, but I'm fairly sure they are both
> in meters. (I also confirmed the above data in QGIS.)
>
This seems plausible. Did you check to see what value range this elevation
TIFF has?
I can't see anything o
Awesome!
On Tue, Apr 30, 2019 at 8:14 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> me again :)
>
> I had to re-read what Omar wrote in this thread. To make it work you
> really need to link explicitly to EGL, GLdispatch and OpenGL. All works now
>
> Thanks Omar and Chris!
>
>
It's a single-precision 32-bit floating point TIFF. Values could be
anywhere from -FLT_MAX to FLT_MAX.
I'm just making sure it doesn't have weird values like sea level being 0
and Everest being 8.8 (in units of kilometers).
On Wed, May 1, 2019 at 4:20 PM Steven Jones wrote:
> Chris,
>
> Not sur
I would think QGIS would do it. There may be other, simpler tools too.
On Thu, May 2, 2019 at 1:56 AM Steven Jones wrote:
> Chris,
>
>
> Chris Hanson wrote:
> > It's a single-precision 32-bit floating point TIFF. Values could be
> anywhere from -FLT_MAX to FLT_MAX.
I really feel like you need to step back a couple of steps and get a
working process.
Like, can you build a dataset with JUST elevation data and just ONE simple
GeoTIFF terrain elevation file? When you have a process that works, you can
work forward, adding complexity and watch for where it breaks
WHen I say build a dataset, I mean, run it through osgdem and produce a
.osg or .osgb and test it.
Start simple, then if you get that working, add complexity until you find
the breaking point, then fix whatever you identify as being the problem.
On Sat, May 4, 2019 at 12:16 AM Steven Jones wrote
I'll chime in and say that if the plane is not moving around in the world
coordinate system, doing the intersection outside of OSG's intersection
code is probably simpler.
On Tue, May 21, 2019 at 1:08 PM Robert Osfield
wrote:
> Hi Steve.
>
> On Tue, 21 May 2019 at 10:55, Steve Hardy wrote:
> >
Additional note: At this time, I think it's recommended to use FBOs (Frame
Buffer Objects) instead of PBuffers.
On Tue, May 21, 2019 at 3:06 PM Catalin Flower wrote:
> Hi,
>
> For future reference...
>
> OSG (windows at least) supports off screen rendering without any window
> flashing on the sc
I think there was some code in this post:
http://forum.openscenegraph.org/viewtopic.php?t=17504
It was failing to resize dynamically, but it doesn't sound like that would
be an issue for you.
On Wed, May 22, 2019 at 10:15 AM Catalin Flower wrote:
> Hi Chris,
>
> I would be happy to use FBO, but
Is this like a scanning sweep laser beam?
I'd model it as a triangular frustum with a texture on it generated by a
shader with some kind of animated fBm (Fractal Brownian Motion) noise.
Is this a work project or school or what?
On Fri, May 24, 2019 at 7:35 PM Matheus Santos
wrote:
> Hi, I need
On Mon, May 27, 2019 at 3:05 PM Matheus Santos
wrote:
> The laser is a fixed line projection, attached to the camera. It's for
> work.
>
Do you have an example of how you'd want it to look?
The classic scanning beam slice from "Aliens" is a little different, but
I'd expect you'd want to see a s
So, you don't care about the line appearing interacting with the water
column, just with it interacting with the surfaces in the scene?
You could either slap a shader pass on EVERY surface in the scene that the
laser line can fall upon, OR do a second render pass (possibly reading the
Z-buffer) to
Are you sure 8 levels
>osgdem --TERRAIN --no-terrain-simplification --npot --BuildOverlays True
--blending-policy ENABLE_BLENDING --PagedLOD --interpolate-imagery
--mip-mapping-imagery -l 8 -d C:\DB\N33\W118\Mosaic\Ele -t
C:\DB\N33\W118\Mosaic\Img -gb -118.025000568 32.8698343849721
-1
I think I'd create a single object to represent ALL of the objects of a
given class, eg Lines, PolygonLines, Rectangles, etc. Set this up to use
buffer objects and it will refer to the buffer object to fetch the
vertices, indices, and possibly attributes for the appearance.
Then on each frame afte
te? what do you mean by 'single object' and 'set
> this up to use buffer objects'?
>
> Do you mean that a single OSG object can hold multiple VBOs or arrays of
> vertices?
>
> Or do you mean to have a single vertex buffer and multiple OSG objects
> each one usin
It sounds like osgdem's idea of 'levels' may not correspond to CDB's, and
increasing the number os osgdem levels may be the right solution.
I don't think osgdem ever generates "too many" levels -- the "levels"
option simply limits how far it is allowed to go. So, if you really want
ALL detail from
Good luck!
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Did you find any solution to this? I have a lot of clients using Qt so I
like to keep abreast of what's being done.
On Thu, Apr 25, 2019 at 7:32 PM Eric Stancliff
wrote:
> Chris,
>
> I want to move away from using QOpenGLContexts because they limit my
> ability to implement the improved threadin
Is it performing more to your liking using the OSG/IVE format?
For future-proofing you should probably consider using the osgb format as
OSG/IVE are deprecated now.
On Mon, Jun 3, 2019 at 8:27 PM Steven Jones wrote:
> Thanks Chris - I am relatively certain I can use all the luck I can get...
>
You can, if you want, hook in a pseudoloader that intercepts ALL calls to
load .osgb files and snoops on them to see if they are terrain tiles, and
if they are, you can on the fly add buildings and models and vegetation to
the scene. This way, the accessories page in and out with the terrain.
It's
osgEarth has a VPB driver:
https://github.com/gwaldron/osgearth/blob/master/src/osgEarthDrivers/vpb/ReaderWriterVPB.cpp
I've not used it in as long as I can remember, but I think it could be used
to insert VPB-built .osg/.ive/.osgb files into osgEarth as terrain layers.
It's not placed using a "m
I think you might want to try this OSG library we wrote, which adds order
independent transparency options:
http://alphapixel.com/project/osg-transparency-toolkit/
On Fri, Jun 14, 2019 at 9:56 AM Yu Jie wrote:
> Hi, everyone. In order to make geometrys in my scene to be transparency, I
> have
Thanks for sharing this info for everyone else who might need it, Nick!
On Wed, Jun 19, 2019 at 9:28 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Roy,
>
> as promissed. See attached
>
> On Tue, Jun 18, 2019 at 9:58 PM Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> w
Can you just side-load the binary built on the personal machine onto the
administered system and see what happens? The result, even if it's a
failure, might be insightful.
I'm glad the process works. We need to document this build recipe because
the utility of it is potentially very powerful for m
We've used the osgOpenVRViewer codebase and its friends and cousins.
We could probably adapt it to work with OpenXR if anyone was really
motivated and needed it, but so far nobody has come up with a compelling
enough need to fund such work.
Maybe if it's important enough to someone, they can do t
8:21 AM Yu Jie wrote:
> Dear Chris Hanson,
>
> Thanks for your reply. I have study your libary "OSG Transparency
> Toolkit". it is really very great. it works well when i used
> osgViewer::Viewer to render my scene. But my problem is when I set my scene
> into osgViewe
Is anyone currently working on or developing any support for Valve's
Index controllers within OSG?
I see a lot of potential in the simulation industry.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene G
With all due respect, I think OpenGL on headless Windows is a slight
distinction from what Andreas was asking for (OpenGL without a Windows
desktop login session). Most people doing headless OpenGL at least have a
Windows login session.
I was curious about the situation myself. We (myself, Nick an
Sorry, Nick, I missed this query of yours!
I could have given you some suggestions. If your OpenCV solution ever is
inadequate, you could probably make something really fast in GPU using
transform feedback. Could even do simplification in-GPU too.
On Fri, Jul 5, 2019 at 2:11 PM Trajce Nikolov NIC
ords like "tracing" and "vectorizing" and turning up
the wrong info.
On Fri, Jul 5, 2019 at 4:03 PM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Chris!
>
> any links? I am interested
>
> On Fri, Jul 5, 2019 at 2:43 PM Chris Hanson wrote:
&g
And here's a completely unrelated (CPU driven, and very slow & intensive)
research paper on the state of the art of vectorization that I came across
while looking into this. Not useful in this case, but still very
informative if anyone is interested in vectorization algorithms:
https://open.library
While looking into using Nvidia RTX ray tracing of an OSG scene, I came
across this document from 2012:
http://on-demand.gputechconf.com/gtc/2012/presentations/S0319-Advanced-Driver-Assistance-System-Testing-Using-OptiX.pdf
It discusses using a plugin to convert an OSG scene to an OptiX scene,
wh
Nice work, Robert and all.
We need to work on a method to send single malt whiskey via internet.
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Time to go get the popcorn.
Thanks Robert!
On Wed, Jul 31, 2019 at 11:29 AM Robert Osfield
wrote:
> Hi All,
>
> As I type the Siggraph 2019 OpenSceneGraph Bird Of Feature Sessions is
> going ahead playing the following audio/video of my presentation which is
> now uploaded to youtube:
>
> h
ng through old mail and saw your questions. I have seen the code
> and as far as I can remember it was not used for rendering. It was not open
> source.
>
> Send me a PM for more details if you like.
>
> Cheers
> Raymond
>
>
> On 7/12/2019 9:09 AM, Chris Hanson wrot
Sorry, I've been swamped with another customer's projects recently.
I got your emails, but I don't have a good way to perform the work you are
asking. We have never used the TDM compiler and are not familiar with it,
so it would be impossible for me to be able to tell you how much it would
cost to
On Tue, Sep 3, 2019 at 5:31 PM Zachary1234 wrote:
> Is there anyone out there wo can refer me to a company who could build
> Win64 TDM .a or .lib static OSG for me, even for a price, kindly? And which
> can quote me for it all in dollars, beforehand?
>
That's why I haven't been able to help you.
I think Nick is proposing to do exactly what you're asking.
On Mon, Sep 9, 2019 at 6:30 PM Zachary1234 wrote:
> Dear Damian Dixon,
>
> This may well be true. My main issues still remain, though, as follows:
>
> -I am looking for a GNU TDM Win64 build that is TDM/GNU equivalent
> to the Objexx E
Are there any circumstances where VPB is known to not produce sensible
vertex normals? Did a build of some terrain with VPB recently, and I
haven't used it a lot because most of my customers rely on osgEarth for any
non-trivial Earth models. The resulting model loaded and ran ok and the
geometry an
We're scaling it down to a trivial test case now, because of course nobody
ever uses VPB for trivial test cases. ;)
On Sun, Sep 15, 2019 at 1:40 PM Robert Osfield
wrote:
> Hi Chris,
>
> I don't recall any issues with normals.
>
> Could you publish the data and osgdem/vsgmaster settings that repr
Those max screen diameter values are using by projecting the diameter of
the bounding sphere (usually encoded in any Group-derived nodes) through
the modelview/projection matrix to assess its on-screen extent in pixels.
If it is above or below the threshold defined by the max screen diameter
field,
you point me to appropriate class/field name in osg
>
> *From:* Chris Hanson
> *Sent:* Wednesday, September 18, 2019 22:28
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] How to select OSGB tiles for current zoom?
>
> Those max screen diameter values are using by proj
You kind of seem to be going about this a difficult way.
Is dynamically altering a surface texture layer really the best way to add
an arrow to the scene?
It seems like you're trying to use a screwdriver to hammer nails.
Is it not more effective to use some kind of symbology and render passes to
You're asking for a complicated task with a difficult condition that you
don't seem willing to reconsider or even explain.
Nick is one of the most reasonably-priced guys I know of who are up to the
task. Either engage him, or build OSG yourself or find a way to use one of
the non-TDM builds that a
, so
> any help would be great.
>
>
>
> Thanks
>
>
>
> *From:* osg-users [mailto:osg-users-boun...@lists.openscenegraph.org] *On
> Behalf Of *Chris Hanson
> *Sent:* Wednesday, September 18, 2019 4:35 PM
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] quest
ayer removal and adding idea onto the
> OGRFeature work using textures but figured would be waste of time being it
> seems the layer removal and adding is causing the issue.
>
>
>
> I hope this give a good in-depth background of my efforts an what I am
> trying to accomp
Ok. That helps a lot. Thanks.
So, I theorize that you are loading a 2d vector field as a data layer, that
represents the 2D wind velocity vector at every data grid point covering
the area, and then you use some kind of shader to display that as a
colorfield and displays the moving flow lines? And
>
> _map->addLayer(test);
>
>
>
> Was the code to get it working had to apply it to the ModelLayer not the
> geometry and add some hooks into my shaders to keep the transparent parts
> the same.
>
>
>
>
>
> Now to figure out how to get the data to change for t
nicely.
>
>
>
> Ofc if this is not the optimal way to handle this please let me know. Or
> if my shader idea for doing animations is not optimal please feel free to
> suggest ways to make it better.
>
>
>
> Thanks.
>
>
>
> *From:* osg-users [mailto:osg-
lto:osg-users-boun...@lists.openscenegraph.org] *On
> Behalf Of *Chris Hanson
> *Sent:* Thursday, September 26, 2019 11:29 AM
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] questions about developing drivers for
> osg/osgEarth
>
>
>
> So, I don't know if Glenn
Thanks Robert.
This happened to this list a few years ago and it took me like a week to
hunt it down because it was actually subscribed through a forwarding
address different from the one that was responding.
Doesn't this list send a confirmation email that has to be replied to by a
human being?
This is usually pretty easy if you can expose an HWND (on Windows) of the
UI region that can be used to create an OpenGL context and passed to OSG's
GraphicsWindowEmbedded.
On Sun, Sep 29, 2019 at 4:32 AM Jishen Li wrote:
> Hi,
>
> I found people tried to embed ImGui into OSG, not vice verse. I
Try the
vckpg list OpenSceneGraph
and see what features it lists available.
On Fri, Oct 4, 2019 at 1:45 AM Gijsbert dos Santos
wrote:
> Hi,
>
> Currently I'm using the vcpkg build of openscenegraph + osgEarth, but it
> seems that it defaults all of the build settings, which means that it's
> u
Can you find a way to perform the transform on each object in a vertex
shader and not have a unique state have to be calculated for each of the
200 objects?
On Tue, Oct 8, 2019 at 6:20 AM Gianluca Natale
wrote:
> Hi all,
>
> I have a performance issue in my scenegraph that I cannot completely
>
OSG out of my vertex shader.
> Am I wrong?
>
>
>
> *Da:* osg-users *Per conto
> di *Chris Hanson
> *Inviato:* martedì 8 ottobre 2019 14:42
> *A:* OpenSceneGraph Users
> *Oggetto:* Re: [osg-users] multiple matrix transfromations cause severe
> slowness in performance
&
Robert, could you unsubscribe Camila Hill <41camilah...@gmail.com>
for spamming?
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Most of the time, when it gets to adding stuf on top of the terrain, I head
over to osgEarth.
I think it's possible to serialize pre-built terrain models from osgEarth,
but I don't know if it is really feasible to do it to the extent that VPB
does.
On Thu, Jan 9, 2020 at 12:25 PM Brad Colbert wr
I just wanted to add that it is a popular opinion among the industry that
Geometry Shaders were ill-conceived architecturally and suffer unsolvable
performance-blocking issues. There are alternatives of various forms which
have their own complexities, but just in case you run into perf problems
wit
Presented because we all need something to entertain us on Friday:
https://news.sky.com/story/haggis-launched-to-the-edge-of-space-in-celebration-of-burns-night-12195194
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http://www.alphapixel.com/
Training • Consulting • Contracti
Just trying to see what the build process landscape looks like in 2021.
It was a mess last time I did it with ancient NDK versions and cruft.
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To unsubscribe from this group and stop receiv
Hey everyone. After like 6 years of it sitting there and being stale, we
finally revamped the AlphaPixel website to reflect all the things we now do
(we now have several business units that do things other than 3D software
development).
So, there's a new AlphaPixel Development website at
https://a
in 2001 by OpenSceneGraph co-founder and project lead Robert
Osfield, develops and improves the Open Source toolkits OpenSceneGraph and
VulkanSceneGraph.
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Chris Hanson, CTO
xe...@alphapixel.com | (775) 623-7495 <13038700872>
AlphaPixel Software Development
>
>
> From what I've seen from your performance reporting, vsg is significantly
> faster than osg in most of your tests. Do you have a feel for how much of
> that is just Vulkan being faster than OpenGL vs some of the other
> improvements you've made in design decisions of VSG vs OSG? Are there a
On Thu, Feb 2, 2012 at 11:48 AM, Shaheed Khan wrote:
> @ thanks for suggestion em able 2 creae black screen now :|
> Also i trued to draw come reticules on created black screen using GL
> functions but the colur of the drawn reticule is alwayz black no matter wat
> color i set ..
> Is any defau
Ran into a problem where models made on a Windows box didn't work on a
Linux box because the modeler had stored texture filenames in the file in
one case "foo.jpg" and the actual image file was a different case "foo.JPG".
Obviously the solution is to fix the model, but unfortunately, I am dealt
th
Thanks guys. That's exactly what I was envisioning. I didn't realize
findFileInPath had that option, so that would make it easier than
using BOOST. I'd guess the readfilecallback would call the normal read
implementation. If it succeeded, it could return that, and if it
failed, try findFileInPath
On Sat, Feb 4, 2012 at 10:59 AM, Robert Osfield
wrote:
> Hi Chris,
> There is an osgDB::FindFileCallback that you can attach to the
> osgDB::Registry to override the default find behaviour, so here you
> could override the case sensitivity.
Thanks. I knew I should ask ahead of time for this rea
You'll need to check with your debugging tools and see what's
happening. There's no way for us to tell.
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Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 •
Please take your recruiting spam somewhere else. I don't see OSG relevancy
anywhere in this job.
On Tue, Feb 7, 2012 at 10:49 AM, Beth Deragon wrote:
> Hello dear OSG-community,
>
> Open Position: Data Integration Specialist
>
> Aqumin seeks a Data Integration Specialist to work with our clients
On Thu, Feb 9, 2012 at 8:45 PM, Mohammed Rashad
wrote:
> How to create ive and 3ds files?
> How osg generates those files?
> Is it through code? If yes any example?
> Does it uses any external tool? If yes which?
>
Your questions doesn't really make much sense.
What are you trying to create
>
> What are you trying to create an IVE or 3DS file OF?
>>
> I want to create resources or osg files using code or some tool?
> like islands.ive cow.osg. By looking at the cow,osg file i think its not
> hard coded . its generated. so I would lke to know how it is generated?
>
The OSG and IVE
On Fri, Feb 10, 2012 at 10:17 PM, Terry Welsh wrote:
> So is there a known better way to deal with freetype, png, and zlib
> nowadays, or are they just missing? And if they're just missing, who
> maintains those downloads and do you want me to try to compile them
> and contribute them?
>
This
OpenGL FFP lights are point light sources only.
Generally you have to simulate non-point light sources with arrays of
lights (FFP) or a custom shader (GLSL). No examples of either of these are
included in OSG.
What are you trying to accomplish?
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Chris 'Xenon' Hanson, omo sanza lettere. xe...
You might get better results asking on the osgAudio list:
http://groups.google.com/group/osgaudio-users?pli=1
I have osgAudio working with local files, but when trying to play a remote
> audio (http://www.example.com/audio.wav), it gives an I/O error.
>
> Is there a different way to load strea
On Mon, Feb 13, 2012 at 6:12 AM, Tiger Woods <95713...@qq.com> wrote:
> Hi,All
> I want to simulate the process of a dam break. i have change data about
> dam breach in different time . please give me some suggestion about how
> can i do it !
> Thank you!
>
> This is really beyond the scope o
>
> I use osgEarth::ImageOverlay::setAlpha(float alpha) to change the
> transparency of images, which was draped on terrain, just like what google
> earth does, but this method seems has no effect at all! It also doesn't
> work in the sample osgearth_imageoverlay. Is it a bug?
> I use openscenegrap
Mon, Feb 20, 2012 at 3:09 PM, Christian Buchner <
christian.buch...@gmail.com> wrote:
> Hi,
> do you think doing an animated skybox is feasible using OSG? We would
> like to do this on Windows using hardware-accelerated decoding of an
> MP4 or H.264 or WMV file into a texture, so it does not suc
I had a user contact me for some assistance on this issue. I'm not an
OSX/imageio guy, so I don't know the ramifications of this, and I thought
I'd throw it out for the wider community to comment on before proposing a
patch.
>From the user:
>We have found some image color ordering issue on MacOS S
On Wed, Feb 22, 2012 at 2:55 AM, Ulrich Hertlein wrote:
> Hi Chris,
> On 22/02/12 20:29 , Stephan Maximilian Huber wrote:
> > I tested the imageio-plugin on os x 10.7 with an older 32bit build (from
> > Nov 2011) and it works for me. I tested only png and jpg files.
> I've also tested imageio on 1
rogramming-using-api-cookbook/book
> And you may preorder it now or just wait for another month for its
> publication. Thanks to Robert Osfield and the whole OSG
> community, especially the technique reviewers: Torben Dannhauer, Vincent
> Bourdier, and Chris Hanson, for your continuous cont
On Mon, Feb 27, 2012 at 11:34 AM, Shayne Tueller wrote:
> All,
> I believe this issue has been addressed before but I can't find the
> previous discussion. Therefore I will ask again...
> Is there a way to get Release-built OSG libs to play nicely with an app
> that is built with Debug? Right no
The osgprerender example shows how to setup a scene to render to a
texture for use on a quad.
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Training • Consulting • Contracting
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On Thu, Mar 1, 2012 at 10:21 AM, Mohammed Rashad wrote:
>
> How to render a tide or tsunami flood using openscenegraph for urban area
> is there anything already done for it?
> I am even ready to develop one thing on top of OSG if someone shed some
> light
>
OSGOcean can render water, but I don
http://en.wikipedia.org/wiki/ANUGA_Hydro
http://www.mssanz.org.au/modsim05/papers/nielsen.pdf
>From the paper "The animation tool developed for AnuGA is based
on OpenSceneGraph, an Open Source Software (OSS) component allowing high
level interaction with sophisticated graphics primitives."
--
C
>
> 1. osgRiver has an island file called river.3ds. how its made? 3dmax?
>
.3ds files are typically the product of 3DS Max, or other similar modeling
tools that can export in that format.
> 2. I can load an 3d model of urban area built using osggis there are roads
> in it . I want to show the f
On Thu, Mar 8, 2012 at 9:04 AM, Olivier Camus
wrote:
> Hi,
>
> Is there some of you who have already build Osgdem on Windows?
>
> I do not success to build it (from VirtualPlanetBuilder project).
>
I have. osgEarth as well. Contact me privately.
>
>
> --
>
Chris 'Xenon' Hanson, omo
2012/3/8 sqlserver_ok
> i want to know ,when i use osgearth to make a program,i can't use
> osgdb::readnodefile method to import a "*.earth" file to my scene .i just
> want to know why i failed to do this ,and i want to know which Plug-in is
> needed .my osgearth Version is the nearest version f
http://lwjgl.org/forum/index.php?topic=4071.0
Apparently it's possible under Lion to get support for GLSL beyond 1.20
(#version 120). I'm not a Mac guy, so I figured I'd ask, is it possible to
trigger this support from within OSG at this point?
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...
Read this thread:
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2011-April/050282.html
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 •
>
> Anyone have any code to share for browsers internet explorer, firefox and
> any others on other systems other than windows?
> If not ill get my head down, pretty good at this sort of stuff.
>
>
I would think the osg4web work is the best place to start as it claims:
>Currently the supported br
On Wed, Mar 7, 2012 at 8:19 AM, jo mo wrote:
> I have a scene with moving teams (represented as spheres) and I want to
> place an osgText above each of these team such that the text movels along
> the object. I tried the following code (teamPos is the node representing
> the team, lat, lon and z
Nodemasks can be set on the Nodes, and each view can have a unique
nodemask. The bitwise AND of the two must be non-zero for a Node to display
in a view.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Gra
On Tue, Mar 13, 2012 at 9:24 PM, Zachary Hilbun wrote:
> You mentioned that "you need the libpng development libraries installed on
> your system". The closest thing I have to that is ReaderWriterPNG.cpp
> under OpenSceneGraph-3.0.1/src/osgPlugins/png. Is that it?
Nope. You're looking for s
On Wed, Mar 14, 2012 at 9:46 AM, Aurelien Albert <
aurelien.alb...@alyotech.fr> wrote:
> 1. I need to manage multiple "terrain layers". A layer is made of
> elevation data and texture data. So I think to build a terrain database for
> each "terrain layer" and then add all these database in the sam
>
> > libpng.so.3: cannot open shared object file: No such file or directory
> The plugin can't be loaded because it depends on libpng and you don't
> even have installed it.
>
I believe this should be either in my binary build, and/or in my 3rdpart
dependencies download kit.
>
> --
> Alberto
>
> I'm considering using VPB instead of osgEarth for performance issue : we
> need to provide a smooth user experience at 30-60 fps on midrange hardware.
> And since a lot of data are static, I think VPB should give us better
> performance, but maybe am I wrong ?
>
Have you TRIED osgEarth?
Y
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