On Thu, Mar 15, 2012 at 12:32 AM, Christiansen, Brad <
brad.christian...@thalesgroup.com.au> wrote:
> Hi,
>
> **
>
> I have come across the exact problem discussed on the forum here:
> http://forum.openscenegraph.org/viewtopic.php?t=8287 which was posted May
> 2011.
>
> The discussion describe
>
> Chris Hanson wrote:
> > I don't remember how VPB handles this anymore. I know I've done it
> though.
>
>
I recall what I did -- I actually used a crazy rendering trick to avoid
the need for holes in the terrain.
I believe you could mark the hole areas in
>
> Our client, based in Central London is urgently looking for a skilled iOS
> Developer to assist in a project currently set to last for a month.
> A relatively new, yet established and exciting Digital Agency, there are
> big opportunities for extended work.
>
>
You don't really say whether yo
And you can set them on the command-line with -O:
-O Provide an option string to reader/writers used to load
databases
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A specialized tool I'm working on needs to have a 16-bit Alpha channel
for post-render analysis. I render to a screen-sized texture (1920x1080
NPOT) and then read it back to the CPU side and assess the values.
I originally developed it with 8-bit per gun RGBA (32-bit total) where it
works fine
>
> I'd be very grateful if someone could verify the above logic. If I'm
> in the wrong here, I'd appreciate any advice pointing me in the right
> direction.
>
>
You should be able to do that (and you could probably use RTTI features
to figure out what the OSG type/class mystery pointer was point
>
> I need to pull back from the Quad for it to exactly fill the screen.
>
>
You may be going about this wrong. What are you actually trying to
accomplish?
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On Wed, Mar 21, 2012 at 7:54 AM, Paul Griffiths wrote:
> Hi,
> I have included a second camera to my scene.
> When I use the TrackballManipulator It effects every camera in the scene.
> How do I stop this?
>
> Take a look at the osgprerender example. It shows how to set up the
child pre-render
I'm doing my 16-bit RTT work with GL_RGBA16 successfully now, though
osg::Image doesn't like it much (I avoided the problem). However, recently,
I've made some change that knocked me off the fast path onto software
rendering(!) on some older hardware. My GTX 560M is just fine, but a Quadro
FX 270
Also, I learned from experience that HUD text you update on the fly
should be marked DYNAMIC or you'll experience nasty evil.
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I just wanted to follow up and note that GL_RGBA16 seems to have been the
culprit. GL_RGBA16F_ARB performs fine.
I don't get what's so unsupported about basic GL_RGBA16, but OSG dislikes
it AND Nvidia Quadros dislike it.
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I used it recently, but it was on 2.8.5.
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>
> has any work been done in this direction yet? I need to port an
> application using Nvidia PhysX (esp. particle fluids) to OSG in the next
> few weeks and I wonder if there is anything better than this demo (
> http://forum.openscenegraph.org/viewtopic.php?t=1101&highlight=physx)
> from 2009 t
You might also consider whther Joomla has Wiki and forum modules of its
own, that could share a common registration/login system.
Drupal (a Joomla competitor, also Open Source) has basic and advanced
wiki and forum modules that would leverage off Drupal's own core system,
rather than having to
A number of project I've worked with have made good use of the Google
Summer of Code to make useful improvements.
http://googleblog.blogspot.com/2012/03/new-kind-of-summer-job-open-source.html
Do we feel like there are useful tasks to be done that might be do-able
by a Summer of Code student?
On Mon, Mar 26, 2012 at 10:27 AM, Subhadip Ghosh wrote:
> Hello
> I have been trying to get osg setup and run with vs 2010 on a win7 x64
> machine but there are some linking issues that I just can't figure out.
>
> But on trying to compile I am getting a host of 'unresolved external
> symbol' link
On Fri, Mar 16, 2012 at 9:40 AM, JereM Matichard wrote:
> Hi all,
> I'm actually reading the OSG 3.0 guide from Wang Rui, and I wanted to know
> if it was possible to get the v3.0.0 / v3.0.1 with the Windows installer
> (actually I can get only the v2.9.9 max.) ?
>
I don't have an installer pe
>
> thank you for the answer. i thought that my problem here :
> http://forum.openscenegraph.org/viewtopic.php?t=10086 was referred to my
> wrong use of osgTerrain inside OpenFramework but instead i was wrong.
> I was also looking at visualization of big terrain with loading paged
> tiles in diffe
> Is there a way I can figure out what card the screen is attached to? some
unique ID of the hardware that I can pull at runtime?
I think you'll have to realize a viewer window on each screen, then use
a RealizeOperation to run a test like glGetString(GL_VENDOR) on each one,
and presumably you
On Fri, Apr 6, 2012 at 2:55 PM, Zachary Hilbun wrote:
> Hi,
> I've seen debug environment variables in the OSG source code such as
> "FATAL | WARN | NOTICE | DEBUG_INFO | DEBUG_FP | DEBUG | INFO | ALWAYS but
> I haven't seen any documentation on what they do. Is there some
> documentation on wha
>
> According to all the documentation, these two code snippets should preform
> the same - but they do not.
> What do I need to do here that is missing from the documentation?
For one, I think run() calls realize() if it hasn't been done already.
>
>
> -Matthew Runo
> ___
>
> I do see that run() also adds a TrackballManipulator if one is not set.
> I'm not setting a manipulator.. that was my problem. When I manually set
> one, things work again.
>
>
Specifically, the manipulator (any of the stock ones) perform an
automatic home() operation that you were probably l
On Tue, Apr 17, 2012 at 10:27 AM, Robert Osfield
wrote:
> Hi All,
> I'm happy to add/change permissions of others, just let me know what
> you'd like to contribute to and what types of rights you think you'll
> need.
>
I would like to be able to contribute in the future but as of this month
I'm s
On Sun, Apr 22, 2012 at 9:11 PM, Eduardo Poyart wrote:
> Hello,
> Just to make sure I'm not missing anything, I'd like to ask this. What
> is the current state of GLES2 in OSG? What should be done to enable
> texturing?
>
>
I think it worked ok for me, using the osgvertexattributes example to r
>
> different OpenGL versions, and I didn't design the original
> application with OpenGLES in mind (no shaders, just simple geometry,
> transforms and materials).
You'll need the GLES2 shadergen code.
> way to proceed? Does 'most' of OSG's basic functionality still work
> with ES2?
>
Yes,
Just throwing out ideas -- what about using a fade LOD technique? I know it
temporarily incurs a higher draw overhead of drawing a tile at two
different LODs at the same time, but perhaps it would be worthwhile in your
case.
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>
> I'm fuzzy on the shader stuff. For all my 3d dev, I just jumped into
> using osg, and whatever I've built has been derived from
> tutorials/examples given online. With the level of abstraction osg
> provides, I haven't had to make any OpenGL calls directly, so when you
> say "using the shaders
>
> > As others have pointed out, OSG is not a game engine. It's a scene graph
> and should be used in this context (no pun intended). There are plenty of
> rendering technologies that use OSG under the hood. When I went to IITSEC
> last year, there were a lot of vendors using OSG underneath for re
On Thu, Apr 26, 2012 at 12:17 PM, Maia Randria <
veneree.randrianari...@crulrg.ulaval.ca> wrote:
> Hi Chris,
> Thanks for your quick response.
> Yes, I understood that these are add-ons but once added, OSG seems to be
> "quite" similar to Delta3 ? This could be confusing, at least for me.
>
The
On Thu, Apr 26, 2012 at 2:08 PM, Maia Randria <
veneree.randrianari...@crulrg.ulaval.ca> wrote:
> Hi,
> Thank you for replying and for redirecting me to DI-GUY: very interesting
> product !
> Our application should work within a CAVE and we plan to use VR Juggler +
> OSG for that, I don't know if
>
> I am trying to get JasPer to work with osg so I can have the jp2 plugin. I
> have tried the standard distribution from their website and the modified
> files in this thread. I am getting the following linker errors (I am only
> showing the errors from release mode, debug is similar but not the
OSG 3.x, Windows, 32-bit.
A COLLADA format model loads and animates fine in osganimationviewer.exe.
However, when converted to .OSG format using osgconv, it no longer seems to
animate, though it seems to contain objects pertaining to animation.
Any ideas what we did wrong? Is there some opt
These are the errors that Virtual Planet Builder now generates when
compiled against OSG 3.1.3 (on Windows):
... 2> BuildOptionsIO.cpp
... 2>BuildOptionsIO.cpp(494): error C2039: 'BEGIN_BRACKET' : is not a
member of 'osgDB'
... 2>BuildOptionsIO.cpp(494): error C2065: 'BEGIN_BRACKET' :
undeclared
>
> I'm using Wordpress for the blog on my own site, and I like it a lot,
> but I don't think it's the right thing for the OSG website. The OSG
> site requires a more general content management system, but Wordpress
> is a CMS very focused on blogging.
>
>
The continuum of CMSes seems to align a
I can no longer reach the web site for glslDevil:
http://www.opengl.org/wiki/Debugging_Tools#glslDevil
Can anyone else, or does anyone have a recent binary of glslDevil for
Windows? I'm on Win7/64.
Failing that, does anyone else have a working method they've used for
single-step source-leve
So it sounds like your question is "how do I make osgText objects
disappear when I want them to"?
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On Tue, May 1, 2012 at 7:25 PM, David Fernandes
wrote:
> Hi Chris,
> Yes, that's what I'm trying to do.
>
>
Ok. How are you trying to hide the text NodeMask? osg::Switch?
Adding/removing the nodes themselves?
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>
> To delete the same text I've tried the following code but it's not working
> for me:
> osg::ClearNode* clearNode = new osg::ClearNode;
> clearNode->addChild(tankLabelGeode);
>
I'm not sure where you got the idea to use clearNode. Go read the
documentation of what it does. It's not what you n
>
> error C2039: 'setNodeMask' : is not a member of 'osgText::Text'
>
>
My mistake. Do setNodeMask on tankLabelGeode. osgText class is not derived
from the Node class, but the Geode is.
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>
> 2) In CMake, there is also an option to disable the fixed-function
> pipeline. I am interested in trying this. Will it effectively disable a lot
> of OSG functionality?
>
Yes, almost everything that isn't 100% shader based.
> 3) I'm looking for options here to create x64 build configuratio
Are you using DrawInstanced?
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On Thu, May 10, 2012 at 7:32 AM, Christiansen, Brad <
brad.christian...@thalesgroup.com.au> wrote:
> Hi,
>
> **
>
> I am looking at getting a couple of laptops with Nvidias 'Optimus'
> switchable graphics and AMDs equivalent.
>
> My hope is to be able to manually switch between the two so I ca
>
> The "No match" error suggests to me that you're on some kind of UNIX-style
> system, and that the command line shell is trying to do regex-style
> substitution for you with the square brackets. For example, in some
> command shells "rm [ab].txt" would delete files called a.txt and/or b.txt.
>
On Mon, May 14, 2012 at 4:25 PM, Sean K wrote:
> I have two machine that are trying to open the same set of generated OSG
> files.
>
OSG doesn't even use anything newer than OSG 2 unless you go WAY out
of your way to make it do so.
You should probably crank up the OSG debug level and se
Also, consider using osgEarth.
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On Wed, May 16, 2012 at 5:14 PM, Thomas Hogarth wrote:
> Hi All
>
> A game I developed originally on iOS for AppToyz has now been successfully
> ported to Android and is available on GooglePlay
>
>
> https://play.google.com/store/apps/details?id=com.AppToyz.AlienAttack&feature=nav_result#?t=W251bG
>
> Questions are as follows;
> - Is it possible to develop realtime rendering( not need high level
> rendering, just game rendering level ) with shadow using OSC?
>
Yes.
> - If it is possible, how can I get sample codes or documents?
>
Look at the examples, specifically the osgshadow examp
In my investigation, Proland is based on an OpenGL C++ wrapper known as
Ork. It is not OSG.
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>
> When you load data from a file like an obj using the function
> osgDB::readNodeFile is there any way to access the arrays containing vertex
> coordinates, normal coordinates and texture coordinates associated to the
> object? I want to design a way to detect which rendered object user is
> touc
You either need to write your own GLES2 shader (that's GL2 you have
above) or use a shader gen tool that will generate one for you on the fly.
Where did the shader, above, come from?
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It looks like backface culling is off (GLES2 does have back face
culling). Turn this on.
It also behaves as if you ended up with a context that perhaps has no Z
buffer. This can happen if you choose your context poorly via EGL. On some
Adreno GLES2 devices I've used, I had to drop down to a 5,
http://assimp.sourceforge.net/main_features.html
Anybody used this?
Might be interesting to begin an optional plugin to load files via this
library, if you have it. Some of its importers might be more modern or more
fully fleshed out than some of our native ones.
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I wonder if we can have someone check for 139.com addresses in the
subscriber base, and remove them.
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AssImp exports a few:
http://assimp.sourceforge.net/main_features_export.html
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>
> The Z buffer wasn't explicitly set in the blackberry utils... I played
> around with the screen modes and EGL attributes (used RGBA and had
> to specify a 24bit depth buffer with 8 bit stencil) and now it works!
>
Yup. Exactly my experience.
> It's a bit slow on the device with higher
>
> I am creating a scene in which there will be two geometries connected by a
> tube. The geometries can move around in between frames, so the tube must
> also move and resize. The way I am trying to do this is to have a geometry
> for a tube of unit length and diameter. Then, if the position o
I also have binary builds of VPB (and osgEarth, osgEphemeris, osgOcean,
etc) available for my paying clients, typically on all 3 major platforms,
both Windows compilers, 32 and 64-bit.
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Training • Consult
>
> It's likely that this software satisfies too small of a niche to be
> included anywhere in OSG, but that would be fine by me.
>
>
It's Robert's call, but I wouldn't be opposed to seeing it integrated
into OSG somehow. I don't know how it operates, so I don't know if it's a
OSG-style loader pl
It sounds like Antonio might be using some VTK code that is converting
volume data, perhaps by marching cubes or the like, into renderable
polygonal geometry.
In which case, to use osgVolume, you want to feed it the original DICOM
data you passed to VTK, not the data VTK produced for you. In f
>
> I am able to render it but frame rate is slow. I'd like to improve
> performance using back face culling. The point is I don't know how to
> activate it (if it is possible):
> I tried with these lines of code but frame rate is still low:
> osg::StateSet* ss = _root->getOrCreateStateSet();
> osg
On Sun, May 27, 2012 at 10:45 AM, John Moore wrote:
> Hi,
> I am developing an application for iPhone and iPod touch using
> OpenSceneGraph. In origin I written my own shaders and I used to control
> light using a uniform. It was working. Now I wanted to switch to use
> osg::Light and osg::Light
Had someone consult with me off-list about an issue involving near/far
computation that boiled down to an issue occurring when certain models are
paged into the OSG scene. The user is fairy certain the issue arises when
multiple LODs and Light Points are present in a FLT file. I suspect that
this
On Wed, Jun 20, 2012 at 10:49 AM, Paul Martz wrote:
> Hi Chris -- About 5 years back, I was doing quite a bit of work with FLT
> light points in OSG and don't recall ever encountering an issue with
> near/far computation. If there is an issue with it, it's new since I last
> tinkered with this fe
Hey, I just finished setting up a CafePress store for AlphaPixel apparel
and logo stuff (mostly so I could make myself some).
http://www.cafepress.com/alphapixel
I set the margins down really low, so I think I get about 50 cents of
profit on typical items, but if any of you want to show your
On Tue, Jun 26, 2012 at 2:41 AM, Robert Osfield wrote:
> Hi Chris,
> You do know we already have a cafepress entry for OpenSceneGraph:
> http://www.cafepress.co.uk/openscenegraph
Nope. I didn't. ;) Saves me the trouble.
Everybody go buy yourself some OSG swag!
> --
Chris 'Xenon' Hanso
>
> What's the best way to render a terrain given an elevation model (DEM) and
> an orthophoto (texture)?
>
>
VirtualPlanetBuilder or osgEarth.
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On Mon, Jul 2, 2012 at 10:51 AM, wang shuiying
wrote:
> Hello,
>
> The scene graph structure is as following:
> Nodes B and C are children of Transform Node A. Node A is attached to two
> camera nodes CamA and CamB(pre render).
> I want CamA to be able to render B and C, but CamB only B. Is there
On Mon, Jul 2, 2012 at 4:06 PM, Michael Hall wrote:
> Where do you get Virtual Planet Builder from now? I do not see the SVN
> link anywhere. I apologize if has been asked I probably missed it.
> Please post again.
>
https://www.google.com/search?q=+site:openscenegraph.org+virtualplanetbuilde
Spam. Do not visit this link.
On Mon, Jul 2, 2012 at 3:18 PM, wrote:
> http://newmodeluk.com/time.php?ocean208.png
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegra
On Tue, Jul 3, 2012 at 1:54 AM, Jordi Torres wrote:
> Hi Chris,
> Use the Google cache. The original wiki seems to be getting over-run by
> crap now.
>
>>
>> Off topic, but the culprit is a Microsoft bot, a crawler for bing. I
> doublechecked the IP's and all of them belong to microsoft . I ha
>
> Nope, they are not posting spam, but eating all the resources of the trac
> til the extenuation. But it seems they are not following the rules of the
> game w.r.t robots.txt. Our trac is not working well since a couple of years
> ago, so any overhead on the server results in a fall down of the
>
> I looked and analysed some articles about generation procedural trees.
> I prefer this article. This is easy to implement and gives more realistic
> results.
> About project this is personal and will be open source. For everyone who
> uses OSG in their projects.
> f you have some ideas or
>
> I implement a readerwriter plugin to read .las file which
> contains tremendous amount of points . so i want to use progressbar to
> tell the user how much points i have read .
> anybody can tell me how to do?
>
Counting points isn't feasible, but counting progress through the inp
Anyone know how to get ahold of Jeremy Moles of osgWidget fame? I had a few
issues with it that I wanted to ask him about, but I can't seem to reach
him by normal methods.
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On Mon, Aug 6, 2012 at 5:49 AM, Frank Kane wrote:
> I've soft-launched a public beta of our SilverLining sky, 3D cloud, and
> weather SDK for the Android platform. OpenSceneGraph has always been the
> most popular framework with our PC-based customers, so I'm reaching out to
> the community here
On Tue, Aug 7, 2012 at 10:23 AM, Sergey Polischuk wrote:
> In gles 2.0 shaders dont have builtins like gl_MultiTexCoord gl_Color
> gl_FrontColor\gl_BackColor gl_TexCoord gl_FragColor etc, and ftransform
> too. Check gles 2.0 spec.
> Use your own varyings and attributes, use your own output from f
>
> - when this PagedLod is needed for display, it is loadded and displayed
> - when this PagedLod is no more needed for display, it is deleted from CPU
> memory and GPU memory, even if the OSG_MAX_PAGEDLOD is not reached
>
>
For this particular node, you might attach a cull callback to the
Paged
On Thu, Aug 9, 2012 at 9:27 AM, Felix Meißgeier wrote:
> Hey Robert,
> I think openscenegraph.org is actually down again. Do you know when it
> will be reachable again? I wanted to read the
> CameraControlFindingWorldCoordinates tutorial...
>
Use the Force... err, the Google Cache:
http://we
On Fri, Aug 10, 2012 at 3:10 PM, Trystan Larey-Williams wrote:
> For what platform? A google search will turn up a bunch. Even for the iPad
> there's GLSL Studio. However, I have yet to find a good open source one
> that is consistently updated for Linux.
>
>
If anyone knows how to get in touch
On Fri, Aug 17, 2012 at 3:59 PM, Michael Hall wrote:
> I have a little alpplication I am doing to learn OSG. I have also read
> the OSG 3.0 for Beginners book. It has been helpful in learning more about
> how OSG works.
> I have generated an earth.ive database from the BMNG east and west tifs.
>
> > I've made some additions to Mike Weiblen's osgVRPN plugin as part of a
> summer project. This mostly consists of new Tracker and Manipulator
> classes that make it easier to navigate through a model with the tracking
> data. Is there any process I can go through to see if these changes can
>
> I use PagedLOD to manage the display of large amount of data. To avoid an
> overload of GPU memory, I would like to force OSG to remove these pagedLOD
> when inactives.
> I know the setTargetMaximumNumberOfPageLOD enable to disactivate the use
> of pagedLOD in cache for all application.
> But w
>
> We have a database whose scenegraph configuration is pretty flat and
> I was wondering if it is possible to use VirtualPlanetBuilder to put our
> existing openflight database into VPB's quad tree format. As well as
> utilizing vpb's other features?
>
>
No. VPB is only meant to consume and und
http://www.opencsg.org/
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On Fri, Aug 24, 2012 at 6:56 PM, Michael W. Hall wrote:
> My application uses Qt. Currently I have it just reading a .ive file
> when it starts. This .ive was generated from the BMNG. I would like to
> keep using this for the app, and apply my maps to it.
>
If you still have the BMNG data a
On Fri, Aug 24, 2012 at 8:27 PM, Michael W. Hall wrote:
> The DTED data I have has the .dt2 extension. Can osgEarth load that or
> do you have to modify it somehow?
>
This is DTED, level 2. According to GDAL, which osgEarth uses:
http://www.gdal.org/frmt_dted.html
it should work fine. But
>
> As the libRocket integration is already implemented in the dtEntity
> project (code.google.com/p/dtentity), I'd love to make use of the
> existing one and avoid re-inviting wheels unless I myself just have
> different demands of the same library. So that's why I exclude libRocket
> from my TODO
There's always Bullet/osgBullet, but that might be overkill.
--
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 • OpenGL 4 •
GLSL • OpenGL ES 1 • OpenGL ES
On Thu, Aug 30, 2012 at 2:42 PM, Michael Weiblen wrote:
> yes, I bought one.
> Beware, it is not one-size-fits-all
> -- mew
>
I need bleach for my mind's eye now.
> --
>
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contractin
On Mon, Sep 10, 2012 at 8:35 PM, Randall Hand wrote:
> I'm experimenting with OpenScenegraph for a new project, and I've build a
> simple application that opens 2 viewer windows, and places 3 teapots in
> them (using the teapot object from the osgteapot example), translating them
> into different
>
> It's better, but still slower than I'ld expect. Hovers now around
> 100-110fps.
>
>
Something in the back of my mind makes me think the Teapot is using a
really poor geometry representation that forces OSG onto old, slow OpenGL
code paths. I didn't actually see the vertices or polygons in the
On Mon, Sep 10, 2012 at 10:04 PM, Randall Hand wrote:
> hrm.. Well, I'm using the osgteapot example code (
> http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgteapot/osgteapot.cpp),
> that i modified to use basic front/back emissive materials instead of
> texture
On Thu, Sep 13, 2012 at 12:07 PM, Craig Hicks wrote:
> Hello dear OSG-community,
> I have a direct position for a simulation client of mine that can be done
> off-site. This is for a solid OSG programmer in the simulation arena.
> Salary is open at this point so if you are interested, please giv
On Fri, Sep 21, 2012 at 12:15 PM, Tueller, 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 comp
On Fri, Sep 21, 2012 at 3:45 PM, Tueller, Shayne R Civ USAF AFMC 519
SMXS/MXDEC wrote:
> I have version 0.9.12 which should compile against OSG 3.0.1. Perhaps
> I'm not using CMake to generate the projects correctly.
>
>
It's pretty straightforward if you've build OSG before.
What error are
>
> See my previous post.
> The template compile errors that I'm getting are strange. Perusing the
> forum, I did find something similar when someone was compiling osgPhysics
> against OSG...
>
>
I didn't find it at a quick glance. Can you email it to me privately?
--
Chris 'Xenon' Hanson, om
>
> We have had OSG embedded in our application for some time now. Our
> current version is 2.8.1. We had been running on Windows XP Pro until
> recently when we installed our application on a Windows 7 laptop (32Bit).
> There were a few very minor glitches that we corrected. More recently we
>
On Tue, Sep 25, 2012 at 7:26 PM, Michael W. Hall wrote:
> Well I have my application displaying maps. I also believe that I have
> some DTED data loading. Now I would like to have the lat/long and
> elevation display in the status bar. My question is how do you get the
> position information a
Update your gfx driver and see what happens.
Perhaps you map file is built using an OGL feature your current driver
doesn't support. Maybe NPOT textures or something?
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
Does anyone here on the list know any of the folks involved in the
glslDevil project:
http://www.vis.uni-stuttgart.de/glsldevil/
This seems to be one of the few prospects for a cross-platform (Linux and
Windows anyway) GLSL source-level debugging tool. It was not released as
open-source, but i
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