It doesn't look like the OSG zip plugin supports a password option, but it
wouldn't be too hard to extend it to support password-protected zipfiles.
Which could themselves be in memory.
On Fri, Aug 26, 2016 at 7:25 AM, John Farrier
wrote:
> Perfect. Appreciate the help, Glenn!
>
> Thank you!
>
Thought this might be useful to many.
https://medium.com/@duhroach/building-a-blazing-fast-etc2-compressor-307f3e9aad99
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • Open
Well, probably a good facsimile would be the situation for OpenGL ES, which
lacks all of those same features.
We did a bunch of work involving this, writing custom FFP to shader
generators, as well as doing the grunt work of making osgEarth work on
mobile devices (Android and iOS) through OpenGL E
Jan has a good point here.
We have ported OSG to architectures like the Integrity embedded OS, but OSG
cannot and will not ever guarantee hard real time, nor will the OpenGL
driver stack.
If you want to talk about the requirements of your project, email me
sometime.
_
Nice work, Torben. You're way ahead of me at this point. I'll try to catch
up with your work sometime and maybe get my build system building again.
On Mon, Oct 24, 2016 at 3:09 AM, Torben Dannhauer
wrote:
> Robert,
>
> don't worry, enjoy your week :)
>
> Torben
>
> --
> Read this
Can you post the solution, for others in the future to benefit from?
On Mon, Oct 24, 2016 at 8:04 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Got a help offline from a friend on this ... So glad there are so cool
> people on this list ...
>
> Thanks all!
>
> Nick
>
> On Fri,
If anyone else is going, I'd love to meet and do an informal BoF-type
hang out. I'm not exhibiting this year due to family travel plans, but I
will be there the 28-30th and would love to connect with others to talk
about OSG, osgEarth, OpenIG, OpenGL in general, Triton and SilverLining,
UAVs, and
This is off-topic, but this is the place with the highest-likelihood of
having someone with the knowledge in question.
Anyone here ever work with a 90s vintage Lockheed-Martin R3D/PRO-1000?
Some guys working on emulators for it for running legacy code have some
questions about its behaviour a
Is this something osgCairo ( https://github.com/cubicool/osgcairo ) might
solve for you?
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Basically you make a custom URI scheme to name each "file" in the PagedLOD
object, like
12345567890.werner_texion_tile
Then you create and register a pseudoloader that accepts requests for
"files" ending in the ".werner_texion_tile" extension. But when your
pseudoloader is called to "load" one of
On Wed, Nov 9, 2016 at 2:24 PM, Erik Hensens wrote:
> Hello everyone!
>
> Let me apologize in advance if this is a duplicate question. I tried hard
> to find the answer elsewhere in the forums but I didn't see anything. If I
> missed it, please just point me toward the original post.
>
> What are
It really sounds like what you're doing is going to require geospatial
integration, and for that, you'd be much further ahead using osgEarth,
which has all sorts of geospatial features built in.
Can you describe the bigger picture of what you're actually trying to
_accomplish_ in the end, so we ca
Are you trying to render combined 3D scenes, or have OSG render a texture
that will be used on a surface within your other renderer's scene?
When we were faced with the second situation, what we did was to create a
whole new context (shared) for OSG let OSG render into a texture with that,
and the
Fabien, if you want someone do do a custom implementation of that sort of
thing, we can be hired to do so. ;)
On Mon, Nov 21, 2016 at 7:27 AM, Riccardo Corsi
wrote:
> Hi Fabien,
>
> in your situation the approach suggested by Chris is certainly the most
> promising.
> Create a second GL context
>
> I load an not georeferenced 3D model and i have the geo information in
> other file : DATUUM, Projection system, EPSG and an offset in meter for
> cartographic system and in seconds for geo system. I looking for set those
> informations programatically. Set the SRS is not a big deal, but I don'
Hey David. I'm working on a project that has both Oculus and Vive support
via osgOpenVRViewer.
On Mon, Nov 28, 2016 at 5:32 PM, David Glenn wrote:
> Greetings All!
> I'm just wondering what is the status for doing OpenVR or anything else VR
> in OSG!
>
> I've been so tied up in the Game Engine s
On Tue, Nov 29, 2016 at 4:37 AM, Jan Ciger wrote:
> OSVR
Wasn't my decision. Client already had Oculus support and just wanted to
extend it to OpenVR via osgOpenVRViewer.
I would consider OSVR for future projects though!
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http:
Last I checked, osgOcean's rendering system could only handle flat-Earth,
and osgEarth is predominantly round-Earth, so some significant work would
need to be done to make them work together.
SunDog's Triton (
http://sundog-soft.com/features/ocean-and-water-rendering-with-triton/ ) is
extremely
Triton does not use OSG internally.
You can use Triton inside OSG applications.
You can contact SunDog's Triton support ( supp...@sundog-soft.com ), or my
company also provides consulting and development using Triton if you need
more than they can provide.
If you email me privately, I can attemp
You should be able to see my email address in the headers.
xe...@alphapixel.com.
In order to have breaking shore waves in Triton, you need to supply it with
a raster image of the bathymetry (sea floor) underneath the water surface,
as well as a texture matrix that allows for transformation of a wo
On Mon, Dec 12, 2016 at 10:48 PM, Nikolai Christensen <
emptyyetf...@gmail.com> wrote:
> Secondly, what about lines after:
> else if (objectType == ObjectTypeLight) { // add a light source to the
> scene 1 Nov 2003
> Why add a lightsource (if thats whats happening)? Isn't this loader used
> by man
Take the results from the PolytopeIntersector, project them to screen
space, measure the distance from your mouse XY to the projected point, sort
the result set by this metric and take the closest.
On Fri, Dec 23, 2016 at 3:22 AM, Robert Osfield
wrote:
> HI Bruno,
>
> For a point cloud you may b
>
> I just checked there is a "supp...@godaddy.com" subscribed but not one
> associated with secureserver,net.
> I have unsubscribed supp...@godaddy.com.
>
Yay!
I thought we had checked this a few months ago when I deep-dove into it
trying to solve this very thing.
> The question is who su
There aren't many sources, to be honest.
If you like dead-tree type material, I was tech reviewer on this book:
https://www.amazon.com/Vulkan-Programming-Guide-Official-Learning/dp/0134464540
It has good material, but the scope of the task is daunting no matter how
you approach it.
I just wanted to mention that Jeremy ("osgWidget", "osgCairo", "osgPango")
has been working on a scene graph named Heirograph with similar design
goals. There is already an OpenGL ES2 backend implementation and our goal
is, similar to Robert's, to make a Vulkan and a desktop non-FFP OGL3+ or
OGL4 b
I was pretty sure UWP also prohibited the OpenGL API, which would mostly be
a deal-breaker unless you use ANGLE or something.
On Thu, Feb 16, 2017 at 2:59 AM, Lorenzo Valente
wrote:
> Hi,
>
> I'm trying to compile OSG for the Universal Windows Platform (
> https://docs.microsoft.com/en-us/window
I agree. SO is pretty good, but it also works better with a larger more
distributed community. I prefer to stick with the mailing list. The results
come up pretty well in searches.
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There are examples in the osgEarth tests repository showing how to feed
osgEarth from a local GeoTIFF image via the GDAL driver.
You can also pass a file-based URL instead of a http: based URL to a
tilemap set.
On Thu, Mar 30, 2017 at 5:16 AM, Rambabu Repaka
wrote:
> Hi,In osgearth he is readin
https://github.com/robertosfield/osgPairo
On Thu, Mar 30, 2017 at 6:12 PM, Andrew Cunningham wrote:
> Hi, I am looking for suggestion on how to efficiently draw 'large' ( aka
> many thousands) numbers of 'labels' or 'string markers'
> Typically these are short numeric strings. Instancing a osgT
AlphaPixel is running this port project that Thomas is working on. We'll
probably try to include an example, but it all depends on our client's
goals.
We came up with an idea about the getenv() API being missing on UWP. We
could use the preprocessor to define an empty genenv() macro like
#define
We've just pulled the PR. It's not quite ready for release yet. Will update
when it's ready.
On Wed, May 17, 2017 at 1:38 AM, Robert Osfield
wrote:
> On 17 May 2017 at 03:09, michael kapelko wrote:
> > Hi. How is your progress with UWP?
>
> I have merged it yet, but Thomas has posted a PR for h
That'll be good when we're ready.
On Wed, May 17, 2017 at 8:39 AM, michael kapelko wrote:
> I thought I could make an UWP tutorial along other platforms I cover:
> https://github.com/OGStudio/openscenegraph-cross-platform-guide
>
> 2017-05-17 19:55 GMT+07:00 Chris Ha
>
> We're evaluating using OSG as a possible graphics backend for our
> real-time physics simulation project, and I've got a few questions:
>
> * We suport Mac, Windows and Linux, how good is cross-platform support
> with OSG?
>
Excellent. We just ported a client's OSG application from Windows t
Man, there was some really great material written here.
On Fri, Jun 23, 2017 at 1:38 AM, Robert Osfield
wrote:
> Hi Andy,
>
> I would have thought the OSG would work fine for your task, you have
> happily mix and match 3D and 2D subgraphs (2D is just 3D in a single
> plane.) Portability is exce
to try both to see which ones a better fit.
>
> Thanks again for all the great info!
>
> On Jun 23, 2017, at 11:44 AM, Chris Hanson wrote:
>
> Man, there was some really great material written here.
>
> On Fri, Jun 23, 2017 at 1:38 AM, Robert Osfield
> wrote:
>
>
If Art can't be found, AlphaPixel could take over hosting. But we'd
presumably need Art's assistance to get the web media and database copied
to our server, which makes it sort of a chicken and egg problem. :(
On Thu, Jun 29, 2017 at 9:22 AM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.d
platforms.
> UWP is the one that is left :)
>
> 2017-05-17 22:50 GMT+07:00 Chris Hanson :
> > That'll be good when we're ready.
> >
> > On Wed, May 17, 2017 at 8:39 AM, michael kapelko
> wrote:
> >>
> >> I thought I could make an UWP tutor
I do know someone experienced with PHPBB and migrating between versions,
but I'm not sure she'd be available.
With any luck, we can find Art.
On Fri, Jun 30, 2017 at 1:49 AM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
>
> Hi Chris,> If Art can't be found, AlphaPixel could t
On Wed, Jul 5, 2017 at 8:08 AM, Christian Buchner <
christian.buch...@gmail.com> wrote:
> BPTC_FLOAT
I don't know this method, but if OSG did support it, the code would be
found near here:
https://github.com/openscenegraph/OpenSceneGraph/blob/3b1212fed59b1024aab289bf7837056c559913e1/src/osgPlug
If it was a critical application, I probably have some software engineers
that could update that libCityGML code to work with contemporary data sets.
On Tue, Jul 4, 2017 at 2:44 AM, Christian Buchner <
christian.buch...@gmail.com> wrote:
> I've tried this, but it fails to parse the cityGML format
LAZ is a compressed variant of LAS.
Refer to this for how to convert to LAS:
https://gis.stackexchange.com/questions/188170/converting-lidar-files-from-laz-to-las-format
On Thu, Aug 31, 2017 at 7:48 PM, Michael W. Hall wrote:
> I have OSG 3.4.0 installed. I have some LIDAR Data and when is typ
I don't remember what the name would be, but I believe if you turn the OSG
Log level all the way up, you'll see progress reports from the
osgDB library trying to identify, locate, load and invoke a given plugin
for a given file format extension. That might tell you what's going on.
Something like
I think it might be just a C-language API to liblas (which is C++):
http://osgeo-org.1560.x6.nabble.com/Liblas-devel-C-API-usage-td4918858.html
I wouldn't think OSG would even use it, but perhaps the CMake find script
is rigged to look for it. I wouldn't expect you would need it.
___
A client of mine is experiencing oddly FASTER framerates when running
their OSG-based app under the Visual Debugger versus stand-alone. (Nvidia
card, Windows 7).
They've done some troubleshooting and can't identify any factors which
differ, other than the debugger itself.
Some claim to have
To clarify, UWP is a specialized sub/superset of the Windows platform APIs,
which targets modern Windows devices like XBox, Windows Mobile and
HoloLens. It adds a number of modern APIs but also excludes a number of
POSIX-like APIs as well as precluding OpenGL itself (!). The way to work
around this
Seems like using a tesselated mesh that stays in place but using multiple
(4? 9?) tiled textures that you offset within a vertex shader might do what
you want.
On Sat, Sep 16, 2017 at 1:10 AM, Paul Cooper
wrote:
> Hi, I'm coming back into OSG after a while and was wondering how I should
> go abo
I think all that what's going on is that the loader is simply assigning the
image maps (diffuse and specular) to various texture unit numbers:
http://trac.openscenegraph.org/projects/osg//browser/OpenSceneGraph/trunk/src/osgPlugins/obj/ReaderWriterOBJ.cpp?rev=13006#L67
http://trac.openscenegraph.or
So, I was trying to refer a new OSG user to a section on callbacks to
explain the deprecated NodeCallback, but I notice that trying to go to this
page:
www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/Callbacks
seems to redirect to one of the trac URLs which isn't working. What is the
Hi Brian, we had one for a while, but the system hasn't been updated
recently because one of our developers who maintained it is working
elsewhere at this time. So, we don't have a 3.4 build.
I can look into reviving it at some point -- how urgent is your timeframe?
On Thu, Oct 5, 2017 at 12:06
rnally to understand their definition of publicly
> maintained as well. One available from openscenegraph.org would
> certainly meet that criteria,
> but I’m not sure when we go outside of that.
>
>
>
> Many thanks for the responses,
>
> Brian
>
>
>
>
>
>
Hi all. Some of you may have noticed the TRAC site being down recently.
Jordi just resurrected it (again), but it needs to be retired. The current
OSG site is built in Joomla.
About the only thing still hosted on the TRAC site is the old Tutorials:
http://trac.openscenegraph.org/projects/osg/w
I've actually toyed with hooking up OSG support for Conan, but never
actually did it.
On Tue, Oct 10, 2017 at 6:01 AM, Alberto Luaces wrote:
> Chris Hanson writes:
>
> > I think I've since come up with an idea to work around their weird
> > demands, but I wasted a
I like the idea, assuming we can link them to the main site without
problems.
But it still means people need to set that up, and migrate/update the
tutorials.
And I'm not hearing much response on that.
Come on people, this is something that significantly helps the community,
that you yourself p
I suspect that you probably want to use Virtual Planet Builder to convert
your TIFF DEM elevation data into .osg (or .osgb) format for use in OSG
applications.
On Tue, Oct 24, 2017 at 1:06 AM, Latha Rani Baddala
wrote:
> Hi,
>
> I am trying to use imagery file in osg,i am not able to read this
Just a quick survey -- is anyone using the OSG FFMPEG plugin (which
utilizes the libavcodec) presently, and if so, would you mind commenting on
how you are using it and how you feel about what it does and does not do at
the moment?
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.co
talis/osg-ffmpeg-plugin if I
> remember correctly this one can do 4k.. plz keep us updated.
>
> Cheers!
> Raymond
>
> On Nov 3, 2017, at 17:07, Chris Hanson wrote:
>
> Just a quick survey -- is anyone using the OSG FFMPEG plugin (which
> utilizes the libavcodec) presently
t
> in if it works for people.
>
> Arthur
>
> On Fri, Nov 3, 2017 at 11:26 AM, Chris Hanson
> wrote:
>
>> That's weird.
>>
>> Why isn't this a part of the main OSG distribution?
>>
>> On Fri, Nov 3, 2017 at 11:52 AM, Raymond De Vries
>
What we're working on right now is stream WRITE ability, in order to be
able to record OSG-rendered video to any libavcodec supported writable
stream.
The frame-centeric osg ReaderWriter Plugin architecture doesn't have
exactly the proper API for writing multiple images to a single stream-file,
as
So, I'll be at IITSEC in Orlando the week of Nov 27 - Dec 1. Won't be
exhibiting in a booth but will be meeting with other clients and
OSG/osgEarth users.
I'll personally be around Tuesday the 28th through Friday the 1st. If any
other OSG users are going to be there, we should casually meet up
I'm ok with the Google thing.
Alternately, we could probably pick up and move the current forum software
to different hosting. I don't use the actual forum so I'm not aware of what
issues it might be having that might need fixing, or if it should just be
dumped entirely.
On Mon, Nov 20, 2017 at 5
Ok. Thanks for the background. I was unfamiliar with the situation.
For purposes of discussion, do you believe the Google forum would improve
on this in any way?
(Written by a guy who still runs a forum descended from EGROUPS for cryin'
out loud...)
_
On Mon, Nov 20, 2017 at 1:36 PM, Robert Osfield
wrote:
> On 20 November 2017 at 19:52, Chris Hanson wrote:
> > For purposes of discussion, do you believe the Google forum would
> improve on
> > this in any way?
> One issue we'd need to resolve is who i
On Mon, Nov 20, 2017 at 2:15 PM, Robert Osfield
wrote:
> We have Mailman hosted by dreamhost that does osg-users and
> osg-submissions.
> The OpenSceneGraph Users mailing list is a mirror of the osg-users
> mailing list.
This is where I get confused. I know what osg-users is, but then
what/wh
Didn't know it would be so soon. I'd love to try to get there for this, but
not sure I can, having just gotten back from one trip.
On Sun, Dec 3, 2017 at 5:52 AM, Robert Osfield
wrote:
> Hi All,
>
> I'll be out in Dulles, Virginia for work between the 10th and 16th
> December. I don't often mak
What you're seeing is normal. OpenGL ES 3.0 does not support the old
fixed-function Material feature. OSG is warning you that you are trying to
render a piece of geometry that uses this feature.
Your solution is to modify your scene to not use Material states and
instead write shaders to create th
Dang, now I'm really bummed I can't get there. ALL the cool people are
going. ;)
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>World of Beer
Exxxceent choice.
So jealous I couldn't be there.
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I think integrating Conan and OSG is a fantastic idea, and one I've wanted
to do but haven't had time in the past.
On Wed, Jan 10, 2018 at 8:50 AM, Julien Valentin wrote:
> Hi korner
>
> as the repo title says it's just an experiment
> I shared it but there are problems..just try it if you have
You will need to (re)compile OSG incorporating the FBX SDK. Then you will
be able to use the osgconv tool to convert models from FBX to
osg/ive format. This recompilation is something that will need to be done
by a C++ developer.
On Fri, Jan 26, 2018 at 2:24 PM, Julie McCartney <
julianne.mccart..
Well, if that's the case, I'm not sure OSG is the right choice for you. It
really does require knowledge and understanding of C++ compiling.
On Fri, Jan 26, 2018 at 4:12 PM, Julie McCartney <
julianne.mccart...@gmail.com> wrote:
> Okay recompiling. I hav visual studio 2015. can you point me to a
Here's a basic walkthrough of compiling OSG on Windows:
https://vicrucann.github.io/tutorials/osg-windows-quick-install/
It doesn't cover the task of configuring OSG to find third-party libraries
like PNG, ZLIB, or FBX. Try doing those steps and see how you get along and
if you can get past that,
Would the vertical offset do what you want?
https://github.com/gwaldron/osgearth/blob/master/src/osgEarth/TerrainOptions#L51
Depends on how your objects are clamped to the surface.
On Mon, Jan 29, 2018 at 4:04 PM, Adrian Jelffs
wrote:
> Hi,
>
> I have an application where I have a base layer a
I've been hoping for Conan support for OSG for some time.
Python is a complex tool, but powerful, and I'm willing to accept its
complexity in return for what it can do.
On Sun, Feb 4, 2018 at 2:05 PM, Julien Valentin
wrote:
> https://www.youtube.com/watch?v=nLdB1ErncBg
>
>
> mp3butcher wrote:
>
As you are aware, drivers like the NVidia Windows driver have a variety
of tuneable settings accessible through the vendor-specific setting
application. Many times these accomplish things that can't be accessed
through the standard OpenGL APIs or extensions.
Is there any way to force settings
You might also look at OSGTransparencyToolkit.
http://alphapixel.com/project/osg-transparency-toolkit/
There are several Order Independent Transparency implementation out there
that let you not worry about the object draw order.
On Fri, May 18, 2018 at 10:04 AM, Kristofer Krus
wrote:
> Hi,
>
>
I'm going to avoid discussing header extensions, because it's a dead dog. I
will say, that more tools and processes than just VS rely on file
extensions.
I would like to throw out the concept of using something like Conan.io (
https://conan.io/ ) to assist with 3rdparty package management.
As we
Thomas Hogarth and AlphaPixel performed this work on behalf of a client,
who I am not currently naming unless they want to step forward and identify
themselves.
UWP is necessary for things like Hololens (the initial intended target of
this work) and I believe XBox and all Windows Store application
I was mostly suggesting POCO in terms of all of the support code that it
provides for the parts outside the core scenegraph. But I understand that
that's not what you're focusing on right now.
On Thu, Jun 7, 2018 at 11:55 AM Robert Osfield
wrote:
> Hi Chris,
> On Thu, 7 Jun 2018
I'm totally in support of moving to C++11.
On Mon, Jun 11, 2018 at 2:14 AM Alberto Luaces wrote:
> Robert Osfield writes:
>
> > I would suggest that OpenSceneGraph-3.x series remain compilable
> > without needing C++11. So 3.6.x for instance we'll make bug fixes etc
> > but never change the c
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