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From: William T. <wht...@gm...> - 2012-10-12 19:06:23
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Hello, You all are much more experienced than I am. I can not seem to find instructions on how to install the program or the dependencies. Could some one please point me in the right direction on how to make this work with winxp and visual studio? Thank you, Bil |
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From: Guido M. <gmi...@gm...> - 2010-07-19 16:31:33
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to compile a project that use demeter and OSG I downloaded demeter-3.21.tar.gz from SourceForge.net download page. I need Demeter and DemeterOSG libraries for the project to work. Decompressed the file and as the README says: ./configure (this is the output) -- checking for a BSD-compatible install... /usr/bin/install -c checking whether build environment is sane... yes checking for gawk... gawk checking whether make sets $(MAKE)... yes checking for style of include used by make... GNU checking for gcc... gcc checking for C compiler default output... a.out checking whether the C compiler works... yes checking whether we are cross compiling... no checking for suffix of executables... checking for suffix of object files... o checking whether we are using the GNU C compiler... yes checking whether gcc accepts -g... yes checking for gcc option to accept ANSI C... none needed checking dependency style of gcc... gcc3 checking how to run the C preprocessor... gcc -E checking for g++... g++ checking whether we are using the GNU C++ compiler... yes checking whether g++ accepts -g... yes checking dependency style of g++... gcc3 checking for a BSD-compatible install... /usr/bin/install -c checking build system type... x86_64-unknown-linux-gnu checking host system type... x86_64-unknown-linux-gnu checking for ld used by GCC... /usr/bin/ld checking if the linker (/usr/bin/ld) is GNU ld... yes checking for /usr/bin/ld option to reload object files... -r checking for BSD-compatible nm... /usr/bin/nm -B checking for a sed that does not truncate output... /bin/sed checking whether ln -s works... yes checking how to recognise dependent libraries... pass_all checking command to parse /usr/bin/nm -B output... ok checking for egrep... grep -E checking for ANSI C header files... yes checking for sys/types.h... yes checking for sys/stat.h... yes checking for stdlib.h... yes checking for string.h... yes checking for memory.h... yes checking for strings.h... yes checking for inttypes.h... yes checking for stdint.h... yes checking for unistd.h... yes checking dlfcn.h usability... yes checking dlfcn.h presence... yes checking for dlfcn.h... yes checking for ranlib... ranlib checking for strip... strip checking for objdir... .libs checking for gcc option to produce PIC... -fPIC checking if gcc PIC flag -fPIC works... yes checking if gcc static flag -static works... no checking if gcc supports -c -o file.o... yes checking if gcc supports -c -o file.lo... yes checking if gcc supports -fno-rtti -fno-exceptions... yes checking whether the linker (/usr/bin/ld) supports shared libraries... yes checking how to hardcode library paths into programs... immediate checking whether stripping libraries is possible... yes checking dynamic linker characteristics... GNU/Linux ld.so checking if libtool supports shared libraries... yes checking whether to build shared libraries... yes checking whether to build static libraries... yes checking whether -lc should be explicitly linked in... no creating libtool checking for ranlib... (cached) ranlib checking for glBegin in -lGL... yes checking for gluProject in -lGLU... yes checking for xml2-config... yes checking for sdl-config... yes checking for atexit... yes checking for memset... yes checking for pow... no checking for sqrt... no checking for strstr... yes checking for Open Scene Graph... OSG Detected - building OSG support checking for Geospatial Data Abstraction Library... GDAL Detected - building GDAL support checking how to run the C++ preprocessor... g++ -E checking for ANSI C header files... (cached) yes checking malloc.h usability... yes checking malloc.h presence... yes checking for malloc.h... yes checking for an ANSI C-conforming const... yes checking for inline... inline checking whether struct tm is in sys/time.h or time.h... time.h checking for stdbool.h that conforms to C99... yes checking for _Bool... no configure: creating ./config.status config.status: creating Makefile config.status: creating src/Makefile config.status: creating src/osg/Makefile config.status: creating src/elevationloaders/Makefile config.status: creating src/elevationloaders/demeter/Makefile config.status: creating src/elevationloaders/gdal/Makefile config.status: creating src/textureloaders/Makefile config.status: creating src/textureloaders/demeter/Makefile config.status: creating src/textureloaders/sdl/Makefile config.status: creating samples/Makefile config.status: creating samples/SampleRawApplication/Makefile config.status: creating samples/SampleGDALApplication/Makefile config.status: creating samples/SampleSkyBoxApplication/Makefile config.status: creating samples/SamplePaintApplication/Makefile config.status: creating samples/SampleOSGApplication/Makefile config.status: creating samples/SampleEditApplication/Makefile config.status: creating samples/SampleTerrainLatticeApplication/Makefile config.status: creating samples/SampleDemeterApplication/Makefile config.status: creating samples/SampleProceduralTextureApplication/Makefile config.status: creating include/Demeter/config.h config.status: include/Demeter/config.h is unchanged config.status: executing default-1 commands then I did "make" then the following error appears: Making all in src make[1]: Entering directory `/home/gmilitel/Projects/demeter-3.21/src' Making all in osg make[2]: Entering directory `/home/gmilitel/Projects/demeter-3.21/src/osg' source='DemeterDrawable.cpp' object='DemeterDrawable.lo' libtool=yes \ depfile='.deps/DemeterDrawable.Plo' tmpdepfile='.deps/DemeterDrawable.TPlo' \ depmode=gcc3 /bin/sh ../../config/depcomp \ /bin/sh ../../libtool --mode=compile g++ -DHAVE_CONFIG_H -I. -I. -I../../include/Demeter -I../../include -g -O2 -c -o DemeterDrawable.lo `test -f DemeterDrawable.cpp || echo './'`DemeterDrawable.cpp rm -f .libs/DemeterDrawable.lo g++ -DHAVE_CONFIG_H -I. -I. -I../../include/Demeter -I../../include -g -O2 -c DemeterDrawable.cpp -MT DemeterDrawable.lo -MD -MP -MF .deps/DemeterDrawable.TPlo -fPIC -DPIC -o .libs/DemeterDrawable.lo In file included from DemeterDrawable.cpp:21: *../../include/Demeter/DemeterDrawable.h:80: error: conflicting return type specified for 'virtual bool Demeter::DemeterDrawable::computeBound() const'* /usr/include/osg/Drawable:212: error: overriding 'virtual osg::BoundingBox osg::Drawable::computeBound() const' DemeterDrawable.cpp: In member function 'virtual osg::Object* Demeter::DemeterDrawable::cloneType() const': DemeterDrawable.cpp:57: error: cannot allocate an object of abstract type 'Demeter::DemeterDrawable' ../../include/Demeter/DemeterDrawable.h:50: note: because the following virtual functions are pure within 'Demeter::DemeterDrawable': /usr/include/osg/Drawable:428: note: virtual void osg::Drawable::drawImplementation(osg::RenderInfo&) const DemeterDrawable.cpp: In member function 'virtual osg::Object* Demeter::DemeterDrawable::clone(const osg::CopyOp&) const': DemeterDrawable.cpp:63: error: cannot allocate an object of abstract type 'Demeter::DemeterDrawable' ../../include/Demeter/DemeterDrawable.h:50: note: since type 'Demeter::DemeterDrawable' has pure virtual functions DemeterDrawable.cpp: In member function 'virtual bool Demeter::DemeterDrawable::computeBound() const': DemeterDrawable.cpp:120: error: '_bbox' was not declared in this scope DemeterDrawable.cpp:124: error: '_bbox_computed' was not declared in this scope DemeterDrawable.cpp:128: error: '_bbox' was not declared in this scope make[2]: *** [DemeterDrawable.lo] Error 1 make[2]: Leaving directory `/home/gmilitel/Projects/demeter-3.21/src/osg' make[1]: *** [all-recursive] Error 1 make[1]: Leaving directory `/home/gmilitel/Projects/demeter-3.21/src' make: *** [all-recursive] Error 1 Is there any help available? Thanks and regards. Guido Militello "There's a reason why you separate military and the police. One fights the enemy of the state. The other serves and protects the people. When the military becomes both...then the enemies of the state tend to become the people." |
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From: Christian S. <chr...@un...> - 2007-06-21 19:57:32
|
Hi everybody at the mailing list, i need your help in compiling demeter-4.0 for windows with visual studio 2005, beside that i also want to ask a few questions concering demeter. Okay lets start: Before i tried compiling demeter i succesfully installed "openscenegraph 2.0" with its "3rdParty_Win32binaries" on my windows xp system with visual studio 2005. Via a link on the openscenegraph website i came to the demeter site, which has exact the functionalities i would need for a future project of mine (OpenGL 3D visualization of geodata with the help of GDAL) My first attempt in compiling demeter-4.0 was to download "Demeter.4.0.tar.bz2", extract it and start the "demeter.4.0\VisualStudio\Demeter.sln" VS solution file. VS converted it to a VS 2005 solution, then i hit "Build Solution". The result were 24 errors with this two types of errors: /// Error 1 fatal error C1083: Cannot open include file: 'GL/glew.h': No such file or directory c:\demeter.4.0\include\demeter\globals.h 84 ... Error 21 fatal error C1083: Cannot open include file: 'GL/glew.h': No such file or directory c:\demeter.4.0\include\demeter\demeterdrawable.h 26 ... /// I am a coding noob, but as far as i could understand was a header named "glew.h" not on its place. I googled around, found the GLEW OpenGL library, downloaded it and added the following files to my "c:\demeter.4.0" directory. /// demeter.4.0\include\GL\glew.h demeter.4.0\include\GL\wglew.h demeter.4.0\lib\glew32.lib (I had to create a lib directory, because non was existing, i hope this was no mistake?) demeter.4.0\lib\glew32s.lib /// After "Clean solution" i ran "Build Solution" agein. > Folling error output ;-( /// Error 12 fatal error C1083: Cannot open include file: 'SDL/SDL.h': No such file or directory c:\demeter.4.0\samples\samplerawapplication\samplerawmain.cpp 34 Error 40 fatal error C1083: Cannot open include file: 'SDL_image.h': No such file or directory c:\demeter.4.0\src\sdltextureloader.cpp 14 Error 44 fatal error C1083: Cannot open include file: 'gdal_priv.h': No such file or directory c:\demeter.4.0\src\gdalelevationloader.cpp 11 Error 45 fatal error C1083: Cannot open include file: 'osg/BoundingBox': No such file or directory c:\demeter.4.0\include\demeter\demeterdrawable.h 27 Error 46 fatal error C1033: cannot open program database 'c:\demeter.4.0\visualstudio\debug\vc80.pdb' c:\demeter.4.0\src\brush.cpp 1 Error 47 fatal error C1083: Cannot open include file: 'osg/Geometry': No such file or directory c:\demeter.4.0\samples\sampleosgapplication\sampleosgmain.cpp 35 Error 48 fatal error C1083: Cannot open include file: 'osg/Geode': No such file or directory c:\demeter.4.0\samples\sampleosgapplication\hovercamera.h 6 /// Okay, now was the first OSG related files missing beside some SDL and GDAL ones. This led me to the assumption that Demeter does not use the OpenSceneGraph library-like but includes OSS's source code into it's own soure code. (Is this right?) So i added the content of my OpenSceneGraph 2.0's include and src directory to the demeter's include and src directory. /// demeter.4.0\include\OpenThreads demeter.4.0\include\osg ... demeter.4.0\src\OpenThreads demeter.4.0\src\osg Downloaded "SDL_image-devel-1.2.5-VC6.zip", "SDL-devel-1.2.11-VC6.zip" and added the following: demeter.4.0\include\SDL\SDL.h demeter.4.0\include\SDL\SDL_active.h demeter.4.0\include\SDL\... the same files also in demeter.4.0\include\SDL.h demeter.4.0\include\SDL_active.h demeter.4.0\include\... again (because without that i would get a missing SDL.h again - maybe because auf SDL_image?) demeter.4.0\include\SDL_image.h demeter.4.0\lib\SDL.lib demeter.4.0\lib\SDL_image.lib demeter.4.0\lib\SDLmain.lib and finally the GDAL stuff from "3rdParty_Win32binaries" to demeter: demeter.4.0\include\gdal.h demeter.4.0\include\gdal_alg.h demeter.4.0\include\... demeter.4.0\include\cpl_config.h (without that the complier would complain for gdal?) demeter.4.0\include\cpl_conv.h demeter.4.0\lib\gdal_i.lib demeter.4.0\lib\gdal_iD.lib /// clean && build > Following output: /// Error 12 fatal error C1083: Cannot open include file: 'strings.h': No such file or directory c:\demeter.4.0\include\sdl\sdl_stdinc.h 61 Error 40 fatal error C1083: Cannot open include file: 'strings.h': No such file or directory c:\demeter.4.0\include\sdl_stdinc.h 61 Error 45 error C2259: 'Demeter::DemeterDrawable' : cannot instantiate abstract class c:\demeter.4.0\src\demeterdrawable.cpp 78 Error 46 error C2259: 'Demeter::DemeterDrawable' : cannot instantiate abstract class c:\demeter.4.0\src\demeterdrawable.cpp 84 Error 47 fatal error C1083: Cannot open include file: 'strings.h': No such file or directory c:\demeter.4.0\include\sdl\sdl_stdinc.h 61 /// THAT IS MY PROBLEM! I hope some of you can help me! Thanks a lot in advance Christian Sam |
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From: Ashraf T. <af...@ya...> - 2007-04-03 08:35:11
|
Hello i have an encrypted shape file viewer. for more information, contact me on msn messenger. af...@ho... regards, ashraf ____________________________________________________________________________________ Expecting? Get great news right away with email Auto-Check. Try the Yahoo! Mail Beta. http://advision.webevents.yahoo.com/mailbeta/newmail_tools.html |
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From: Padraic M. <pad...@ho...> - 2006-07-21 04:38:46
|
My second problem related to the change in the Terrain() constructor. The
removal of the maxNumTriangles parameter meant I was specifying the optional
offsetX when I did not intent to and my terrain was rendered 60000 points
from where I expected it. This would be a helpful item to add to any
release notes.
The texture creation problem only occurs when none of the terrain is visible
on screen. It calls CreateTexture each cycle, but also unloads the texture
each cycle.
I changed line 1801 of Terrain.cpp to make texturing only happen if
rendering will actually be done (see below). I still get a hiccup when the
terrain comes back into view but not the stalled app I got before. I ended
up just turning off dynamic textures.
cheers, pj
if (pCell->m_NumTriangleVertices > 0 || pCell->m_NumFanVertices > 0)
{
if (pCell->m_pTexture)
{
glActiveTextureARB(GL_TEXTURE1_ARB);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glScalef(Settings::GetInstance()->GetDetailTextureRepeats(),Settings::GetInstance()->GetDetailTextureRepeats(),0.0f);
glMatrixMode(GL_MODELVIEW);
if (m_pCommonTexture)
{
glEnable(GL_TEXTURE_2D);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
if (Settings::GetInstance()->IsBaseTextureEnabled())
{
GLuint cTexId = m_pCommonTexture->UploadTexture();
glBindTexture(GL_TEXTURE_2D, cTexId);
}
}
else
{
glDisable(GL_TEXTURE_2D);
}
if (m_pShadowMapTexture)
{
glActiveTextureARB(GL_TEXTURE2_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, m_pShadowMapTexture->UploadTexture());
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glMatrixMode(GL_TEXTURE);
glLoadIdentity();
glTranslatef(ShadowTexOffsetU,ShadowTexOffsetV,0.0f);
glMatrixMode(GL_MODELVIEW);
}
glActiveTextureARB(GL_TEXTURE0_ARB);
glEnable(GL_TEXTURE_2D);
if (m_UseNormals || m_pShadowMapTexture)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
else
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
if (Settings::GetInstance()->IsBaseTextureEnabled())
{
GLuint texId;
texId = pCell->BindTexture();
glBindTexture(GL_TEXTURE_2D, texId);
}
}
anyRendered = true;
pCell->Render();
if (0 < pCell->GetNumberOfDetails())
{
// Second and subsequent passes - multitexture of masks and details
if (m_ControlsZBuffer)
{
glDepthMask(GL_FALSE);
glDepthFunc(GL_EQUAL);
}
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
for (int k = 0; k < pCell->GetNumberOfDetails(); k++)
{
if (pCell->GetDetail(k)->HasNonZeroValues())
{
//glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glActiveTextureARB(GL_TEXTURE0_ARB);
glBindTexture(GL_TEXTURE_2D, pCell->BindMask(k));
glActiveTextureARB(GL_TEXTURE1_ARB);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, pCell->BindDetail(k));
pCell->Render();
}
}
if (m_ControlsZBuffer)
{
glDepthMask(GL_TRUE);
glDepthFunc(GL_LESS);
}
glDisable(GL_BLEND);
}
}
>Date: Thu, 20 Jul 2006 10:57:35 +0200
>From: "Padraic McGee" <pad...@ho...>
>Subject: [Demeter-main] demeter 4 excessive texture creation on mac os
> x
>To: dem...@li...
>Message-ID: <BAY...@ph...>
>Content-Type: text/plain; format=flowed
>
>I upgraded to Demeter 4.0 and have noticed a few problems. My app now
>spends 95% of the time in the CreateTexture() method. It looks like it's
>creating opengl texures every rendering which I wouldn't expect to be a
>good
>thing.
>
>Shark trace:
> 95.3% 95.3% libDemeter.dylib CreateTexture(unsigned char const*, int, int,
>int, int, long, bool, int, bool)
> 0.0% 95.3% libDemeter.dylib Demeter::Texture::UploadTexture(bool) 0.0% 95.3% libDemeter.dylib Demeter::TextureCell::BindTexture()
> 0.0% 95.3% libDemeter.dylib Demeter::Terrain::Render()
>There seem to be other problems as well, since the terrain is no longer
>drawn in the same location but I haven't been able to investigate these
>much. I had to hack the scon files a bit to get a working dylib so I may
>have introduced some problems there.
>
>Mac OS X 10.4.7
>Dual G5
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|
From: Padraic M. <pad...@ho...> - 2006-07-20 08:57:46
|
I upgraded to Demeter 4.0 and have noticed a few problems. My app now spends 95% of the time in the CreateTexture() method. It looks like it's creating opengl texures every rendering which I wouldn't expect to be a good thing. Shark trace: 95.3% 95.3% libDemeter.dylib CreateTexture(unsigned char const*, int, int, int, int, long, bool, int, bool) 0.0% 95.3% libDemeter.dylib Demeter::Texture::UploadTexture(bool) 0.0% 95.3% libDemeter.dylib Demeter::TextureCell::BindTexture() 0.0% 95.3% libDemeter.dylib Demeter::Terrain::Render() There seem to be other problems as well, since the terrain is no longer drawn in the same location but I haven't been able to investigate these much. I had to hack the scon files a bit to get a working dylib so I may have introduced some problems there. Mac OS X 10.4.7 Dual G5 _________________________________________________________________ FREE pop-up blocking with the new MSN Toolbar - get it now! http://toolbar.msn.click-url.com/go/onm00200415ave/direct/01/ |
|
From: Tim B. <tbo...@fl...> - 2006-04-16 16:10:54
|
Thanks Clay. I cant seem to find the configure script in the package I downloaded, is there an alternate download for *nix somewhere that i'm missing? Thanks again, -t Clay Fowler wrote: > Hi, Tim. Try: > > http://tbgsoftware.com > > instead. Sorry for the confusion. > > On Apr 15, 2006, at 12:20 PM, Tim Bothwell wrote: > >> Hi, >> >> I just downloaded the sample data and the source files for Demeter. >> I'm having trouble finding anything on http://www.terrainengine.com >> and was wondering if somebody pass along another url or some >> documentation. >> >> Thanks, >> >> -T >> >> >> >> ------------------------------------------------------- >> This SF.Net email is sponsored by xPML, a groundbreaking scripting >> language >> that extends applications into web and mobile media. Attend the live >> webcast >> and join the prime developer group breaking into this new coding >> territory! >> http://sel.as-us.falkag.net/sel? >> cmd=lnk&kid=110944&bid=241720&dat=121642 >> _______________________________________________ >> Demeter-main mailing list >> Dem...@li... >> https://lists.sourceforge.net/lists/listinfo/demeter-main > > > |
|
From: Tim B. <tbo...@fl...> - 2006-04-15 19:20:40
|
Hi, I just downloaded the sample data and the source files for Demeter. I'm having trouble finding anything on http://www.terrainengine.com and was wondering if somebody pass along another url or some documentation. Thanks, -T |
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From: Clay F. <cf...@tb...> - 2006-03-07 13:55:14
|
It will be posted on Sourceforge very soon. On Mar 7, 2006, at 4:04 AM, Stanislav Blinov wrote: >> Demeter's good at changing things on the fly. You can modify terrain >> vertices at any time (as long as you make corresponding calls to >> Terrain::RecalcGeometry after changing them. You can modify the >> texture by splatting detail textures wherever/whenever they're >> needed. Alternatively, you could use a shader to render the terrain's >> surface instead of fixed textures (which is much easier now with the >> 4.0 release). > > > Can you please tell me where I can obtain 4.0 release? > > Regards. > > > ------------------------------------------------------- > This SF.Net email is sponsored by xPML, a groundbreaking scripting =20 > language > that extends applications into web and mobile media. Attend the =20 > live webcast > and join the prime developer group breaking into this new coding =20 > territory! > http://sel.as-us.falkag.net/sel?cmd=3Dlnk&kid=110944&bid$1720&dat=121642= > _______________________________________________ > Demeter-main mailing list > Dem...@li... > https://lists.sourceforge.net/lists/listinfo/demeter-main |
|
From: Stanislav B. <bli...@gm...> - 2006-03-07 11:04:34
|
> Demeter's good at changing things on the fly. You can modify terrain > vertices at any time (as long as you make corresponding calls to > Terrain::RecalcGeometry after changing them. You can modify the > texture by splatting detail textures wherever/whenever they're > needed. Alternatively, you could use a shader to render the terrain's > surface instead of fixed textures (which is much easier now with the > 4.0 release). Can you please tell me where I can obtain 4.0 release? Regards. |
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From: Clay F. <cf...@tb...> - 2006-03-07 02:22:00
|
Hi, Luiz. You probably need to call RecalcGeometry() after making your changes. On Jan 20, 2006, at 11:31 AM, Luiz Gonzaga da Silveira Jr wrote: > Hi, > > I want to change elevations of a region in a terrain. > The terrain has been loaded with texture. After, > I define a subregion (quads) of the terrain where all > elevations must have same value. > > First a tried using SetAllElevations. No success! > > I made some tests to chage elevation of point > using SetVertexElevation. No changes appeared! > > I have used texture for terrain... > > thanks for any help. > > -- > Luiz Gonzaga da Silveira Jr > Researcher > CROMOS - Unisinos |
|
From: Clay F. <cf...@tb...> - 2006-03-07 02:21:29
|
Demeter's good at changing things on the fly. You can modify terrain vertices at any time (as long as you make corresponding calls to Terrain::RecalcGeometry after changing them. You can modify the texture by splatting detail textures wherever/whenever they're needed. Alternatively, you could use a shader to render the terrain's surface instead of fixed textures (which is much easier now with the 4.0 release). I don't think it has anything to with loaders, per se, though. On Jan 27, 2006, at 11:08 PM, Brian Russo wrote: > Hi, > > How feasible (code-wise) is it to write a terrain/texture loader > that can handle growth/modification of terrains and textures in > real-time? > > I've been looking around at the various open source terrain engines > and can't find this feature. Appreciate any input or suggestions > from anyone here. > > thanks, > - bri > > -- > Brian Russo <br...@en...> > (808) 271 4166 > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. Do you grep through > log files > for problems? Stop! Download the new AJAX search engine that makes > searching your log files as easy as surfing the web. DOWNLOAD > SPLUNK! > http://sel.as-us.falkag.net/sel? > cmd=lnk&kid=103432&bid=230486&dat=121642 > _______________________________________________ > Demeter-main mailing list > Dem...@li... > https://lists.sourceforge.net/lists/listinfo/demeter-main |
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From: Brian R. <br...@en...> - 2006-01-28 06:08:43
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Hi, How feasible (code-wise) is it to write a terrain/texture loader that can handle growth/modification of terrains and textures in real-time? I've been looking around at the various open source terrain engines and can't find this feature. Appreciate any input or suggestions from anyone here. thanks, - bri -- Brian Russo <br...@en...> (808) 271 4166 |
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From: Luiz G. da S. Jr <lgo...@gm...> - 2006-01-20 18:38:24
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Hi, I want to change elevations of a region in a terrain. The terrain has been loaded with texture. After, I define a subregion (quads) of the terrain where all elevations must have same value. First a tried using SetAllElevations. No success! I made some tests to chage elevation of point using SetVertexElevation. No changes appeared! I have used texture for terrain... thanks for any help. -- Luiz Gonzaga da Silveira Jr Researcher CROMOS - Unisinos |
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From: vm.games <co...@vm...> - 2005-12-20 20:13:50
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Hi, i just joined the mailing list and i try the demetor editor beta, but i can't load a new terrain i get the error "invalid parameters specified for new terrain" here are my settings : Elevation filename : LlanoElev.png Vertex spacing 20.0 Elevation scale 3.0 Texture filename : LlanoTex.jpg i just try to load the gdal exemple files but i cant get it to work ... what s wrong with this? thanks nico vm-games.com = = = = = = = = = = = = = = = = = = = = vm.games co...@vm... 20/12/2005 |
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From: vm.games <co...@vm...> - 2005-12-20 20:12:39
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Hi, i just joined the mailing list and i try the demetor editor beta, but i can't load a new terrain i get the error "invalid parameters specified for new terrain" here are my settings : Elevation filename : LlanoElev.png Vertex spacing 20.0 Elevation scale 3.0 Texture filename : LlanoTex.jpg i just try to load the gdal exemple files but i cant get it to work ... what s wrong with this? thanks nico vm-games.com |
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From: <sma...@re...> - 2005-11-18 15:20:13
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Hello,
I haven't tried myself (I use OSG!), but I don't see why you wouldn't be
able to draw OpenGL shapes directly. Since you need an OpenGL context to
use Demeter, any OpenGL command will be sent to the same context.
Just draw your cube using basic OpenGL commands, or the GLU.
Good luck,
Fred
> Hi all,
>
> I just wanted to know that whether I can draw primitive shapes by just
> using
> opengl's function calls.
>
> I prefer this way rather using osg, so if there is a way, can you briefly
> explain?
>
> For example I want to write a class named "Cube" that has position
> information, and I want to see that cube over the terrain at the position
> that I gave.
>
> Thanks in advance
>
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From: Rifat A. <rif...@gm...> - 2005-11-18 14:55:46
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Hi all, I just wanted to know that whether I can draw primitive shapes by just usin= g opengl's function calls. I prefer this way rather using osg, so if there is a way, can you briefly explain? For example I want to write a class named "Cube" that has position information, and I want to see that cube over the terrain at the position that I gave. Thanks in advance |
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From: Admin K. <ki...@ha...> - 2005-10-18 11:54:54
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Is this project alive anymore? |
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From: small_duck <sma...@re...> - 2005-09-28 21:07:54
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Actually, I answer to myself :)
I could finally build the library and the sample, by modifying the
DemeterDrawable::computeBound() so that it returns a bouding box instead
of modifying the non-existing data member. I also had to comment the
"pView->setBackgroundColor(bkgColor);" in SampleOSGMain, I don't know
how I should replace it.
The sample runs fine, although I see white cubes in place of trees,
but I suppose it may come from some resources I did not set properly.
Fred
small_duck wrote:
> Hello!
>
> I have problems compiling the OSG sample for Demeter (VC++ 2003).
> I'm using OSG 0.9.9 and Demeter 3.21.
>
> I get a bunch of error messages that looks like the versions would
> not be compatible.
>
> e:\Others\demeter-3.21\include\Demeter\DemeterDrawable.h(82) : error
> C2555: 'Demeter::DemeterDrawable::computeBound': overriding virtual
> function return type differs and is not covariant from
> 'osg::Drawable::computeBound'
> e:\include\osg\Drawable(184) : see declaration of
> 'osg::Drawable::computeBound'
> e:\Others\demeter-3.21\src\osg\DemeterDrawable.cpp(120) : error C2065:
> '_bbox' : undeclared identifier
> e:\Others\demeter-3.21\src\osg\DemeterDrawable.cpp(120) : error C2228:
> left of '._min' must have class/struct/union type
> type is ''unknown-type''
> e:\Others\demeter-3.21\src\osg\DemeterDrawable.cpp(120) : error C2228:
> left of '.x' must have class/struct/union type
> e:\Others\demeter-3.21\src\osg\DemeterDrawable.cpp(120) : error C2228:
> left of '._min' must have class/struct/union type
> type is ''unknown-type''
> ...
>
> Is there a fix for this? Or should I use another version of Demeter
> or OSG?
>
> Thanks,
>
> Fred
>
>
>
> -------------------------------------------------------
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> Power Architecture Resource Center: Free content, downloads, discussions,
> and more. http://solutions.newsforge.com/ibmarch.tmpl
> _______________________________________________
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> Dem...@li...
> https://lists.sourceforge.net/lists/listinfo/demeter-main
>
>
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From: small_duck <sma...@re...> - 2005-09-28 20:49:22
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Hello!
I have problems compiling the OSG sample for Demeter (VC++ 2003).
I'm using OSG 0.9.9 and Demeter 3.21.
I get a bunch of error messages that looks like the versions would
not be compatible.
e:\Others\demeter-3.21\include\Demeter\DemeterDrawable.h(82) : error
C2555: 'Demeter::DemeterDrawable::computeBound': overriding virtual
function return type differs and is not covariant from
'osg::Drawable::computeBound'
e:\include\osg\Drawable(184) : see declaration of
'osg::Drawable::computeBound'
e:\Others\demeter-3.21\src\osg\DemeterDrawable.cpp(120) : error C2065:
'_bbox' : undeclared identifier
e:\Others\demeter-3.21\src\osg\DemeterDrawable.cpp(120) : error C2228:
left of '._min' must have class/struct/union type
type is ''unknown-type''
e:\Others\demeter-3.21\src\osg\DemeterDrawable.cpp(120) : error C2228:
left of '.x' must have class/struct/union type
e:\Others\demeter-3.21\src\osg\DemeterDrawable.cpp(120) : error C2228:
left of '._min' must have class/struct/union type
type is ''unknown-type''
...
Is there a fix for this? Or should I use another version of Demeter
or OSG?
Thanks,
Fred
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From: Wei d. <den...@ya...> - 2005-06-24 23:30:55
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Hi I need to write a VR program using Demeter. Does anyone know how to combine the Demeter with VRjuggler or Cavelib? Any comment are appreciated. Thanks Wei --------------------------------- Yahoo! Sports Rekindle the Rivalries. Sign up for Fantasy Football |
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From: Stephan H. <st...@ei...> - 2005-04-16 05:58:38
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Flávio César wrote: >After installing all dependecies apps, I can't compile demeter... > >I know that Alan Gifford <agifford@ho...> have had the same problem..... but >no answer can be found on the list... > >OpenGL an OSG examples work just fine... > >Can anyone help me? > >This is th error... > >g++ -DHAVE_CONFIG_H -I. -I. -I../include/Demeter -I../include -g -O2 -c >Terrain.cpp -MT Terrain.lo -MD -MP -MF .deps/Terrain.TPlo -fPIC -DPIC >-o .libs/Terrain.lo >Terrain.cpp: In function `void LoadGLExtensions()': >Terrain.cpp:112: error: `glLockArraysEXT' undeclared (first use this >function) >Terrain.cpp:112: error: (Each undeclared identifier is reported only once for >each function it appears in.) >Terrain.cpp:113: error: `glUnlockArraysEXT' undeclared (first use this >function) >make[2]: ** [Terrain.lo] Erro 1 > > > Hi, change that to glLockArrays, glUnlockArrays (remove the EXT) this extension is no extension anymore, it was promoted to the core ages ago. So your driver might not support the extension-ed version anymore. regards, stephan |
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From: <fc...@li...> - 2005-04-15 22:41:39
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After installing all dependecies apps, I can't compile demeter... I know that Alan Gifford <agifford@ho...> have had the same problem..... but no answer can be found on the list... OpenGL an OSG examples work just fine... Can anyone help me? This is th error... g++ -DHAVE_CONFIG_H -I. -I. -I../include/Demeter -I../include -g -O2 -c Terrain.cpp -MT Terrain.lo -MD -MP -MF .deps/Terrain.TPlo -fPIC -DPIC -o .libs/Terrain.lo Terrain.cpp: In function `void LoadGLExtensions()': Terrain.cpp:112: error: `glLockArraysEXT' undeclared (first use this function) Terrain.cpp:112: error: (Each undeclared identifier is reported only once for each function it appears in.) Terrain.cpp:113: error: `glUnlockArraysEXT' undeclared (first use this function) make[2]: ** [Terrain.lo] Erro 1 -- Webmail LinkExpress (http://www.icanal.com.br) |
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From: Stanislav B. <ke...@pe...> - 2004-12-12 08:12:08
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I think DemeterOSG sample is simple enough. >Are there any tutorials for getting OSG and Demeter to work together, or= =3D >should we base it off the OSG apps that come with Demeter? |