[osg-users] Attach TextureBuffer to camera?

2018-12-28 Thread Robert Spearman


When I try to attach a TextureBuffer texture to a camera via the attach 
method I get the error:


"Error: 
FrameBufferAttachment::FrameBufferAttachment(Camera::Attachment&) passed 
an unrecognised Texture type."


FrameBufferAttachment(Camera::Attachment& attachment) has no case for a 
TextureBuffer.   Is this just an oversight, or am I missing something?


Thanks,
Rob
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Re: [osg-users] Get Animation current time

2018-12-28 Thread Diego Mancilla
Hello Robert,

First of all, thank you for your answer. I'm just starting to use OSG so I'm 
learning  as I go.

So, my issue is a little more complicated (I think).

I have serveral AnimationPath instances. Each one with a AnimationPathCallback 
derived class attached to it. So, the thing is that I want to retrieve current 
animation time to the main application, ideally without having to traverse each 
animated node.

Context:

I have a Qt app with an osg::Viewer embedded (subclassing QOpenGLWidget), so 
the objective is to handle the "animation timeline" through a QSlider.

So:
1 - Can I, from the osg::FrameStamp instance "reconstruct" the current 
animation time from the AnimationPath instances or from anywhere else?

2- Besides the "while (!viewer.done())..." loop, is there a way to control the 
time sampling of the animation? i.e. the times at which the 
AnimationPath::getInterpolatedControlPoint method is called (from the 
AnimationPathCallback::update method)?

Thank you again, for your help.

Cheers,
Diego

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Re: [osg-users] Get Animation current time

2018-12-28 Thread Robert Osfield
HI Diego,

The OSG uses an osg::FrameStamp for each new frame, this is accessible
from the Viewer and the different traversals like
UpdateVisitor/EventVisitor/CulllVisitor and the draw traversal.
Individual animations like AnimantionPath can have their own local
animation speed that take the FrameStamp's SimulationTime to compute
the local animation time to use.


Robert.

On Thu, 27 Dec 2018 at 18:01, Diego Mancilla  wrote:
>
> Hello,
>
> I have several AnimationPath intances for a number of moving objects. Each 
> object has the same number of ControlPoints on their path.
>
> I need to know if there is a proper way to retrieve the current time of the 
> animation (using a callback, for instance). I need this number in order to 
> display it on another part of the main application (Qt app).
>
> Any pointers will be very much appreciated.
>
> Thank you!
>
> Cheers,
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=75354#75354
>
>
>
>
>
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Re: [osg-users] OSG and wxWidgets?

2018-12-28 Thread michael kapelko
Hi.
Try Qt instead, there's osgQt project: https://github.com/openscenegraph/osgQt

On Fri, 28 Dec 2018 at 04:15, A Z  wrote:
>
> -How is it recommended I tie together OSG and wxWidgets?
>
> Is there an example of how I tie the node tree to start displaying
> its contents to, say, wxPanel?  ?Will that wxPanel continue
> to receive keyboard and mouse events to the OSG subsystem?
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