Hi Art,
I've tried something like that :
geodeEarth-setNodeMask(0x5);
pViewer-getCamera()-setCullMask(0x2);
It gives me the result i was waiting for : all is visible, only the earth is
not.
It isn't possible for me to set all other nodes, because I load the
geometries form an IVE file.
Still missing file: #include MessageIDs.h
sorry
2008/3/3, Tony Glover [EMAIL PROTECTED]:
Adrian Egli OpenSceneGraph (3D) wrote:
There is a missing file MessageIDs.h
OK, I've put all the code that was in my development directory in the
download now, shaders and everything. Hope this
Hi~ All
who have a compass demo using OSG ?
Thanks a lot.
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On Mon, Mar 3, 2008 at 10:31 PM, Night Hawk
[EMAIL PROTECTED] wrote:
Would like to know the reason behind this and What are the alternatives?
Why is the setVertexArray not defined for the double vec type and how to use
TriangleFunctor with LineSegment Intersections with that type.
Vec3d
On Tue, Mar 4, 2008 at 6:19 AM, Roni Rosenzweig [EMAIL PROTECTED] wrote:
Hi Robert
I found the problem and fixed it:
Turns out is wasn't the MatrixTransform but how I set the camera position.
I used:
getCamera()-setViewMatrixAsLookat(eye, center, up) which receives
osg::Vec3f instead of
On Tue, Mar 4, 2008 at 6:58 AM, Tran Thanh Hiep [EMAIL PROTECTED] wrote:
hi all!
in my project i load a big file *.osg and i want show state loading... while
load this file.
any pople help me?
I don't know what you mean by state loading. Do you mean create a progress bar?
It IS in the zip-file, directory Common/Include
Paul
Adrian Egli OpenSceneGraph (3D) wrote:
Still missing file: #include MessageIDs.h
sorry
2008/3/3, Tony Glover [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]:
Adrian Egli OpenSceneGraph (3D) wrote:
There is a missing file
Benjamin, Jan,
Let me jump in with some definite answers on Equalizer.
On 1. Mar 2008, at 20:54, Benjamin Eikel wrote:
On Saturday 01 March 2008 at 20:18:19, Jan Ciger wrote:
Hello Benjamin,
Benjamin Eikel wrote:
Hello Jan,
thank you for your suggestion. Equalizer looks like a prebuilt
Hi Andreas,
I don't use/develop under Windows so I can't provide any first hand
guidance. In principle osgViewer::Viewer and CompositeViewer manage
the rendering and event collection in a very similar way - they both
defer to osgViewer::ViewerBase for the majority of their window
setup/and
Hi
has s.o. implemented the 3dconnexion input device and can give me a hint (or
source) how to match it to the viewmatrix in osg.
I have no problems in translation but I can't figure out how to set the
corrrect rotation. If I use only heading it's correct but not heading and
pitch together.
I guess that this is deeply related to the MatrixManipulator you are
using .
What MM are you using ?
Please also note that there is a setting in the 3D connexion driver to
set the translation as dominant .
Rémy
Dieter Pfeffer a écrit :
Hi
has s.o. implemented the 3dconnexion input device
thank! Robert Osfild
yes, i want create a progress bar. can you help me?
Robert Osfield [EMAIL PROTECTED] wrote: On Tue, Mar 4, 2008 at 6:58 AM, Tran
Thanh Hiep wrote:
hi all!
in my project i load a big file *.osg and i want show state loading... while
load this file.
any pople help me?
I
Hi
I don' t use a MatrixManipulator but would like to set the camera
viewmatrix:
viewer.getCamera()-setViewMatrix (vMatrix * osg::Matrix::rotate
(-(osg::PI_2),1,0,0));
with
tMatrix = rot * trans;
vMatrix = tMatrix.inverse (tMatrix);
Dieter
-Original Message-
From:
I'm using the code below to give the viewer window a specific size at
startup (for movie capturing purposes). See the attached file based on
applications/osgviewer.cpp, to which I added this piece of code.
...
viewer.realize();
osgViewer::Viewer::Windows windows;
On Tue, Mar 4, 2008 at 8:56 AM, Robert Osfield [EMAIL PROTECTED] wrote:
An oversight... I'll add it in now as an option.
I've just tweak Camera::setViewAsLookAt(..) so that it now uses Vec3d
rather than Vec3, and have checked in this change.
___
On Tue, Mar 4, 2008 at 10:26 AM, Tran Thanh Hiep [EMAIL PROTECTED] wrote:
thank! Robert Osfild
yes, i want create a progress bar. can you help me?
Marco Jez wrote a small example of this using a custom std::streambuf,
have a search on openscenegraph.org's wiki.
see
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/LoadingProgress
regards Ralph
Tran Thanh Hiep schrieb:
thank! Robert Osfild
yes, i want create a progress bar. can you help me?
*/Robert Osfield
[EMAIL PROTECTED]/* wrote:
On Tue, Mar 4, 2008 at 6:58 AM, Tran
HI Paul,
This suggests that display being used is the incorrect one for the
thread you are doing it from. This is something
osgViewer::GraphicsWindowX11 should manage internally though, so this
is a bug that needs to be better solved than it is now. A proper fix
will need to better manage the
thank! Robert Osfild and Ralph kern
Ralph Kern [EMAIL PROTECTED] wrote: see
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/LoadingProgress
regards Ralph
Tran Thanh Hiep schrieb:
thank! Robert Osfild
yes, i want create a progress bar. can you help me?
*/Robert Osfield
Hi,
What are the various methods available in OSG for collision detection in an
aircraft model? Thanks
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Ok, thanks.
but is there a compiled version of the programm, just to view what kind of
functionality it supports, and how the volrenderer is looking like. now i
found the messageid file but there are so many others missing, external dep.
/regards adrian
2008/3/4, Paul Melis [EMAIL PROTECTED]:
Hello all OSGers!
I have two simple questions.
Question 1:
I have two texture layers, L0 and L1
What is the best way in OSG to crossfade between these?
What I want is: L0 * (a) + L1 * (1 - a)
I think it must be either osg::TexEnv or osg::TexEnvCombine. But how
should they be setup?
Hi Joakim,
The easiest way is to use the osgFX::MultiTextureControl node as this
allows you to set the relative weights to use for each texture unit.
It just so happens that yesterday I wrote and checked in an
osgmultitexturecontrol example as well - this example adjusts the
weights as you change
Hi Robert,
I am not sure about that, but to make cull setting inheritance for cameras
work, I would think that we should use the cameras inheritance mask to decide
which settings are innherited rather than the cull visitors inheritance mask?
That is:
Shouldn't the following change be applied
Hi Mathias,
Could you back out a little and explain what you think is going on
right now, and what you think should be happening and why, I'm afraid
my brain doesn't work well with just a diff output.
Robert.
On Tue, Mar 4, 2008 at 12:49 PM, Mathias Froehlich
[EMAIL PROTECTED] wrote:
Hi
Adrian Egli OpenSceneGraph (3D) wrote:
Ok, thanks.
but is there a compiled version of the programm, just to view what
kind of functionality it supports, and how the volrenderer is looking
like.
Hi,
As far as I am aware, everything that is required to build it is in
the zip file, with
Thanks and no problem
cu adrian
2008/3/4, Tony Glover [EMAIL PROTECTED]:
Adrian Egli OpenSceneGraph (3D) wrote:
Ok, thanks.
but is there a compiled version of the programm, just to view what
kind of functionality it supports, and how the volrenderer is looking
like.
Hi,
As far
Robert,
On Tuesday 04 March 2008 14:07, Robert Osfield wrote:
Could you back out a little and explain what you think is going on
right now, and what you think should be happening and why, I'm afraid
my brain doesn't work well with just a diff output.
Well sorry, I thought you know your own
Brilliant!
And by having a look in MultiTextureControl.cpp I understand how
TexEnvCombine should be setup.
But I don't want to invent the wheel again, so I go for your
MultiTextureControl node! :)
On Tue, 04 Mar 2008 13:44:38 +0100, Robert Osfield
[EMAIL PROTECTED] wrote:
Hi Joakim,
Hello,
I've added the following code to the osgViewerWX example (with cow.osg),
in order to split the window vertically:
...
attributes[5] = 8;
wxSplitterWindow *m_splitter = new wxSplitterWindow(frame,
wxID_ANY, wxDefaultPosition, wxDefaultSize, wxSP_LIVE_UPDATE);
Hi Tony,
Thanks for pointing out your volume app work. What is the copyright
and license situation with this work?
Robert.
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Hi Mathias,
Thanks for the explanation.
Reviewing the code now I do wonder if the inheritance isn't a bit the
wrong way round. The code has the CullVisitor inheriting from the
local Camera that is being traversed. I am now thinking that the
camera's settings should be inheriting from
Hi All,
I asked this question a couple of weeks ago, and Paul and others were kind
enough to offer some advice, but I'm still having problems so I thought I would
reword it a little to see if it sparks any more ideas with the forum.
The issue I have is that I have an ActiveX control that wraps
Robert,
On Tuesday 04 March 2008 15:16, Robert Osfield wrote:
I have gone ahead an added an #if 1 #else #endif block using the new
suggested code below to CullVisitor.cpp. Things appear to hang
together on the osgprerender and osghud examples but.. I haven't done
any exhaustive testing.
IntersectionVisitor can be used for collision-detection.
But determining whether the collision is fatal or not
(safely sitting on runway vs. crash-dive)
then requires consulting a physics model.
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On Tue, Mar 4, 2008 at 2:54 PM, Mathias Fröhlich
[EMAIL PROTECTED] wrote:
Yes, the semantics of the current CullSettings api suggest your change.
But no, that needlessly copies all values over and copies back what is in the
mask.
Not nice IMO :)
The copies are done to replicate the effect
Hi!
in the example osgterrain there is an object masterOperation;
it takes in input a string masterFilename...
where can I find this file?
thanks
Aurora
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Hi Ken,
You'll need to add some fine grained checks for OpenGL errors without
your code so you can narrow down what the problem is.
state.checkGLErrors(char*) is a useful call to sprinkle in your code.
Robert.
On Tue, Mar 4, 2008 at 3:24 PM, Sewell, Kenneth R Civ USAF AFRL/RYZW
[EMAIL
On Tue, Mar 4, 2008 at 3:43 PM, aurora restivo [EMAIL PROTECTED] wrote:
Hi!
in the example osgterrain there is an object masterOperation;
it takes in input a string masterFilename...
where can I find this file?
Its file you provide via the -m masterfile option on the commandline.
This
Robert Osfield wrote:
Hi Tony,
Thanks for pointing out your volume app work. What is the copyright
and license situation with this work?
Hi Robert,
All the components in the software were (and still are as far as I
know) under LGPL licensing, dcmtk is free for commercial use (again
Robert wrote:
---
Vec3d support in osg::Array/osg::Geometry is new to the 2.3.x series, not
all code is update to handle this generalization.
Vec3d support has been added primarily to support better precision in loads
that handle whole earth data such as shape files, and
Hi,
FWIW 3Dconnexion devices are now supported by VRPN, and VRPN is
integrated with OSG via osgVRPN, which is available at
http://osgtoy.sourceforge.net/
osgVRPN supports attaching VRPN 6DOF devices to both transform matrices
and camera manipulators, as demonstrated in the osgVRPNviewer
How are using Maya to get models out in the OSG format?
Converting from Vec3dArray to Vec3Array should be straghtforward
exercise - just create a Vec3Array and copy the vertices across, Vec3d
and Vec3f having conventors internally, but there isn't a high level
version.
Robert.
Thanks Robert, that helped me track down the problem. Turns out one
column of tiles was trying to subload outside the range of the texture.
Ken.
Hi Ken,
You'll need to add some fine grained checks for OpenGL errors without
your code so you can narrow down what the problem is.
Classification: UNCLASSIFIED
Caveats: NONE
Howdy,
I searched the mailing lists, FAQs, Wikis, etc. and could not find
anything on this.
When OSG load .obj files, the material name appears to get lost from the
state set. I noticed someone had a similar problem with 3DS files some
time ago (see
Thanks :-)
Roni
- Original Message -
From: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, March 04, 2008 10:56 AM
Subject: Re: [osg-users] double vs. float precision in camera position
+osg::MatrixTransform question
On Tue,
Hi all,
just received confirmation of the OSG Birds-of-a-Feather for SIGGRAPH.
cheers
-- mew
Group Name: Open Scene Graph BOF
Meeting contact: Mike Weiblen
Email: [EMAIL PROTECTED]
Location: Los Angeles Convention Center
Room(s): 501 A
Date(s):Wednesday 13 August
Reservation Time(s):
hi all ,in my project i create a button as CButton of mfc. i have a problem in
function mousein and mouseout when i change state of object button program
break down
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