Another problem. I changed the path variables for osg. I made sure that
everything links where it should. A copy of the executables are at
C:\OpenSceneGraph-2.8.0\bin. I made sure to place that as a path at that
location, but both osgviewer and osgconv crash when I use them. Cmake has
I think you just need to use update callback for your geometry, in this
callback you set the vertex array with the new locations and then call
dirty() to ensure the update of the display list.
Guy.
Hi,
In the application I am working on, I am trying to create a smooth
(transition) animation
Amit,
You should place AttitudeAndPosition transform above your geode, there
is also a transformation that deals with 6DOF under osgSimulation.
You should add a callback that updates the position ond direction of the
transform, and you have it.
Guy.
Hello All,
Does anyone have a
Hi all,
While reading through the mailing list I read somewhere that
osg::Projection is obsolete and replaced by osg::Camera that has much
more functionality.
I thought that having another camera, means another pass of rendering,
which is a quite difference since osg::projection only push the
Hi Su Hu,
I'm afraid I know nothing about ms3d format so can't answer specific
questions on this. On a more general note have you looked at using
osgAnumation for your models rather than your own custom OpenGL code?
Robert.
2009/3/21 su hu ttts...@gmail.com
Hi all,
In our application,
Hi Michael,
Normally this is pretty straight forward, you just need to point you library
path at the libraries, either via LD_LIBRARY_PATH or your /etc/ld.so.conf.
Obviously you are doing something wrong along the route, but there is no way
for me to know what this is though as I don't have you
HI Laurence,
In svn trunk there is support for morphing between geometries so have a look
at this. See osganimationmorph.
Robert.
2009/3/20 Laurence Muller l.y.l.mul...@uva.nl
Hi,
In the application I am working on, I am trying to create a smooth
(transition) animation on the vertices
Hi Guy,
On Sun, Mar 22, 2009 at 8:10 AM, Guy g...@dvp.co.il wrote:
While reading through the mailing list I read somewhere that
osg::Projection is obsolete and replaced by osg::Camera that has much
more functionality.
I thought that having another camera, means another pass of rendering,
Hi Yafes,
On Sun, Mar 22, 2009 at 8:58 AM, Yafes
ysahin.mmt-b2...@fh-salzburg.ac.atwrote:
guys, i would like to know, how it is possible to start the application in
window?
This is rather an open ended question what type of application are we
talking about here?
If you mean an osg
Hi
You can set an environment variable to set the initial size set
OSG_WINDOW=100 100 500 500
From the command line you can use : --window 100 100 500 500
e.g. osgviewer cow.osg --window 100 100 500 500
You can also use a config file to set the windows up osgviewer cow.osg -c
An osg::Camera that has it's RenderOrder to NESTED will just set the
project and view matrices, it want clear any buffers and will nest all
enclosed sugraph within the current RenderStage. This makes it pretty
close to the use of Projection node and
Hi Guy,
I can't easily follow your email, but I think the answer is no.
Robert.
2009/3/22 Guy g...@dvp.co.il
--
An osg::Camera that has it's RenderOrder to NESTED will just set the
project and view matrices, it want clear any buffers and will nest all
Robert Osfield wrote:
Hi Uli,
Perhaps another solution would be to render the OSG scene to a a
pbuffer and then use the pbuffer as a texture source for the original
graphics context. This would isolate the OSG and your own OpenGL
context completely from each other.
Robert.
On Fri,
osgShadow really have problem with my VGA card, I use ati radeon 2400xt and the
same problem appeared when I run osgShadow Example.
Ricky Do
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=8907#8907
Hello forum,
I have been using the Paul's article about generating terrain using fractals
http://gameprogrammer.com/fractal.html
I am populating the values in the osg height map structure.
But The rendering is giving me a flat surface.
I hope that Paul sees that as well.
Is it possible to prevent near-far planes calculations locally without
using osg::Camera?
Thanks,
Guy.
Hi Guy,
I can't easily follow your email, but I think the answer is no.
Robert.
2009/3/22 Guy g...@dvp.co.il
Thank you Robert,
You can set an environment variable to set the initial size set
OSG_WINDOW=100 100 500 500
I've choosen this solution, it's working very well. What exactly are the first
two values of 100 ? First i thought minimum width and height, but it must be
something else.
@Gordon
good news :)
this weekend i m trying to do ffmpeg run in my home computer.
Here I have ubuntu too .
The error dont appear here :)
but , when I enter the directory OSG/bin and run the osgmovie example the
terminal stay waiting and nothing happens . no errors.
i m trying these commands :
It's the top - left corner of the window
Guy.
Thank you Robert,
You can set an environment variable to set the initial size set
OSG_WINDOW=100 100 500 500
I've choosen this solution, it's working very well. What exactly are the
first two values of 100 ? First i thought minimum width and
HI Ajjad,
I don't have time to go chase online articles, but as a general note please
use osgTerrain for rendering terrain, node ShapeDrawable.
Robert.
2009/3/22 ami guru dosto.wa...@gmail.com
Hello forum,
I have been using the Paul's article about generating terrain using
fractals
2009/3/22 Guy g...@dvp.co.il
Is it possible to prevent near-far planes calculations locally without
using osg::Camera?
Just disable the computation of near/far planes on the viewer's camera.
Robert.
___
osg-users mailing list
Robert,
I didn't mean to annoy, I tried to see if there is a conventional
solution within the tools I already used. I didn't want to change the
Projection to camera.
For me the problem was to keep the Z order when using different
projection matrices.
What finally solved the solution was to
Wow. That article is like 13 years old. I think I wrote it with VC4 and
OpenGL 1.1.
As a debugging technique, try to separate the heightfield population
algorithm from the rendering issue. For example, try populating the
heightfield with an array of linearly increasing values and see if it
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