Marco Cosentino wrote:
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Hi,
I have a problem (maybe a bug?) in loading a .dae file made with Blender
collada exporter.
I'm writing a robot simulation software that uses collada to load both 3d and
physics.
The error I get is
Hi Bino,
I can't see how many of us will be able divine what is up with your
shaders as we have absolutely no knowledge of what you've put into
your shader. You question is equivalent to I have a piece of string
you can't see, but can you tell me exactly how long it is.
Try including the
Hi All,
Has anyone come across a scenario where they wished to have PagedLOD that
instead of handling Nodes, handle images ?
Essentially I find myself in a position where I have a model that references a
texture, but that texture is quite large, and even with reducing the texture
size with
Hi all,
Currently (the SVN version of OSG), hidding the cursor under Windows has no
effect. Setting cursor to false on the traits or making something like :
osgViewer::ViewerBase::Windowswindows;
viewer.getWindows(windows);
for (osgViewer::ViewerBase::Windows::iterator itr =
Hi Neil,
The osgEarth project does essentially what you are looking for. Check it
out at http://www.osgearth.org
Thanks,
Jason
On Fri, Jun 12, 2009 at 5:08 AM, neil.hug...@tesco.net wrote:
Hi All,
Has anyone come across a scenario where they wished to have PagedLOD that
instead of
Thanks Jason, I'll take a look later today.
Jason Beverage jasonbever...@gmail.com wrote:
Hi Neil,
The osgEarth project does essentially what you are looking for. Check it
out at http://www.osgearth.org
Thanks,
Jason
On Fri, Jun 12, 2009 at 5:08 AM, neil.hug...@tesco.net
Hi Robert,
There is some fixes this is not critic, only for appearance ;
osgpointsprites : there is needless inclusions
#include osg/TexEnv
#include osg/GLExtensions
#include osg/TexEnv
osgautocapture: Rendring time = should be Rendering time =
Regards.
--
Ümit Uzun
Marco Cosentino wrote:
Marco Cosentino wrote:
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Quote: � Select � � Expand �
Hi,
I have a problem (maybe a bug?) in loading a .dae file made with Blender collada exporter.
I'm writing a robot simulation software that uses collada to load both 3d and
I have a similar problem, some models with too heavvy texture to put on
the web...
The models were not so many so , for the ones with little geometry I
just used a chain of PagedLOD with the same geometry but with texture of
incresing resolution.
I did the conversion by hand but I' m currently
Hi Bill,
From: Sause, William william.sa...@...
I am trying to do intersections with particle effects, however I am
not getting any hits returned since Particle system does not have
intersection support. Robert suggested implementing the
Drawable::accept(PrimtiveFunctor) method in
Hi Robert --
Correct me if I'm wrong, but right now OSG doesn't support multiple
different file formats that just happen to share the same extension.
For example, if three different developers came up with three plugins
to load certain information, and all just happened to use extension
"abc"
Hi Paul,
The extension is only used by osgDB::Registry when no pre-existing
plugin is able to load that file format as it uses the Chain of
Responsibility Design Pattern with the plugins. The mechanism
basically calls each registered (already loaded in memory) plugin with
all read/write calls,
I have an update, using :
osgViewer::ViewerBase::Windowswindows;
viewer.getWindows(windows);
for (osgViewer::ViewerBase::Windows::iterator itr = windows.begin(); itr !=
windows.end(); ++itr)
{
//(*itr)-useCursor(false);
Hi Serge,
Good to hear you got it working, useCursor(false) should still work
though... so that is a bug. Can you say which versions of the OSG
that useCursor(false) was still working on? Have you tried out other
platforms?
Robert.
On Fri, Jun 12, 2009 at 7:22 PM, Serge
Only if no plugins can
handle the read/file attempt does th Registry then attempt to load a
new plugin from disk based on the extension name.
...and it attempts to load exactly one plugin, and if the IO
operation fails, osgDB returns "failure" to the app. It does not go out
looking for
Hi Robert,
I've only tried it on Windows, and about the version where it was working,
maybe it was 2 or 3 weeks ago, but I am really not sure, I've made a fresh
OSG compile last night from the SVN but I can't remember when I dit it the
previous time... :/
I'm really sorry to not investigate
Hi all,
Just a general comment...
'vpb::DataSet::addPatchedTerrain' : must return a value
I've always been confused as to why gcc allows you to declare a function
with a return value and then not have a return statement in it... This
is not the first time a similar usage needed to be fixed
So far so good. The culling works as expected. I can now define a custom active
invisible area and the picking works with it. Unfortunately it did not quite
tackle my problem with dragging.
The question have now: How do I manually intersect a ray with the x/y-plane of
geode?
The problem I
So I found some code for intersecting a line with a plane.
What I am missing is how do I translate the mouse pointer
coordinates into a line expressed in local coordinates?
Here the intersection code if anybody is interested:
Code:
bool getPlaneLineIntersection(const osg::Vec4d plane,
Hi Robert Serge,
Here is the offending line:
void GraphicsWindowWin32::setCursorImpl( MouseCursor mouseCursor )
{
if (_mouseCursor != mouseCursor)
{
_mouseCursor = mouseCursor;
HCURSOR newCursor = getOrCreateCursor( mouseCursor);
if (newCursor == _currentCursor)
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