Hi Robert, Hi all
there is a build error in the osgviewer.cpp because of the ifdef win stuff
missing includes, i guess there is a experimental stuff in the SVN or ?
adrian
--
Adrian Egli
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osg-users
Hi all,
I'm going to stop the server (www, subversion, trac...) to perform
a full backup. And as Robert is on holidays this week I will try to
move the current virtual machine to another server, so don't panic if
the server is down. I'll keep the list informed, if anybody depends on
the server
Just a quick guess, but are you putting rotation into your left
right projection matrices?
If so that's what's mucking up your lighting:
http://sjbaker.org/steve/omniv/projection_abuse.html
2009/7/6 Julian Looser li...@roarmot.co.nz:
Hi,
I am using OSG in a multi-wall stereo rendering
Hi Julian,
On 6/7/09 6:28 AM, Julian Looser wrote:
root
-- camera (mv proj for left wall)
--- model
--- lightsource
-- camera (mv proj for center wall)
--- model
--- lightsource
-- camera (mv proj for right wall)
--- model
--- lightsource
Am I putting my lightsource in the wrong place in
Hi Simon,
Thanks for the promising link, but I don't think I'm misusing the
projection matrix. I calculate the left, right, top and bottom values
and set the projection matrix via osg::Camera's
setProjectionMatrixAsFrustum. The view matrix is set with
setViewMatrixAsLookAt using the
Julian Looser wrote:
Hi,
I am using OSG in a multi-wall stereo rendering environment. We have
three walls, and we render both a left and right eye view for each
wall. To do this, in my application I create six osg::Cameras and
update their projection and view matrices each frame based on
D
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Hi all !
I have a animated object and I need that the animation stops in the last
frame, not to be in loop.
How do you sugest that I do this ?
tks
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Hi,
What do you use to animate your objects ?
Cheers,
Cedric
On Mon, 2009-07-06 at 08:51 -0300, Carlos Sanches wrote:
Hi all !
I have a animated object and I need that the animation stops in the
last frame, not to be in loop.
How do you sugest that I do this ?
tks
i m only loading it with this:
osg::Node* testenode=osgDB::readNodeFile(obj_mesh);
the animation is always in loop.
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Hi Adrian,
there is a build error in the osgviewer.cpp because of the ifdef win stuff
missing includes, i guess there is a experimental stuff in the SVN or ?
I'm guessing that you're right, this was probably experimental code
checked in by mistake. It doesn't seem appropriate in the general
Hi osg-users,
I am curious about a part of code in CompositeViewer.cpp in function :
void CompositeViewer::eventTraversal()
it's written :
case(osgGA::GUIEventAdapter::RESIZE):
setCameraWithFocus(0);
break;
Why are we set camera with focus to NULL when resizing a view ??
Isn't it useless ??
I forgot to mention that I'm using osg SVN version 2.9.5.
2009/7/6 Alexandre Amalric alex.pix...@gmail.com
Hi osg-users,
I am curious about a part of code in CompositeViewer.cpp in function :
void CompositeViewer::eventTraversal()
it's written :
case
(osgGA::GUIEventAdapter::RESIZE):
Hi Jean-Sebastien,
Thanks for the answer, there is no problem for us using the SVN code while
robert is on vacation. i disable the osgviewer in my build :-)
regards adrian
2009/7/6 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hi Adrian,
there is a build error in the osgviewer.cpp
Hi,
I you are using AnimationPath you would need to do is to set all your
animations to NO_LOOPING see osg/AnimationPath header.
I think you can search LOOP_MODE in your file and replace it to
NO_LOOPING if it's possible to alter the file.
Cheers,
Cedric
On Mon, 2009-07-06 at 14:20 +0200,
Hi osg-users,
I'm using osg svn version 2.9.5 and I've apparently found a bug in osgPlugin
logo.
When using more than one view logosCullCallback function is called without
checking context ID from the cull visitor is equal to logo _contextID
variable. It involves updating logo's viewport with
Hi Julian,
Have you tried using osg::LightModel to turn on
GL_LIGHT_MODEL_LOCAL_VIEWER? It's often necessary in multi-wall setups
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
Message: 3
Date: Mon, 06 Jul 2009 16:28:10 +1200
From: Julian Looser
Hi Julian,
Have you tried using osg::LightModel to turn on
GL_LIGHT_MODEL_LOCAL_VIEWER? It's often necessary in multi-wall setups
--
Terry Welsh / mogumbo 'at' gmail.com
www.reallyslick.com / www.mogumbo.com
Message: 3
Date: Mon, 06 Jul 2009 16:28:10 +1200
From: Julian Looser
Hi, Robert,
I just did an svn update and got a buildi error with osgViewer
under VC8: the file vsynctoggle_custom.h could not be found. It also
used glext.h and wglext.h, which I just did download (I guess I should
have done that long time ago). Did I just catch the checked in source
code
Yefei He wrote:
Hi, Robert,
I just did an svn update and got a buildi error with osgViewer
under VC8: the file vsynctoggle_custom.h could not be found. It also
used glext.h and wglext.h, which I just did download (I guess I should
have done that long time ago). Did I just catch the
Hello Yefei,
I just did an svn update and got a buildi error with osgViewer
under VC8: the file vsynctoggle_custom.h could not be found. It also
used glext.h and wglext.h,
There was some discussion about this earlier today, see the thread
[osg-users] Build Error Windows : Application
Ah, just saw the thread myself. Sorry for not reading other recent
posts first. So far the old viewer with the new osg core seems to
hold up fine.
Thanks,
Yefei
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
boun...@lists.openscenegraph.org]
Classification: UNCLASSIFIED
Caveats: NONE
Just built 2.8.2-rc2 on Windows Vista. The INSTALL target installs the
DLLs but not the .lib files needed for linking. Is this customary?
What's the usual approach for installing a version of OSG to link other
applications against?
Lee
Classification:
Hello Lee,
Just built 2.8.2-rc2 on Windows Vista. The INSTALL target installs the
DLLs but not the .lib files needed for linking. Is this customary?
What's the usual approach for installing a version of OSG to link other
applications against?
.lib files should be in
Ok I was able to get it working by getting the resolved fbo using the
RenderStage::getMultisampleResolveFramebufferObject method. Here a subset of
my code in the draw callback:
osgViewer::Renderer * renderer =
static_castosgViewer::Renderer*(renderInfo.getCurrentCamera()-getRenderer());
Jonathan Richard wrote on Monday, July 06, 2009 4:04 PM:
Ok I was able to get it working by getting the resolved fbo using the
RenderStage::getMultisampleResolveFramebufferObject method. Here a
subset of
my code in the draw callback:
osgViewer::Renderer * renderer =
Hi Ulrich,
(The model and lightsource are a shared graph, right?)
Yes, that's right.
With regards to the different lighting, how is your model
tessellated? If it's coarsely tessellated and/or you're using face
normals then the lighting calculation might only be done on the corner
vertices
I m seeing the examples but look like that my problem is that I m doing the
animation in 3DMAX and exporting the object in .IVE file.
The object load but always in loop mode.
Maybe I m not understanding something but look like that OSG have a
dificulty in control of animations . I m refering
I got it to build. I kept messing with it and finally got it to work.
However, I am trying to build the osgDotNet wrappers and I am having
trouble there. Has anyone built these?
I have been following the steps and have had no luck.
Michael
On Sun, 2009-07-05 at 15:47 -0600, Chris 'Xenon'
Hi Vincent
Well, i haven't understood your scene graph right. Let's me draw your scene
graphs
(1)
Group == type of osgFX::xxx
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Group1Group2Group3Group4
(2)
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