Hi:
I have tried to compile osg2.96 for wince.It fails at the first key
projects:OpenThreads. I find that Atomic in osg2.96 needs intrin.h,but under
wince,there is no such file.I compare the Atomic.cpp between osg2.6 and
osg2.96 and find that the osg2.6 version does not need intrin.h.So later
I am working with OGS. I want to develop an visualization application
with multichannel, say three.
This application can be used for driving system. Three channels, each
on separate computer.
I can synchronize channels, but I don't know how to set up viewing on
each channel to have continuous
Hi Wojtech,
thanks for the links. I will do some research.
I think I have fixed that. It turned out is the order of updating entities
in the scene. The lightlobe camera was updated before updating the light
itself, thats why different behavior based on the direction of movement.
I think I will
I already did the new rebuild (v2.8.2 - debug), used the #define of that
variable too (in my code), but the only thing that changed was the size of the
exe, which increased from 92Kb to 111Kb (in the debug version). That's
something, but it didn't work...
I have two computers where I can test
Hi Robert,
Yes, running the Optimizer::TextureVisitor
solved this problem, thanks!
It could be that your databases have the UnrefImageAfterApply enabled
on them which is causing the loaded database to release imagery. You
can run the Optimizer::TextureVisitor to change the value back, just
have
Hi stratboy61!
I have exactly the same needs as you.
I didn't know about this thread and launched a more general topic on the
subject here:
http://forum.openscenegraph.org/viewtopic.php?p=22750
I already tried using the variable you mentioned above, but it didn't work for
me...
Please check
Martin Beckett wrote:
Alternatively I could switch to an Orthoview, but then I lose zoom. Would it be
reasonable to extend SphericalManipulator to include 'zoom' in ortho mode?
I believe CameraManipulators only sets the view matrix. To zoom, you set
the projection matrix, so no change to the
I would need all the zoom features of Sphericalmanipulator (eg mouse wheel) to
work the same in ortho mode - or at least have the same visual effect, so the
users don't need to understand the difference.
But this seems to be getting away from what the Spherical manipulator is.
Martin
Martin Beckett wrote:
I would need all the zoom features of Sphericalmanipulator (eg mouse wheel) to
work the same in ortho mode - or at least have the same visual effect, so the
users don't need to understand the difference.
So, when you're in orthographic mode, you want the controls that
Hi Agos.
Using static linking is one option, another one is just put your app
and the osg dll in the same folder.
I think the default for win app is to search dll in the same folder of
the main app.
If you do not want to mess with MS redistributable package, You should
also put the
Hi,
I'm having very first look at OSG. What I need to do is rendering transparent
STL model.
I do steps the below:
osg::ref_ptrosg::Material matirial = new osg::Material;
matirial-setColorMode(osg::Material::AMBIENT);
matirial-setAlpha(osg::Material::Face::FRONT, 0.5);
Hi Maxym,
Transparent objects drawing order is important. You have set
ss-setRenderBinDetails(1, DepthSortedBin); so it make your object drawn
first. Try to draw it last with supporting 11 renderbin order instead of
1.
HTH. Regards.
Ümit Uzun
2010/1/16 Maxym Bilinets maxymbilin...@gmail.com
Paul Martz wrote:
Perspective versus orthographic projection should be unrelated to the view
controls, so there's really no reason why you shouldn't be able to
use either projection type with OSG's CameraManipulators.
That was my view, my users don't care wether the eye is being moved or
13 matches
Mail list logo