Hi,
I have an issue of installting OpenSceneGraph in Linux (CentOS 5.5 to be exact).
* I have downloaded the OpenSceneGraph source tarball. I unzipped it onto my
Desktop: /home/carlodm/
* I installed CMake 2.82 from Source
* Also, I installed g++, and gcc using yum
I am at the part where I
Hi Carlo,
Carlo del Mundo writes:
I don't understand because I have the first three missing modules installed.
Remember that when compiling, you also need the development packages for
every library you want to use. From the errors I think you haven't
installed the headers for OpenGL.
--
Hi,
I have a problem loading multiple collada files into osg.
here's the code:
osg::Node* node1 = osgDB::readNodeFile(tank.dae);
osg::Node* node2 = osgDB::readNodeFile(hand.dae);
There's an heap allocation exception when the code is trying to
load the second dae file.
Weird that
Hi Brian,
There isn't enough information for others to begin suggestion what
might be amiss. Could you provide a stack trace and information about
the OSG version/Colldada version/OS version/nature of the models.
Thanks,
Robert.
On Mon, May 17, 2010 at 4:36 AM, Brian Leung Sze Wing
Hi all,
I just found this:
http://labs.trolltech.com/blogs/2010/05/18/a-qt-scenegraph/
an I thought it might interest some of you...
cheers,
Pierre.
Pierre BOURDIN
I.M.E.R.I.R.
Av. Pascot BP 90443
66004 PERPIGNAN
tél: 04 68 56 84 95
fax: 04 68 55 03 86
email:
And it talks about OSG in the comments... :)
On Wed, May 26, 2010 at 11:54 AM, Pierre Bourdin (gmail) bour...@imerir.com
wrote:
Hi all,
I just found this:
http://labs.trolltech.com/blogs/2010/05/18/a-qt-scenegraph/
an I thought it might interest some of you...
cheers,
Pierre.
Hi Pierre,
On Wed, May 26, 2010 at 10:54 AM, Pierre Bourdin (gmail)
bour...@imerir.com wrote:
I just found this:
http://labs.trolltech.com/blogs/2010/05/18/a-qt-scenegraph/
an I thought it might interest some of you...
To write a really useful scene graph you need more than a couple of
In a previous post there:
http://labs.trolltech.com/blogs/2009/11/10/qt3d-features-in-qt-46/
The author specifically mentions OSG. The Qt scene graph research is still
mostly to improve 2D and 2.5D interfaces. It seems like they agree that OSG
and Ogre are still better for full blown 3D
Hi Frederic,
I know FlightGear and relation with OSG but haven't used before to get
motion data from. I mean Microsoft flight Simulation X to get motion
information and send to my 3D model as you can see from
Hi Umit,
I know that XPlane has an interface like this as well, but that is not
opensource. However, you can get a free demo. Then FlightGear, of
course.
Jan
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I read up on that a bit. Sadly, we use things like #import, incremental
compilation, and precompiled headers. All these are incompatible with
the new multi-process build switch.
Besides, our application is actually composed of a bunch of sub-projects
and these are all compiled in parallel. If I
Hi,
I read the bvh file correctly:
Code:
osg::Node* rootnode = osgDB::readNodeFile()
How can I access to Animation Manager and Skeleton??
Thank you!
Cheers,
Aitor
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28239#28239
Last summer I mentioned in this thread about starting up running.
We'll I've continued running building up to running my first marathon
race this past weekend.
I ran the Edinburgh Marathon and it was the hottest day so far this
year at 25 degrees C and no wind or shade on route, so not the
Hi,
is there any limitation when using last Qt version (4.6) and Quad buffer
stereo ?
I'm using Qt 4.3 and OSG 2.8.2 in an application and in the tests I had
made for upgrading to newer version of Qt the Quad buffer stereo was not
working anymore...
I was missing time so I didn't look further and
Hi,
We use a composite viewer to display many views (we have separate Win32 window
per each view) of the same scene which is based on an osgEarth planet model (we
use OSG 2.8.3 and osgEarth 1.3) We want to use many threads for culling and
drawing purposes in order to make cull/draw phases of
Hi Nick,
I'll ask that question to the community. I have the pdf f the QucikStartGuide.
But maybe there is some other book out there as well.
Thanks
Sanat
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28243#28243
I've just downloaded the latest version of OSG from svn, I tried the FBX plugin
but I've got no reflection map in my models.
Are reflection maps not supported yet by the FBX plugin?
I'm using FBX 2011.2 (both for the SDK and for the exporter in 3dsMax).
Thanks.
Alessandro
--
Hi Sanat,
the intersection test gives you lots of informations, including the normal
of the face interestected you would use to orient the model. There is a code
in the terrain (or drive) manipulator that folllows the terrain. Have a look
there
-Nick
On Wed, May 26, 2010 at 5:38 PM, Sanat
Hi,
I have started working on openscenegraph since a few weeks. I was able to get
to a point by looking at some online exapmples especially the NPS tutorials. I
also have the pdf of the QuickStartGuide by Paul Martz which was useful too.
I also got a lot of help from the other users in the osg
Robert Osfield wrote:
Last summer I mentioned in this thread about starting up running.
We'll I've continued running building up to running my first marathon
race this past weekend.
Congratulations, Robert! That's quite an achievement.
I'm in Florida, so I know all about sunburn (try
Hi Alessandro,
at the moment only a single diffuse texture is supported but you're very
welcome to add support for more :) The existing texture handling code is at
fbxMaterialToOsgStateSet.cpp line 27
-Michael
On 26 May 2010 16:35, Alessandro Terenzi a.tere...@gmail.com wrote:
I've just
Hi Andreas,
Sorry for the slow turn around in getting back to this issue. During
the last month I've been investigating other threading issues relating
to DatabasePager/Referenced/Observer, these look to be addressed so
I'm now able to return to the issue of the deadlocks you've seen.
Over the
Hi Peter,
Just I did notice that for long/skinny objects the bounding sphere is a very
poor fit. One option for me is to dig down and get the boundingBox() of the
drawable that lies as the basis of my geometry. In my experience, that can
allow for a much tighter fit for this type of selection.
Sanat Talmaki wrote:
So I was wanting to know if there are some books out there that someone like me
who is not very proficient with Computer Graphics (OpenGL in this case) can
look at to understand the basic concepts.
You'll definitely need to get a firm grasp of 3D graphics and OpenGL
I'had a look at the file you suggested and also tried something that seems to
work, anyway I'd like to try to use a more general and complete approach to the
problem in order to manage as much maps types as possible. So I'll take some
time to study the FBX plugin as well as other plugins'
Hi,
I'm using Eclipse with the Qt plugin in order to develop c++ osg code under
Ubuntu. I've compiled and run the osgviewQT example and have the following
questions.
The example does not fully work. I'm using the OSG cow as a test model. Is
this example the preferred way to use osg under
It seems that this issue is definitely texture related. The problem did not
manifest before rev 10926 in the trunk. It now manifests from rev 10926
onward. 10926 has changes which try to prevent thrashing of the active
texture unit.
I'm going through the changes to see how I might have my
Hello, Zachary.
I use cow.osg for most of my testing. It may not be the most
intensive geometry, but it seems to work for testing simple behaviors.
Try searching the OSG archives for paintEngine. You should find a
fix that MIGHT help with what you're seeing. Under Microsoft Windows,
there
Sorry, Zachary, et al. I hit Send a little to soon.
I don't have any ideas for the keyboard event problem you mentioned.
I use an in-house manipulater with keyboard/mouse interaction. The
paintEngine fix I refer to will probably only work on your
blinking/blank/refresh problem (again, if it
Hi,
Can anyone show a simple example of how to perform an intersection technique?
I am looking for these specific things:
1) How to pass a osgUtil::LineSegmentIntersector to a osgUtil:Intersector?
2) How to pass a osgUtil::Intersector to an IntersectionVisitor and return the
name of the
Here's a utility I wrote ... hope it helps
#include limits
#include iostream
// ...
bool intersect(osg::Node * node, osg::Vec3 pos1, osg::Vec3 pos2,
osg::Vec3 impactPos)
{
bool impact(false);
impactPos = osg::Vec3(std::numeric_limitsdouble::signaling_NaN(),
Hi, now I'm using 3 MatrixTransform for scale, rotate and translate an object,
something like this:
Code:
osg::MatrixTransform *m_rotation = new osg::MatrixTransform();
osg::Quat rotacion(transform2-getRotation()-a,
OSGTypesMapping::sFRotationPtrToOsgVec3_ShiftAxis(transform2-getRotation()));
Hi,
as far as I know, you can only make rotate/translate/scale once on a matrix
because it resets the prior values.
But you can always create a matrix as you did, and add its operation via
multiplying your temporary matrix with the final matrix. This way you can sum
up your operations in
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