Hi delta,
Would it be possible to sign with your real name so everyone can address you
correctly? :)
What kind of task would you like to solve with TBB?
OSG uses Openthreads for all multithreading issues.
Thank you!
Cheers,
Torben
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Hi,
I have a problem concerning osg integration in Qt. I took the example of
osgViewerQt as a base and implemented it in my project. When I execute frame
function into my Qt lib there is no problem, I get my video into my widget. But
if I call it from the graphic engine of my project (
Hi,
i work with osg for about 3 month now using it with win32 console apps and mfc.
now i want to use an osg visualization window in a windows forms project as a
small window in the main window. I am thinking of a panel or a picture box to
define the rect for the visualization surface, but in
I have a question about above function.
In my application on initialization I call:
getCamera()-setViewport(new osg::Viewport(0, 0, width(), height()));
getCamera()-setProjectionMatrixAsPerspective(20.0f,
Hi Igor,
But i still can't set up the position and rotation of the viewer's camera.
this-_viewer.getCamera()-setReferenceFrame(::osg::Transform::ABSOLUTE_RF);
this-_viewer.getCamera()-setViewMatrix(::osg::Matrix::translate(0.5, 0.3,
0.1));
this does nothing.
My guess is becase i also
Hi folks,
I have a strange problem with loading. On my normal machine everything works
find. Fonts are found where they are. (Linux 2.6.34.7-0.5-desktop openSUSE
11.3 (x86_64))
Hoever it does not work on the following machine Linux 2.6.26-1-686 Debian
Lenny.
The error is the following:
Are you sure, freetype is installed on the other machine?
Am Freitag, 10. Dezember 2010, 12:54:28 schrieb Alex (software):
Hi folks,
I have a strange problem with loading. On my normal machine everything
works find. Fonts are found where they are. (Linux 2.6.34.7-0.5-desktop
openSUSE 11.3
Alex (software) writes:
Hi folks,
I have a strange problem with loading. On my normal machine everything works
find. Fonts are found where they are. (Linux 2.6.34.7-0.5-desktop openSUSE
11.3 (x86_64))
Hoever it does not work on the following machine Linux 2.6.26-1-686 Debian
Lenny.
Hi!
Hmmm... I haven't looked at ViewDependentShadow so far.
I'm a little confused now.
How are things workingh together?
I have a ShadowScene and set the ShaderTechnique with my own class derived
from SoftShadowMap.
I wrote virtual methods for createShaders and createUniforms for support of my
I've been trying to apply a 2d texture to an object where I want the UVs to
correspond to screen position. A bit like using EYE_LINEAR texgen, but with the
texture projected 'orthographically' through the screen.
What I want would in effect be like applying the texture so it always spans the
Hi all, I am also looking into this issue like Nik.
the needs are:
1.Rain drops must appear on the screen when in fps (car driving) camera mode
2.They dont need to move, but their numbers will increase in time and make it
difficult to see the environment.
3.When activated a wiper will rotate on
Hi Werner,
it seems to be installed: I can find libfreetype6 in version 2.3.7. On the
other machine it is 2.3.12. Maybe this is the problem I will have to check this.
Cheers,
Alex
- original message
Subject: Re: [osg-users] Problim finding font
Sent: Fri, 10 Dec 2010
From: Werner
Hi Werner,
I'm a little confused now.
How are things workingh together?
I have a ShadowScene and set the ShaderTechnique with my own class derived
from SoftShadowMap.
I wrote virtual methods for createShaders and createUniforms for support of my
shaders.
ShaderTechnique is having its shaders
Hi J-S,
Thank you very much! This was an excellent overview. GREAT !!!
Just one little last question:
If I understand right whatever ShadowTechnique is used the result when
reaching my scenes user root node (child of ShadowScene) there will be the
shadow texture which I can use in always the
Hello all,
I am new to OSG and I am having trouble implementing something in my
scenegraph. Because my graph is a little complicated I will give you a simpler
version of it focusing on the main concept. I have a scene with a model. This
model consists of 3 submeshes. For each submesh I do
Hi Werner,
If I understand right whatever ShadowTechnique is used the result when
reaching my scenes user root node (child of ShadowScene) there will be the
shadow texture which I can use in always the same way.
Since the shader code of StandardShadowMap seems to be very complete I could
cut
just found where the problem is:
Viewer.cpp, line 1023: inside viewer.updateTraversals
if (_cameraManipulator.valid())
{
setFusionDistance( getCameraManipulator()-getFusionDistanceMode(),
getCameraManipulator()-getFusionDistanceValue() );
Hi forum,
I was going through the example osggameoflife and pondered over the texture
specification part to visulize the game.
I used to know that the texture coordinate s,t,q all has to be between 0.0 and
1.0.
At one part of the example the texture coordinate has been specified as
Hello Igor,
So, at each frame the camera's matrix is overwritten by a new matrix which is
taken from MatrixManipulator.
In the past few hours two people on this list told you that if you
wanted to use your own view matrix you needed to set no camera
manipulator... (Paul Martz and Mourad
Hi Sajjdul,
I used to know that the texture coordinate s,t,q all has to be between 0.0 and
1.0.
No, it does not have to be between 0.0 and 1.0. It can be any value.
For Texture1D/2D/3D, what happens outside the 0.0 to 1.0 range is
specified by the wrap mode (texture-setWrap(...)). You can
Hi,
I want to change the 3D model dynamically at the runtime.
I have inatialize my node at :
_model = new osg::Node();
_model = osgDB::readNodeFile(model1.osg);
and when I do a particular action, I would like that the 3D model changes, I
write this :
_model = osgDB::readNodeFile(model2.osg);
Hi Lucie,
I think this is a simple C++ issue.
First you create _model which is a pointer on a node.
Then you make a new node and set _model to store its adress.
Next, you load a new node and set _model to store it again. So the first
thing is, you don't need to do _model = new osg::Node();
So
Skylark wrote:
Most likely your view matrix calculation has an error.
Yes, just found out the view matrix was wrong and the image was black because
the camera was inside some object or something, and i first thought i am
reading from a wrong buffer.
Sorry guys for bothering you with
Am 10.12.10 16:32, schrieb Gabriel Nützi:
Hi everybody
I have a quite strange problem, I am a newbie, and probably it is a simple
setting, which I do not know:
I have subclassed from osg:Geometry and have set up in this class my Mesh
which I want to render... the thing works fine,
Hi Igor,
Yes, just found out the view matrix was wrong and the image was black because
the camera was inside some object or something, and i first thought i am
reading from a wrong buffer.
Glad to know you found the problem.
Sorry guys for bothering you with such simple stuff.
It's not
Greetings,
I have some mirrors in my scene, which use RTT for reflections. I'd like to
make sure that, if the mirror isn't visible, the RTT pass doesn't happen. A
simple frustum check should be fine. If the mirror is in the scene camera's
frustum, it would be okay to render the reflection
Hi Frank,
What I'd like to do is add a frustum test here, so I can avoid doing the
reflection RTT if the child sub-tree isn't even viewable by the camera. Is this
possible?
In your cull callback you can cast the osg::NodeVisitor to a
osgUtil::CullVisitor, and I think you can then call
Oh, nice, thanks!
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I think you misunderstand how the projection matrix works
setProjectionMatrixAsPerspective is defined with the parameters (vFov, aspect,
near, far)
vFov sets the vertical field of view of the perspective meaning you will have a
wider viewing angle the larger the value gets.
aspectRatio is
I'm going to preface my comment by saying I've never done an effect like this
before. I am, however, interested in how this could be accomplished.
Adding in the wiper effect adds a particularly difficult layer of complexity to
an effect like this.
I would still suggest using a shader to do
On 12/10/2010 5:21 AM, Chris Denham wrote:
I've been trying to apply a 2d texture to an object where I want the UVs to
correspond to screen position. A bit like using EYE_LINEAR texgen, but with the
texture projected 'orthographically' through the screen.
What I want would in effect be like
Paul Martz wrote:
On 12/10/2010 5:21 AM, Chris Denham wrote:
I've been trying to apply a 2d texture to an object where I want the UVs to
correspond to screen position. A bit like using EYE_LINEAR texgen, but with
the texture projected 'orthographically' through the screen.
What I
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