Hi Andrey,
Most likely your osgdb_png.dll depens on a dll not in your path. It
might be libpng.dll but now I am just guessing.
use dependencywalker (http://www.dependencywalker.com/)
http://www.dependencywalker.com/ to see what's the problem.
Laurens.
On 11/23/2011 6:33 PM, Andrey Ibe
Hello everyone! :]
I am trying to redirect all OSG notifications to a file by creating my own
notify handler class (inheriting from osg::NotifyHandler) but I get some random
crushes. Mostly during run-time and sometimes when I close the application. All
of them reporting some kind of heap
Hello,
I am a little bit frustrated. I want to render my scene into a texture and map
this on a plane. After that, I render the plane with an orthogonal camera. My
scene use shadows (standard shadow map) and I use callbacks. My current scene
graph looks like the follow example:
Hello,
I have used the osg shadow implementations with great success in state
of the art forward rendering.
Right now I'm trying to implement shadowmapping into my deferred
rendering approach.
Can anyone point me into the right direction, regarding the correct
usage of the view dependent
Hi,
I've got a problem when viewing the same scene from two different viewers :
- Viewer A with Camera A
- Viewer B with Camera B
I load a node with :
Code:
osg::ref_ptrosg::Node pNode = osgDB::readNodeFile(...);
Then I do :
Code:
p_viewerA-setCamera(p_cameraA);
To demonstrate the problem here is a screenshot.
[Image: http://forum.openscenegraph.org/files/ramp_segment_587.png ]
The code below shows a simplified version of the problem. When you look at the
same angle as shown in the screenshot, the 'lanes' (red triangles) will appear
through the 'road'
Hi,
Thanks for your answer, but unfortunately the multi-pass technique gives the
same result as the stencil buffer. (I tried it, to be really sure.)
Cheers Raymond.
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Raymond,
We had a similar problem with a few, older, air field models. Luckily the
polygons that represent the stripes where positioned in the models scene-graph
to draw last (with respect to the model). All that was required was for us to
turn off depth for the sections that needed it
I am using OSG osgEarth in my Qt application. When I use ON_DEMAND, it does
not always repaint when I would expect it to. The easiest way to describe this
would be as follows (I have seen several variations to this, but believe they
are all related):
1) Open up the application using osgEarth
I had developed some Qt code on Windows that worked great. When I compiled it
on Linux, I noticed some oddities. The most interesting one is that:
osgViewer::GraphicsWindow::getWindowRectangle()
returns an absolute window position in Windows (x != y != 0) whereas it seems
to be
Hi Thomas,
I had developed some Qt code on Windows that worked great. When I compiled it
on Linux, I noticed some oddities. The most interesting one is that:
osgViewer::GraphicsWindow::getWindowRectangle()
returns an absolute window position in Windows (x != y != 0) whereas it
Thank you for your reply. I actually got around this by getting the central
widget's (Qt) window rectangle instead of using the graphic window's rectangle.
I agree that this seems like an inconsistency that would be nice to take care
of. Incidentally, I took a quick look and did not see a
I am encountering some problems with full-scene blending using render to
texture. It appears that the blend operation is reading the main scene data as
being completely blank (ie. matching the clear colour). I have already spent a
fair few hours trying to solve this on my own, and I was
I forgot to mention: I am using OpenSceneGraph 3.0.1 under Linux.
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Aurelien wrote:
Hi,
I've got a problem when viewing the same scene from two different viewers :
- Viewer A with Camera A
- Viewer B with Camera B
I load a node with :
Code:
osg::ref_ptrosg::Node pNode = osgDB::readNodeFile(...);
Then I do :
Code:
... and solved. :) I think getting a good night's sleep helped.
My code (and the example I was basing it off of) did not set the clear mask for
orthoCamera. Checking the source, this defaults to wiping the colour and depth
buffer, which isn't what I wanted (depth buffer only, or no depth
Hi,
I want to set the modelview matrix with
viewer.getCamera()-setViewMatrix(modelViewMatrix) like in the
following code:
int main(int argc, char **argv)
{
osgViewer::Viewer viewer;
osg::Node* rootNode = createRootNode();
viewer.setSceneData(rootNode);
return viewer.run();
}
Hi,
This might be your problem:
If you use CameraManipulator (for example TrackballManipulator), it will
overwrite your ViewMatrix every frame ... see Viewer.cpp @1040
Code:
if (_cameraManipulator.valid())
{
setFusionDistance( getCameraManipulator()-getFusionDistanceMode(),
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