Hi !
please forget about the previous question: it was simply due to the fact
that the _modelView matrix was shared between multiple objects because of a
desing error.
cheers,
Manu.
2011/11/21 Emmanuel Roche roche.emman...@gmail.com
Hi everyone,
I'm wondering about a strange thing I
Hi everyone,
I'm wondering about a strange thing I noticed when trying to use
osgUtil::pushModelViewMatrix() directly:
- Suppose I have a class where I store a ref pointer on a RefMatrix:
osg::ref_ptrosg::RefMatrix _modelView.
- Suppose in that class I have a function called during the cull
Hi everyone,
I have a question concerning the possible limitations that might exist in
the following scenario:
- Let's say I have a special node object in my scene graph:
class SpecialNode : public osg::Node {
protected:
osg::ref_ptrosg::PositionAttitudeTransform _subgraph;
public:
void
Hi J-S,
I was suspecting the pointer issue with statesets, thanks for your
clarifications!
But I didn't realize I could just as simply push/pop another stateset, will
certainly use that tip ! ;-)
Cheers,
Manu.
2011/11/17 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hi Emmanuel,
Hi everyone,
I have a simple question regarding pre/post render cameras:
- suppose I have a scene graph under a viewer camera
- the scene data for this camera starts with a root group.
- somewhere in that root group, I add a pre_render camera, to render a
texture on an FBO, and as a child of
Ok ! Thanks Paul
that's unfortunately what I suspected :-)
Will go the way you suggested then.
Cheers,
Manu.
2011/10/6 Paul Martz pma...@skew-matrix.com
On 10/6/2011 4:54 AM, Emmanuel Roche wrote:
Hi everyone,
I have a simple question regarding pre/post render cameras:
- suppose
Hi everyone,
I'm trying to setup an pure OpenGL FBO with render to texture target in an
OSG drawable. But I just can't figure out how to do that properly (eg. how
to isolate those pure openGL calls from the rest of the OSG scene).
in my drawa implementation I just have:
virtual void
/**flitr/source/browse/trunk/**
examples/keep_history_pass/**keep_history_pass.cpphttp://code.google.com/p/flitr/source/browse/trunk/examples/keep_history_pass/keep_history_pass.cpp
cheers
jp
On 28/09/2011 10:45, Emmanuel Roche wrote:
Hi everyone,
I'm trying to setup an pure OpenGL FBO
efficient, no ? So is it possible ?
Cheers,
Manu.
2011/9/28 J.P. Delport jpdelp...@csir.co.za
Hi,
I see you mention fft in your code. Is this what you want to do? Do you
have a working fft with multiple OSG cameras? Is it too slow for you?
jp
On 28/09/2011 11:30, Emmanuel Roche wrote
is
initialized first with non zero data.
= So it seems nothing in written on my layers 1 on that second case.
No idea what could be wrong with those Texture2DArray targets ?
Cheers,
Manu.
2011/9/28 Emmanuel Roche roche.emman...@gmail.com
Yes J.P,
as far as I understand the code I'm trying
the most beautiful day in my life !
(well... almost :-) )
Thanks for your support guys!
Now I can finally proceed with this task.
Cheers,
Manu.
2011/9/28 Emmanuel Roche roche.emman...@gmail.com
Hi !
I performed some additional tests on this issue and now I think I'm
reaching the bottom
.
2011/9/26 Emmanuel Roche roche.emman...@gmail.com
Hi Sergey and everyone,
I've been trying to setup a ping pong rendering with multiple cameras as
previously mentioned... unfortunately this is not really working :-) : I
guess I just can't render to one texture / use it as input / re-render
, Emmanuel Roche roche.emman...@gmail.com:
Thanks Sergey,
Right now I'm using multiple cameras rendered one after another... but I
have the feeling the performances are not too good (with 17 pre render
cameras...). Do you think I'm right to assume I could really improve the
performances by using
either use pure gl, graph with lots of cameras setup with correct render
order and output textures, or osgppu graph with chain of units
Cheers,
Sergey.
22.09.2011, 16:28, Emmanuel Roche roche.emman...@gmail.com:
Hi everyone,
I have a question regarding FBO usage and Draw/Read buffer changes
Hi everyone,
I have a question regarding FBO usage and Draw/Read buffer changes:
- I have one pre render camera using FBO and with 2 textures attached (to
COLOR_BUFFER0 and COLOR_BUFFER1)
- Under that camera I would like to add multiple screen aligned quads that
would use the attached textures
Hi everyone,
I've have a specific question for which I could use some help/advises:
- I'm quite up-to-date with OSG 3.0.0 and osgEarth current git version
- I'm build an app where I use the osgEarth library to display the earth
model.
- When I setup a camera on that model, I use a camera with a
to determine which lod to use, you can try these setting.
Cheers,
Sergey.
10.08.2011, 16:03, Emmanuel Roche roche.emman...@gmail.com:
Hi everyone,
I've have a specific question for which I could use some help/advises:
- I'm quite up-to-date with OSG 3.0.0 and osgEarth current git version
threading models ? any clear description anywhere ?
cheers,
Manu.
2011/8/5 Emmanuel Roche roche.emman...@gmail.com
Hi everyone,
I'm currently trying to experiment with OSG multi-threading support in an
application:
I have the following setup:
- One app with 2 or more OSG rendering
Hi Everyone,
I think I have a very specific issue here, and I could use some help to fix
this:
- I'm trying to compute interections with an osgEarth model using the
osgSim::LineOfSight helper class.
- The problem is, this helper class seems to just be freezing when loading
the earth tiles in the
the scene
with this visitor, and then perform a updateSceneGraph() call on a regular
basis with the databasepager, and except the tiles to be progressively
loaded this way ?
Manu.
Robert.
On Wed, Jun 15, 2011 at 9:16 AM, Emmanuel Roche
roche.emman...@gmail.com wrote:
Hi Everyone,
I
Manu,
On Wed, Jun 15, 2011 at 9:49 AM, Emmanuel Roche
roche.emman...@gmail.com wrote:
I understand this as nothing to do with rendering, but it has to do with
loading all tiles in a row instead of loading them only when there is
some
time available between two frames as the databasepager
slices].
Any help would really be appreciated here :-)
Cheers!
Manu.
2010/8/4 Emmanuel Roche roche.emman...@gmail.com
Concerning this problem, I'm wondering if I could use the following
solution:
1. Create a master 3D image, and allocate it;
2. Since attaching 2D images to a camera would
...[and attaching textures will not allow an easy access
to the image data as far as I know...]
Cheers!
Manu.
2010/8/6 Frederic Bouvier fredlis...@free.fr
- Emmanuel Roche a écrit :
Just let me know if you need some code to have a better idea of what
I'm doing (but almost everything
OK, forget about this issue of non-used 3D textures guys ! This was due to a
stupid mistake:
I was assigning a sampler with a not yet rendered image!
Manu.
2010/8/6 Emmanuel Roche roche.emman...@gmail.com
Hi guys !
The solution I suggested to myself, actually works !
So, if someone needs
[0.25,0.5] : is there an
easy way to achieve this ??
Cheers,
Manu.
2010/8/6 Frederic Bouvier fredlis...@free.fr
- Emmanuel Roche roche.emman...@gmail.com a écrit :
Hey, thanks for the info Frederic!
Actually, the atmospheric scattering effect you're pointing me at is
what I've
Hi everyone,
I'm currently trying to generate some 3D images in an OSG based app.
I've read the previous discussions on the OSG forums concerning the 3D
texture rendering, but this doesn't help in my situation. What I really need
is *3D image* rendering not *3D texture* rendering.
More
the slice data into the master image data).
I hope, those explanations are clear enough :-)
Manu.
2010/8/4 Emmanuel Roche roche.emman...@gmail.com
Hi everyone,
I'm currently trying to generate some 3D images in an OSG based app.
I've read the previous discussions on the OSG forums concerning
Hello Dzenan!
i've just tried the website you suggested, downloaded the baby.pvm,
bonsai1.pvm and bunny.pvm datasets, and tried commands such as:
osgvolume --window 50 50 600 400 --raw 256 256 98 1 1 big baby.pvm
-- As I have no idea about the numberOfcomponents and endianness of
those files I
Thanks for your help Dzenan,
but unfortunetaly, this is still not working (still get a crash and no
display), I used:
*osgvolume --raw 256 256 256 1 3 big bonzai.raw*
Note that I must specify the endianness and number of components (but I
tried multiple tests again), here is the help for the
, let's see on linux...
Manu.
2010/7/17 Emmanuel Roche roche.emman...@gmail.com
Hello Dzenan!
i've just tried the website you suggested, downloaded the baby.pvm,
bonsai1.pvm and bunny.pvm datasets, and tried commands such as:
osgvolume --window 50 50 600 400 --raw 256 256 98 1 1 big
right now, but I might come back to this issue a bit later!
Thanks for your support guys !
Now I finally got a volume rendered on Windows, that's nice !!!
Cheers,
Manu.
*
*
*
*
*
2010/7/17 Emmanuel Roche roche.emman...@gmail.com
Thanks for your help Dzenan,
but unfortunetaly, this is still
filenames
to get it to read a series of 2D images and pack them into an 3D
osg::Image for rendering.
Robert.
On Fri, Jul 9, 2010 at 10:47 AM, Emmanuel Roche
roche.emman...@gmail.com wrote:
Hi everyone,
I'm just starting to play with the osgVolume sample and I have a very
beginner
Hi everyone,
I'm just starting to play with the osgVolume sample and I have a very
beginner question about it:
- Can you actually have any kind of volumetric rendering with this ???
I perform many tests with various arguments, but each time, all I get is a
simple 2D image sequence of all the
Hello everyone !
Robert, in fact I found exactly where the problem comes from:
Above my star object (so all my points in a geometry in a geode) I added an
osg::Camera
On this camera I have an event callback, and in this event callback I used
to set the Camera viewport and graphics window to be
hello everyone,
Just another strange issue I can't solve by myself here:
I have a scene with an osgEarth earth model,
I use a composite viewer to manage the display,
- When I use a single View on that scene everything is fine, and I get for
instance something around 200fps
- As soon as I add an
this be the
source of the problem ???
Manu.
2010/2/2 Emmanuel Roche roche.emman...@gmail.com
By the way, I also checked the camera/view details on the Screen stats, and
both display exactly the same content.
Manu.
2010/2/2 Emmanuel Roche roche.emman...@gmail.com
hello everyone,
Just another
this geometry
into pieces, but could this really explain the problem I'm facing now ??
Manu.
2010/2/2 Emmanuel Roche roche.emman...@gmail.com
Okay, I was wrong: this is not related to the pagedLOD+databasepager I can
reproduce the same behavior without my earth model if I keep the stars, sun
Also note that I store texture coordinates for those vertices (in fact I use
the texture coords array to store color data for the stars as a Vec2 [ie BV
index and Magnitude]) and I process this data using a shader...
Manu.
2010/2/2 Emmanuel Roche roche.emman...@gmail.com
I've managed
pma...@skew-matrix.com
Emmanuel Roche wrote:
Those questions were indeed closely related. Yet since I'm not planing to
use slave cameras for the moment I guess I'm better of with my node
cullcallback to update uniforms, at least I will try that.
The subject was poorly chosen. The thread
Hi everyone,
I'm facing a problem I cannot solve by myself here, I thought I could just
ask:
- I have a scene (so a scene graph)
- I use multiple View on this single scene
-- Currently I have an homemade mixture of customized osgViewer::Viewer
objects to deal with everything so basically, for
following method to obtain master
view or slave view camera:
cullVisitor-getRenderStage()-getCamera()
Depending on your setup of extra cameras it may wortk or not, but I guess
you could try it.
Cheers,
Wojtek Lewandowski
- Original Message -
*From:* Emmanuel Roche roche.emman
search the archives for the recent thread Uniform per
slave Camera. Several solutions, including the solution I eventually used,
are discussed in that thread.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Emmanuel Roche wrote
Hi everyone,
I have a strange problem with the TryStripVisitor:
When I use it on a model (with about 6000 triangles, described as TRIANGLES
[thus using 18000 vertices]) I get trip strip primitive sets indeed BUT
actually I get a few TRIANGLE_STRIP primitive sets with 4 vertices in each,
and
no ?) maybe we should
add a precision parameter at some point, but for now I just don't have the
time to deal with this properly :-)
Cheers,
Manu.
2009/11/23 Emmanuel Roche roche.emman...@gmail.com
Hi Robert,
Actually, I've noticed that the problem doesn't come from the underlying
tristripper library
Hello Robert !
I followed this thread as I'm facing the same issue Justin discovered:
- I'm on Windows (XP Vista)
- using OSG 2.8.2
- using wxWidgets 2.8
And I built a multiple view application.
Thoses views are currently built around multiple osgViewer::Viewer objects.
Some of those views may
support
for mixing mercator and geodetic sources, which can sometimes result in
non-power-of-two textures being used. I wonder if perhaps there is an issue
with your card and NPOT.
Thanks,
Jason
On Wed, Apr 29, 2009 at 4:49 AM, Emmanuel Roche
roche.emman...@gmail.comwrote:
Here
Ohh !
sorry, I though it was the contrary.
In that case yes, this is a valid option too !! Thanks for your help !
I guess I could also implement this behavior with a cull callback, no ?
manu.
2009/4/30 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hello Emmanuel,
Sébastien, I'm
Hi Sébastien,
2009/4/30 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hi Emmanuel,
I can't get anything to work properly for the moment... (actually I was
doublely wrong: the eventTraversal() is before the cull traversal yes, but
also, the camera manipulator matrix is not updated in
Hi all,
A shader OpenGL context related question now:
suppose I want to pre-compute a few textures.
- I can create the shader programs,
- prepare the textures and attach them to a camera object,
- create a viewer, set its camera
- and ask the camera to render to a frame buffer object.
then
the OSG_GL_EXTENSION_DISABLE environment
variable to GL_ARB_vertex_buffer_object.
This is really a temporary solution, once 2.8.1 is out the door, you can
probably just upgrade and it should work fine.
Thanks!
Jason
On Tue, Apr 28, 2009 at 6:12 AM, Emmanuel Roche
roche.emman...@gmail.comwrote:
Hi everyone
...@gmail.com
Hi Manu,
On Wed, Apr 29, 2009 at 9:27 AM, Emmanuel Roche
roche.emman...@gmail.com wrote:
Actually, i think i'm now facing another ATI specific issue: I can start
my
app, retrieve image and elevation tiles and built my earth model...
except
that after some time
Hi everyone,
Just again a simple problem I can't solve myself:
I have an sphere object I want to use as a sky sphere. What's the best wait
to do that ???
The idea I came to is to use a vertex shader to offset each of the sphere
vertex by the current position of the camera in the model frame.
] *On Behalf Of *Emmanuel Roche
*Sent:* Wednesday, April 29, 2009 9:28 AM
*To:* OSG Users
*Subject:* [osg-users] frustum culling in shader
Hi everyone,
Just again a simple problem I can't solve myself:
I have an sphere object I want to use as a sky sphere. What's the best wait
to do
Hi again!
Sébastien, I'm afraid I cannot use the transform you're suggesting: in fact
I should not rely at all on the camera position, because the cam position
may also depends on moving objects in my scene and the cam position is
updated during the event traversal.
So I would update the
Hi everyone !
I've been testing osgEarth for a few days now: it works perfectly on my
nvidia cards.
But when trying the same application with an ATI cards, the app just
shutdowns on some cards, or crashes (with the error mentioned on the
osgEarth forum here:
on
that...
By the way I'm using OSG 2.6...
regards,
Manu.
2008/9/23 Emmanuel Roche [EMAIL PROTECTED]
Okay...
I think I tried everything I could think about, unsuccessfully...
unfortunately, I'm currently on WinXP with Visual Studio and for some
obscure reason, I just cannot get/use the debug symbols
the good camera projection is *correctly* set !!! is that
done some other way ??? I keep investigating, I have no choice any way...
regards,
Manu.
2008/9/24 Emmanuel Roche [EMAIL PROTECTED]
:-(... I'm really going to cry now...
Guys, I tried something else and I feel like I'm loosing my mind
.
2008/9/24 Emmanuel Roche [EMAIL PROTECTED]
Some more news:
I reverted to OSG 2.2 (I have the same problems with that version), and
retrieved a full debug support, first I'm trying to solve the latest problem
I faced (with the hidden node described in my previous mail), I'm using a
scene like
00043C84
}
... I'm not sure we need to setup the CullVisitor so much : but I just took
most of the implementation from SceneView::cullstate(...) and it's working
like that... and as I said, I'm in an hurry now :-)
regards,
Manu.
2008/9/23 Emmanuel Roche [EMAIL PROTECTED]
Hi everyone,
I have
Hi everyone,
I have an interesting issue here:
I'm building a scene this way (the following is a lua script using
osgIntrospection to manipulate OSG stuff) :
local root = osg.Group()
root:setName(Universe)
-- we want to add this root object as a scene in the current project
(otherwise it will
(695 500 units :-( ), and real distance from the earth (150 000
000 units !!! ) :-S ]... maybe this can lead to an overflow of the precision
when performing the intersection tests ??? do those tests use floats or
doubles ?
regards,
Manu.
2008/9/23 Emmanuel Roche [EMAIL PROTECTED]
Hi everyone
-getIntersections();
vLog::logInfo(Got %d intersections,hits.size());
return true;
}
}
2008/9/23 Emmanuel Roche [EMAIL PROTECTED]
Hi everyone,
I have an interesting issue here:
I'm building a scene this way (the following is a lua script using
intersection test is made against.
Robert.
On Tue, Sep 23, 2008 at 5:42 PM, Emmanuel Roche
[EMAIL PROTECTED] wrote:
Hello again...
I did other tests, my idea was:
I have a single main camera displaying a root object [an osg::Group] and
this root object contains 5 or 6 osg::Camera object
camera left to DO_NOT_COMPUTE_NEAR_FAR,
but the results are not good (it seems to me that the ClearNodes clear the
color buffer even when I only set the DEPTH_BUFFER_BIT mask... I really
don't get it...).
regards,
Manu.
2008/9/23 Emmanuel Roche [EMAIL PROTECTED]
Hi Robert,
unfortunately I don't
Oh, and by the way, the results seem to be exactly the same when I use the
osgUtil::IntersectVisitor instead of the new version... so, someone has a
clue ?
regards,
Manu.
2008/9/23 Emmanuel Roche [EMAIL PROTECTED]
Okay...
I think I tried everything I could think about, unsuccessfully
Hi everyone,
I've got a quite strange error here:
when I'm doing collision tests (using an osgUtil::IntersectVisitor object)
then I get the warning:
Warning: Picked up error in TriangleIntersect
(-1 0 -1, -1 0 1, 1 0 1 )
(nan, nan, nan)
I checked the code in InterectVisitor.cpp, and I
I'm in France, it doesn't work at all for me.
2008/2/12, [EMAIL PROTECTED] [EMAIL PROTECTED]:
FreeSouth wrote:
Hello all :
Somebody found that He(at Singapore) cann't visit
www.osgChina.org(located HangZhou China.
I don't know this site can be visited normally or not at other
Hi everyone,
I tryed a debug built of OSG 2.2.0 on linux (gcc4 + cmake)
everything is already, no compilation issues, but still I end up with main
libraries correctly named (ie with the final d standing for debug)
whereas the plugins and wrappers don't have that final d... Is it normal ?
if yes,
Hi guys !!
I have a problem with the replace_if_defined section in the following
introspection code :
74http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgIntrospection/Reflection.cpp?rev=3966#L74
Type
**Reflection::getOrRegisterType*(*const* std::type_info ti,
Hi again !
I'm working on some kind of editor in fact, and I've noticed that when you
have a StateSet, and a given StateAttribute, if you call
stateSet-setAttributeAndModes(attribute,osg::StateAttribute:ON|osg::StateAttribute::...etc,etc..
) then, (at least for a osg::Fog attribute for example)
--
*From:* [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED] *On Behalf Of *Emmanuel Roche
*Sent:* Thursday, January 31, 2008 2:55 AM
*To:* OSG Users
*Subject:* [osg-users] osg::StateAttribute::ON / OFF for
osg::StateAttributeor not ?
Hi again !
I'm working on some kind of editor in fact, and I've
it elsewhere, etc etc etc... things get a bit complecated...
-- Would it be difficult (or irrelevant ?) to add those ON/OFF bits in the
RefAttributePair and then use them to check if a given Attribute should be
applyed to a State or not ??
Manu.
2008/1/31, Emmanuel Roche [EMAIL PROTECTED]:
I mean
what was set? Or are
you saying that when you dump the scene graph out to an .osg file, GL_FOG
ON doesn't appear in the output?
Please clarify.
-Paul
--
*From:* [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED] *On Behalf Of *Emmanuel
Roche
*Sent
Hi every one,
I'm just wondering if any one as never think about using Boost serialization
framework to write/read OSG files ?
I'm working on this question, and until now I'm rather amazed:
- Sure, on one side you need to have a Boost dependency somewhere,
- And I haven't done any performance
. W.r.t submissions
see:
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol
Robert.
On Dec 15, 2007 12:07 AM, Emmanuel Roche [EMAIL PROTECTED] wrote:
Hi everyone,
just a simple request stil on the introspection framework:
I have noticed that the Types
-- By the way, all those tests are done with OSG 2.2, so maybe the problems
I'm speaking about are already solved in th SVN version...
Manu.
2007/12/15, Emmanuel Roche [EMAIL PROTECTED]:
Hi Robert, I understand what you mean, in fact I think exactly the same :
I don't like those small tricks
Hi everyone,
just a simple request stil on the introspection framework:
I have noticed that the Types and Converters are stored in a static
structure in the Reflection class... and this structure is totally
unaccessible. (Well we could still use Reflection::getTypes() to get the
type map and
Hello everyone I've got a problem here with the result of genwrapper:
here is an example of what I get:
BEGIN_VALUE_REFLECTOR(vBase::RefPtr vXML::Attribute )
I_DeclaringFile(base/RefPtr.h);
I_Constructor0(RefPtr,
,
);
I_Constructor1(IN,
to tell the genwrapper
not to take a given member function into account ? (maybe an option for the
genwrapper.conf file ?)
regards,
Manu.
2007/12/12, Emmanuel Roche [EMAIL PROTECTED]:
Hello everyone I've got a problem here with the result of genwrapper:
here is an example of what I get
Forget about this question too, I found the answer in the default
genwrapper.conf file:
configure reflector vLog::Source
configure method
__void__log__wxString__wxString__wxString__wxString__..._S
replace with
end
end
;-)
Manu.
2007/12/12, Emmanuel Roche [EMAIL PROTECTED
Well, nobody has even a simple advise about this ??
Manu.
2007/12/5, Emmanuel Roche [EMAIL PROTECTED]:
Helle there !!
I'm currently testing the osg reflection framework, so I got GenWrapper,
an now I'm using it to try to build wrappers for my own libraries... Here is
the situation:
I've
Nobody has no idea about this either ? I thought the introspection was more
famous than that
2007/12/5, Emmanuel Roche [EMAIL PROTECTED]:
Suppose I have a class MyClass introspected
I also some kind of template class MyTemplaceclass T, which can be built
with the type T=MyClass
then ?
Manu.
2007/12/6, David Callu [EMAIL PROTECTED]:
Hi Manu
2007/12/5, Emmanuel Roche [EMAIL PROTECTED]:
Helle there !!
I'm currently testing the osg reflection framework, so I got GenWrapper,
an now I'm using it to try to build wrappers for my own libraries... Here is
the situation
, ...
This is the best way a found to generate a reflector for a instantiated
template not instantiate in the code to reflect.
David
2007/12/6, David Callu [EMAIL PROTECTED]:
2007/12/6, Emmanuel Roche [EMAIL PROTECTED]:
Hi David,
What I mean in my ponit 2 is:
- Suppose I have
Helle there !!
I'm currently testing the osg reflection framework, so I got GenWrapper, an
now I'm using it to try to build wrappers for my own libraries... Here is
the situation:
I've got a file typedefs.h containing something like:
#include osg/Node
#include osg/ref_ptr
typedef
It's me again, sorry to ask so much, but I keep being surprised with this
introspection stuff:
Correct me if I'm missing something but since the operators of a class are
not reflected (why ?), how can you expect to do something as simple as the
addition of two osg::Vec3 introspectively ???
Manu.
Hi everyone...
just a few questions on the picking mechanism:
Imagine I want to pick objects in the scene, but some of them are in
wireframe mode... in this case I would like the object to be picked only if
I'm really on an edge (or maybe very close to an edge...). This doesn't seem
to be the
It's me again :-)
Just a simple question again, concerning the plugins this time:
suppose I have a graph with some kind of nodes that should NOT be written to
file when I save the graph... I guess the only solution is to remove those
nodes before writing the file no ? I mean, there is no way to
hi again,
Just something about the nodemasks: suppose i want to stop drawing an
object, all the examples I've seen say claeraly that I have to set
node-setNodeMask(0x0), but suppose now that I really want to change only
one bit in this mask: where should I look for the bit field against which
format, and makes it inappropriate for the type of
work you have in mind.
Longer term I'd like a native osg binary format that is extensible,
but alas its quite a chunk of work so not possible to introduce any
time soon.
Robert.
On Nov 13, 2007 9:26 PM, Emmanuel Roche [EMAIL PROTECTED] wrote
Hi every one...
Suppose I want to construct a special NodeCallback, call it MyCallback,
then I load a scene graph from an .ive file, find a given node, assign my
famous callback to it and then want to write this graph back on the hard
drive BUT writing the info in MyCallback also to be able to
any clue on
this Robert ?
Manu.
2007/10/29, Emmanuel Roche [EMAIL PROTECTED]:
By the way, guys, I've noticed a small bug in this wxOSG_tab application
(at least in the version I compiled...):
Has someone already noticed that, if you remove the start page [you then
create the _auiNotebook
the problem
you
and him are discussing in the thread camera switching in
composite
viewer.
Cheers
Thibault
On 10/26/07, Emmanuel Roche [EMAIL PROTECTED] wrote:
Okay, with this version joined, we have two tabs (not added
dynamically,
sure, but it's
those
events
after all.
I'll post further progress.
Alberto
El Thursday 25 October 2007 17:23:52 Emmanuel Roche escribió:
Hi again guys !
I've just tested your solution Alberto, and indeed it's working and I
can
see both pages with two View on each page :-)...
Yet I think
Indeed, we are in a situation where the CompositeViewers don't share the
GraphicsWindows and everything happen in the same thread... yet, it's
currently not working for me:
as soon as I had a second tab only the last compositeviewer gets updated and
drawn, the others are frozen... :-(...
I keep
/10/26, Emmanuel Roche [EMAIL PROTECTED]:
Indeed, we are in a situation where the CompositeViewers don't share the
GraphicsWindows and everything happen in the same thread... yet, it's
currently not working for me:
as soon as I had a second tab only the last compositeviewer gets updated
this issue with Robert as it is precisely the problem you
and him are discussing in the thread camera switching in composite
viewer.
Cheers
Thibault
On 10/26/07, Emmanuel Roche [EMAIL PROTECTED] wrote:
Okay, with this version joined, we have two tabs (not added dynamically,
sure, but it's
:-)
Manu.
2007/10/26, Emmanuel Roche [EMAIL PROTECTED]:
Great !!
Indeed using the return value of makeCurrent() is exactly what I was
looking for :-D...
I'm testing your application right now !
cheers,
Emmanuel.
2007/10/26, Thibault Genessay [EMAIL PROTECTED]:
Hi Emmanuel
I
Okay :-) this seems fair enough :-)
2007/10/26, Robert Osfield [EMAIL PROTECTED]:
On 10/26/07, Emmanuel Roche [EMAIL PROTECTED] wrote:
just a small point : you're binary distribution is not working : at
least
osg24-osgUtil.dll is missing for me :-)
I have osg25-*** on my computer
Hello everyone!
I've got a simple question, but I can't find any practical solution:
In my application, I have to display a notebook with a 3D window on each
tab... and I want to be able to add/remove tabs dynamically... so, what can
I use to achieve this result ?
I'm usig wxWidgets + OSG 2.2.0
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