Hi, everybody
Could someone explain me how matrixTransform works?
In the updatecallback, I set the matrixTransform like this
static float c = 1.0;
c = c + 0.01;
mt-setMatrix(osg::Matrixf::translate(-bs.center()) *
osg::Matrixf::scale(1.0, c, 1.0)
...@lists.openscenegraph.org] On Behalf Of Lingyun
Yu
Sent: Monday, July 20, 2009 4:36 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] how matrixTransform works?
Hi, everybody
Could someone explain me how matrixTransform works?
In the updatecallback, I set the matrixTransform like this
static
Hi, everybody
In the GUIEventAdapter.h, we can see
enum MouseButtonMask {
LEFT_MOUSE_BUTTON= 10,
MIDDLE_MOUSE_BUTTON = 11,
RIGHT_MOUSE_BUTTON = 12
};
so right key's value is 4.
and we can easily get num = 4 from
int num =
I see, thank you paul. So if I want to judge which botton is pressed, I
should use ea-getButton(). But what's ea-getButtonMask() use for?
On Mon, May 25, 2009 at 7:45 PM, Paul Martz pma...@skew-matrix.com wrote:
You seem to be confusing the incoming button parameter, which is an
unsigned
int,
Take care, Robert.
Look forward for your back.
On Wed, May 13, 2009 at 10:55 AM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi All,
I've gone down with a bad cold, so am struggling to focus, read and
think clearly today. So... please don't expect much support from me
today, some active
camera-setNodeMask(0)
and
camera-setNodeMask(0x) might work.
On Fri, Apr 17, 2009 at 4:26 PM, Konkle, Daniel T AMRDEC/Dynetics
daniel.kon...@us.army.mil wrote:
Classification: UNCLASSIFIED
Caveats: NONE
I need to turn a camera on and off.
Use it and not use it.
I've look through
when its ref count reaches 0).
HTH
Ismail
2009/4/13 Paul Martz pma...@skew-matrix.com:
Hi Lingyun Yu --
You don't have a variable named 'galaxy' defined, so the
addDrawable(galaxy) is suspicious.
I'd so a resize on the vertex and color arrays, rather than a push_back,
for
efficiency
/4/15 Lingyun Yu lingyun.yu...@gmail.com
Hi, Ismail,
I don't understand how the expanding happen?
I read all dataset into an array of P, then when it expands? and why?
and what's old array?
On Tue, Apr 14, 2009 at 2:27 PM, Ismail Pazarbasi pazarb...@gmail.comwrote:
Hi Lingyun,
std
). After
copy succeeds, vector destroys previous buffer (6 items), then you
have a vector whose capacity is sizeof(int) * 9. Until 9th item,
vector will not need to reallocate memory.
2009/4/15 Lingyun Yu lingyun.yu...@gmail.com:
Hi, Ismail,
I don't understand how the expanding happen?
I
Thank you very much, Ismail and Martin,
I have 3G memory installed. and 1.02G is avaible, I use windows vista. and I
didn't use file page file/swap.
I will read carefully about both of you suggested. If you have some source
can be read for that, please tell me.
Yun
On Wed, Apr 15, 2009 at
no, 2G is avaible I mean
On Wed, Apr 15, 2009 at 5:43 PM, Lingyun Yu lingyun.yu...@gmail.com wrote:
Thank you very much, Ismail and Martin,
I have 3G memory installed. and 1.02G is avaible, I use windows vista. and
I didn't use file page file/swap.
I will read carefully about both of you
Martz pma...@skew-matrix.com:
Hi Lingyun Yu --
You don't have a variable named 'galaxy' defined, so the
addDrawable(galaxy) is suspicious.
I'd so a resize on the vertex and color arrays, rather than a push_back,
for
efficiency reasons.
I don't think numParts100 should cause any
Thanks Martin,
yes, this is also a solution.
thank you very much.
Yun
On Tue, Apr 14, 2009 at 4:04 PM, Martin Beckett m...@mgbeckett.com wrote:
The c++ standard also requires that the memory for vector is contiguous
like a C array.
You can try reserving the memory soon after program start
Hi, everybody,
I met a problem when I want to show huge amount of points, as you can see the
code below, if my NumPart is 100, no problem, it shows points properly. But
if the NumPart is 200, then it shows a lot of lines. If NumPart is even
bigger, the program complained like
I also updated my driver to the newest. it is still the same.
my quicktime version is 7.3. Is it too old?
On Thu, Apr 2, 2009 at 1:57 AM, Ulrich Hertlein u.hertl...@sandbox.dewrote:
On 2/4/09 5:32 AM, Lingyun Yu wrote:
another warning
TextureRectangle::apply(..) failed, texture rectangle
Hi,
while I am running osgmovie, I met the warning like
warning: GraphicsWindowWin32::grabFocus failed grabbing the focus
then only a white window on the screen.
what's wrong with this?
Thank you.
--
Read this topic online here:
Now I use osg2.9 to run it. it doesn't have warning anymore, but still just
a white window
On Wed, Apr 1, 2009 at 6:50 PM, Lingyun Yu lingyun.yu...@gmail.com wrote:
Hi,
while I am running osgmovie, I met the warning like
warning: GraphicsWindowWin32::grabFocus failed grabbing the focus
. Also do other examples run fine?
Have you compiled with the ffmpeg or quicktime plugins? What exactly command
line options are you using?
Robert.
2009/4/1 Lingyun Yu ()
Now I use osg2.9 to run it. it doesn't have warning anymore, but still
just a white window
On Wed, Apr
Warning: GraphicsWindowWin32::grabFocus() - Failed grabbing the focus
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http://forum.openscenegraph.org/viewtopic.php?p=9562#9562
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another warning
TextureRectangle::apply(..) failed, texture rectangle is not support by your
OpenGL drivers.
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Hi, Robert and every friend,
I want to implement some interaction gestures like IPod or IPhone. I don't know
if I need to design another manipulator or just design a mouse event.
So my question is, when do I need to make another manipulator like Driver or
so, when do I need to make a mouse
Hi dat,
I think
viewer-getCamera()-setClearColor() can make it.
Yun
2009/3/25 tien dat tienda...@gmail.com
Dear all,
I need to remove the blue background color so that I can do augmented
display (you can run the cow.osg example to see the blue color). Do any of
you know how to do that?
Hi, everybody,
I used viewer-setUpViewerAsEmbeddedInWindow way as Robert suggested to embed
an OSG window in OpenGL context.
Then I tried to setup Manipulator like Trackball,
I did some code like this:
osg::observer_ptrosgViewer::GraphicsWindow gw =
viewer-setUpViewerAsEmbeddedInWindow(...)
please ignore my question.
I just made something stupid. [Laughing]
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Robert Osfield wrote:
Hi Uli,
Perhaps another solution would be to render the OSG scene to a a
pbuffer and then use the pbuffer as a texture source for the original
graphics context. This would isolate the OSG and your own OpenGL
context completely from each other.
Robert.
On Fri,
Hi, Ben,
I use something like
camera0-setNodeMask(0X);
camera1-setNodeMask(0);
to enable camera0 but disable camera1.
I hope it helps.
Yun
On Fri, Mar 20, 2009 at 10:48 AM, Ben ben.poul...@gmail.com wrote:
Hi,
if I have understood , I must design my
Hi guys,
I want to use OpenGL to render the interface, but use OSG to render in a
region. And in this region I use OSG manipulator, but in the rest of the
interface I use others. I don't know if it is possible, if it is, how to do?
Thanks in advance.
--
Cheers,
Yun
Hi ben,
where did you put your code? I put them in the updatecallback function,
that's why mine will change every frame.
Yun
2009/3/20 Ben ben.poul...@gmail.com
benbao wrote:
I try to use nodemask but doesn't work.
Id do this :
Code:
osgViewer::CompositeViewer viewer;
nobody had the same thing?
On Fri, Mar 20, 2009 at 12:20 PM, Lingyun Yu lingyun.yu...@gmail.comwrote:
Hi guys,
I want to use OpenGL to render the interface, but use OSG to render in a
region. And in this region I use OSG manipulator, but in the rest of the
interface I use others. I don't
Hi all,
Does anybody know if I can render one part of window in OSG, and use another
framework to render the rest?
Thanks.
--
Cheers,
Yun
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Hi Robert,
I also meet the same problem, I have 128 snapshots of particles, and I want
to use those 128 shapshots to make an real time animation.
First thing I tried, was using a update callback function and bind it on my
geode, everytime I just updated all positions of particles. But obviously
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