On 6/1/2011 10:32 AM, Stephan Maximilian Huber wrote:
compiles fine for OS X, 32bit. Unfortunately I can't test the compiled
libs, as my projects requires 2.9.x
Thanks, Stephan.
On the subject of requiring OSG v2.9.x... Have you considered using osgWorks?
I've been using it to insulate my
On 6/1/2011 12:09 PM, Jean-Francois Gagnon wrote:
Have you tried launching your application with gDebugger? I think it is quite
apt and quick to find the source of those issues. There is an option that let
you break the application upon error detection.
Here is the link: http://www.gremedy.com/
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Hi all -- I've just committed the final feature, the backport of the trunk 3DS
plugin. We're getting very close to a 2.8.5 final release!
I've now created 2.8.5 RC2:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.5-rc2
Thanks to all for your testing so far.
Thanks! This is in r12464 on the 2.8 branch.
-Paul
On 5/26/2011 4:41 PM, Ryan Pavlik wrote:
On Wed, May 25, 2011 at 6:15 PM, Ryan Pavlik rpav...@iastate.edu
mailto:rpav...@iastate.edu wrote:
On Tue, May 24, 2011 at 1:46 PM, Paul Martz pma...@skew-matrix.com
mailto:pma...@skew
.
* Updated osgWrappers for all API changes.
* Bump version# 2.8.5, SO# 74.
Thanks for your help!
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On 5/22/2011 2:49 PM, Paul Martz wrote:
Hi all -- I've recently backported the Texture2DMultisample support to the 2.8
branch and was wondering if anyone had any simple test code they could share
that tests the functionality?
A re-post: I'd really appreciate community help to get the 2.8.5
be great.
Thanks!
Also, you mentioned some additional changes to osgconv. I'm still waiting on
those.
The only other work to be done is the 3ds backport, and I understand that's in
progress, so hopefully done soon.
We're vary close to a release candidate.
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On 5/23/2011 12:56 PM, Eric Sokolowsky wrote:
Hello OSG users,
I'm attempting to backport a patch made in osg trunk (specifically r11768 that
fixes some text clipping problems using osgText), and the official trunk patch
calls two functions that seem to be not yet present in 2.8.
It seems that
changes include:
* Texture2Dmultisample support backport
* 3ds plugin backport
* osgconv mods (as mentioned previously by Ryan)
* backport of trunk osgText fixes
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Hi all -- I've recently backported the Texture2DMultisample support to the 2.8
branch and was wondering if anyone had any simple test code they could share
that tests the functionality?
Thanks,
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On 5/19/2011 1:15 AM, ms yang wrote:
Hi:
I am a beginner of OSG. I have a problem about how can I get the main
camera's rotation relative to x,y,z axis.
I can get the view matrix by osg::Matrix matrix =
viewer-camera()-getViewMatrix(),after I get the view matrix,there is only one
On 5/19/2011 2:07 PM, Wojciech Lewandowski wrote:
[..] So the main pass is done (culled) before the shadow pass. I can
understand that the bounds calculation needs to cull the shadow receiving
scene first, or else we won't know where the shadow map should lie. However, I
wonder how this even
On 5/19/2011 2:51 PM, Paul Martz wrote:
On 5/19/2011 2:07 PM, Wojciech Lewandowski wrote:
[..] So the main pass is done (culled) before the shadow pass. I can
understand that the bounds calculation needs to cull the shadow receiving
scene first, or else we won't know where the shadow map should
On 5/16/2011 12:55 PM, Paul Martz wrote:
So I always recommended using Slaves cameras
instead of Nested cams because they have their own CullVisitors. If I would
design this today, instead of CullVisitor I would probably use RenderStage to
index view resources.
Understood. This is ViewerBase
On 5/16/2011 6:07 AM, Wojciech Lewandowski wrote:
Hi Paul,
What I know for certain is this: all shadow techniques stemming from
ViewDependentShadowTechnique (StandardShadowMap, MinimalShadowMap, LispSM) are
not compatible with nested cameras. And its a design flaw. Basically all these
On 5/16/2011 12:55 PM, Paul Martz wrote:
Understood. This is ViewerBase::RenderingTraversals, where it calls
renderer-cull(). That's implemented internally with SceneView::cull().
I meant the View, not the CullVisitor. Sorry for the mistake.
-Paul
On 5/11/2011 11:21 AM, Ryan Pavlik wrote:
So, if I understand correctly, you did not post this change to
osg-submissions for inclusion in OSG's svn trunk, is that correct? Or, you
did post them, but they are awaiting action by Robert?
I hadn't done the forward-port to trunk until I
On 5/11/2011 11:20 AM, Ryan Pavlik wrote:
On Tue, May 10, 2011 at 8:24 PM, Paul Martz pma...@skew-matrix.com
mailto:pma...@skew-matrix.com wrote:
On 5/10/2011 7:11 PM, Paul Martz wrote:
On 5/3/2011 3:02 PM, Ryan Pavlik wrote:
I'd like to propose my fixes that I sent
On 5/11/2011 12:51 AM, Turgut Mehdiyev wrote:
Hi Chris,
Thank you for your help. First i add all my nodes to group and after this group
added to shadowed scene. And to one of the nodes or more i apply shaders. I
understand that shadowmap shader program overrides the custom shader program. I
On 5/11/2011 1:46 PM, Ryan Pavlik wrote:
On Wed, May 11, 2011 at 1:27 PM, Paul Martz pma...@skew-matrix.com
mailto:pma...@skew-matrix.com wrote:
On 5/11/2011 11:20 AM, Ryan Pavlik wrote:
On Tue, May 10, 2011 at 8:24 PM, Paul Martz pma...@skew-matrix.com
mailto:pma
Would this be an improvement that would better be separated into a
distinct
option string like OutputRelativeTextures or something like that?
Yes, that's the way I'm leaning now. Your patch changes behavior, and would
break any apps or utilities that depend on the
On 5/10/2011 2:59 AM, Duan Linghao wrote:
Hi,
How can the light node only affect the node which I specified?
The structure of my scene is:
root
/ \
child1_groupchild2_group
/
light
I hope the light can only affect the child1_group,but the
On 5/3/2011 3:02 PM, Ryan Pavlik wrote:
I'd like to propose my fixes that I sent in on -submissions pre-2.8.4: all
except the VC2010 build fix still apply. They are these two:
Improvements to osgconv:
https://github.com/rpavlik/osg/compare/OpenSceneGraph-2.8...improve-osgconv
(I've also
On 5/10/2011 7:11 PM, Paul Martz wrote:
On 5/3/2011 3:02 PM, Ryan Pavlik wrote:
I'd like to propose my fixes that I sent in on -submissions pre-2.8.4: all
except the VC2010 build fix still apply. They are these two:
Improvements to osgconv:
https://github.com/rpavlik/osg/compare/OpenSceneGraph
On 5/9/2011 12:08 PM, Brad Colbert wrote:
Hi folks,
There may be a simple answer to this question but how do you successfully
compile osg 2.9.* with OpenGL 3.0 support? I'm getting undefined functions,
such as glLoadMatrixf.
glLoadMatrixf isn't a 3.0 function. The likely cause of the
On 5/6/2011 4:05 AM, Fred Smith wrote:
You usually want to create GL batches that are as large as possible. 10 draw
calls of 100 elements will be slower than 1 draw call of 1000 elements.
Something else I have noticed a little while ago was that the stateset
processing engine of OSG might be
On 5/5/2011 4:07 AM, Nan WANG wrote:
Hi,
Anybody knows how to set a UV coordinate on a geometry shader generated object?
I tested my U-moving VS FS shader with a osg::Sphere and osg::box.
The uv coordinate can be mapping properly in VS and FS
When i apply this two Shaders to a Geometry
See my previous post. When you use a geometry shader to create new vertices,
and the object is textured, then the geometry shader must generate tex coords
for each vertex.
Paul Martz
Skew Matrix Software
Http://www.skew-matrix.com
On May 5, 2011, at 7:23, Nan WANG nan.c...@gmail.com wrote
On 5/5/2011 9:51 AM, Glenn Waldron wrote:
AFAIK, OSG doesn't maintain VBO/EBO bindings as part of its sortable state. So I
believe they will be bound and unbound for each Geometry, even if they are
shared. Somebody correct me if I'm wrong. (See Geometry::drawImplementation.)
This is my
On 5/5/2011 11:26 AM, Glenn Waldron wrote:
On Thu, May 5, 2011 at 12:59 PM, Paul Martz pma...@skew-matrix.com
mailto:pma...@skew-matrix.com wrote:
On 5/5/2011 9:51 AM, Glenn Waldron wrote:
AFAIK, OSG doesn't maintain VBO/EBO bindings as part of its sortable
state. So I
Please ignore.
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(My replies to Ryan Pavlik on this thread seem to be getting routed to
/dev/null, so here's a repost...)
Hi Ryan -- For future reference (as mentioned previously on this thread),
submissions for 2.8.5 should be posted to osg-submissions. But I've got this
now, so no problem.
I'll take a
for multitexture (11/19/10).
* Really most any of the plugins could be updated.
* Support for Texture2DMultisample (4/9/10).
* Bump version / SO numbers.
Nothing is set in stone here, and we're not yet sure anyone is willing to
take on any of
these tasks.
Discuss?
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Hi Robert and all -- It is very likely that I'll move forward with the 2.8.5
release as we have been discussing on this thread.
I'd like to reserve SO version number 74 for this release.
-Paul
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.
Nothing is set in stone here, and we're not yet sure anyone is willing to
take on any of
these tasks.
Discuss?
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On 4/24/2011 2:15 PM, Zuzana Číková wrote:
I have one main and one slave camera, I would like to make the background of
the slave camera semi transparent so I can see the main camera rendering. How
is this possible? I have spheres visualized in both cameras and these dont have
to be
in the past, the offshore and port crane simulators are recent
projects and are very nice as well (and they use osgOcean :-) ).
http://www.youtube.com/user/vortexsim#p/u/9/KBGr74TMTrU
http://www.youtube.com/user/vortexsim#p/u/0/dZeQ-eBrBDk
Thanks,
J-S
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On 4/20/2011 10:41 AM, Chris 'Xenon' Hanson wrote:
I'll preface this by saying, don't request improvements unless you're
willing to chip in
to get them done, or help someone else get them done. ;)
Assuming I'll be the one committing the changes to the 2.8 branch... I'd like to
see the
http://www.wired.com/gadgetlab/2011/04/portable-pc-osborne/?utm_source=feedburnerutm_medium=feedutm_campaign=Feed%3A+wired%2Findex+%28Wired%3A+Index+3+%28Top+Stories+2%29%29utm_content=Google+Feedfetcher
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You might also consider changing your app to use a y-up convention so that it
matches the (apparently immutable) OpenNI modeling space.
-Paul
On 3/31/2011 9:03 AM, Aitor Ardanza wrote:
Paul Martz wrote:
Rotate 90 degrees around the x axis (or -90, depends on right- versus
left-handed
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On 3/28/2011 9:18 PM, Wang Rui wrote:
Hi Paul and Chris,
I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built
fine in both debug and release configurations. But when I tested the
ffmpeg plugin with:
# osgmovie sample.mov.ffmpeg
It printed media information about the file
if this is a plugin issue
or my own mistake at present.
The latest version just works well, with the same environment and dependence.
Thanks,
Wang Rui
2011/3/29 Chris 'Xenon' Hansonxe...@alphapixel.com:
On 3/28/2011 3:50 PM, Paul Martz wrote:
I've tagged an RC2, which includes Robert's build fixes
,
Wang Rui
2011/3/29 Chris 'Xenon' Hansonxe...@alphapixel.com:
On 3/28/2011 3:50 PM, Paul Martz wrote:
I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2
Please, everyone who cares
search. You could set a breakpoint in osgDB::findLibraryFile
to see why it's missing this directory, or just look at the source.
-Paul
On 3/29/2011 11:03 AM, Ed LaFave wrote:
Paul Martz wrote:
I believe you have a version problem on your hand. Do you have multiple
versions of OSG on your
On 3/29/2011 1:58 PM, Ed LaFave wrote:
Interestingly enough if use the following commands
Code:
export
LD_LIBRARY_PATH=/work/MyProject/ThirdParty/Linux.x86_64.gcc/OpenSceneGraph-2.8.3/lib64/
./osgviewer /some/path/MyOpenFlightFile.flt
then I'm able to use OSG to successfully render
branch refresh,
we had referred to this release as 2.8.3.1. However, OSG's version numbers
have only three digits, so I've named it 2.8.4. (If we decide to pursue an
additional bug fix release, let's call it 2.8.5.)
I would appreciate any and all testing, thanks in advance!
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On 3/28/2011 10:13 AM, Chris 'Xenon' Hanson wrote:
On 3/28/2011 9:56 AM, Jason Daly wrote:
I'm in the same boat as J-S. We're fairly happy with 2.8.3 at this point. We
wouldn't
mind a 2.8.4 release, but we don't have any immediate need for an upgrade.
Ok. As you can see, Paul has tagged
and all testing, thanks in advance!
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I've tagged an RC2, which includes Robert's build fixes for the ffmpeg plugin:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4-rc2
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On 3/26/2011 2:39 PM, Jean-Sébastien Guay wrote:
Hi Chris,
Was there anyone else interested in a 2.8.4 release? Is anyone else using
2.8.3 at this
point or is everyone on trunk now?
We're using 2.8.3, but we have no real problem waiting for an eventual 3.0 or
whatever comes. Off the top of
Did you try disabling the osgUtil::Optimizer?
export OSG_OPTIMIZER=OFF (or whatever is appropriate for your shell)
-Paul
On 3/26/2011 2:57 PM, Sanat Talmaki wrote:
Hi,
I am having a peculiar problem. I am creating a geode and saving it out as a
.osg file. I am also adding this to the
Hi -- Is anyone successfully building OSG, either 2.8.3 or svn trunk, for 64bit
OS X? I've got a report from an associate that this is broken (sorry, no
additional information at this point) and just wanted to see if this was known
to either work or not work...
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Thanks for all the replies, folks. I understand 64bit OS X builds are working.
-Paul
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that helps,
-Paul
On 3/24/2011 3:17 PM, Ed LaFave wrote:
Paul Martz wrote:
If you export OSG_NOTIFY_LEVEL=DEBUG_FP, OSG will display the paths it is
searching in its attempt to locate the OpenFlight plugin.
-Paul
Thanks for that trick, it is quite useful. Earlier in the day I
/viewtopic.php?p=37754#37754
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On 3/17/2011 3:26 AM, Marco Bigolin wrote:
Hi,
I want to implement a Sound-Node (with FMOD) for the OSG-Framework for a project
From which class i must extend my sound-Node Class? osg::Group? or osg::Node?
Which function is called for transform the node? I want to calculate the
velocity
On 3/17/2011 12:36 AM, manish Choudhary wrote:
2.Does OsgBullet give me list of intersection point where two object node meet ?
osgBullet per se doesn't provide anything like this. The Bullet API already
provides one or more contact points when two collision shapes meet. You'd have
to study
Familiar names in the video credits, so I have to wonder if the debug rendering
in the lower left uses OSG...
http://www.engadget.com/2011/03/17/navi-hack-uses-a-kinect-to-let-the-blind-see-wear-awesome-headg/
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On 3/16/2011 1:18 PM, Kim Bale wrote:
Try osgBullet: http://code.google.com/p/osgbullet/
I'm using it for collisions.
FYI The posted osgBullet roadmap is no longer valid. I am planning to do some
significant work on this project later in the year, including breaking out the
dependency on
On 3/7/2011 11:25 AM, Alessandro Terenzi wrote:
yes fmod would be a good choice (the best maybe), but I need to consider cheaper
solutions first ;)
FMOD is free to download for dev and testing and will help you isolate the
problem. If FMOD works and OpenAL doesn't, that eliminates OSG and
On 3/6/2011 1:15 PM, Heiko Thiel wrote:
Is there a way to get correct bounding box without checking for
PositionAttitudeTransform? I tried to optimize model before I check to remove
the PositionAttitudeTransform. But it seems to not help.
OSG supports multiparenting, so the subgraph you're
On 3/6/2011 2:02 PM, Paul Martz wrote:
Then you can transform the bounding box extents by the matrix, but this has its
own issues in the presence of rotation transforms, as has been discussed
previously on this list (search the archives for transform bounding box). But
if your transforms
Just FYI, osgWorks (osgworks.googlecode.com) contains a command line utility
'osgwwhich' that is useful for, among other tasks, locating OSG libraries. It
can come in handy if you have multiple versions of OSG installed on your system
and want to know which one you're getting.
It can find OSG
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On 2/21/2011 7:52 AM, Martin Großer wrote:
Hello,
Have everyone experience with the gl shading language? I would like to do
something like that on my texture (I use render to texture):
gl_FragData[0] += vec(0.01,0,0,1);
Is that possible? I want to increment the color in my texture in every
On 2/18/2011 5:27 AM, Javier Taibo wrote:
Hi all,
I am using the MVPW matrix to transform vertices from object space
to window space. I get this matrix through the getMVPW method of
CullVisitor. Taking a look at the code, it seems that MVPW is (as its
name implies) the multiplication of
Hi all --
Has anyone ever used uniform arrays of ints on OS X? If so, did that work? For
some odd reason, my shaders running on OS X behave as if all elements of uniform
int arrays are zero. The same code running on Linux or Windows runs fine.
As a workaround, I've been able to either 1) not
On 2/7/2011 4:06 AM, Serge Lages wrote:
Hi all,
I am currently working on getting multi-touch working on Linux with MPX
(XInput2), and I would like to use this new system for my events. But with
XInput (or also with Windows 7), I am receiving all the events separately, so
what's the best
What could be wrong with my code? Can anyone please point out what im doing
wrong?
1) If you're using a camera manipulator, your view matrix is probably being
overwritten. (If you believe you're not using one, then set a breakpoint in the
TrackballManipulator constructor just to make sure.)
On 2/3/2011 1:34 AM, Stephan Huber wrote:
(sorry for the previous truncated mail, hit the send button by mistake)
please have a look at the thread on osg-submissions where I explain the
details and concepts of multi-touch to Robert:
http://forum.openscenegraph.org/viewtopic.php?t=7137
Sorry
On 2/3/2011 12:31 PM, Stephan Huber wrote:
No problem, perhaps we should add it to the wiki :)
Having it in the wiki wouldn't hurt. It's here now, along with your link
pointing to the osg-submissions discussion, so anyone scanning osg-users for
multitouch will find it.
You might consider
insight I would appreciate it. Thanks!specify
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On 1/31/2011 9:00 AM, Sukender wrote:
Hi Paul,
Thanks for this explanation about identifying nodes. Actually we also
implemented a node identification using child index...
However I did not spot metadata related classes in osgWorks. Well, ok, I just
had a very quick overview... Can you tell
-platform game engine - http://pvle.sourceforge.net/
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On 1/25/2011 4:34 AM, Sam Warns wrote:
Hi Robert,
I am aware of the possibility to define my own methods in the visitor but the
point I was trying to explain is, that if I apply a visitor on a scene I would
except that this visitor has finished its work after calling the
is
not supported by existing OSG. It might not be impossible, but it is certainly
non-centerline usage and AFAIK no one does this.
You must think instead of how you can fit your OpenGL code into the OSG
infrastructure with the available OSG facilities such as draw callbacks.
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On 1/22/2011 3:53 PM, Mukund Keshav wrote:
Generally speaking, OSG is not a scene graph toolkit for OpenGL. What I mean by
that is, if you already have your own code for creating windows and contexts,
setting view matrices, rendering, and swapping, and you simply want to add to
that existing
On 1/20/2011 9:16 PM, Mike Hatcher wrote:
True, I was comparing the osgviewer and osg dumps taken in the different
versions. The debug output shows all images, textures, models, and everything
loading just fine. They are all found just fine and using readImageFile they
are all read with all
On 1/19/2011 4:51 PM, Mike Hatcher wrote:
Hello all,
I have a legacy app that I am trying to bring current. It previously used
osg 1.0.0. I have upgraded to 2.8.2 and there was only 1 change I had to make
to get it to compile against the new libraries. It had to do with return value
Well, you said you don't get any textures... But you also said you cranked up
the notify level and everything looked OK. At level DEBUG, you should see the
osgDB trying to locate your texture files, displaying the full path as it
searches. Are those messages there? Is each file found correctly?
why it doesn't work. Again I'm not much help, I've never done
this myself.
Sorry I can't help more,
J-S
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* v; // multiply by inverse transpose
osg::notify( osg::NOTICE ) vPrime std::endl;
osg::Vec4 vPrime2 = mInv * p.asVec4(); // multiply by inverse transpose
osg::notify( osg::NOTICE ) vPrime2 std::endl;
assert(v == p.asVec4());
assert(vPrime == vPrime2);
}
J-S
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On 1/19/2011 10:13 AM, Rob Radtke wrote:
Back to the original poster, then... Does this eliminate a need for a
transpose() function in the Matrix class?
I'm not 100% sure. My primary motivation for the transpose() function was to
compute a normal matrix (so it could be passed to glsl as an osg
, but produces incorrect results when compared to the
(correct) results of osg::Plane::transform().
I'm on 2.8.3, so perhaps there have been improvements on trunk?
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On 1/15/2011 3:43 PM, Rob Radtke wrote:
- Add a transpose() function to Matrixf and Matrixd
Rather than a transpose() function, I wonder if anyone else would be interested
in seeing support for two different operator*() methods to handle vector/matrix
multiply, namely:
osg::Vec4 v;
On 1/13/2011 3:27 AM, Robert Osfield wrote:
Object linear TexGen isn't positional state so can be applied in the
normal way and you have multiple of these per stage without problem.
Ah! Thanks, this was my problem. I mistakenly thought OpenGL transformed the
object planes by the modelview
like I'm doing everything
right, I'll post a small example that fails, or dig into the OSG code. More than
likely, I'm doing something wrong here, so I just wanted to ask what the
intended usage is.
Thanks,
--
-Paul Martz Skew Matrix Software
http://www.skew
this is a problem your app has already
solved.
osgBullet currently doesn't have any examples that show how to do this
save/restore, but contributions are welcome.
FYI: osgbullet.googlecode.com
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com
I'm reading this thread and laughing because I bought the eBook version direct
from the publisher, downloaded it, and was reading it in minutes. :-)
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
___
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On 1/10/2011 3:16 AM, Serge Lages wrote:
Hi,
Here are our last experiments with Kinect :
http://vimeo.com/18500457
Thanks to osgBullet for the physics !
Cheers,
Nice, thanks for posting that. Well done.
What body tracking software are you using? Is it open source?
-Paul
::DO_NOT_COMPUTE_NEAR_FAR );
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
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-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
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for FOV could be confusing. I usually modify FOV with ctrl right mouse in my code.
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-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
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http
Very cool, thanks for posting that.
I've been planning on using a Kinect for this type of work, but haven't had time
to find a decent driver yet...
-Paul
On 12/31/2010 1:43 AM, Martin Naylor wrote:
Hi all,
Just thought I would post this link to a homemade 3d scanner.
All you need is
at how the osgstaticviewer example brings in plugin symbols.
Then, if you are still unable to get it to work, post back with more specific
questions.
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
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