Hey community,
this is da promised video. Cedric, thanks for the Earth manipulator !!!
http://www.youtube.com/watch?v=5SXMaP6Kvl0
Cheers !!
p.s. me da Nick from nikolov.tra...@gmail.com, trajce.nikolov...@gmail.com,
n...@rop.mk
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Guys,
any stuff you can hand off to me? I have short term vacancy?
Nick
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Hello community,
I am back :) .. and looking forward to work with you again :)
I want to do a game. With opensource .. Who is with me?
Cheers !
-nick
p.s Greets from Abu Dhabi, UAE
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so quiet these days :) .. Happy New Year osgers !
-Nick
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hi lucie,
here is something with geometry shaders ... might get you inspired
-Nick
On Wed, Dec 22, 2010 at 6:42 PM, lucie lemonnier
lucielemonn...@hotmail.frwrote:
Hi,
I want to draw a 3D curved pipe from a list of points.
I looked at osgModeling but I don't know how to do this.
Would
if this is your code (with all the comments) then here is what you should
do:
- forget about your osg::Camera* camera = new Camera; // there is already a
Camera attached to the View
- use view.getCamera()-setProjectionMatrixAsPerspective(45,1,1,1000);
- no need to attach any CameraManipulator if
Hello community,
Robert asked me to make a call for testing the terrapage loader for those of
you using it. Lately there were some fixes, and just the last one was kind
of minimal but important - should fix some visual anomalities with the smart
mesh seams. I have let the old code sitting around
Hello community,
Robert asked me to make a call for testing the terrapage loader for those
of you using it. Lately there were some fixes, and just the last one was
kind of minimal but important - should fix some visual anomalities with the
smart mesh seams. I have let the old code sitting
Hi,
the same way you created your quad you can create many quads ( have a look
at osggeometry example ) or quad strip. Then run osgUtil::SmoothingVisitor
on your Geode to get nice normals. It should be enough for what you want to
do
-Nick
On Wed, Dec 8, 2010 at 4:35 AM, Alden Peterson
Or you can use osg::HeightField ... much easier to use . have a look at
osg::HeightField (osgshape.cpp example)
-Nick
On Wed, Dec 8, 2010 at 5:48 AM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi,
the same way you created your quad you can create many quads ( have a look
probably you have to override OnEraseBackground (or something like that) to
do nothing
-Nick
On Fri, Dec 3, 2010 at 6:42 PM, Duan Linghao linghaod...@gmail.com wrote:
Hi,
I wrote a program use MFC based on dialog,and I use a slider to rotate the
model.I wonder why the model always flicker
Thanks Steven .. good hint!
-Nick
On Thu, Dec 2, 2010 at 11:56 PM, Steven Powers stevenapow...@gmail.comwrote:
I'd use a pixel shader for the effects. Pass in the texture that represents
the snow overlay and have the shader scale the alpha up and down as it
accumulates.
Rain would be
Hi Community,
any ideas/hints how to implement rain/snow accumulation on the screen (like
for a driving sim)?
-Nick
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Hahahahahahah ... thanks Robert !!!
-Nick
On Wed, Dec 1, 2010 at 2:44 PM, Kim Bale kcb...@googlemail.com wrote:
Genius. :)
K.
On 1 December 2010 10:24, Robert Osfield robert.osfi...@gmail.com wrote:
Hi Nick,
On Wed, Dec 1, 2010 at 10:15 AM, Trajce (Nick) Nikolov
nikolov.tra
actually, not a a bad idea ... people with John Nesh fortune could probably
figure out the algorithm then ;-)
-Nick
On Wed, Dec 1, 2010 at 4:43 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hahahahahahah ... thanks Robert !!!
-Nick
On Wed, Dec 1, 2010 at 2:44 PM, Kim Bale
1, 2010 at 3:17 PM, Andrew Lowe a...@wht.com.au wrote:
On 1/12/2010 6:15 PM, Trajce (Nick) Nikolov wrote:
Hi Community,
any ideas/hints how to implement rain/snow accumulation on the screen
(like
for a driving sim)?
-Nick
A company I used to work for which did driving sims
no that . I forced the rendering on the software (so it is not a fix,
but a work around) . This cal3d seams to not be supported anymore. I advice
FBX instead ...
-Nick
2010/11/23 Arif Yetkin Sarı arifyet...@gmail.com
Hi, ty for the fix Nick.
For those that need/will need help in a
Hi Daniel,
can you post your code ? (send it to my email). I remember mimicing the
osgocean example I was not able to make it either, but found a work around
-Nick
On Tue, Nov 23, 2010 at 8:20 PM, Daniel Correia doncorr...@yahoo.com.brwrote:
Hi Nick,
I am new to OSG and I'm trying to
@Jan - Silverlining is the toolkit for ephemeris used in this project (
www.sundog-soft.com)
I have sent Arif fix
-Nick
On Mon, Nov 22, 2010 at 9:18 PM, Jan Ciger jan.ci...@gmail.com wrote:
2010/11/22 Arif Yetkin Sarı arifyet...@gmail.com:
Hello again.
...
Why light slot 0 is
if you want only to remove/show blocks, you can use the nodeMask
-Nick
On Sun, Nov 21, 2010 at 4:01 PM, David Wilson spam...@gmail.com wrote:
Hi everyone,
I'm working on a game engine using OSG in which I can load very large game
worlds and have it run at a high framerate.
My game
Hi Lucie,
you can add the node you want to draw last under new camera,and set the
render order to big number (see Camera::setRenderOrder). You would then need
to sync the new camera matrices with the main camera (probably via update
callback). This is how I did it and it works
-Nick
On Fri,
you can convert .. osgconv model.lwo model.ive
-Nick
On Wed, Oct 6, 2010 at 2:29 AM, Pierre Bixquert pie...@japp3d.com wrote:
Hi,
there is a plugin to export from lightwave format *. IVE?
someone what to do?
...
Thank you!
Cheers,
pierre |-)
--
Read this topic
the viewer by default is attaching a light. Setup your viewer with NO_LIGHT
(or something like that, look in the code), and then create and control your
own light
-Nick
On Mon, Oct 4, 2010 at 11:19 AM, Aitor Ardanza aitoralt...@terra.es wrote:
ledocc wrote:
bug fix:
- ViewDirection =
maybe better to put something in while we can compile and test and see if
can help - including the model
-Nick
On Mon, Oct 4, 2010 at 5:37 PM, Aitor Ardanza aitoralt...@terra.es wrote:
ledocc wrote:
Is you normal of your model well defined and normalized ?
Whitout shaders model looks
Hi Brad,
did you tried my change with adding the new extra line in
GraphicsWindowWin32.cpp ? I think it will fix it. This way the key that was
being translated to WM_CHAR will be passed as WM_KEYDOWN as well
-Nick
On Mon, Sep 20, 2010 at 5:51 PM, Jean-Sébastien Guay
(Nick)
Nikolov
*Sent:* Friday, September 17, 2010 10:57 AM
*To:* osg-users@lists.openscenegraph.org
*Subject:* Re: [osg-users] Keypress broken since rev 11749
Hi Robert,
I find some time to dig into this. And here are my observations ( I am
working with Vivien's submission
*From:* osg-users-boun...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
Nikolov
*Sent:* Monday, September 20, 2010 11:06 AM
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] Keypress broken since rev 11749
Hi Brad
Hi again Brad,
http://msdn.microsoft.com/en-us/library/619z63f5(VS.80).aspx
http://msdn.microsoft.com/en-us/library/619z63f5(VS.80).aspxnote the Note.
This makes me think you are using older MFC that is not doing that .
-Nick
On Mon, Sep 20, 2010 at 9:37 PM, Trajce (Nick) Nikolov
-users-boun...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
Nikolov
*Sent:* Monday, September 20, 2010 12:15 PM
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] Keypress broken since rev 11749
Hi again Brad,
http
[mailto:
osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Trajce (Nick)
Nikolov
*Sent:* Monday, September 20, 2010 2:23 PM
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] Keypress broken since rev 11749
Hi Brad,
VS 8.0. Is that 2005?
-Nick
On Mon, Sep 20, 2010
Hi Werner,
the OpenFlight writer seam to work good, and lately there were improvements
posted for the 3ds as well. The first one format is pretty well supported in
the vis-sim, the later is well supported in 3D in general
-Nick
On Sun, Sep 19, 2010 at 4:34 PM, Werner Modenbach
Hi,
the code from 11749 works just great with the latest osgviewerMFC. If this
revision fixes issues for Vivien, I would put again his changes, there are
no regression. I just give it a shot to make sure it does work. I think Brad
can really rely on this example as a guide how to implement his
Hi Robert,
I actually like the idea of having osg working with dead keys thus being
capable of handling language specific characters (you can type your text in
osgWidget::Input in your natural language). I think this is very good
feature, what Vivien has implemented. On the other side I totally
Hi Robert,
I find some time to dig into this. And here are my observations ( I am
working with Vivien's submission, with osgviewerMFC )
I put break points in GraphicsWindowWin32.cpp:
Line: 2476
case WM_KEYDOWN:
case WM_SYSKEYDOWN :
{
Hi Brad,
that is what I was expecting while reading this thread, that you have the
GraphicsWindowWin32 into some framework ... You need to pass the event from
MFC to the window. In your OnKeyDown you get the window handle and pass thru
the event. If you need details let me know This is how I
our GLSL code is bug free ... no need of debugging .. *smile*
-Nick
On Tue, Sep 14, 2010 at 5:06 PM, Fred Smith osgfo...@tevs.eu wrote:
robertosfield wrote:
The desktop market is already rather stagnant in comparison to the growth
of mobile device,
mindshare and market share are moving
not a qt guru, but this seem a file generated by the moc preprocessor. try
removing it. It will create a new one from you
-Nick
On Thu, Sep 9, 2010 at 7:03 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hello Lucie,
When I compile osgQt, I have this error :
what do you mean by rotating an image? Could you tell what you are
actually trying to do? More info you provide more chances to get some advice
-Nick
2010/9/7 Martin Großer grosser.mar...@gmx.de
Hello,
I would like rotate a image. Because I want to rotate the separate images
from my sky
to correct this rotation.
Is it understandable? I am not sure.
Cheers
Martin
Original-Nachricht
Datum: Tue, 7 Sep 2010 14:57:24 +0400
Von: Trajce (Nick) Nikolov nikolov.tra...@gmail.com
An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] How
Original-Nachricht
Datum: Tue, 7 Sep 2010 14:57:24 +0400
Von: Trajce (Nick) Nikolov nikolov.tra...@gmail.com
An: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Betreff: Re: [osg-users] How can I rotate a image
what do you mean by rotating an image? Could you tell what you
nice reading ... :) .. I agree about the DirectX part .. Let start talking
to Robert to make OSG DirectX compatible :)
-Nick
On Fri, Sep 3, 2010 at 7:29 PM, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.com wrote:
Hi Wojtek,
I think that breaking gl_LightSource usage in fragment shaders
hi J-S,
I was just kidding :) .. I think I know Robert's view on Microsoft. My
opinion is, even the fact the DirectX is kind of further then OpenGL, what
osg is on top of opengl is my favorite, and not only osg but all the rest of
opensource projects around that are on top of it (vpb, osgEarth,
Hi
I think I have seen OpenFlight exporter for max. You can build your
hierarchy with it including the switches ...
-Nick
On Fri, Sep 3, 2010 at 9:40 AM, Luke Daly melbdemon...@hotmail.com wrote:
Hi,
I was wondering if there was any tutorials that anyone knows of for the
creation and
I would like to be able to increase or decrease the LODScale for just the
globe portion without disturbing everything else.
Write NodeVisitor that will control the osg::LOD range
-Nick
On Wed, Sep 1, 2010 at 9:53 PM, Brad Huber br...@procerusuav.com wrote:
Hello,
I am interested
I assume you are on Windows, as from what are you experiencing sounds
familiar to me, all these stl issues. What I would do is, make sure Debug
links to debug libraries, Relase to release. And do a clean build.
-Nick
On Wed, Sep 1, 2010 at 2:57 AM, Sanat Talmaki sanat.sch...@gmail.comwrote:
good :)
-Nick
On Wed, Sep 1, 2010 at 8:31 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:
Hi Nick,
Yes, Windows and VS 2008. I had to do exactly that. The debugger works
normally (as expected) now
Thanks,
Sanat.
--
Read this topic online here:
LOD - Level Of Detail. Obviously when you build a terrain database, you
build it in few different level of details. What is close is more detailed
what is further is less detailed. All of the terrain generation tools are
aware of this and they build the final scene graph using LODs. They often
yes. look in the setup code for the oceansurface (I think. Dont have the
code with me at the moment, but as far I can recall you can do that).
-Nick
On Tue, Aug 31, 2010 at 2:15 PM, issam boughanmi amigof...@gmail.comwrote:
Hi nick and thanks for your support ;)
i can investigate for your
to me looks like you are trying to debug in release
-Nick
On Tue, Aug 31, 2010 at 10:46 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:
Hi Jean,
I was not able to understand this behavior:
When I had a vec3Array and I queried it using
vec3 = vec3Array-at(0) I would get an exception. Why
you can do it by changing the font. obviously there is file per style. For
example, for Courier New font, the regular font is cour.ttf, for bold you
have courbd.ttf and so on
-Nick
On Mon, Aug 30, 2010 at 5:45 PM, Jeremy Moles jer...@emperorlinux.comwrote:
On Mon, 2010-08-30 at 12:27 +0200,
I think the endless option will not produce real endless ocean you can see
it from any range. I think it is rather following your eyepoint and render
enough so you can see it all the time. Just my thoughts, might be good to
check it actually
-Nick
On Mon, Aug 30, 2010 at 1:24 PM, issam boughanmi
I guess you would need to put some LOD on the ocean culture.
-Nick
On Mon, Aug 30, 2010 at 6:44 PM, issam boughanmi amigof...@gmail.comwrote:
yes from i have read the endless option adapt only the point of view to
simulate endless effect
that's said : how to get endless effect with
you need to write a node visitor and when you hit a Geode, then go over the
drawables. There is a functor somewhere that gets you triangles from the
drawables (have a look at TriangleFunctor)
-Nick
On Mon, Aug 30, 2010 at 9:07 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:
Hi,
I am having
with osgocean there is an example coming which shows you how to add your own
terrain. in the sample, the file loaded is called island.ive. Mimic the code
and put there your database. That is what I did
-Nick
On Sun, Aug 29, 2010 at 5:39 PM, issam boughanmi amigof...@gmail.comwrote:
nice
do you mean make a hole in the terrain ?
yes
-Nick
On Sun, Aug 29, 2010 at 5:39 PM, issam boughanmi amigof...@gmail.comwrote:
nice screens !
can you show me your graph structure
i tried every combination : ocean as a child, as a parent of the terrain
parent, in the same level
make sure the 3rd party dlls are in your system path
-Nick
On Sun, Aug 8, 2010 at 4:53 PM, Nir Putter nirput...@walla.com wrote:
Hi All,
I'm trying to open an OSG file that uses a PNG file as texture and it keeps
failing, informing me that it failed loading png plugin or something like
Hi community,
anyone has experienced some weirdness with the latest drivers from NVIDIA?
My shaders just stopped working with them without any warning/error from OSG
...
-Nick
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even with OSG_NOTIFY_LEVEL=DEBUG_INFO ?
I have attached the bug report I posted to NVidia you can check if it could
related.
Cheers,
Wojtek
*From:* Trajce (Nick) Nikolov nikolov.tra...@gmail.com
*Sent:* Thursday, August 05, 2010 8:47 AM
*To:* OpenSceneGraph Users osg-users
Hi Ku,
well, you will only see one side of the face at a time - front or back. So
to not go very complex, you can add cull callback where based on the face
normal you change the texture and the uvs. I think this can work
-Nick
On Mon, Aug 2, 2010 at 1:18 PM, Ku Krapox kukra...@gmail.com wrote:
you can control the part of the image you want to display thru the uv
coordinates in your geometry
-Nick
On Fri, Jul 30, 2010 at 6:33 PM, Ku Krapox kukra...@gmail.com wrote:
Hi Robert,
Thanks for your reply. :)
Your solution looks great, I think it'll do the trick!
I have another
Hi Macher,
can you share your model? I might have some time to have a look
-Nick
On Thu, Jul 29, 2010 at 11:18 AM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi Macher,
You will have say what the problem is when looking at the model with
the various 3rd party software, there is
Hi Sukender,
have you tried this one? http://www.naadsm.org/opensource/gpc
http://www.naadsm.org/opensource/gpc
-Nick
On Thu, Jul 29, 2010 at 12:54 PM, Sukender suky0...@free.fr wrote:
Hi all,
Does anyone knows a (preferably free/open source) code computing either:
- The footprint polygons
you can save your model after optimization and load it optimized no
need to wait 20 seconds then
-Nick
On Thu, Jul 29, 2010 at 10:39 PM, Cory Riddell c...@codeware.com wrote:
I'm getting to the point where I have to start tuning my app a bit and
so I added a call to
Hi Donlin,
look in the archive. Robert is talking about things like shader composition
- which I think will be the key feature.
-Nick
2010/7/29 xyc508 xyc...@163.com
Hi,all osger
osg 3.0.0 is coming,Could someone tell What will OSG 3.0.0 be? what's the
main changes and revolutionary
probably if you post the whole code someone might help you better. My advice
is to use the updateCallback of the PAT node - you make sure then you are
working on the right node.
-Nick
On Thu, Jul 22, 2010 at 2:41 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:
Hi,
I am trying to set new
Yes. You can use osg::AutoTransform I think
-Nick
On Thu, Jul 22, 2010 at 2:09 PM, benedikt naessens
benedikt.naess...@spaceapplications.com wrote:
Can you make 3D objects that don't rescale in OSG ? To clarify : if you
move the camera closer and further, they will still have the same size.
Hi lucie,
you do something like this
class CollectMatrixTransformNodeVisitor : public osg::NodeVisitor
{
public:
CollectMatrixTransformNodeVisitor() :
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
virtual void apply(osg::MatrixTransform node)
{
matrixTransforms.push_back(node);
you would want to add traverse(node); in the apply method. forgot this
-Nick
On Wed, Jul 21, 2010 at 9:48 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hi lucie,
you do something like this
class CollectMatrixTransformNodeVisitor : public osg::NodeVisitor
{
public
do search for Y up to Z up in the archive.
-Nick
On Wed, Jul 21, 2010 at 3:53 AM, Guy Volckaert guy.volcka...@meggitt.comwrote:
While analyzing the TXNode class, I noticed that it makes a suttle
assumption that the coordinate system is Z up. Almost everyhere else in OSG
it make no such
Have a look at the osgpick example
-Nick
On Thu, Jul 15, 2010 at 4:53 PM, Tufan Taş tas.tu...@gmail.com wrote:
Hi,
I have nodes on screen and I want to select a node by clicking on it using
mouse. Do you know any samples about this subject?
...
Thank you!
Cheers,
Tufan
::SetWindowLong( hwnd-getHWND(), GWL_STYLE,
::GetWindowLong(hwnd-getHWND(),GWL_STYLE) ~WS_MAXIMIZEBOX );
-Nick
On Tue, Jul 13, 2010 at 10:25 AM, Saravanan Sivaprahasam
saransivapraha...@rediffmail.com wrote:
Hi,
I've tried using the following code to disable the maximize button in
the
are you under windows? If so there is a way to do that by setting a new
style with WS_MINIMIZE
http://msdn.microsoft.com/en-us/library/ms633591(VS.85).aspx
http://msdn.microsoft.com/en-us/library/ms633591(VS.85).aspx
-Nick
On Wed, Jul 7, 2010 at 3:45 AM, Thomas Canipel
some emails might end up in the junk
-Nick
On Tue, Jul 6, 2010 at 8:05 PM, Martin Naylor
martin.nay...@dsl.pipex.comwrote:
Hi all,
I am either going crazy or more likely my outlook email is.
Is anyone else missing replies on posts?
An example:
Jose posted with the subject “light
do a search in the archive for light lobes. There is a code posted that do
what you ask for
-Nick
On Wed, Jun 9, 2010 at 7:01 PM, Jose Rincon jm.rincon.pe...@gmail.comwrote:
Hi,
I'm working with a light (spotlight) concretely. I would like that this
light didn't go through walls. How can I
http://www.nasa.gov/offices/education/programs/national/ltp/games/moonbasealpha/index.html
http://www.nasa.gov/offices/education/programs/national/ltp/games/moonbasealpha/index.html
-Nick
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could you post a working code of it? I will have a look at
-Nick
On Thu, Jul 1, 2010 at 1:35 PM, Gianni Ambrosio ga...@vi-grade.com wrote:
Thanks Nick,
I implement it but some modifications caused another problem I don't
understand.
In the old code I created a cross axes with size=1.5 for
cool. I ll have a look later today and get back to you
-Nick
On Thu, Jul 1, 2010 at 2:51 PM, Gianni Ambrosio ga...@vi-grade.com wrote:
Nick, here is a working code showing the label disappearing problem:
Code:
#include osgViewer/Viewer
#include osgText/Text
#include osg/LineWidth
Gianni, I would follow Davide's hints and see if it works
-Nick
On Thu, Jul 1, 2010 at 5:36 PM, Gianni Ambrosio ga...@vi-grade.com wrote:
Thanks Davide. I considered that but since I would prefer to fix the axes
origin to (0,0,0), I tried setting big values for zNear/zFar parameters for
You are right about this. I would welcome more as attribute support though
(like descriptions is implemented. There was some discussion abiyt having
attributes in the nodes I remember, but sure if it is implemented.
-Nick
On Wed, Jun 30, 2010 at 1:27 PM, Sebastian Messerschmidt
attach a screenshot of what you are seeing
-Nick
On Wed, Jun 30, 2010 at 6:25 PM, Tim Larson tlar...@hunter.com wrote:
Thank you.
I've experimented with enabling blending by calling
pStateSet-setMode(GL_BLEND) on my geometry. I've also experimented with
creating a material for the
exactly. make your ortho with the new window size
-Nick
On Wed, Jun 30, 2010 at 7:21 PM, Gianni Ambrosio ga...@vi-grade.com wrote:
Hi Nick,
I'm using Qt and reimplemented the virtual method:
virtual void resizeGL( int width, int height )
that is called on every window resize. I get the
yes. You can set the color directly for the Geometry and the Material as a
State
-Nick
On Tue, Jun 29, 2010 at 5:37 PM, Nitin Rangari rangari.niti...@gmail.comwrote:
hi all,
can i set a both color array and material in one geometry?
thanks,
Nitin
yea ... I used to work on amiga long time ago :
how did this get into here?
-Nick
2010/6/28 Edgar Moraes Diniz edg...@gmail.com
[image:
Quepasa.com]http://www.quepasa.com/metric/email/click/d31589a0052ffe4b42687e6a5b3aa09e/7271921561/1519.html?url=http://www.quepasa.com/pt_BR/
if you are doing it thru ortho camera, then you have to change the camera
settings to fit your new window size on resize
-Nick
On Fri, Jun 25, 2010 at 11:50 AM, Gianni Ambrosio ga...@vi-grade.comwrote:
Another question.
Now the axes works fine in the left bottom corner but if I resize the
Hi John,
the node path stores all the nodes from the root to the node containing the
geometry (a Geode). In your case, if you picked node1, the nodepath will be
root;PAT1;node1. You can iterate over them and get the name with
node-getName(). The lead node would be nodepath.back()
-Nick
On Wed,
Hi Gianni,
here is working code snippet with the line
*osg::Geometry* createPyramid(const osg::Matrixd iTransform, const
osg::Vec4 iColor)*
*{*
* osg::Geometry* geom = new osg::Geometry;*
*
*
* osg::Vec3Array* vertices = new osg::Vec3Array(5+2);*
*
I think you can not mix index based geometry with non-index based geometry
within one geometry (I might be wrong here! ). If you want to draw a line
outside the pyramid, then attach another geometry to the geode doing just
the line in a way you want. Are yo after drawing an arrow? If so, your
Here is what I would do:
1) Create the whole arrow in one geometry including the line - by default
let say make it fixed pointing up (0,0,1). Here is your createArrow thing
that will give you the whole arrow
2) Add MatrixTransform on top of this geometry - with this, you can control
the position,
ah .. ok
-Nick
On Wed, Jun 23, 2010 at 11:18 PM, Gianni Ambrosio ga...@vi-grade.comwrote:
Nick, I didn't get the second solution, anyway I think my case is a little
bit particular. I don't need to move the arrow around but it is just part of
a cross axes I have to add to the scene. It is
This should be STL vector.
for (unsigned int i=0; iHitList.size(); ++i)
myHit = HitList.at(i);
-Nick
On Tue, Jun 22, 2010 at 8:06 AM, John Galt manu9ak...@gmail.com wrote:
Hi,
If my HitList contains multiple hits, how do I extract all of them starting
from the first to the last?
I can
Hi Elmar,
have a look at osgviewer. or you can do viewer.setCameraManipulator( new
osgGA::FirstPersonManipulator ) - that is only you need
-Nick
On Mon, Jun 21, 2010 at 8:04 AM, Elmar Alizade elmar_aliz...@hotmail.comwrote:
Hi Trajce,
Where I can get samples about using
Hi Robert,
yes, it is possible. I have build the whole OSG project with Visual Studio
express 2008
-Nick
On Tue, Jun 15, 2010 at 9:30 AM, Robert Oliver robertool2...@yahoo.comwrote:
Hi,
Is it possible to build using VS Express Edition ?. I' ve used some headers
from Open Foundation
Hi,
have a look at osghud example. It shows how to use postDrawCallbacks to save
the rendered image into a file
-Nick
On Fri, Jun 18, 2010 at 7:49 PM, Prakhar Jain mindfields@gmail.comwrote:
[quote=Paul Martz]Prakhar Jain wrote:
I wish to do a Render to Texture in which I have set
Hi Elmar,
what do you mean by virtual walk? interactively to mo move thru your scene?
Animate the camera ? when you run osgviewer with your model, press 'h', help
will show on your screen., There are couple of Camera Manipulators available
- obviousely the keys 1-5, these allow you to move with
Hi Elmar,
then I would suggest to have a look at osgGA::FirstPersonManipulator and get
familiar with the examples as they are good to walk you thru different
aspect of osg. Also do a search in the archive. Collision detection was
discussed a lot
-Nick
On Thu, Jun 17, 2010 at 2:45 PM, Elmar
Hi
your question is answered in the archive ... do a search for Background
image...
-Nick
On Sat, Jun 12, 2010 at 8:03 AM, Elmar Alizade elmar_aliz...@hotmail.comwrote:
Hi,
How I can set the image as background to my scene?
Maybe there is information about my question. If there is then send
Please ignore this question. After researching and understanding how things
works it is rather non-sense ;-)
-Nick
On Wed, Jun 16, 2010 at 11:25 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
Hello community,
till now, I have had some experience with geometry shaders
).
If there is a bug, you see some problems with the approach, or you would
like some adjustments, we can discuss them further.
John
Trajce (Nick) Nikolov wrote:
Hi community,
I updated osg from the trunk today (after a month) and I am seeing
different behavior on the trackball manipulator
investigate further what
is happening and whether the problem is not in your code?
Is the problem happening with osgviewer as well?
John
Trajce (Nick) Nikolov wrote:
Hi John,
I just ran an old code. In the older version, the model was centered on
the screen. with the new manipulators
looks in the traits for setup your viewer. osgcompositeviewer example shows
usage of traits
-Nick
2010/6/10 Martin Großer grosser.mar...@gmx.de
Hello,
I get the number of screens with the following lines:
_wsi = _gc-getWindowingSystemInterface();
std::cout Detected Screens:
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