Hi Shuxing,
Problems with getting a graphics context will need investigating
further. I only have Linux boxes here to test against so can't
directly help. FYI, Under the linux exactly the same high level code
path is used, and the underlying mechanisms in osgViewer for getting
the graphics
Hello all,
I am trying to load Images in my application and it compiles ok but when
linking it appears the following errors:
Creating library ../bin/ExerciseImpl.lib and object ../bin/ExerciseImpl.exp
1prueba.obj : error LNK2001: unresolved external symbol __declspec(dllimport)
public:
Hello,
I have a static scene that my program visualizes using a trackball
manipulator. I would like to update the rendering only when the camera
moves, that is the user moves it with the mouse or the camera is
spinning around. I am using a Qt wrapper so I know how to stop the
refresh by simply
Hi Robert;
I have tif formatted images some part of the world! And at the beginning, I
build them with VPB and so I created a sample terrain(XXX.osga) with
VirtulaTerrainBuillder.
And now I only want to know how can I texture this part of world terrain to the
Sphere surface which position is
Hi Adrian,
In a follow-up to my PSSM experience, I have adapted the osgshadow.cpp
example so that the effect can be seen with simple shapes as well. I
suspect that it is a math issue since the light direction and view
direction are +/- orthogonal. But I don't know how to fix this (yet).
Selective lighting in OSG
Hello everyone,
what is the best way to define a light that affects not the entire
scenegraph, but only a part of it?
For example I have a scene with many objects. Each one of them is lit by
one light that is
different from one object to another. So the number of
Hi Pedro,
Have you added the core osg libraries to you link line? Are the osg
libraries built OK and on your paths?
Robert.
On Jan 2, 2008 2:06 PM, Pedro José Muñoz Martínez
[EMAIL PROTECTED] wrote:
Hello all,
I am trying to load Images in my application and it compiles ok but when
Hi Michele,
Whether you need to redraw the scene that is static can be reduced to
just checking the view and projection matrices of the master
camera/slave cameras that the view has active. The easiest way would
be break frame into its constituent parts and then just call
Hi Pavlos,
I'm afraid handling more than max number of OpenGL lights is awkward
in the OSG, it is possible but you'll need to learn quite a bit about
the internals of how the rendering back end is setup and traversed.
This topic has been discussed in the past on osg-users so have a bash
at going
Hi Robert;
I have done my terrain your way which in your introductions. Now I have so cute
terrain :) And I open this *.osga VPB terrain in my application with this code;
osg::ref_ptr node = osgDB::readNodeFile(XXX.osga);
and then I create a Globe with;
osg::Group* root = new
Hi Umit,
I'm afraid I don't follow what you are after/what problem you have
perhaps others users know what you are after.
Robert.
On Jan 2, 2008 6:34 PM, ümit uzun [EMAIL PROTECTED] wrote:
Hi Robert;
I have done my terrain your way which in your introductions. Now I have so
cute terrain
As Robert said, using the fixed function pipe involves knowledge of
the backend. I believe multiple RenderStages would allow multiple
PositionalState, which means you could support more than the fixed
function limit for lights. This gets complex.
It'd probably be easier to use shaders to do
Hello,
I've been using OSG for a number of years now and have read this list many
times, but this is my
first posting, so if I make a fool of myself, forgive me.
I'm trying to decide the best way to implement camera bumping/sliding in an OSG
project for a
client. Basically, they will be
Hi, everyone.
When testing my application, an error message appeared saying: 'Debug
Assertion Failure' and 'vector subscription out of range'. This error
occured when:
1) I wrote the following code:
case(osgGA::GUIEventAdapter::KEYDOWN):
{
if(!ponto.empty()) //
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