Hi,
Thanks for you answer Robert.
I have already include GLExtensions.
I try to use GLX_NV_swap_group and for example, there is this function :
Code:
typedef Bool ( * JOINSWAPGROUPPROC) (Display* dpy, GLXDrawable drawable, GLuint
group);
I search to get the current Display*.
Thank you!
i have some trouble to calculate the altitude in my application
i have
- a pagedlod terrain
- a runway
- and an airplane model
i have taken some of the osgearth code in elevationmanager.cpp as a starting
point
this code is called every frame :
Code:
Transform tr;
On Wed, Jan 12, 2011 at 6:21 AM, Vivek Kumar Dwivedi
vivekcsjm...@gmail.com wrote:
Pléase don't send me queries.
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Vivek Dwivedi,
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Hi Robert,
Could you remove him from the mailing list ? he have sent dozens of mails
like this.
Mourad
If want to disable subscription or unsubscribe then simply follow the
list to the mailing list admin page - it's appended to all posts (see
above you post even had all the info you need).
Hi Guo,
On Wed, Jan 12, 2011 at 7:04 AM, Guo Chow guo.c...@gmail.com wrote:
I encounter a similar latency problem when I try to update a uniform using
camera's view matrix in the uniform's callback. Since this uniform is needed
to compute only once per frame, I decide to compute it on CPU
Hi Patrice,
The include/osgViewer/api/X11/GraphicWindowX11 has the Display variable.
public:
// X11 specific access functions
Display* getEventDisplay() const { return _eventDisplay; }
Display* getDisplayToUse() const ;
Window getParent() { return _parent;
Hi Robert,
I've wondered about this for a while - why does osgstereoimage map all the
images to a curved plane?
Have I missed something obvious about stereo images?
Cheers.
Kim.
On 11 January 2011 17:14, Robert Osfield robert.osfi...@gmail.com wrote:
Hi Vijay,
You can play videos in
Hi Robert,
thanks for the reply. I have used the ShapeDrawable as an example. My code uses
nodes read from COLLADA models and it doesn't work there either (those nodes
display just fine, with the texture on them, so I know uv mapping is also
working).
I can't understand why the code allows the
Hi Kim,
On Wed, Jan 12, 2011 at 12:02 PM, Kim Bale kcb...@googlemail.com wrote:
I've wondered about this for a while - why does osgstereoimage map all the
images to a curved plane?
Oh a looong way back I wrote the example for a Reality Center that had
a cylindrical screen, I've hardly touched
Hi,
Right. I had wondered if that may be the problem, but couldn't find anything
to confirm it. Thanks for the tip!
I also did try attaching a callback and checking it there. I received an
unhandled exception error identical to what I received if I tried to access the
log before
Hi,
I want to render a scene to image file or bitmap without visible window. How to
do this ? I'm newhand. Can anyone give me example code please?
Thank you!
Cheers,
tysen
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Look at osgscreencapture example and the code for pbuffer-only.
jp
On 12/01/11 14:44, Tysen Chan wrote:
Hi,
I want to render a scene to image file or bitmap without visible window. How to
do this ? I'm newhand. Can anyone give me example code please?
Thank you!
Cheers,
tysen
I have two question:
First:in the osgscreencapture example, there also run osg::viewer::run(). is it
must run it ?
Second:Is there have methods like opengl render scene to image?
forexample:
HDC hdc = CreateCompatibleDC(0);
HBITMAP hbm = CreateDIBSection(hdc, bmi, DIB_RGB_COLORS, (void
Hey Jean Sébastien,
And thanks a lot for your help, it works just fine the way you explained!
Antoine ;)
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Thanks ! I 'm not sure i understand what do you mean for modify
src/osgViewer/GraphicsWindowX11.cpp
I have found an other solution with the function
viewerbase::getWindows(Windows ).
If i cast the GraphicsWindow into GraphicsWindowX11, i have acces to the
function getDisplay() and
Hi,
I have been looked the perspective projection.But,I dont understood some value
in there.Pls help me...Can I change fovy with fovx.Is there a value like
fovx.Can I change horizantol value of the fov(x) not fov (y).Other problem is
Aspect that I could not understand exactly what it mean
Hi,
i'm trying to rotate a rod (part of a 3rd party model) on its Y asxis. I read
on OSG Startguide that to do it, i need to find the correct position of my
object from the origin and apply a multiplication like T * M * -T.
The source code that tries to do it is the follow
Code:
ing:
I understood part of the issue, and thus I corrected (part of) the error. Now
seems that the rotation and the translation is formally right, but visually
translation is wrong. I enclosed 3 pics of the scene, before rotating, after
1st rotation and after 2nd rotation. I correct the source as
Hi,
I'm trying to implement a bump mapping shader. That works well for a simple
shape like that plane, where I define the tangent attribute manually:
Code:
Geometry* plane = new Geometry();
Vec3Array* vertices = new Vec3Array();
Vec3Array* normals = new Vec3Array();
If you're using a geocentric database, you can use the
osgSim::GetHeightAboveTerrain(...) method to get the altitude of either the
terrain itself or an altitude above the terrain at a given lat,lon. This
method takes into account paged databases in extracting the correct value...
-Shayne
May I suggest you look at how OpenGL sets up the projection matrix. This is
what OSG uses. gluPerspective is the routine that uses fovy and aspect to set
up the projection matrix;
It may be more intuitive for you to use the setProjectionMatrixAsFrustum()
method in OSG to establish the
More accurately, the method is:
osgSim::HeightAboveTerrain::computeHeightAboveTerrain(...)
Sorry for the mistake in the previous post...
-Shayne
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Hi Axel,
In the step where you're calculating m, it looks like you're applying the
rotation to the original matrix, which includes a translation already.
Code:
osg::Matrix m = amtRod-getMatrix() * osg::Matrix::rotate(rotation,
osg::Vec3(0,1,0));
It sounds like what you want to do is rotate
Hi,
I'm also experiencing the same problem (OperationalError: database is locked)
when I try to visit www openscenegraph org
(Thanks in advance to the admins when it's back online again.)
Cheers,
Rob
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Greetings All!
Gee, this is one of the Issues in OSG that makes me stop and Ask!
In a View Class, if you set the camera setting setAllowEventFocus to false, the
setMouseYOrientation is changed to Y_INCREASING_DOWNWARDS instead of the other
way around (that is default).
:| :| :| Why?
D
Hi all -- Has anyone ever successfully used multiple TexGen modes (say,
EYE_LINEAR and OBJECT_LINEAR) on different objects in the same scene? What is
the recommended way to do this in OSG?
The TexGenNode has a pointer to a TexGen, and the TexGen has the mode. I assume
I should create two
Hi Paul,
The TexGenNode should work just like the LightSource. It affects all
nodes in the scene graph expect those with GL_TEXTURE_GEN_... set to
OFF. So... I've no idea, too, about how to use multiple TexGenNodes to
handle different generations in your shoes. :-)
A possible way may be to apply
Hi,
On 12/01/11 16:29, Antoine Rennuit wrote:
Hey Jean Sébastien,
And thanks a lot for your help, it works just fine the way you explained!
if you have time..., a new osg example would be great ;)
Then in future we can point people to that.
rgds
jp
Antoine ;)
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Hi,
aspect is w/h, so you can get w if given aspect and h.
jp
On 12/01/11 17:36, Sümeyra Söyler wrote:
Hi,
I have been looked the perspective projection.But,I dont understood some value
in there.Pls help me...Can I change fovy with fovx.Is there a value like
fovx.Can I change horizantol
Heey Guys,
I hope you will fine,
anyway, i have question about how i can get the camera position inside shader
from open scene graph do i must pass it, or open scene graph already do that.
Thank you!
Cheers,
Laith
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