try it like this:osg::ref_ptrosg::Node Node_Reader = new osg::Node;
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Hi,
Actually You have to redirect both stdout and stderr
osgviewer cow.osg foo.txt 21
On windows standard way of logging is to use OutputDebugString function
that connects application to windows debugging facilities (i.e output window
of visual studio). Many libraries print debug messages this
Hi,
Unfortunately I couldnt figure out how to play a given animation
backwards. The animation is part of a model read from an osgt file.
Looking at osgAnimation/Animation.cpp it would be straightforward to add
an additional switch case to Animation::update()
case ONCE_BACKWARDS:
t =
Since you're navigating on a sphere, you always need to calculate the
bearing based off the local up vector of the sphere (ground
stabilized) and not the up vector of the ownship. The reason why your
code works from the birds eye view is because the up vectors between
the two are the same in this
Did you try decrementing the simulation time in your call to Viewer::frame()?
I'm not familiar with osgAnimation internals, but other animations in oSG, such
as osg AnimationPath, osgSim animated light points, and osgParticle simulations,
are all based on the simulation time. It would be very
Hi, Thilo You can do this with://animationPathCallback is a osg::AnimationPathCallback*double animationTime = animationPathCallback-getAnimationTime();//use animation duration instead if you want to play from last
Ouch, for some reason i thought you were using osg::AnimationPath animation. Cant say anything about osgAnimation. 02.07.2012, 19:56, "Sergey Polischuk" pol...@yandex.ru:Hi, Thilo You can do this with://animationPathCallback is a osg::AnimationPathCallback*double animationTime =
Hi,
What's the best way to render a terrain given an elevation model (DEM) and an
orthophoto (texture)?
Thanks
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What's the best way to render a terrain given an elevation model (DEM) and
an orthophoto (texture)?
VirtualPlanetBuilder or osgEarth.
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Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open
Hello,
The scene graph structure is as following:
Nodes B and C are children of Transform Node A. Node A is attached to
two camera nodes CamA and CamB(pre render).
I want CamA to be able to render B and C, but CamB only B. Is there a
way to achieve that without using fragment shader with
On Mon, Jul 2, 2012 at 10:51 AM, wang shuiying
shuiying.w...@fu-berlin.dewrote:
Hello,
The scene graph structure is as following:
Nodes B and C are children of Transform Node A. Node A is attached to two
camera nodes CamA and CamB(pre render).
I want CamA to be able to render B and C, but
Hi Ulrich,
I also spotted the missing ''. You're absolutely right.
Well, if you already fixed them you can submit ^^... or else I'll do (but
sincerely I don't know when...)
Cheers,
Sukender
- Mail original -
De: Ulrich Hertlein u.hertl...@sandbox.de
À: OpenSceneGraph Submissions
On 07/02/2012 07:06 PM, Chris Hanson wrote:
This is what NodeMasks are for.
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/NodeMaskDemo
Or a SwitchNode if you need only few nodes changed.
Regards,
Jan
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Where do you get Virtual Planet Builder from now? I do not see the SVN link
anywhere. I apologize if has been asked I probably missed it. Please post
again.
Thanks,
Michael
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On Mon, Jul 2, 2012 at 4:06 PM, Michael Hall hal...@att.net wrote:
Where do you get Virtual Planet Builder from now? I do not see the SVN
link anywhere. I apologize if has been asked I probably missed it.
Please post again.
Spam. Do not visit this link.
On Mon, Jul 2, 2012 at 3:18 PM, m...@arne-kreutzmann.de wrote:
http://newmodeluk.com/time.php?ocean208.png
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@Robert: I'm having the same problem with Virtual Planet Builder. I'm using
gdal 1.7 already, and virtual planet builder version 0.9.7. OSG version 3.1.1.
Which version of osg should I use?
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