Re: [osg-users] The problem of loading a model in osg

2012-07-02 Thread pengfei yan
try it like this:osg::ref_ptrosg::Node Node_Reader = new osg::Node; -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=48605#48605 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Top 10 OSG Debugging Tips

2012-07-02 Thread jack smith
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

[osg-users] play animation backwards?

2012-07-02 Thread Thilo Weigel
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 =

Re: [osg-users] ECEF Oriented Compass Implementation

2012-07-02 Thread Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
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

Re: [osg-users] play animation backwards?

2012-07-02 Thread Paul Martz
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

Re: [osg-users] play animation backwards?

2012-07-02 Thread Sergey Polischuk
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

Re: [osg-users] play animation backwards?

2012-07-02 Thread Sergey Polischuk
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 =

[osg-users] Rendering a terrain

2012-07-02 Thread Lev Borovoi
Hi, What's the best way to render a terrain given an elevation model (DEM) and an orthophoto (texture)? Thanks This email and any files transmitted with it are confidential and contain proprietary information belonging to VisionMap Ltd. VisionMap Ltd. asserts in respect of this email and any

Re: [osg-users] Rendering a terrain

2012-07-02 Thread Chris Hanson
What's the best way to render a terrain given an elevation model (DEM) and an orthophoto (texture)? VirtualPlanetBuilder or osgEarth. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open

[osg-users] Help: Is there a way to hide a node from a camera?

2012-07-02 Thread wang shuiying
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

Re: [osg-users] Help: Is there a way to hide a node from a camera?

2012-07-02 Thread Chris Hanson
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

Re: [osg-users] [osg-submissions] ReaderWriter X reworked

2012-07-02 Thread Sukender
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

Re: [osg-users] Help: Is there a way to hide a node from a camera?

2012-07-02 Thread Jan Ciger
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 ___ osg-users

Re: [osg-users] osg-users Digest, Vol 61, Issue 2

2012-07-02 Thread wang shuiying
/attachments/20120702/5fea0376/attachment-0001.htm ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

[osg-users] VPB

2012-07-02 Thread Michael Hall
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 ___ osg-users mailing list

Re: [osg-users] VPB

2012-07-02 Thread Chris Hanson
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.

Re: [osg-users] (no subject)

2012-07-02 Thread Chris Hanson
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] [vpb] build VPB on VS 10

2012-07-02 Thread Nav Joseph
@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? -- Read this topic online here: