Re: [osg-users] OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!

2016-11-28 Thread Chris Hanson
Hey David. I'm working on a project that has both Oculus and Vive support via osgOpenVRViewer. On Mon, Nov 28, 2016 at 5:32 PM, David Glenn wrote: > Greetings All! > I'm just wondering what is the status for doing OpenVR or anything else VR > in OSG! > > I've been so tied up

[osg-users] OpenVR, Oculus or HTC - Vive in OSG? Status as of Nov 2016!

2016-11-28 Thread David Glenn
Greetings All! I'm just wondering what is the status for doing OpenVR or anything else VR in OSG! I've been so tied up in the Game Engine stuff lately that I haven't given the chance to give it much thought. All I know is that some of you have been working on adding the Oculus display to OSG.

Re: [osg-users] MouseEvents

2016-11-28 Thread Sebastian Messerschmidt
Hi, There is no such thing as zoom-events ... Camera manipulation is done via the CameraManipulator derived classes (well chosen name, right?) If you need help with a specific manipulator, *specific* questions might get you some support. The standard trackball manipulator is a good start.

Re: [osg-users] GUIEventHandler osgGA::GUIEventAdapter::RELEASE

2016-11-28 Thread Robert Osfield
On 28 November 2016 at 17:23, Bruno Oliveira wrote: > Hello, > > I created a custom osgGA::GUIEventHandler. > It handles both mouse click(push) and release. > > In both cases (click/push and release) I do > > bool Handler::handle(const osgGA::GUIEventAdapter& >

[osg-users] GUIEventHandler osgGA::GUIEventAdapter::RELEASE

2016-11-28 Thread Bruno Oliveira
Hello, I created a custom osgGA::GUIEventHandler. It handles both mouse click(push) and release. In both cases (click/push and release) I do bool Handler::handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& aa) { unsigned int buttonMask = ea.getButtonMask(); } If the event is a

[osg-users] MouseEvents

2016-11-28 Thread Rambabu Repaka
Hi,How to do mouse zoom in and zoom out events using keyboard buttons in osg. ... Thank you! Cheers, Rambabu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69515#69515 ___ osg-users mailing list

Re: [osg-users] OsgOcean

2016-11-28 Thread Nickolai Medvedev
Hi, Rambabu. In the osgOcean example use both osgViewer::Viewer and osgViewer::View. You need use osgViewer::Viewer only. oceanExample: // // Set up the viewer

[osg-users] OsgOcean

2016-11-28 Thread Rambabu Repaka
Hi,In osgocean ocean output part is limited to particular size how to get the full screen ocean part,Where i have to change the code. ... Thank you! Cheers, Rambabu -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=69513#69513

Re: [osg-users] getGraphicsContext()/getState() segfault issue

2016-11-28 Thread Sebastian Messerschmidt
Hi Fabien, Without looking at your specific code in detail: There is no graphics context associated with the camera directly after creating the viewer. Make sure viewer->realize runs before accessing the guts of context-specific stuff. Your crash most likely is due to having a

Re: [osg-users] getGraphicsContext()/getState() segfault issue

2016-11-28 Thread Fabien Boco
I'm trying to mix Qt and OSG contexts according to this implementation : QQuickOSG (https://github.com/Sparadon/qquickosg/blob/master/qquickosg.cpp) He had initialized the FBO like this (line 332) and then use the FBO Texture id to initialize the Qt side Texture (line 374). My pipeline is a

Re: [osg-users] getGraphicsContext()/getState() segfault issue

2016-11-28 Thread Fabien Boco
I'm trying to mix Qt and OSG contexts according to this implementation : QQuickOSG (https://github.com/Sparadon/qquickosg/blob/master/qquickosg.cpp) He had initialized the FBO like this (line 332) and then use the FBO Texture id to initialize the Qt side Texture (line 374). Cheers,

Re: [osg-users] [forum] [osgEarth] several problems and questions

2016-11-28 Thread DjoƩ Denne
Hi, Thank you for your answer Chris. In fact, I have something like that : Code: foreach(QString modelPath, *modelsPath) { options.url() = modelPath.toStdString(); // Make the new layer and add it to the map. ModelLayerOptions