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
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.
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.
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&
>
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
Hi,How to do mouse zoom in and zoom out events using keyboard buttons in osg.
...
Thank you!
Cheers,
Rambabu
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Hi, Rambabu.
In the osgOcean example use both osgViewer::Viewer and osgViewer::View.
You need use osgViewer::Viewer only.
oceanExample:
//
// Set up the viewer
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
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Read this topic online here:
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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
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
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,
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
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