Hi,
How do I set the initial camera manipulator's coordinates to a specific
Geocentric/Geodetic coordinates (e.g. latitude: 33.3, longitude: -127.0)?
Regards,
CG
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will be displayed in the
console window. I've set the path to OpenSceneGraph plugins and bin directory
in the environment setting (Windows Vista) but it still can't find the plugin.
Regards,
CG
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Thank you, Robert :)
Date: Tue, 15 Apr 2008 09:50:54 +0100From: [EMAIL PROTECTED]: [EMAIL
PROTECTED]: Re: [osg-users] Deploying ApplicationHI CG,Set the path to the
parent directory that contains the plugins. The OpenScneeGraph-2.x uses
osgPlugins-soversion/pluginname.dll to make sure
is 1.5.0 - Build
7.14.10.1437
Regards,
CG
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Hi Robert,
My hardware details:
Windows Vista
Mobile Intel 965 ExpressBy the way, the rest of the examples also generate the
Viewport error.
Regards,
CG
Date: Wed, 16 Apr 2008 10:13:37 +0100 From: [EMAIL PROTECTED] To:
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] open
Hi Robert,
osgviewerGLUT gives the same error. It only happen for OpenSceneGraph 2.2, the
error goes away when I use OpenSceneGraph 1.2. I've updated my video driver but
the error still persists.
Regards,
CG
Date: Wed, 16 Apr 2008 10:29:02 +0100 From: [EMAIL PROTECTED] To:
osg-users
Hi,
After using GLintercept, I've discovered that the error was caused by the
initializeExtensionProcs() function in State.cpp and has been fixed in
OpenSceneGraph 2.3.3.
Regards,
Cg
Date: Wed, 16 Apr 2008 11:10:09 +0100 From: [EMAIL PROTECTED] To:
osg-users@lists.openscenegraph.org
follow by a 90 degrees
pitch, the aircraft instead of banking to the right, it rolls 90 degrees to the
right and pitches up 90 degrees (as the rotation axis is unchanged). I'm using
positiontransformattitude node for the setting of Attitude. Thanks.
Regards,
Cg
rotation(osg::Quat(yaw, osg::Vec3(0,0,1))*osg::Quat(roll,
osg::Vec3(0,1,0))*osg::Quat(pitch, osg:Vec3(1,0,0)));
pat-setAttitude(rotation); so that the aircraft will be rotated correctly.
Thanks. Regards,Cg
From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Wed, 4 Jun 2008 18:04:43
+0100Subject: Re
to the right and pitch up 90
degrees, the plane's nose should point right and not up in the sky). Thanks.
Regards,
Cg
Date: Thu, 5 Jun 2008 10:01:00 +0200 From: [EMAIL PROTECTED] To:
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] finding normal
of models Hi, CG wrote: How
Hi all, Are there any ways to remove the shader during runtime? I've tried the
removeShader function but the effect of the shader is still applied to my
models (e.g tank) i.e. the appearance of the models do not go back to the state
before shader is applied. Regards,Cg
Hi David,
I'm using osg 2.4 and osgViewer.
Regards,
Cg
Date: Thu, 12 Jun 2008 11:09:49 +0200From: [EMAIL PROTECTED]: [EMAIL
PROTECTED]: Re: [osg-users] Shader Problemhi CGwhen you remove a shader,
osg::Program need to be relinked.this is done by osgUtil::GLObjectVisitor in
osgViewer
, gl_TexCoord[0].st);
texelColor = texelColor * fAmp;
gl_FragColor = texelColor;}
Thanks,
Cg
Date: Thu, 12 Jun 2008 16:46:04 +0200From: [EMAIL PROTECTED]: [EMAIL
PROTECTED]: Re: [osg-users] Shader ProblemHi CGWhen your remove a shader, void
Program::dirtyProgram() is called to request
Hi all,I'm trying to simulate a smoke trail emitting from a moving tank by
using Joseph's codes but some particles are being culled (see attached
picture). Any ideas what are the causes?Thanks,Cg
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Hi Charles,
Thanks for the reply, what are the settings for the eye point facing?Regards,
Cg
Date: Wed, 25 Jun 2008 23:18:07 -0600 From: [EMAIL PROTECTED] To:
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being
culled I think the default for particle systems
Hi Charles,
I've tried the setParticleAlignment and it didn't work.Regards,
Cg
Date: Wed, 25 Jun 2008 23:28:53 -0600 From: [EMAIL PROTECTED] To:
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being
culled try:
ps-setParticleAlignment(osgParticle::ParticleSystem
Hi,
Sorry for the off thread, if I can recover the vertex list, is it possible to
create runtime crater (cause by explosion)? Any examples out there?Regards,
Cg
Date: Thu, 26 Jun 2008 18:25:09 +0200From: [EMAIL PROTECTED]: [EMAIL
PROTECTED]: Re: [osg-users] manipulating vertices from a node
Hi Charles,
That didn't work too. Just don't seem to see what is culling the
particles?Regards,
Cg
Date: Thu, 26 Jun 2008 08:14:55 -0600 From: [EMAIL PROTECTED] To:
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being
culled CG: One more try: I'm just looking
Hi Charles,
Thanks for your help, I've narrowed it down to my terrain, when I use Joseph's
terrain, the particles look good. But when I switch over to my terrain, some of
the particles will get culled. How does a terrain affect the particles?
Regards,
Cg
Date: Thu, 26 Jun 2008 21:18:51
difference...again,
I'm totally guessing. I hope someone else can provide some help here. Are
Joseph's tutorials up to date even? I haven't looked there in a long time.
Sorry can't be more help. -c 2008/6/26 CG [EMAIL PROTECTED]: Hi
Charles, Thanks for your help, I've narrowed it down
Hi,
Sorry, I'm lost here, how do I check the texture units?Reards,Cg
Date: Fri, 27 Jun 2008 09:17:59 +0200 From: [EMAIL PROTECTED] To:
osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being
culled Hi, maybe check what texture units are used by terrain
-users@lists.openscenegraph.org Subject: Re: [osg-users] Particles being
culled Hi Cg, Thanks for your help, I've narrowed it down to my
terrain, when I use Joseph's terrain, the particles look good. But when I
switch over to my terrain, some of the particles will get culled. How
does
Hehe that's ok, there's a lot of terminology and some terms are similar...
I guess I just expected that someone who's name is Cg would know the CG
terminology :-)
hehe, because my initial is Cg, thanks for the help.
Date: Fri, 27 Jun 2008 10:50:01 -0400 From: [EMAIL PROTECTED] To:
osg
Hi Xinyu,
You can take a look at this:
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/11543
Hope it helps :)
Regards,
Cg
Date: Wed, 16 Jul 2008 13:44:24 -0700From: [EMAIL PROTECTED]: [EMAIL
PROTECTED]: [osg-users] how to get input from force feedback joysticks
do I detect when the scene is fully rendered so that I can
remove my splash screen and show the rendered scene?
Regards
Cg
From: [EMAIL PROTECTED]: [EMAIL PROTECTED]: Tue, 5 Aug 2008 10:30:58
+0200Subject: [osg-users] readNodeFile progress callback
Hi,
I was wondering if anybody know
Hi Julen,
Have a look at OsgWidget examples, it may help :)Regards,
Cg
Date: Thu, 11 Sep 2008 08:11:15 +From: [EMAIL PROTECTED]: [EMAIL
PROTECTED]: [osg-users] GUI - HUD
Hi all,
I'm new with OSG and I'm doing my fist project.. I would like to make a menu in
the interface, someting
Hi all,
totally agree with you Serge. I wonder why its not part of osg core. Is
there any chance that this might happen ?
Cheers, PP
Hi Jeremy,
osgPPU is absolutely what you're looking for, just take a look to it's
examples, it's a really powerful toolkit.
Cheers,
On Tue, Sep 20, 2011
Hi Robert,
yes I read this one. In that thread you are talking about refactoring
lot of code. Could you give some more specifics about the way you would
like it implemented, or changed ? I'd like to work on it if I find time,
and the maintainer is fine with it.
Cheers, PP
Hi PP,
On Tue,
the scene graph
Designing a breadth-first node visitor
Implementing a background image node
Making your node always face to screen
Using draw callbacks to execute NVIDIA Cg functions
Implementing a compass node
[Chapter 3]
Creating a polygon with borderlines
Extruding a 2D shape to 3D
Drawing
Hi Wang,
Don't worry about this. The title may not be able to tell the methods
used directly. In fact there are already several examples showing how
to integrate OSG and OpenGL in different ways:
[Ch2] Using draw callbacks to execute NVIDIA Cg functions: use camera
draw callbacks to call NVCG
Hi J-S,
thank you for your answer, and sorry my late response, was without
connection for some time.
I activated the uniforms, but still the uniforms don't get printed
through my update callback.
When I activate these uniforms, does this mean at all that they should
be get in any StateSet
Hi J-S,
thanks for your reply, that makes sense and helps.
I'll try to ask the community about the GL3 context in another topic if
nobody answers here anymore. Maybe this will solve the other issues.
Cheers, PP
Hi Peter,
I activated the uniforms, but still the uniforms don't get printed
Hello community,
I compiled osg for GL3, and created a glContextVersion( 3.3 ) GL
context. In my simple test application Camera Manipulation and
MatrixTransforms are working as usual without me writing any
transformation shader. Is this possible ?
As I have doubts about this I guess that I
: GraphicsContextWin32.cpp, line 1678. Set
a breakpoint there in the debugger and step through the following
lines of code to ensure you're getting the right context.
-Paul
On 10/11/2011 1:32 AM, PP CG wrote:
Hello community,
I compiled osg for GL3, and created a glContextVersion( 3.3 ) GL
On 10/11/2011 10:25 AM, PP CG wrote:
Hi Paul,
thanks, but unfortunately this does not help as the method
GraphicsWindowWin32::createContextImplementation() does not get
called at all, and the glContextVersion does not get parsed ( at my
site ). This brings me back to my doubts and original question
setting from their default GL2 values)?
-Paul
On 10/11/2011 10:25 AM, PP CG wrote:
Hi Paul,
thanks, but unfortunately this does not help as the method
GraphicsWindowWin32::createContextImplementation() does not get
called at all, and the glContextVersion does not get parsed ( at my
site
On 12.10.2011 15:55, Wojciech Lewandowski wrote:
Could you guys check if this problem also happens in other systems ?
Hi Wojtek, bad result.
Win 7 x64, osg build for x86
NVIDIA GTX 295
driver 280.26
Cheers, PP
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Hi,
I am on Win 7, osg 3.0.1
When writing out files which include a osgAnimation::RigGeometry to the
new formats osgb, osgt, osgx and playing these files in the
osganimationviewer, I get these messages in the CommandPrompt:
InputStream::readObject(): Unsupported wrapper class
Uh, sorry, how could this end up as a reply ? Please ignore, I'll repost.
Cheers, PP
On 10/12/2011 9:41 AM, Chris 'Xenon' Hanson wrote:
On 10/12/2011 8:31 AM, Joshua Cook wrote:
To make a long story short COIN was failing in a bad way but the
standard notify message at the INFO level is:
Hi,
I am on Win 7, osg 3.0.1
When writing out files which include a osgAnimation::RigGeometry to the
new formats osgb, osgt, osgx and playing these files in the
osganimationviewer, I get these messages in the CommandPrompt:
InputStream::readObject(): Unsupported wrapper class
Hi,
I created a cube with one bone in the center, and 3 children at
three corners of the cube. When the child bones are translated away
from center, the expanded cube corners get culled away. Do I need to
write some kind of Compute Bounding Box Callback, or do I
Hi,
I noticed that animated transforms and Bones do update faster than
osgAnimation::RigGeometry which is attached to bones. Is this a known
issue ? Can this be fixed from my Side ?
This looks very odd in the case of a skinned character, and rigid (
MatrixTransform ) Eyes, as they move out
Hi Aitor,
The same issue you face, is there as well with the default morphing and
skinning of osgAnimation. You need to do this steps to make it work.
First Create your custom morph geometry, add it to a geode, add the
geode to a group ( groupMorph ) and attach this somwhere to the
scengraph,
Hi,
I'm having Issues installing my built of the current trunk, using
VS2010, Win 7 x64.
LIBs and DLLs do get installed, but no applications and examples.
Error Message in VS:
5 CMake Error at src/osgPlugins/jpeg/cmake_install.cmake:32 (FILE):
5file INSTALL cannot find
5
Hi,
Hi PP? Do you have a human name? It's kinda nice to converse with humans...
Yes I do, it's Peter, and you're right, should use my proper name her.
The jpeg plugin hasn't changed since 3.0.0.
Is there a chance that jpeg plugin failed to build?
Yes, you're right it didn't built, but
On 28.10.2011 11:23, Robert Osfield wrote:
Hi Peter,
On Fri, Oct 28, 2011 at 10:17 AM, PP CGp...@cg.uni-saarland.de wrote:
Yes, you're right it didn't built, but thought that the cmake script would
install all the rest.
However, it does not built as the linker can't find a libjpeg.lib in my
Hi Benjamin,
for me it the images look like you have not set each bones Inverse
Matrix in Skeleton Space,and I can't find it in your code. But I also
cannot find any bone transform in your code. Could it be the case, that
the transformation matrix in Skeleton Space is not of the bone is not
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