robertosfield wrote:
Your code is rather perverse and potentially unsafe way to get at the xyz
coords, but if the array is a Vec3Array then it should probably work OK.
A better way to look at to coords is to cast the array to a Vec3Array and
access the vertices via the std::vector
Hello all,
I'm analyzing the vertices of a geometry like so:
Code:
osg::Array *pVertexArray = pGeometry-getVertexArray();
int nVertices = (int)(pVertexArray-getNumElements());
osg::Vec3 *pVertexData = (osg::Vec3 *)(pVertexArray-getDataPointer());
for (int i = 0; i nVertices; i++)
{
float
Hello all!
I'm having trouble with image texture mapping a geode. Specifically, where the
top and the bottom of the image meet, there is a dark shadow effect that I want
to avoid.
I've created the simplest example of how I'm attempting the texture mapping and
I've taken screenshots that show
That fixed it, thank you so much!
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On 17 August 2015 at 02:21, Erik Hensens () wrote:
Hi everyone!
I have a collection of Vec3 vertices that define the shape of a
geometry that I'd like to create. Typically I would create the geometry
by adding a primitive set of the POLYGON type, but what should I
.
Thanks again!
robertosfield wrote:
Hi Erik,
On 17 August 2015 at 13:39, Erik Hensens () wrote:
So, does that mean that there is no way to do what I want without somehow
determining the coordinates of every individual triangle? And there's not
even any way to do a 3D tessellation
, Erik Hensens () wrote:
Hi everyone!
I have a collection of Vec3 vertices that define the shape of a geometry
that I'd like to create. Typically I would create the geometry by adding a
primitive set of the POLYGON type, but what should I do if the vertices are
not all in the same
- think of table cloth with a
regular grid that you then scrunch up. In particular, what do you mean by 'map
the 2D coordinates to their final 3D coordinates'?
Sorry and thanks very much for your patience... :-*
robertosfield wrote:
Hi Erik,
On 17 August 2015 at 14:18, Erik Hensens
.
pCopy = osg::clone(pVertexArray-get());
Robert.
On 20 August 2015 at 18:30, Erik Hensens () wrote:
Hi everyone!
I have a simple question but I just can't figure it out. What is the proper
way to copy a Vec3Array? The code below is not right:
Code:
osg::ref_ptr
Hi everyone!
I have a simple question but I just can't figure it out. What is the proper way
to copy a Vec3Array? The code below is not right:
Code:
osg::ref_ptr osg::Vec3Array pVertexArray = new osg::Vec3Array;
...
osg::ref_ptr osg::Vec3Array pCopy = new osg::Vec3Array(pVertexArray,
I just wanted to mention that I never got the fragment shader approach to work
for what I wanted. I ended up using polygon tessellation to build the geometry
out of triangles.
Thanks anyway to everyone who attempted to help!
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Thank you both for your input! I'm learning a lot.
I'm new to fragment shaders, so I think that maybe I'm doing something
obviously wrong...
It seems that what I'm doing below should be pretty simple, but it doesn't
work. When I reverse the if (fDist rad) to if (fDist rad) then the entire
Hi everyone!
I have a geode that is just a quad rectangular surface and I need to be able to
put circular holes in it. To better visualize what I'm talking about, think
about a flat slice of Swiss cheese.
I just discovered the ClipNode node and I figured I could achieve what I want
by adding
the osggeometry
example.
Robert.
On 22 July 2015 at 15:29, Erik Hensens () wrote:
Hello all!
I'm no OSG expert by any stretch of the imagination, so maybe this question
has a really simple answer. If so, I apologize.
What is the best/proper way to construct a geode in the shape
Hello all!
I'm no OSG expert by any stretch of the imagination, so maybe this question has
a really simple answer. If so, I apologize.
What is the best/proper way to construct a geode in the shape of a toroid? In
particular, I'm trying to create a square-toroid, think of a pipe: a cylinder
again!
cbuchner1 wrote:
I believe your fragment shader is not setting the output fragment color at
all, which is a minimum requirement for a fragment shader to work.
Christian
2015-07-23 23:59 GMT+02:00 Erik Hensens ():
Sorry for the triplicate post, I received an error message
Hi,
How can I get all 16 values of a Matrixd? I see you can construct a Matrixd
from its values but I don't see how to get them.
Specifically, I'm wishing to format a text string that can represent a Matrixd
so that it can be recreated later from reading and analyzing the text.
Thank you very
Never mind, I see it. I must have been asleep when I read the documentation.
Sorry!
ehensens wrote:
> Hi,
>
> How can I get all 16 values of a Matrixd? I see you can construct a Matrixd
> from its values but I don't see how to get them.
>
> Specifically, I'm wishing to format a text string
.
Is that possible?
I hope that all makes sense...
SMesserschmidt wrote:
> Am 22.09.2015 um 16:08 schrieb Erik Hensens:
>
> > Thank you for the reply Glenn!
> >
> > You say that the projection matrix doesn't depend on the lookat parameters;
> > what does it de
Hi everyone!
How can I compute the view matrix and the projection matrix from a set of
lookat parameters (eye, center, and up)?
I'm asking because I need to compute the MVPW for a given lookat before the
camera is actually at that lookat.
I'm totally stumped and any help would be greatly
ith the projection matrix though; that doesn't depend
> on your look vector.
>
> Glenn Waldron
>
>
>
>
> On Tue, Sep 22, 2015 at 9:24 AM, Erik Hensens < ()> wrote:
>
> > Hi everyone!
> >
> > How can I compute the view matrix and the projec
Hi Sebastian,
Thank you for your reply.
As far as what type of glowing effect I'm after, I want something similar to
the following:
http://i.stack.imgur.com/54Z2C.png
That is, I want a shiny glowing light to emit beyond the boundaries of the
sphere.
As far as your comment about normals, I
Hello everyone!
I'm generating a sphere geode and I'd like to add a glowing effect in any
variable color. I've only found one other similar topic on these forums but
there was no answer. I imagine this must be possible, I just don't know how to
do it. I've posted my code that creates the
s.
>
>
> On Wed, Feb 3, 2016 at 9:48 PM, Erik Hensens < ()> wrote:
>
> > Hi everybody!
> >
> > I have two geodes, each is a flat circular disk with some circular holes
> > removed. Each geode is flat in the YZ plane, and they are stacked against
&g
gt; like in stateSet->setRenderingHint(StateSet::TRANSPARENT_BIN);
> > Regards, Laurens.
> >
> >
> > On Wed, Feb 3, 2016 at 9:48 PM, Erik Hensens < ()> wrote:
> >
> >
> >
> > > Hi everybody!
> > >
> > > I have
Hi everybody!
I have two geodes, each is a flat circular disk with some circular holes
removed. Each geode is flat in the YZ plane, and they are stacked against each
other with a small amount of spacing, centered at (x1, 0, 0) and (x2, 0, 0).
There is a single parent matrix transform node that
Hello everyone!
Let me apologize in advance if this is a duplicate question. I tried hard to
find the answer elsewhere in the forums but I didn't see anything. If I missed
it, please just point me toward the original post.
What are the best options for 3D modeling applications that can
ehensens wrote:
>
> Jan Ciger wrote:
> > On Wed, Nov 2, 2016 at 3:35 PM, Chris Hanson < ()> wrote:
> >
> > > Is this something osgCairo ( https://github.com/cubicool/osgcairo
> > > (https://github.com/cubicool/osgcairo) ) might solve for you?
> > >
> >
> >
> >
> >
> > Love that TODO in
Hello!
I am having some trouble drawing text correctly in Arabic. I can get the Arabic
letters themselves to show up correctly, but the letters do not connect
together as they should.
I am not an Arabic speaker, but my understanding is that when letters in Arabic
are adjacent to each other
Jan Ciger wrote:
> On Wed, Nov 2, 2016 at 3:35 PM, Chris Hanson < ()> wrote:
>
> > Is this something osgCairo ( https://github.com/cubicool/osgcairo
> > (https://github.com/cubicool/osgcairo) ) might solve for you?
> >
>
>
>
>
> Love that TODO in the README!
>
>
> However, be aware that
Hi everyone!
My app allows manipulating the scene via the osgGA::TrackballManipulator.
Without changing any of the app code, we upgraded from OSG 3.2.0.99 to
3.2.1.100 and now the trackball manipulation doesn't work.
I don't know how to check whether or not this is a known bug so I figured I'd
ch.
>
> Robert.
>
> On 8 May 2018 at 22:44, Erik Hensens <> wrote:
>
> > Hi everyone!
> >
> > My app allows manipulating the scene via the osgGA::TrackballManipulator.
> > Without changing any of the app code, we upgraded from OSG 3.2.0.99 to
> >
Hello!
I have a Geometry on whose state set I used to set a material that I made shiny
via osg::Material::setShininess(). The problem is that now I have the need to
set various colors across the geometry. I tried doing this with the geometry's
color array, but that approach didn't work unless
Thank you AnyOldName3! Calling
pMaterial->setColorMode(osg::Material::AMBIENT_AND_DIFFUSE) allowed me to use a
color array on my geometry and set the shininess as well, just like I wanted to.
I really appreciate your help!
Thank you,
Erik
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