e = new osg::Texture2D(
osgDB::readImageFile("vinesunset.hdr") );
texture->setInternalFormat( GL_RGB16F_ARB );
texture->setResizeNonPowerOfTwoHint(false);
texture->setImage( pImage );
can anyone spot what I'm missing?
--
Regard
sg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
--
Regards,
Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
___
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. Apparently the rescalling the
texturecubemap uses
can't handle textures with floats.
is this correct?
Peter Wraae Marino
On Fri, Jan 8, 2010 at 2:22 PM, Peter Wraae Marino wrote:
> Hi osgUsers,
>
> I've been doing some testing on HDR with a backdrop with a .hdr image
> us
Hi Robert,
yes.. just completed the test now.. and using squared hdr textures does work.
regards,
Peter Wraae Marino
On Tue, Jan 12, 2010 at 10:06 AM, Robert Osfield
wrote:
> Hi Peter,
>
> The scaling is done with glu and it probably doesn't support the all
> new float fo
texture2D has by default not to make mipmaps and
texturecubemap by default makes them??? which makes things a little
confusing.
hope this helps,
Peter Wraae Marino
On Tue, Jan 12, 2010 at 11:07 AM, Peter Wraae Marino wrote:
> Hi Robert,
>
> yes.. just completed the test now.. and using sq
Hi Nick,
there are many types of glows?
I have created this god ray postfilter effect,
you can see it here: http://www.youtube.com/watch?v=GFwhqxZz6qg
is this what you are looking for?
Peter Wraae Marino
On Thu, Feb 11, 2010 at 9:55 AM, Trajce Nikolov
wrote:
> Hi Community,
> has
Hi Nick,
there are many types of glows?
I have created this god ray postfilter effect,
you can see it here: http://www.youtube.com/watch?v=GFwhqxZz6qg
is this what you are looking for?
Peter Wraae Marino
On Thu, Feb 11, 2010 at 9:55 AM, Trajce Nikolov wrote:
> Hi Community,
>
> h
Hi osgUsers,
I have a question about texture to file. Currently I have render to
texture (RTT) and would like to save this texture to a file. Is there
a straight forward method of doing this?
anyone?
--
Regards,
Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
;<_filename<<"`"<< std::endl;
>
> }
>
> 2009/8/25 Peter Wraae Marino
>>
>> Hi osgUsers,
>>
>> I have a question about texture to file. Currently I have render to
>> texture (RTT) and would like to save this textur
;attach(osg::Camera::COLOR_BUFFER, image);
>
> Rafa.
>
>
>
> On Tue, Aug 25, 2009 at 12:22 PM, Peter Wraae Marino wrote:
>> Hi Maxim ,
>>
>> I believe the readPixels is reading from the framebuffer and not the
>> texture (or am I mistaken??)
>> remember
allocateImage(tex_width, tex_height, 1, GL_RGBA, GL_UNSIGNED_BYTE);
>>
>> // attach the image so its copied on each frame.
>> camera->attach(osg::Camera::COLOR_BUFFER, image);
>>
>> Rafa.
>>
>>
>>
>> On Tue, Aug 25, 2009 at 12:22 PM, Peter Wraae Mari
write the file to? How are you attaching the
> image to your camera? i.e. where are the luminance values coming from?
>
> jp
>
> Peter Wraae Marino wrote:
>>
>> Hi osgUsers,
>>
>> I'm still battling with the luminance texture to file.
>> The proble
-2xQO0
regards,
Peter Wraae Marino
--
Regards,
Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
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omething when you try to call
setNumMultiSamples after
window initialization (if that is the problem).
regards,
Peter Wraae Marino
http://osghelp.com
On Fri, May 30, 2008 at 3:05 AM, Leeten <[EMAIL PROTECTED]> wrote:
>
> Hi, all
>
> I'm using OSG 2.4 and I can't find
others can
> spot the right way for you to do this.
>
> Robert.
>
> On Mon, Jun 2, 2008 at 9:47 AM, Peter Wraae Marino <[EMAIL PROTECTED]>
> wrote:
> > Hi users,
> >
> > I have a problem with my scene shaking. I have simplied the problem to
> the
> > code
this kinda baffles me.
any suggestions why?
regards,
Peter
On Mon, Jun 2, 2008 at 12:40 PM, Robert Osfield <[EMAIL PROTECTED]>
wrote:
> Hi Peter,
>
> On Mon, Jun 2, 2008 at 10:52 AM, Peter Wraae Marino <[EMAIL PROTECTED]>
> wrote:
> > Also I understand why this wo
sformed to that position.
You will notice when the application starts it shakes. (why?)
You will also notice when panning the camera the scene shakes (why?)
anyone?,
Peter Wraae Marino
#include
#include
#include
class CMyCallback : public osg::NodeCallback
{
public:
void operator()( osg::
know that the camera is the same position that it'll
> be rendered with, as this might well be the source of your jitter.
>
> Robert.
>
> On Mon, Jun 2, 2008 at 10:05 AM, Peter Wraae Marino <[EMAIL PROTECTED]>
> wrote:
> > Hi,
> >
> > Ok.. I tried to make the e
Hi users,
ok.. this might be a silly question,, but here goes.
does osg have any form of a timer-callback or do I have to create it myself
using an update callback?
regards,
Peter
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http://lis
nyone know what could cause this problem?
Peter Wraae Marino
http://osghelp.com
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osgPlugins-2.4.0\
osgdb_freetyped.dll
DynamicLibrary::failed loading "osgPlugins-2.4.0/osgdb_freetyped.dll"
It seems that it actually does find it but fails loading it... i have tried
to rebuild it and still it fails?
anyone .. any ideas what is going on here?
Peter Wraae Marino
http://o
Hi,
I just got into this thread now.. I too am having problems with the .ttf
format.
As I can understand.. the fix is too make sure to have service pack 1
installed for developer studio.
I'm using express 2008 and there doesn't seem to be any service pack for it,
it actually seems like the
2008 ve
On Thu, Jun 5, 2008 at 10:15 PM, Jason Daly <[EMAIL PROTECTED]> wrote:
> Peter Wraae Marino wrote:
>
>> Hi,
>> I just got into this thread now.. I too am having problems with the .ttf
>> format.
>> As I can understand.. the fix is too make sure to have servi
Hi Jean,
I download freetype and built an express2008 verison of it... and it
works... thx
Any chance we could get a 2008 (express,professional) dep package soon?
Peter
On Thu, Jun 5, 2008 at 10:35 PM, Jean-Sébastien Guay <
[EMAIL PROTECTED]> wrote:
> Hello Peter,
>
> I'm using express 2008 an
ed to make GUI calls
in Qt on the main thread. Is anyone working on a solution, so that one can
have the benefits of multithreading inside Qt windows?
Osg version 2.4, Qt version 4.4.0, Windows Vista.
Sincerely,
Peter Wraae Marino & Michael Bach
___
HI,
i think what you want is:
osg::MatrixTransform* mtrans = new osg::MatrixTransform;
mtrans->setReferenceFrame( osg::Transform::ABSOLUTE_RF );
mtrans->setMatrix( osg::Matrix::identity() );
mtrans->addChild( pGeode );
osg::Projection* pProj = new osg::Projection();
osg::Matrixd m_mOrtho =
Hi users,
I'm trying to understand the concept of a node kit, but the documentation is
very limited:
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/NodeKit
I believe that the osgFX is a node kit? what is it that defines a node kit?
and how does one use them? perhaps someone
-Paul
>
>
> --
> *From:* [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] *On Behalf Of *Peter Wraae
> Marino
> *Sent:* Thursday, June 12, 2008 12:36 PM
> *To:* osg-users@lists.openscenegraph.org
> *Subject:* [osg-users] osg Node kits
>
>
Hi Gael,
A couple of things.. i can see it's a dll so I'm assuming windows.
1. Have you compiled the plugins? see if they actually do exist.
2. Have you set your environment variables so osg can find the plugins?
regards
Peter Wraae Marino
http://osghelp.com
On Fri, Jun 13, 2008 a
add
sphereGeode->getOrCreateStateSet()->setMode( GL_CULL_FACE,
osg::StateAttribute::ON );
peter
On Tue, Jun 17, 2008 at 1:24 PM, Juan Casanueva <[EMAIL PROTECTED]>
wrote:
>
> Hi there,
>
> I am having some problems with transparent objects. They have some
> artefacts (slices) depending on the v
Attribute( pFog, osg::StateAttribute::ON
);
pGeode->getOrCreateStateSet()->setMode( GL_FOG, osg::StateAttribute::ON );
return pGeode;
}
regards,
Peter Wraae Marino
http://osghelp.com
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Hi users,
In our application we are using txp file format from terravista. We have a
problem when zooming with the camera and level of details. Zooming in our
application is done by changing the field of view and the problem is
that
the level of details used by txp is dependent on distance fro
rs Camera's LODScale as you
> do the zoom i.e.
>
> viewer.getCamera()->setLODScale(scale); // scale = 1.0 is default
>
> Robert
>
> On Mon, Jun 23, 2008 at 8:12 AM, Peter Wraae Marino <[EMAIL PROTECTED]>
> wrote:
> > Hi users,
> >
> > In our applicati
r code, especially
> given tiny snippets of code out of context and I am *busy*.
>
> Robert.
>
> On Mon, Jun 23, 2008 at 12:54 PM, Peter Wraae Marino <[EMAIL PROTECTED]>
> wrote:
> > Hi Robert,
> >
> > it indeed does work but when I try using it on a ca
Hi Bob,
I will have to disagree with you on that point. I have worked in the
computer industry for 15 years now
(hitman, freedom fighters just to name a couple).. To this extent I have
worked with 4 different gaming
companies that all have made there own scenegraph/engine .. and I have to
say that
Hi James,
I always thought that "int" and "unsigned int" would be the best fit n-bit
on the system? if it was an 8bit system
then it would be 8bit int, if 32bit system then 32bit int or did I
mis-understand something?
and now that we are on the subject of 64bit.. I would like to ask a
questio
Hi users,
I have tried to create some tutorials on how people can get started with
OpenSceneGraph. I have open the site for
registration today.. only the beginner articles are available right now.
Later more advanced articles will come, but for the time
being I need to get the website in usable fo
Hi Zamo,
you can try this article if you like:
http://osghelp.com/readarticle.php?article_id=6
it's a simplified version how to load models.
and this article is a simplified version how to transform your models:
http://osghelp.com/readarticle.php?article_id=7
hope this helps,
Peter
On Wed, Jul
The express editions does full optimizations,.. same compiler.
The express version just doesn't have features for web, MFC and stuff like
that.
regards,
Peter
On Wed, Jul 2, 2008 at 9:33 AM, Robert Osfield <[EMAIL PROTECTED]>
wrote:
> Hi Rick,
>
> Do the express editions do full optimizations?
Hi Ricky,
it sounds like you are using software rendering and not hardware. Why your
system defaults to software I have no clue.
If your project is small and you don't mind sharing.. you can zip and send
it to me at [EMAIL PROTECTED] and I'll have a look at it on my
machine.
Peter
On Wed, Jul
Hi Ricky,
ok.. i think we should have asked this first.
have you updated your graphic-card driver?
Peter
On Wed, Jul 2, 2008 at 8:37 PM, Ricky <[EMAIL PROTECTED]> wrote:
> Thanks for your supports!
> I'm using the OSG binaries downloaded from http://www.mew.cx/osg/.
> I run this program on Wind
Hi users,
I have create simple quad using osg::Geometry and I would like to apply
multitextering to it.
I'm missing a way to set "glMultiTexCoord" using OpenSceneGraph.
Is there a way one can set glMultiTexCoord?
regards,
Peter
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in, I have achieved this in tutorial 14.
> All these tutorials are available in the official webpage in the Tutorial
> section. ''Yet Another Set of Beginner Tutorials'
> Hope to have answered your question.
> Regards,
> Franclin.
>
> *Peter Wraae Marino <[EMAIL
Hi Jason,
Yes it does work.. just fine.
thanks,
Peter
On Thu, Jul 10, 2008 at 6:05 PM, Jason Daly <[EMAIL PROTECTED]> wrote:
> Peter Wraae Marino wrote:
>
>> Hi Franclin,
>> Yea doing it using a shader is easier and more flexible, but is there a
>> reason
or them. Because by making use of shaders you are actually changing
> the graphics pipeline.
> Talk to you soon.
> F.
>
> *Jason Daly <[EMAIL PROTECTED]>* a écrit :
>
> Peter Wraae Marino wrote:
> > Hi Franclin,
> >
> > Yea doing it using a s
cenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
--
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Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
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Hi James,
I believe you have to:
texture->setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST);
texture->setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);
--
Regards,
Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
On Sat, Jul 12, 2008 at 11
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
--
Regards,
Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
___
osg-users
in front of the
> > planet or behind it? probably the same kind of thing going on.
> >
> > Regards,
> > -- Rick
> >
> > 2008/7/13 小 杨 <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>:
> >
> > Thanks! I'll try it!
> >
> &g
__
>> osg-users mailing list
>> osg-users@lists.openscenegraph.org
>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>
>>
>> ___
>> osg-users mailing list
>>
> }*
>
> ------
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.o
it by changing the alignment setting to
> REVERSE_XZ_PLANE and switching the sign of the offset coords. However I feel
> this is a slight hack and wondered if there is some other 'proper' setting?
>
> Many thanks,
>
> James
>
> ___
iew.mail.yahoo.com>.
>
> Dem pfiffigeren Posteingang.
>
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
--
Regards,
Peter Wraae Marino
www.osghelp.com - OpenSceneGr
slivemobile.msn.com/BrowserServiceHotmail.aspx?lang=nb-NO&ocid=30032>
>
> ___
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
--
Regards,
Peter Wraae Marino
w
node-tree afterwards then I want to run my
> formatting code again.
>
> Is there any way to know whether or not the scene-graph has been modified?
>
> Regards,
> Viggo
>
>
>
>
> --
> Windows Live Hotmail på mobilen. Ha alltid e-posten din
> til
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www.osghelp.com - OpenSceneGraph support site
__
ut it uses that technique as an example and it sound like it's what you
need.
regards,
Peter Wraae Marino
http://osghelp.com
On Sun, Jul 27, 2008 at 2:06 AM, Joe Lyga <[EMAIL PROTECTED]> wrote:
> Hi osg-users. I'm kind of new to openscenegraph and 3d programming, and
>
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
--
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Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
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> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
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www.osghelp.com - OpenSceneGraph support site
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g::Material can be used with shapes
so,.. am I missing something? Can someone shed a little light and give me a
push in the right direction.
--
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Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
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osg-users@l
so do I ask questions related to osgPPU here or do I use the ticket system
on the osgPPU website?
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www.osghelp.com - OpenSceneGraph support site
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What is your
> question?
>
> Best regards,
> art
>
>
> --- Peter Wraae Marino <[EMAIL PROTECTED]> schrieb am Do, 18.9.2008:
>
> > Von: Peter Wraae Marino <[EMAIL PROTECTED]>
> > Betreff: [osg-users] osgPPU
> > An: osg-users@lists.openscenegraph.org
> &
/Recon_LandRover.zip
can anyone confirm this bug? and who maintains the 3ds plugin format for
OpenSceneGraph?
and sorry if this is the wrong maillist
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www.osghelp.com - OpenSceneGraph support site
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osg-users
ature culled, so we
would like to ask is there a reason why there isn't a flag on all nodes to
enabled/disable small
feature culling?
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www.osghelp.com - OpenSceneGraph support site
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thanks, this helped.
the nested makes perfect sense..
i'm on track again,
once again thanks,
peter
On Mon, Nov 3, 2008 at 3:06 PM, Lionel Lagarde <[EMAIL PROTECTED]>wrote:
> Hi Peter,
>
> Peter Wraae Marino wrote:
>
> Hi Users,
>
> trying to clarify some specs o
ot;RenderBin" with a value of 20 then which is used?
-an .osg file can have renderbin values too? so if I load an .osg file and
set it to have "RenderBin" 10 do I override the renderbin values
in the file? or are they pushed relative to my given value 10? sometimes the
.osg file consist of
Hi Users,
when having a composite view I have two camera, one for each view.
Is there an elegant way of syncing these two cameras? so they have
the same fov, position, direction, and so on...
--
Regards,
Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Peter Wraae Marino wrote:
> > Hi Patrick,
> >
> > I agree 100%
> > mailing lists are old school
> > forums are more structured and makes it easier to find already answered
> > questions
> > also
g to do some testing with it tommorow.
You last suggestion about copying all view setting is also something we have
talked about,
but again before taking that direction I wanted to hear if there was an
"elegant" way instead
of the more "hacked" way of doing it.
regards,
Peter W
gt; Robert.
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>
--
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Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
ist
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
>
--
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Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
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osg
shouldn't be forced to enabling them.
the only reason I see for having them grouped here in the header is
a convience method so osg doesn't have to disable them all places
that gives these warnings? is this correct? or is there a better reason?
--
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Peter Wraae Mar
;
> ___
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>
>
--
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Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
_
passed from the client to the host during a
remote procedure call."
"The binding handle is invalid."
anyone know what's wrong?
also an added note:
if I addSlave twice
and try to remove them then the application is unstable and crashes.
seems to be something broken here?
anyon
bug,
correct me if I'm wrong.
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Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
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passed from the client to the host during a
remote procedure call."
"The binding handle is invalid."
anyone know what's wrong?
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Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
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> if (rhs->getRenderOrder()getRenderOrder()) return false;
> --->return lhs->getRenderOrderNum()getRenderOrderNum();
> ^^^ ^^^
> }
> };
>
> Robert.
>
>
> On Mon, Nov 10, 2008 at 2:16 PM, Peter Wraae Marino <[EMAIL PROTECTED]>
> wrote:
> > Hi users,
> &g
Hi Users,
We have a strange error (perhaps bug)..
when we have a geode that has a setUpdateCallback and that geode
is a child of a slave camera then the callback is never called.
This is also valid for drawables update callbacks
anyone?
--
Regards,
Peter Wraae Marino
www.osghelp.com
gt;
>
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
--
Regards,
Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
_
near plane but gives
us a whole new set of problems.
is there a way to use the auto computed method but lock the near plane
closer to the camera.
I have messed around a little with the setNearFarRatio but it seems to
adjust at both ends.
any suggestions?
--
Regards,
Peter Wraae Marino
sounds like you are talking about
www.delta3d.org
regards,
Peter Wraae Marino
2009/2/9 YangXiao
> Hi Everyone:
> Is someone know about a opensource game code(about navy) developed use
> osg?
> Thanks
> YangXiao.
>
> --
> 好玩贺卡等你发,邮箱贺卡全新上线
-Draw
Apparently (of course we assuming here) this is how osg is designed.
Can someone tells us if we understand this correctly now?
and if someone has an idea how to solve this would be much appreciated.
--
Regards,
Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
Hi users,
The www.osghelp.com is now fully open. We have removed any plans on paid
subscription to the site.
Please note this site has nothing to do directly with OpenSceneGraphs website.
The site is create to help people to get started with simple articles about how
to use OSG.
The officia
Brian R Hill wrote:
> Peter,
>
> I don't want to come across as being critical, but wouldn't the OSG
> community be better served if your info/effort went into the OSG site?
>
> Brian
>
Hi Brian,
short answer no.
long answer...
if it went into the osg site then it should follow the standa
.
So this brought up a question we need answered:
Q: When we looked at the enum values possible we found that there is a
BIND_OFF, is this the default value
if not specified? and does this mean that the geom will use the last binding
value used from the last rendered geom?
--
Regards,
Peter Wraae
e,
regards,
Peter Wraae Marino
--
Bellinge Gymnasterne: http://www.bellingegymnasterne.dk
Power Tumbling: http://www.powertumbling.dk
OSG-Help: http://osghelp.com
http://code.google.com/p/sigmaosg/
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GPU which is very expensive which will totally dominate the actual
> cost of the intersection.
>
> Robert.
>
> On Tue, Jun 22, 2010 at 8:30 AM, Peter Wraae Marino
> wrote:
> > Hi osgUsers,
> > We have created huge forests using shapefiles to preprocess textures with
> >
but couldn't find
anything.
is there a way to solve this?
I would really like to avoid having to use a osg::Matrix::ortho2D( 0, viewW,
0, viewH ), because this would mean that all my gui components would have to
compensate for the viewH and reverse direction.
any suggestions?,
down as
> you've inverted the coordinates w.r.t OpenGL.
>
> Robert.
>
> On Tue, Jul 27, 2010 at 9:32 AM, Peter Wraae Marino
> wrote:
> > Hi osgUsers,
> > I'm trying to create a gui and would like to have my coordinates system
> 0, 0
> > at the upp
Hi Robert,
yep.. did that .. .did a -1 scaling on the y-axis... works like a charm
now.
thanks,
Peter
On Tue, Jul 27, 2010 at 1:43 PM, Robert Osfield wrote:
> Hi Peter,
>
> Try flipping the view matrix.
>
> Robert.
>
> On Tue, Jul 27, 2010 at 11:31 AM, Peter Wraae Ma
the
box.. which should result with a value of 0
can someone explain to me what I'm doing wrong?
regards,
Peter Wraae Marino
--
Bellinge Gymnasterne: http://www.bellingegymnasterne.dk
Power Tumbling: http://www.powertumbling.dk
OSG-Help: http://osghelp.com
Personal Site: http://www.marino
wrote:
> Hi Peter,
>
> On 21/09/10 21:52 , Peter Wraae Marino wrote:
> > I've been trying to read some values from the DepthBuffer and I don't
> seem to get what I
> > would expect. Here is a cut down version of my code (should be able to
> run):
> >...
>
Hi,
void PrimitiveShapeVisitor::createCylinderBody(unsigned int numSegments, float
radius, float height, const osg::Matrix& matrix)
has a bug.. it doesn't transform the last two points:
// do last point by hand to ensure no round off errors.
_functor.vertex(osg::Vec3(r,0.0f,topz));
Hi,
I have create a sphereintersector which works fine, but goes through all
triangles on the geometry.
I would like to use the kdTree to help me to do a sphere - triangle
intersection tests on as few triangles as possible.
Is this possible? When I look at the kdTree object it looks like it is
Hello dear OSG-community,
finally got around putting the osgHelp site back online. see it here:
http://osghelp.com/
Best regards,
Peter
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Read this topic online here:
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Hi,
Where can I find information about which Qt version is working with osg 3.0.1?
Thank you!
Cheers,
Peter
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=52964#52964
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robertson1 wrote:
> Hi,
>
> I've had no problems using Qt4.8 with 3.0.1, (Qt 5 wont work with it though).
>
> Cheers,
>
> jamie
thanks.. I know that that Qt4.8 works... but my question was where can I see
what version works with what I tried to use Qt5 and run into a bunch of
problems..
Hi,
fyi:
The osgviewerQt debug build is using release version of QT, which results in
failure when you start the application. I change the libraries to debug and all
looks well.
info:
OS: Windows 7
OSG: 3.0.1
Thank you!
Cheers,
Peter
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Hi,
Is there a way to create particles from particles position?
let me explain... I would like to create an explosion with debris. The way I
would create it is one particle system shooting particles that represent debris
and another particle system creating smoke as the debris is flying (at th
Hi hybr,
smoke trails isn't what I want. It extrudes the particles.
right now I have create a simple particle system of my own which throws out
particles like an explosion and I create 5-10 osg particle systems and set the
placer's for these. This works,.. but is kinda heavy duty way of doing
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