2008/3/6 Wu Xiaodong [EMAIL PROTECTED]:
Hi, Robert:
is there any limit on calling setHomePosition and computeHomePosition()?
I have taken a try, but it didn't works.
What do you mean by it didn't work, did it do the wrong thing, did it
do nothing at all?
These methods just set the home
Hi Jeremy,
It shouldn't really matter which order you do things in. The
GlyphTexture will be populated in a different order but it shouldn't
make any difference beyond this. The fact you are observing a
difference suggests that GlyphTexture population order is affecting
things in some way. I
Hi Chuck,
osgSim:HeightAboveTerrain or osgSim:ElevationSlice might be of
interest, the later is the one I'd use as it give you the whole data.
But... both of these query for the heights res tiles, which won't be
aligned to the terrain at all LOD levels soo... it won't actually work
that well for
HI Mark,
I'm way too busy with other work now to be able to dive into discuss
osgText in detail right now. You analysis of the problem is good, but
the fix is something that is a general fix. As I said before I
hopefully should get the opportunity to refactor the rendering side to
osgText in
HI Brett,
Just have a look how the present stats are done via the StatsHandler,
it should tell you the various things that can be done to get things
renderered and updated - there should be no need for custom drawables
as it can all be done with standard OSG objects.
Robert.
On Thu, Mar 6, 2008
On Thu, Mar 6, 2008 at 6:53 PM, Cole, Charles E. (LARC-B702)[GENEX
SYSTEMS] [EMAIL PROTECTED] wrote:
Thanks Robert.
I was hoping what seemed to be the simplest solution would work. I'll
pursue a little further, particularly in the TXP plug-in. Is there a
way to force specific LOD's to
Hi Renan,
mt-postMult(m) is mt = mt * m;
Robert.
On Thu, Mar 6, 2008 at 7:29 PM, Renan Mendes [EMAIL PROTECTED] wrote:
Quick notation question:
When I have a MatrixTransform* mt and a Matrix m and I do this:
mt-postMult(m), which of the following am I mathematically doing?
mt = mt * m;
On Fri, Mar 7, 2008 at 6:53 AM, Tran Thanh Hiep [EMAIL PROTECTED] wrote:
hi all
I need an example mfc and SDI with OSG 2.3.4.
can you help me?
I have now clue what SDI might be, but there is an osgviewerMFC example.
___
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On Fri, Mar 7, 2008 at 2:59 AM, Kiff Loh [EMAIL PROTECTED] wrote:
How do we change the Day/Night/Dry/Wet textures of 3D models and runways
that are planted in Terra Page?
I haven't heard about multiple texture variants in TXP before, but
then I don't have Terrex's products, just contributed
Hi Kiff,
I not familiar with the local tile origin support in TXP, so you best
bet is go talk to Terrex engineers about this feature.
FYI, The VirualPlanetBuilder generates tiles all with a local origin
and a MatrixTransfrom above each tile to place in to the 3D world.
The OSG's internal
On Fri, Mar 7, 2008 at 3:52 PM, Paul Martz [EMAIL PROTECTED] wrote:
A client recently pointed out that if you call readNodeFile() and specify a
file with an absolute (or even relative) path, but the file can't be found
using that path, then the path is stripped and the osgDB looks for the file
of billboards.
Like I said, I'm confused about the connection between osg::stats and
osg::statistics. Is there a connection? How does it work?
Am I just way off here?
Thanks,
Brett
Robert Osfield wrote:
HI Brett,
Just have a look how the present stats are done via
Hi Andreas,
This looks like a bug in the OpenGL driver, and as such try looking at
updates to the driver to see if it fixes things.
Robert.
On Sun, Mar 9, 2008 at 11:05 AM, Andreas Goebel [EMAIL PROTECTED] wrote:
Hi,
I have the problem that many of my customers (schools) use cheap
HI Jim,
There are limits with the time of threading you can do with cameras
that share the same graphics context - the draw traversals has to be
single threaded for each camera's rendering, this applies to FBO's as
well as normal rendering to a graphics window.
You should be able to still run
Hi Renan,
What would a getCoefficients method do?? Do you mean just the 4x4
float/double elements in the matrix? If so there are already methods
for accessing the raw data via ptr() and operator(i,j) for accessing
the elements.
On Sun, Mar 9, 2008 at 9:43 PM, Renan Mendes [EMAIL PROTECTED]
Hi Guys,
As a general comment, the core OSG doesn't yet support the Philip's
type of stereo out of the box. Although it isn't really stereo is
it... its mono + depth which is a little different, the stereo is in
the display unit...
At some point I'd see it as natural to roll this type of 3D
HI Art,
As osg::GraphicsContext has a osg::State object, while the
Viewer/Composite class has a collections one or more
GraphicsContexts virtue of the Cameras that they maintain. The viewer
classes have a convenience method getContexts(ViewerBase:Contexts)
which you can use to get the contexts.
Hi ?
Have a look at the osgdistortion example or the
osgViewer::setUp3DSphericalDisplay() code - its sets up six slave
cameras which rendering into a texture cube map, and then a final
slave camera to render the final distortion correction mesh.
Robert.
On Mon, Mar 10, 2008 at 9:10 PM, spowers
On Tue, Mar 11, 2008 at 7:05 AM, IceSharK [EMAIL PROTECTED] wrote:
Hi~
scene have a model and a compass which using camere hud.
how to rotate compass follow model's rotation making by user input ?
You need to use extract the rotation part of the the master camera's
view matrix to give you
HI Anders,
It isn't possible just to remap the Vec3 typedef from Vec3f to Vec3d,
as you have found the their are many places that explicitly rely on
floats. Places like BoundingBox and BoundingSphere could potentially
be moved across to use Vec3d rather than Vec3f, and the way to do this
would
Hi Chris,
As you have found out there is no write support in the 3ds plugin.
The 3ds format is not a good format so its not something I'd actually
recommend as a route for interoperability.
The OSG is open source though, so if you have the itch then feel free
to dive into the code and add write
Hi Paul,
W.r.t UserData I'd suggest placing osgSim container for the extra
OpenFlight flags, users can then do a dynamic cast of UserData and get
the info they want. The osgSim::GeographicLocation class already
serves this purpose.
W.r.t one or two plugins. Simplicity of high level management
Hi Jeremy,
Good to see another release of osgWidget make it out into the
daylight. W.r.t the crash, try forcing the app to be single threaded.
Beyond that I can't suggest much. Alas I'm too busy myself for
experimenting with osgWidget yet, but I really really want to get
started with it.
Hi Roni,
You can't remove an object while its being operated on, so you need to
change you code so that the event handler sets an operation that you
main loops does at a safe time. You'll need to stop and start
threading as well to avoid threads still using the view when you
remove it, so do
Hi Kim,
RenderStage/RenderBin/StageGraph/RenderLeaf are a collection of
classes used to manage the OSG's rendering backend, controlling both
the draw order and state inheritance. The cull traversal reads items
like StateSet::RenderBinDetails and in scene graph osg::Camera's as
guide of how to
Hi Sergey,
First up, from my brief experience with CEGUI I can say it's not up to
scratch, as well as being a bit of coding mess it lacks support for
threading and multiple graphics contexts, it falls a long way short of
the capabilities of what OSG applications are capable of. The
osgWidget
On Thu, Mar 13, 2008 at 12:17 PM, [EMAIL PROTECTED] wrote:
Sorry if this has been answered before.
Just a few days ago
I need to go from an OSG Scene to a format that Multi-Gen Creator can read
in. Does anyone have any suggestions please ?
Wait till Paul Martz makes his OpenFlight
Hi Loinel,
Performance when using the preciptiation effects is heavily dependant
on fill limit as overdraw is so high. Ideally it'd be possible to
disable FSAA when doing precipitation effects as the motion and
texture blending pretty well do away with any noticable effect of FSAA
on the
Hi,
Multitexturing has absolutely nothing to do with threading on the OSG
side, so if the enabling Thread Optimization on the NVidia control
panel is almost 100% percent certain to be a bug in the NVidia driver.
Robert.
On Thu, Mar 13, 2008 at 2:41 PM, zhangguilian [EMAIL PROTECTED] wrote:
Hi All,
I am now preparing for another developer release of the OpenSceneGraph
and VirtualPlanetBuilder. I'd very much appreciate testing across
platforms, please write if things compile and run fine or not. If
there are any errors I'll try and get them merged in time for the dev
releases that
On Thu, Mar 13, 2008 at 6:15 PM, Andy Skinner
[EMAIL PROTECTED] wrote:
I built SceneGraphBuilder.i to get a look at the preprocessed code.
This looks like:
void ( * sunOglCurPrimTablePtr - oglColor4f ) ( sunOglCurrentContext ,
GLfloat red , GLfloat green , GLfloat blue , GLfloat alpha ) ;
Hi J-A,
If the viewport is smaller than the window and there is nothing else
clearing the window then you will see a left over contents of the
window.
To handle cases like this there is a clear in GraphicsContext that you
can enable via the GraphicsContext::setClear*() methods. The
On Thu, Mar 13, 2008 at 8:55 PM, Andy Skinner
[EMAIL PROTECTED] wrote:
I'm not finished yet, but your change plus my include in
GraphicsWindowX11 seem to work. (See my other email for that.)
When you are done could you send me changed file(s), this will avoid
the chance of my guessing at the
As a general comment. I am aware of the regression in some of the
osgShadow implementations, these alas seem to have come in along with
fixes with to other problems. I don't which set of changes broke
things for which sets of models though.. a clear case for more
osgShadow related unit tests.
Hi Paul,
On Thu, Mar 13, 2008 at 9:45 PM, Paul Martz [EMAIL PROTECTED] wrote:
Release build complete for VS 2005, WinXP.
Tested osgdem and it runs well.
I noticed it does leave large temporary files lying around after finishing
the database: temporaryfile_imageFileName is left in the
Hi Will,
This isn't really a bug, rather just an implement decision that I made
on implementing the obersever_ptr. It is however inconsistent with
ref_ptr, which was originally like the oberserver_ptr but I
believe I probably relaxed this long ago when coming up against issues
of const ref_ptr
Hi Sergey,
On Fri, Mar 14, 2008 at 1:30 AM, Leontyev, Sergey [EMAIL PROTECTED] wrote:
I heard this library will be included before May 2008 and by that time it
will it have some basic functionality:
panels with buttons, and possibly some other GUI elements such as dropdown
lists. Is this
Hi Ulrich,
I've seen reports of this type of problem before - definition of
static values in headers, can't remember the exact times but its
happened a couple of time in osg history. Fixes would be to move the
definition into the .cpp, to change to using #define or to use an
enum. I'll have a
Hi Neil,
I don't know Creator myself either, but I would have thought that it
supports some of the export routes that the OSG has - COLLADA and .obj
are two there there is a chance it'd support. Perhaps others with
Creator itself will be able to answer it.
As mentioned in another thread
Hi Ulrich,
On Fri, Mar 14, 2008 at 11:06 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
I've seen reports of this type of problem before - definition of
static values in headers, can't remember the exact times but its
happened a couple of time in osg history. Fixes would be to move
Hi Tony,
Thanks for the feedback.
I'm aware of the threading issue in osgGA::StateSetManipulator, its
easy to fix by setting the DataVariance of the StateSet it modifies to
DYNAMIC, but... this will effectively forces the main thread to wait
till the whole draw traversal is complete as the
Hi Tony et al,
On Fri, Mar 14, 2008 at 11:36 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
While I wait for feedback on the OSX I'll ponder on this issue so more
to see if I can come up with quick solution, but it may well be
something that requires more extensive changes beyond
Hi Andy,
On Fri, Mar 14, 2008 at 1:30 PM, Andy Skinner
[EMAIL PROTECTED] wrote:
I've just seen a compile error in osgviewerWX.cpp on OSX, complaining
that cout is not a member of std. I'll get back to you about it as soon
as I can.
To try and fix this I've added an include iostream to
On Fri, Mar 14, 2008 at 2:03 PM, Tony Horrobin
[EMAIL PROTECTED] wrote:
Hi Robert,
I think you forgot to commit osgGA/StateSetManipulator because it's
complaining about the clone() not being declared.
However, when I add the declaration it compiles and the texture toggle
works as
Hi All,
I've just merged another fix so could users please do one last svn
update just to double check that we haven't broken anything more and
that all build errors are now fixed.
Thanks,
Robert.
___
osg-users mailing list
Hi All,
Details on the new release (rather short on detail, you'll need to
look at the ChangeLog which is pretty full if you want all the
details):
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
* OpenSceneGraph-2.3.5, released on 14th March 2008. Changes
On Fri, Mar 14, 2008 at 5:14 PM, Clay, Bruce [EMAIL PROTECTED] wrote:
Robert:
Since parts of OSG uses GDAL and GDAL is about ready to issue a stable
release, would it be a good idea to time the OSG release shortly after
GDAL release?
I don't have a problem with going first, it'd make
On Fri, Mar 14, 2008 at 7:43 PM, Jean-Sebastien Guay
[EMAIL PROTECTED] wrote:
One thing I'd really like to see before a stable release is done is to
make sure any osgShadow weirdness is behind us, that it behaves
predictably at least in --sm mode, if not --pssm as well (which looks
harder
Hi Harold,
When you say Simulation do you mean a visual simulation?
The OSG is just a 3d graphics toolkit, it doesn't do anything beyond
visual simulation.
As for whether its appropriate for what you want to do I have no clue
as its hard to work out what you actual require. If its visuals then
this movement described here, please post here..
-Seppo
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: 15. maaliskuuta 2008 12:23
To: OpenSceneGraph Users
Subject: Re: [osg-users] game like movement
HI Seppo
HI,
Have you installed the COLLADA DOM, and built the appropriate OSG plugin?
Robert.
On Sun, Mar 16, 2008 at 12:46 AM, skunkwerk [EMAIL PROTECTED] wrote:
i'm new to openscenegraph. i tried to use osgconv to open/save a collada
file, but couldn't find the correct osgdb for .dae files to
HI Sebastian,
I see the artificate on Nvidia hardware so this rules out an ATI bug.
So far it I looks like an osgShadow bug, exactly what's gone amiss I
don't know though...
Robert.
On Sun, Mar 16, 2008 at 10:15 AM, Sebastian Messerschmidt
[EMAIL PROTECTED] wrote:
Hi Adrian,
As I've
Hi Gordon,
On Sun, Mar 16, 2008 at 4:22 PM, Gordon Tomlinson
[EMAIL PROTECTED] wrote:
Could not wait until Monday so I came in to work test your suggestion ;)
Setting the data variance to dynamic seems to have fix the issue, one to
remember
The requirement for setting Drawables and
Hi Selman,
This is the way that OpenGL objects work - they aren't by default
shared between separate graphics context. You'll either need to
maintain separate VBO's for each context or share graphics contexts.
There is a lot of support in the OSG for managing separate objects
across multiple
Hi Harold,
The OSG could certainly handling the visual part of the simulation.
Key things are getting your model in and managing the animations. As
for doing things optimally, well there is a huge open ended task. One
needs to know real specifics of whats required to know how to things
these application have
been explained. I also looked at
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem
but it has not been updated. It will be really helpful if some one can
provide me with the pointers to the new features.
best regards
RJ
Robert Osfield wrote
Hi Lars,
I haven't heard reports of problem before, but perhaps no one has
looked close enough. Could you send me the whole modified file so I
can review it side by side against the original.
Thanks,
Robert.
On Mon, Mar 17, 2008 at 2:43 PM, Nilsson Lars
[EMAIL PROTECTED] wrote:
Hi
: Robert Osfield [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, March 17, 2008 11:26 AM
Subject: Re: [osg-users] osgShadow example and gerneral question
Hi Wojtek,
Could you post a link, or the actual presentation, or put it up on the
wiiki
Hi Wojciech,
On Tue, Mar 18, 2008 at 12:13 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
In other words from now when we want a fixed projection matrix we need to
make two calls:
camera-setComputeNearFarMode( osg::Camera::DO_NOT_COMPUTE_NEAR_FAR );
camera-setInheritanceMask(
On Tue, Mar 18, 2008 at 2:18 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Items like back ground colour is certainly something that can be
useful to inherit, but... perhaps if the coder wants this then its
fair enough to actually require them to set it. Clearly wel need to
have a
On Tue, Mar 18, 2008 at 3:45 PM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
I'm just tying up some other work, once this is done I'll do a quick
review of Camera usage.
Thanks for explanations, I no longer disturb. Let me know if I could help.
You've already been a great help,
Hi Umit,
Try add a -d in from of the DEM file. i.e
osgdem -s build.source --whole-globe -d topo.tif
For -l 4 you'll find that you want see an terrain. I'd also recommend
using --terrain as the build is well over a hundred times faster.
Robert.
On Tue, Mar 18, 2008 at 4:11 PM, ümit uzun
On Tue, Mar 18, 2008 at 4:42 PM, Jason Beverage [EMAIL PROTECTED] wrote:
Overall though, does the approach I'm suggesting with using the
UpdateCallback and the Hud Camera to get around my intersection problems
sound reasonable or am I overcomplicating things?
It sounds like overcomplicating to
On Tue, Mar 18, 2008 at 4:55 PM, Mathias Fröhlich
[EMAIL PROTECTED] wrote:
Move the inheritance mask from CullSettings to the camera. As you can see
from
your own suggestions abive the other users of the inheritance mask and
CullSettings will just need a copy from its 'parent' settings.
Hi Mark, Wojtek et. al,
On Wed, Mar 19, 2008 at 1:17 AM, Mark Sciabica [EMAIL PROTECTED] wrote:
I think #3 is a good option, but I would like to suggest using an
interface similar to that used for state attributes. I.e. use an
enumeration for the possible values instead of a bool, even if
Hi All,
On Wed, Mar 19, 2008 at 9:55 AM, Robert Osfield
[EMAIL PROTECTED] wrote:
This forth approach is currently my favoured as its least intrusive
w.r.t setAttribute() method parameters, but... I'm not overly happy
with the behind the scenes automatic setting of other parameters
Hi All,
I've checked in a few bugs fixes to OSG and VPB over the last few days
so would like to get another dev release out the door.
I'd appreciate and SVN update and build on OSG and VPB to see if
everything looks safe for tagging another dev release.
Thanks in advance,
Robert.
HI Tomas,
I can't think of what might be amiss without trying it out.
Could modify the osgviewerQT example so that it has another optional
code path in creating a viewer based on your code. This will allow
others to try out your usage model and see first hand what is wrong.
I can also merge
On Thu, Mar 20, 2008 at 11:58 AM, Wojciech Lewandowski
[EMAIL PROTECTED] wrote:
Ok, I did not mean to test the recent changes explicitly, I just did the
test that I did recently, since the issue is hot now. Please look at the
attached modified osgshadow.cpp. It is good to notice that the
Hi Guys,
I am as not familiar with osgParticle internals and different usages
as I'd like to be so can't give a quick answer. I can say that if
there isn't already then a particle system reset method seems like an
appropriate method to have. Feel free to propose an implementation.
Robert.
On
Hi Rahul,
I'm afraid you've hit up against a problem with .ive files not being
forward compatible, its only backwards compatible. So changes to .ive
format made between 2.0 and 2.3.x will mean that a 2.0 app won't be
able to read 2.3.x generated .ive files. However, 2.3.x can still
read 2.0
Hi,
It might seem like the OSG is hugely in flux, but the vast majority of
the core OSG doesn't change from day to day, or version to version
that matter.
Developer versions do come out often, I try to make them every week
when possible, the changes between developer version tend to be very
Hi Glenn,
The .osga plugin relies on OSG plugins supporting writing and reading
from istreams, not all loaders support write, let alone write to
istream. Due to this limitation .osga is really not a general
purpose container, its real purpose is to archive native formats.
Robert.
On Thu, Mar
Hi J-S,
On Thu, Mar 20, 2008 at 1:22 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
IMHO, all examples should have the standard event handlers (Threading
mode, stateset manipulator, stats, window size/fullscreen, etc.). Most
do, but not all. (I can help with that soon) And if an example
Hi Mickaël,
I'm afraid the provide image means nothing to me.
Do you have a URL or photo of the actual physical display system? Is
it a hemisphere?
Robert.
On Thu, Mar 20, 2008 at 2:08 PM, Mickaël [EMAIL PROTECTED] wrote:
Hi robert,
I'm sorry, i'm french, and i haven't understand
On Thu, Mar 20, 2008 at 3:46 PM, Raphael Sebbe [EMAIL PROTECTED] wrote:
I think Apple works pretty well with standards and open-source generally.
And OpenGL is no exception. I even think that Apple supporting OpenGL is a
good thing for both OpenGL and Apple dev communities.
Like the way Apple
Hi Mikael,
On Thu, Mar 20, 2008 at 5:37 PM, Mickaël [EMAIL PROTECTED] wrote:
If you can just explain to me how does the osgdistortion --dome works it
could help me.
How much about distortion correction do you want me to teach you?
Just the OSG's rendering to texture Camera's?
How to
,GL_READ_WRITE_ARB));
function always returns NULL and I can't map GPU buffer. But it works for
one VBO for multiple window.
On Sun, Mar 16, 2008 at 6:42 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Selman,
This is the way that OpenGL objects work - they aren't by default
shared between
Hi Vincent,
I'm a bit confused about what you are trying to do, is it just get the
accumulated world matrix at a specific node?
If so then node::getWorldMatrices() is what you want. This will
return a MatrixList, which will contain none, one or many matrices
given that any node many have none
to drop our dedicated version if the new one is flexible
enough, and off course we are disposed to help on the new plugin
development.
On Thu, Mar 20, 2008 at 8:41 PM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi All,
I have done a bit of work using libcurl, and have already got
Hi Roni,
Precision isn't normally required for normals, as they always are of
of unit length without any precisions issues.
Its only position data on large models, such as whole earth, that have
issues with point data and precision, so double precision is required.
Robert.
On Sun, Mar 23, 2008
On Sun, Mar 23, 2008 at 6:35 PM, Rahul Srivastava [EMAIL PROTECTED] wrote:
Hi Robert,
Thanks for clearing that out.
In VPB, is it possible to build levels beyond the highest resolution of
the dem/imagery by extrapolating the data?
VPB on creates as many levels as the source data
Hi I presume your name is something other than IceSkark
On Mon, Mar 24, 2008 at 9:19 AM, IceSharK [EMAIL PROTECTED] wrote:
Hi~ All
when using osg::Vec3 , smoothingVisitor.smooth( *geometry ); goes well.
when using osg::Vec3d , smoothingVisitor.smooth( *geometry ); can not work.
The OSG is
Hi What is your real name?
On Mon, Mar 24, 2008 at 9:20 AM, IceSharK [EMAIL PROTECTED] wrote:
Hi~ All
scalarBar-setTitle( )
/** Set the title for the ScalarBar, set for no title. */
void setTitle(const std::string title);
why not support osgText::String ?
THIS IS NOT A BUG, to
Hi Virginia,
The inheritance of state is done dynamically during the cull
traversal, its not embedded in the scene graph.
If you want the effect of state inheritance you'll need to accumulate
the state yourself. StateSet has a merge function that can help you
with this.
Robert.
On Mon, Mar
Hi another how I wish they'd use their real name as that's we do in
the real world and it's much nicer and more civil,
The state sorting in the OSG is done as part of the cull traversals
when the various Drawables and Stateset's are placing in the rendering
backend, composed of
and vibrant. Sign your
name, even if it's just your first name.
Robert Osfield
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http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi Jason,
There isn't any setting to control whether the vertical scale should
be used to override any one read from GDAL, so if wanted to add
another bit of control logic using whether the vertical scale has been
set you'd first need to add such an option.
Perhaps a better route would be to
Hi Jeremy,
This type of usage isn't one that has been coded into osgText::Text,
which is why your not finding it easy to extract the data in a way you
need. The route you have picked seems reasonable, but I haven't tried
such a task myself so can't say.
Robert.
On Mon, Mar 24, 2008 at 7:19 PM,
Hi Coleman,
On Mon, Mar 24, 2008 at 6:39 PM, Night Hawk
[EMAIL PROTECTED] wrote:
I can understand your point and don't want to start a debate on it,
but just want to say that those who use the cool names has a good
reason for doing so (at-least some, if not all, of us). More
professional
On Mon, Mar 24, 2008 at 8:14 PM, Night Hawk
[EMAIL PROTECTED] wrote:
Thank you. I don't mean to be rude, but you have the option to
ignore/not reply the mails you don't feel like answering (or hard to
find addressing).
Well ignoring mails that I find rude is an option. It's not one I
want
HI Umit,
The CoordinateSystemNode decorate a scene graph assigning a coordinate
system string and ellipsoid for it. Its really useful for whole earth
databases where you can use it to get lat and logs, heights above
ellipsoid and up vector.
Robert.
On Mon, Mar 24, 2008 at 8:36 PM, ümit uzun
Hi Rick,
Have a look at the osg::GraphicsContext::WindowingSystemInterface.
The setScreenResolution method is what you want. Its implemented
under Windows, and under Linux if you enable the support, I don't
recall the details off the cuff though.
Robert.
On Mon, Mar 24, 2008 at 8:35 PM, Rick
Hi Paul and Paul :)
On Mon, Mar 24, 2008 at 10:11 PM, Paul Speed [EMAIL PROTECTED] wrote:
I can't be sure because my memory is fuzzy... but as I recall, osgGA
events only tell you the current state of the buttons. This is true for
down or up and is evident when you are pressing more than
Hi Bryan,
I think there the best place to ask support questions about compiling
VTP examples is VTP lists. There are people who staddle the OSG and
VPB communities, so you may be lucky in catching the attention of one
of these that just so happens to also know about VTP + MFC
integration, but
Hi Umit,
VPB, when generating a geocentric database, decorates it with a
CoordinateSystemNode, so just find this node when you load your
database then use you camera position as the XYZ to input into the
EllipsoidModel::convertXYZToLatLongHeight(..) method. You get the
EllipsoidModel from the
Hi Scott,
There isn't a more detailed list of the options yet. I'm still
fighting to make time to do this.
In the meantime please just ask specific questions and well try to explain them.
Robert.
On Tue, Mar 25, 2008 at 3:45 AM, Hulet, Scott S [EMAIL PROTECTED] wrote:
I am looking for a
On Mon, Mar 24, 2008 at 11:16 PM, Stephan Huber [EMAIL PROTECTED] wrote:
Robert Osfield schrieb
Its implemented under Windows, and under Linux
aaand OS X ;)
couldn't resist, Stephan
Thanks for the correction, like J-S even I forgot stuff that rattles
it way into the OSG ;-)
Robet
Hi Steven,
On Tue, Mar 25, 2008 at 12:42 AM, IceSharK [EMAIL PROTECTED] wrote:
-
So that , scalarBar's Title can not display chinese by std::string
freetype235.
In OSG , one way to
Hi Rizzen,
Rizzen is far from my real name. It is a random generated fictional name.
From past replies to my posts on this mailing list, Robert has had no
problems referring to me as Rizzen, showing that even fictional names do
work. :)
Yes, the key is *use* you psuedo name in place of
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