Hi,
Switching osgviewer to windowed mode (using the 'f' key) yields a decorated
window using icewm. However, I get a borderless window using kde4.
The same happens if I change the window decoration in my own app using
osgViewer::GraphicsWindow::setWindowDecoration().
Is there a way to force
that actual users will ever stress your
application.
Robert.
On Wed, Dec 9, 2009 at 5:18 PM, Thilo Weigel thilo.weigel at web.de wrote:
Hi,
If I run /usr/bin/osgviewer cow.osg while constantly toggling an xterm
window (using the script below) osgviewer crashes after a while
Hi,
With the following lines added to my code everything works as expected:
USE_SERIALIZER_WRAPPER(DefaultUserDataContainer)
USE_SERIALIZER_WRAPPER(StringValueObject)
Interestingly, these macros aren't used in osgstaticviewer.
Cheers,
Thilo
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Hi,
Unfortunately I couldnt figure out how to play a given animation
backwards. The animation is part of a model read from an osgt file.
Looking at osgAnimation/Animation.cpp it would be straightforward to add
an additional switch case to Animation::update()
case ONCE_BACKWARDS:
t =
Hi Paul,
Thank your for your suggestion. Decrementing the simulation time in
Viewer::frame() would probably allow to play one animation backwards. But I
would be stuck if I wanted to play two different animations at the same time,
one being played backwards and one in the normal direction?
Hi,
The simple solution for me was now to let my statically linked application do
the conversion from osgt to osgb using simple readNodeFile and writeNodeFile
calls. No need to remove useradata containers. The -rdynamic flag isn't
necessary, either.
Obviously there is a binary incompatibility
Hi,
I'd like to place several instances of the same model in a scene and play the
model's animation individually on each instance - just like having several
nathans standing around and letting each one scratch his head asynchronously to
the others.
The model is loaded once and assigned to a
Hi Sergey,
Thanks for your advice! Unfortunately I'm not sure if I completely understood
your solution. Would you mind to help me a little bit further?
Suppose I retrieved the model and the animation manager as follows:
osg::ref_ptr osg::Node model = osgDB::readNodeFile(nathan.osg);
Hi Sergey,
I removed the animation manager from the original model:
model-removeUpdateCallback(model-getUpdateCallback());
and created a new animation manager with clones of the original animations:
osg::ref_ptr osgAnimation::BasicAnimationManager manager = new
Hi Sergey,
Ok, thanks. I'll do that.
Cheers,
Thilo
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Hi,
I locally changed Animation::update() to be virtual and inherited my own
animation class with special backwards animation code in the update()
function.
Would it be possible to make Animation::update() virtual in future osg
releases? Or is my approach rather discouraged?
Thank you!
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