Blind me ;-) .. All is there in the API ... Sorry for the noise ;-)
On Mon, Nov 7, 2016 at 3:26 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Community,
>
> I am trying to learn osgUI by reading the code - no example available in
> the repo :(. So the bas
Hi Community,
I am trying to learn osgUI by reading the code - no example available in
the repo :(. So the basic first questions: How to setup the size/position
of osgUI::Widget?
Thanks a bunch!
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> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=69257#69257
>
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Hi again Community,
I am looking for some samples of usage of this class (with the Constrains).
I remember once there was a code sample of this but now can not find it in
the repo. Any hints?
Thanks a lot!
Cheers,
Nick
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Hi community.
I have some small knowledge of VPB and that is from some short experience
years ago. Since then, I haven't followed the development ...
My simple question is, is VPB capable of integrating features (linear,
areal) into the terrain mesh?
Thanks as always!
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you could use. The use of the UserValue looks like
> it won't be thread safe or even safe n the presence of multiple cull
> traversals.
>
> On 3 November 2016 at 11:40, Trajce Nikolov NICK
> <trajce.nikolov.n...@gmail.com> wrote:
> > Thanks Robert,
> >
> >
nscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
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wrote:
> Hi Nick,
>
> The osgUtil::CullVisitor has the maintains a stack of ModelViewMatrix
> that it accumulates through the the scene graph traversal, you should
> just need to get the top of this stack using
> cullVisitor->getModelViewMatrix().
>
> Robert.
>
>
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Thanks Robert
On Wed, Nov 2, 2016 at 9:43 AM, Robert Osfield <robert.osfi...@gmail.com>
wrote:
> On 1 November 2016 at 21:45, Trajce Nikolov NICK
> <trajce.nikolov.n...@gmail.com> wrote:
> > Hi Community,
> >
> > anyone knowing how to achieve this and with w
Hi Community,
anyone knowing how to achieve this and with will to share?
Thanks a bunch as always !!
Cheers,
Nick
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... And make sure your calculus is in doubles then casted to
floats
On Wed, Oct 26, 2016 at 5:36 PM, Chris Hanson <xe...@alphapixel.com> wrote:
> Can you post the solution, for others in the future to benefit from?
>
> On Mon, Oct 24, 2016 at 8:04 AM, Trajce Nikolov NICK <
> trajce.n
in the OpenSceneGraph-Data/shader examples.
>
> Robert.
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Got a help offline from a friend on this ... So glad there are so cool
people on this list ...
Thanks all!
Nick
On Fri, Oct 21, 2016 at 3:54 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi readers to this thread ;-),
>
> I am close to resolve this but th
ph.org/viewtopic.php?p=69125#69125
>
>
>
>
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sts.openscenegraph.o
>>>>>> rg/listinfo.cgi/osg-users-openscenegraph.org>
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>>>>>>
good however the texture coords are
wrong, and the missing part for me is the coorect texture coords
computation from lightmatrix and vertex in view space.
Any help is very appreciated !!!
And thanks
Nick
On Thu, Oct 20, 2016 at 7:13 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com>
w_vec);
>
>
>
> Glenn Waldron
>
> On Thu, Oct 20, 2016 at 12:00 PM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Just last question .. What the 'up' vector would be now for making the
>> light matrix in view space?
>>
>>
Just last question .. What the 'up' vector would be now for making the
light matrix in view space?
On Thu, Oct 20, 2016 at 5:39 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Glenn,
>
> this worked ... :-) ... Thanks for the hint ...
>
> On Thu, Oct 20, 20
Glenn,
this worked ... :-) ... Thanks for the hint ...
On Thu, Oct 20, 2016 at 5:02 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> wops ..
>
> mx.makeLookAt(lightPosInViewSpace,lightPosInViewSpace+lightDirInViewSpace
> ,up)
>
> On Thu, Oct 20, 2016 at
wops ..
mx.makeLookAt(lightPosInViewSpace,lightPosInViewSpace+lightDirInViewSpace
,up)
On Thu, Oct 20, 2016 at 5:00 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Glenn,
>
> actually I was expecting this. I have the math to get the light direction
> i
ght matrix in view space on the CPU (instead of
> world space), and then use it on the view-space vertex in the shader.
> (You'll have to update it every time the camera moves, of course.)
>
>
> Glenn Waldron
>
> On Thu, Oct 20, 2016 at 10:00 AM, Trajce Nikolov NICK <
>
Glenn Waldron
>
> On Thu, Oct 20, 2016 at 9:13 AM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> hehe .. ok :-) .. Maybe you give me a hint.
>>
>> I have F+ lighting (written by a friend of mine) and I have extended it
>> so loc
Oct 20, 2016 at 2:56 PM, Voerman, L. <l.voer...@rug.nl> wrote:
> yes?
> we use a variation on OpenSceneGraph\src\osgShadow\
> ParallelSplitShadowMap.cpp
> regards, Laurens.
>
> On Thu, Oct 20, 2016 at 2:35 PM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com>
Hi Laurens,
do you have experience with DEPTH32bit and shadowcomparation set to true -
for shadow mapping?
On Thu, Oct 20, 2016 at 12:08 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Voerman,
>
> Yes, GL_DEPTH_COMPONENT32 was what I was missing .
_colorDepthCamera->setRenderOrder(osg::Camera::PRE_RENDER,0);
> _colorDepthCamera->setRenderTargetImplementation(
> osg::Camera::FRAME_BUFFER_OBJECT);
> _colorDepthCamera->attach(osg::Camera::DEPTH_BUFFER,
> _textureDepthBuffer.get(),0,0,false,0,0); // depth
> _colorDepthCamera-
Hi Community,
anyone with clue how to set RTT osg::Texture with 32bit DEPTH?
Thanks a bunch as always!
Cheers,
Nick
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plan
> they won't be culled.
>
> Robert.
>
> On 16 October 2016 at 23:31, Trajce Nikolov NICK
> <trajce.nikolov.n...@gmail.com> wrote:
> > Hi Commuity,
> >
> > I have RTT camera and for some reason the culling is not working as
> > expected. Here is t
lSettings::DO_NOT_COMPUTE_NEAR_FAR);
I am still seeing far behind these 10m
Any hints?
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result
>>>>>> in
>>>>>> OpenGL errors. I have attached 2 (stripped) logs which I created
>>>>>> after I
>>>>>> increased the notify level. Rendering results of cow, cessna and some
>>>
gt;
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>>>>> cenegraph.org
>>>>>
>>>>>
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er.setSceneData(root);
> viewer.addEventHandler(selector.get());
> viewer.setCameraManipulator(new osgGA::TrackballManipulator);
>
> // add the window size toggle handler
> viewer.addEventHandler(new osgViewer::WindowSizeHandler);
>
> viewer.run();
> }
>
>
>
>
> Am 9/26/2016 um 3:08 PM schrieb Gianni Ambrosio:
>
>> One question,
>> why should I use a "vertex" shader/attribute when I need to colour a
>> triangle uniformly?
>>
>> Regards,
>> Gianni
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=68753#68753
>>
>>
>>
>>
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e, Sep 20, 2016 at 4:18 PM, Gianni Ambrosio <g.ambrosio+...@gmail.com>
wrote:
>
> Trajce Nikolov NICK wrote:
> > Hi Gianni,
> >
> > if you make Qt free example I can have a look
> >
>
> Sorry, this example "was" with Qt, now it is Qt-free
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>
>
>
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On Sat, Sep 10, 2016 at 7:12 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Robert
>
> > How long have you been using the OSG now?
>
> Since 2003? :-) .. I knew the answer but I was "hoping" to maybe see some
> light in dealing with sort of ver
Thanks for the clarification Robert!
Nick
On Sat, Sep 10, 2016 at 6:27 PM, Robert Osfield <robert.osfi...@gmail.com>
wrote:
> Hi Nick,
>
> On 10 September 2016 at 11:47, Trajce Nikolov NICK
> <trajce.nikolov.n...@gmail.com> wrote:
> > anyone knows what is the
eptember 2016 at 12:42, Trajce Nikolov NICK
> <trajce.nikolov.n...@gmail.com> wrote:
> > Hi Community,
> >
> > me again :-) .. As the subject says, I an having the viewer setup with
> > CullDrawThreadPerContext and I want to add nodes in the cull traversal.
> Is
>
Hi Community,
me again :-) .. As the subject says, I an having the viewer setup with
CullDrawThreadPerContext and I want to add nodes in the cull traversal. Is
it safe to do so?
Thanks!
Nick
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Hi Community,
anyone knows what is the order of the camera pre-render and the cull
traversal in a frame?
Thanks a bunch as always!
Cheers,
Nick
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http
Just to close the issue. Apparently osg::Matrixd and osg::Matrixf uniforms
where managed differently 2010 ;-)..
Thanks for those to tried to help me offline
Cheers!
Nick
On Mon, Sep 5, 2016 at 8:56 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Robert,
>
oOsgBuiltIns(std::string&).
>
> Since OSG-3.4 there have been a few changes to this code so there is
> chance that OSG master will behave differently so might be worth a
> try.
>
> Robert.
>
>
>
> On 4 September 2016 at 22:49, Trajce Nikolov NICK
> <trajce.nikolo
//lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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nal
shader source):
out vec4 projShadow;
and then I get this warning
warning C5060: out can't be used with non-varying projShadow
?
Thanks a lot as always!
Nick
p.s. Chris, thanks for the apitrace hint
On Fri, Sep 2, 2016 at 2:09 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com&
,
Nick
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Hi Robert
Thanks for this great hint! Really good one!
Cheers!
Nick
On Fri, Aug 26, 2016 at 6:27 PM, Robert Osfield <robert.osfi...@gmail.com>
wrote:
> On 26 August 2016 at 17:13, Trajce Nikolov NICK
> <trajce.nikolov.n...@gmail.com> wrote:
> > Ok :-) .. I will answer i
Ok :-) .. I will answer it too .
I am working with older version of osg where the Geometry was still not
inherited from Node so I had to apply a special case for Geodes ... Sorry
for the noise ;-)
Cheers!
Nick
On Fri, Aug 26, 2016 at 5:58 PM, Trajce Nikolov NICK <
trajce.nikolo
if (material && (material->getName() != "@RootMaterial@"))
{
std::cout << "MATERIAL: " << material->getName() <<
std::endl;
}
}
traverse(node)
removed in git master.
>
> For the time being just comment out the Inventor plugin or set the
> include path to empty for Coin to prevent the plugin from building.
>
> Robert.
>
> On 22 August 2016 at 14:10, Trajce Nikolov NICK
> <trajce.nikolov.n...@gmail.com> wrote:
>
Plugins/Inventor/ConvertToInventor.cpp:675:80:
error: expected ‘)’ before ‘*’ token
/home/trajce/dev/osg/src/osgPlugins/Inventor/ConvertToInventor.cpp:675:80:
error: expected initializer before ‘*’ token
Thanks a bunch as always
Cheers!
Nick
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nevermind .. I was not able to make it through the construction of the
texture matrix but made it in the shader.
Nickolai, suddenly can not share the code due to contractual obligations
but can give some hints
Thanks anyway
Nick
On Fri, Aug 12, 2016 at 2:59 PM, Trajce Nikolov NICK
orum.openscenegraph.org/viewtopic.php?p=68358#68358
>
>
>
>
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ks a bunch as always!
Cheers,
Nick
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ded • Mobile •
> iPhone/iPad/iOS • Android
> @alphapixel <https://twitter.com/alphapixel> facebook.com/alphapixel (775)
> 623-PIXL [7495]
>
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Thanks Chris ;-)
On Tue, Jul 12, 2016 at 4:47 PM, Chris Hanson <xe...@alphapixel.com> wrote:
> Love 'em!
>
> On Tue, Jul 12, 2016 at 4:03 AM, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> Hi Community,
>>
>> me again with this
Cheers,
Nick
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g
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gt; Cheers,
> Daniel
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=68025#68025
>
>
>
>
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I think I posted this announcement few times, I didn't noticed the
moderators approval thing. Sorry about this, please ignore .. :)
And thanks
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http
is available for Windows as signed binary installers from the OpenIG
download website. And don't forget to visit the Gallery there :-)
Thanks for reading and the interest!
Cheers,
Nick
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layer's node ?
>
>
> Thank you!
>
> Valerian
>
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>
>
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> http://forum.openscenegraph.org/viewtopic.php?p=67841#67841
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(cv && cv->isCulled(node))
{
}
}
};
node->setCullCallback(new MyCullCallback);
On Mon, Jun 27, 2016 at 9:15 AM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> something like this:L
>
>
> On Mon, Jun 27, 2016 at 9:12 AM, John Lee <35
nt.
> Thank you again.
>
>
> Trajce Nikolov NICK wrote:
> > Try CullCallback, in there you can get the handle of the CullVisitor and
> do something like this in your callback:
> >
> >
> > CullVisitor* cv = nv->asCullVisitor()
> >
> > cv->isCull
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iewtopic.php?p=67514#67514
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:46 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> send me your code privately (if you can make something simple that
> illustrates the problem). I will have a look
>
> On Wed, Jun 8, 2016 at 4:00 PM, Nickolai Medvedev <raizel@yandex.ru>
> wrote:
//forum.openscenegraph.org/viewtopic.php?p=67492#67492
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penscenegraph.org/viewtopic.php?p=67490#67490
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the Viewer::updateTraversak() in place of current
> calls to updateceneSceneGraph().
>
> Robert.
>
> On 3 June 2016 at 18:28, Trajce Nikolov NICK
> <trajce.nikolov.n...@gmail.com> wrote:
> > Hi Robert,
> >
> > this is my update callback .. And I know fo
virtual void updateSceneGraph(const osg::FrameStamp& frameStamp);
>
> Within this you could add your own tracking of when things are merge or
> removed.
>
> Robert.
>
>
>
> On 3 June 2016 at 17:15, Trajce Nikolov NICK
> <trajce.nikolov.n...@gmail.com> wro
or hint how to detect such changes?
Thanks a bunch as always!
Cheers,
Nick
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aph.org
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>>
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wrong :-) .. In the update callback get a handle of the main camera :-)
Cheers,
Nick
On Wed, May 4, 2016 at 6:17 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> hi,
>
> you can do an UpdateCallback for your ortho camera that will set the
> prope
rum.openscenegraph.org//files/2_198.png
> http://forum.openscenegraph.org//files/1_180.png
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lways !!!
Cheers,
Nick
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h.org/viewtopic.php?p=66590#66590
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at's what I do to put
> bread on the table every week. ;)
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t round to investigating it
> yet.
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Cheers,
Nick
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