.
2013/11/7 Sebastian Messerschmidt sebastian.messerschm...@gmx.de
Am 07.11.2013 12:55, schrieb michael kapelko:
Hi, Sebastian.
So you compose one shader per object?
No, one program per define-set (e.g. #define NORMAL_MAPPING,#define
PARALLAX_MAPPING, ...)
The idea is not to compose
are merged. At present I haven't had a better idea about
this problem. :-)
Wang Rui
2013/10/30 michael kapelko korn...@gmail.com
Hi.
I've recently implemented deferred shading with normal mapping and shadow
mapping using EffectCompositor, but it has effect on the whole scene
Hi.
I've refactored my example to work using plain OSG or EffectCompositor.
Makefile builds both versions.
They only differ in how passes are organized: http://goo.gl/9KaqZT
The final result: http://youtu.be/AjWOSuLxZ68
Thanks.
2013/10/28 michael kapelko korn...@gmail.com
Hi.
Thanks.
I'm
Hi.
I've recently implemented deferred shading with normal mapping and shadow
mapping using EffectCompositor, but it has effect on the whole scene, not a
single object.
Is it possible to use EffectCompositor to apply effects per object?
Thanks.
___
at the incorrectly shadowed walls, I think I should not simply
multiply shadow color with diffuse one, but instead check brightness and
only multiply if it's high enough.
Thanks.
2013/10/25 michael kapelko korn...@gmail.com
Hi.
I've decided to try to take shadow map from osgShadow::ShadowMap. I've
derived
I decided to simply use more suitable geometry for shadows.
The result: http://youtu.be/-63E6SKsMo0
2013/10/27 michael kapelko korn...@gmail.com
Hi.
I finally came up with the way to use OSG shadows in deferred shading.
Since ShadowedScene produces the result in Screen space (same as other
if we could get your work into the OSG as
an example of deferred rendering/shadowing using GLSL.
Regards
Paul
On 27/10/13 23:09, michael kapelko wrote:
I decided to simply use more suitable geometry for shadows.
The result: http://youtu.be/-63E6SKsMo0
2013/10/27 michael kapelko korn
is still
white.
What am I doing wrong?
Thanks.
2013/10/21 michael kapelko korn...@gmail.com
Hi.
Can the third bug be related to different view projection matrices? My
shadow camera uses ortho.
Thanks.
2013/10/21 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de
Hi,
the shadow
;
* there's a strange stain at toruses' bottom which is altered by the main
camera;
* the shadow, as seen under the lowest torus, is altered by the main
camera, too.
What am I doing wrong?
Thanks.
2013/10/21 Robert Osfield robert.osfi...@gmail.com
HI Michael,
On 21 October 2013 03:30, michael
Hi.
Can the third bug be related to different view projection matrices? My
shadow camera uses ortho.
Thanks.
2013/10/21 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de
Hi,
the shadow on the wall is probably created, because the wall is outside of
the shadow cameras view frustum.
Hi.
I don't get the VP matrix = View * Projection matrices. Shouldn't it be
vice versa?
E.g., here:
http://www.swiftless.com/tutorials/opengl4/3-opengl-4-matrices.html MVP is
P * V * M, not vice versa.
Thanks.
2013/10/17 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de
Hi,
it is a
Hm, I tried View * Projection and Projection * View. Both produce the same
result!
Why?
2013/10/20 michael kapelko korn...@gmail.com
Hi.
I don't get the VP matrix = View * Projection matrices. Shouldn't it be
vice versa?
E.g., here:
http://www.swiftless.com/tutorials/opengl4/3-opengl-4
Hi.
Why is it the other way around?
I use osg::Matrixf everywhere.
I've made a simple color value converter that generates different colors
for different ranges of values and then converts screenshot colors back to
values. I've used it to find out the values of shadowTexCoord.z when
Hi.
Do you mean something like this:
https://sites.google.com/site/alexvaqp/tutb001.jpg ?
2013/10/21 Айдар Ильдарович e...@inbox.ru
Hi!
Help me, please.
How to paint center rotation (axis) in osg scene?
Thanks.
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.
Thanks.
2013/10/14 michael kapelko korn...@gmail.com
I've decided to assign colors to different shadowTexCoord.z values.
That's my final pass fragment shader now: http://goo.gl/n6FrVB
Turns out shadowTexCoord.z is in the range (-51.85;-50.80) for the scene
for some reason.
And, as you see from
Hi. Do you mean this:
vec4 p_worldspace4 = texture2DRect(posMap, gl_FragCoord.xy);
vec4 shadowTexCoord = shadowViewProjection * p_worldspace4;
float depth = texture2D(shadowMap, shadowTexCoord.x/2 + 0.5,
shadowTexCoord.y/2 + 0.5).z;
float visibility = 1.0;
if (p_worldspace.z depth)
visibility
Hi.
I finally came up with the projected shadow map (not shadows yet):
http://youtu.be/geTIxhqT4x4
This is my final pass fragment shader: http://goo.gl/LNtYNh
It's simply the projected shadow map for each fragment.
Although, when I output shadowTexCoord.z:
gl_FragColor = vec4(shadowTexCoord.z /
Hi.
My shadow pass fragment shader looks like this: http://goo.gl/R5r7Z1
So all xyzw contain the depth fragment. I tried .x too.
My current problem is in interpreting shadowTexCoord.z
The shadow projection matrix setup is: http://goo.gl/ly2u7F
Does that mean my shadowTexCoord.z should be in the
values change when I move
main camera.
I don't know how to interpret this. Any idea?
Thanks.
2013/10/14 michael kapelko korn...@gmail.com
Hi.
My shadow pass fragment shader looks like this: http://goo.gl/R5r7Z1
So all xyzw contain the depth fragment. I tried .x too.
My current problem
Hi.
I've been thinking some more about my misplaced shadows, and I finally came
to realize that the fragment shaders of the first pass (that fill
G-buffers) produce fragments in Screen space, not in World space, and thus
all G-buffers contain Screen space fragments. That's why shadow Screen
space
Hi.
Thanks for the info. I'm now using shaders to process depth:
1) vertex: http://goo.gl/G9ehmB
2) fragment: http://goo.gl/bAutb1
As you see, I'm trying to output depth texture in world space using 'vmi'
(view matrix inverse) which I apply later in the 2nd pass.
vmi setup: http://goo.gl/n3A84N
2) 1 pass light camera FS: http://goo.gl/fIYeze
3) 2 pass main camera FS: http://goo.gl/nBdWwr
What am I doing wrong?
Thanks.
2013/10/11 Sebastian Messerschmidt sebastian.messerschm...@gmx.de
Am 11.10.2013 08:39, schrieb michael kapelko:
Hi.
Thanks for the info. I'm now using shaders
on the
right are clearly not in worldspace.
But I really don't get why.
2013/10/11 michael kapelko korn...@gmail.com
(Repeating since I erroneously replied to Sebastian only).
Thanks. I used osg::Matrixf explicitely, and it doesn't complain anymore.
However, I get misplaced shadows now, they're always
Thanks for the example. I've forked it and playing with it now to find out
the difference.
Why is there only shadow when I use light directions of (0, 0.8, 1), (0,
0.0001, 1), but not when I try (0, 0, 1)?
That's the direction I use for my own example.
Thanks.
2013/10/11 Marcel Pursche
Additional questions:
1) Why shadowPassCamera-setClearColor(osg::Vec4f(1000.0f, 0.0f, 0.0f,
1.0f))?
2) Why length() in all the shadow related shader code?
2013/10/12 michael kapelko korn...@gmail.com
Thanks for the example. I've forked it and playing with it now to find out
the difference
Hi.
I've fixed the problem with the depth texture display, now it looks like
this: http://youtu.be/XMOalXm0KdE
I had to use [0; 1] scale for the quad to display DEPTH_BUFFER texture:
http://goo.gl/xU9u3u
The quad creation function: http://goo.gl/TbGaet
However, I don't get why the display of all
behind it, it's gray again.
Here's my:
1) depth texture setup: http://goo.gl/plsc1U
2) RTT camera that writes to the depth texture: http://goo.gl/eYS6pC
3) display of the resulting depth texture: http://goo.gl/N5hUxb
What am I doing wrong?
Thanks.
2013/10/9 michael kapelko korn...@gmail.com
But is it ok that the whole depth buffer texture is gray no matter how I
turn the scene? Shouldn't it be completely white (or black) where there's
no scene at all?
2013/10/9 Sebastian Messerschmidt sebastian.messerschm...@gmx.de
Am 09.10.2013 10:58, schrieb michael kapelko:
Hi.
I've
Hi.
Thanks a lot! I totally missed vec4 position when I tried to use only vec3
one with osg_ViewMatrixInverse.
2013/10/8 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de
Hi,
I don't know if you already found the solution to your problem, but this
is how you can calculate the camera
Thanks for the info. I'll try to do as you suggested.
Can anyone please check if my conclusions are correct in the shader
comments?
The 1st and 2nd pass shaders are right at the top:
Hm. If posDir_worldspace is actually the direction from the vertex to the
camera (eye), then may be it's not really in world space, but in camera
(eye) space? And all of the 2nd pass FS calculations too?
2013/10/7 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de
Hi,
your comments are
I've changed it to:
vec3 cameraPos_worldspace = mat3(osg_ViewMatrixInverse) * vec3(0, 0, 0);
I hope that's correct now.
2013/10/7 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de
Hi,
your right, this part of the shader code is wrong. This direction needs to
be calculated:
Code:
I think this produces (0, 0, 0) too... So turns out camera is always at (0,
0, 0) in every space?
Or I can't really invert (0, 0, 0) vector?
2013/10/7 michael kapelko korn...@gmail.com
I've changed it to:
vec3 cameraPos_worldspace = mat3(osg_ViewMatrixInverse) * vec3(0, 0, 0);
I hope
I've corrected camera position and now it looks better:
http://youtu.be/9LUOO9VfFTc with more highlights.
Again, thanks for the help.
2013/10/7 michael kapelko korn...@gmail.com
I think this produces (0, 0, 0) too... So turns out camera is always at
(0, 0, 0) in every space?
Or I can't
Hi.
I've been reading Cookbook's chapter 6 describing various visual effects
with OSG.
However, the g-buffer and deferred shading code were producing wrong
results.
I took one of the tutorials that I found on the web (
http://steps3d.narod.ru/tutorials/ds-tutorial.html ) starting off from
g-buffer
Hi.
I'm having the problem understanding the multipass rendering of the simple
water effect as seen in here:
https://github.com/xarray/osgRecipes/blob/master/cookbook/chapter6/ch06_08/simple_water.cpp
The example contains:
* scene (airplane);
* RTT camera (renders reversed scene to texture);
*
Hi.
I'm on my way to add normal mapping to SoftShadowMap.
As far as I understood, it only uses fragment shader.
I started by adding a very simple vertex shader into
SoftShadowMap::createShaders().
That's what createShaders() looks like by default:
Nice! Thanks.
2013/8/27 Marcel Pursche marcel.purs...@student.hpi.uni-potsdam.de
Hello dear OSG-community,
I want to present you my new blog Advanced 3D Computer Graphic Tutorials (
http://3dcgtutorials.blogspot.de/). It could be interesting to some of
you.
Among other topics, there will
,
On 22 June 2012 10:30, michael kapelko korn...@gmail.com wrote:
Am I understanding correctly that Object::STATIC is a flag that says
something won't be traversed/updated each frame (based on some
internal decision), and Object::DYNAMIC says: traverse/update it each
frame?
DataVariance
I used it on both Linux and Windows, and it's NOT always 0.
2013/6/25 Christian Buchner christian.buch...@gmail.com
I am doing some Qt integration, which might complicate things.
class OpenGLScene : public QGraphicsScene, public osgViewer::Viewer;
My osg Viewer is also a QGraphicsScene and
Hi.
I'm not sure I follow the discussion, since each post is starting to become
a separate article, but I'll try to tell what I think.
I don't know the policy on OSG ABI, but if it's to keep ABI compatible
between some releases, I would:
* add compile flag to select between old and new Geometry
Those implementations are truly ugly.
2013/6/13 Aurelien Albert aurelien.alb...@alyotech.fr
Forgotten link from previous message :
http://devmaster.net/forums/topic/10009-swizzle-operator-in-c/
= interesting ideas on how to implement developper friendly but asm
efficient swizzle in C++
It's logic is simple: it pauses for the necessary period of time to achieve
lower FPS. You can easily take the code from run(), it's about 1-2 lines
total.
2013/6/3 Kim JongBum osgfo...@tevs.eu
i found
viewer.setRunMaxFrameRate(20);
i found that They are only available when using the run()
for the feedback.
2013/5/28 Robert Osfield robert.osfi...@gmail.com
Hi Micheal,
On 27 May 2013 17:39, michael kapelko korn...@gmail.com wrote:
I've stripped down my OSG app to the attached archive. Upon exit there's
some threading error, not real crash. But when I make my mCamera
reference
Not sure if it's the same issue, but I experienced constant reproducible
crashes with my OSG program at the time of exit until I added the call
stopThreading() at the end.
2013/5/27 Robert Osfield robert.osfi...@gmail.com
Hi Abhishek,
On 27 May 2013 06:59, Abhishek Bansal
I've stripped down my OSG app to the attached archive. Upon exit there's
some threading error, not real crash. But when I make my mCamera
reference-count-controlled by osg::ref_ptr my app crashes. So may be I'm
having my threading exit hanging due to not using osg::ref_ptr.
2013/5/27 Robert
http://lmgtfy.com/?q=__FUNCTION__
2013/5/24 Sajjadul Islam dosto.wa...@gmail.com
Hi forum,
I am going through a source of a plugin and they have mentioned something
as follows:
Code:
.
.
osg::notify(osg::WARN)
__FUNCTION__ :
Hi.
Sorry for off-topic question, but I'm curious if it's legal to collect user
video card information like GL_VENDOR, GL_MAX_TEXTURE_UNITS and such to
create some possibly public DB with very detailed info about various video
cards for the purpose of video settings autoselection in games?
Totally agree on the OSG books. They are must-read.
2013/5/23 Sergey Kurdakov sergey.fo...@gmail.com
Hi Lokesh
in http://www.packtpub.com/openscenegraph-3-0-beginners-guide/book on
support tab for the page of the book you may download sample code,
in \2824_12_Code\2824_12_Code folder from
Hi.
Have you specified Xcode generator for CMake?
2013/5/5 Eduardo Poyart poy...@gmail.com
Hi,
I have a configure failure on OSX 10.8.3:
-
(...)
-- Found TIFF: /opt/local/lib/libtiff.dylib (found version 4.0.3)
CMake Error at
Hi.
Simply add your Sofa to Room as a child, and that's it.
2013/5/3 Sujan Dasmahapatra sujan.dasmahapa...@gmail.com
I am newbie OSG user. Please help understanding my concept. I create a
Geode node called 'Room'. Can we have another Geode node called 'Sofa'
derived from 'Room' so that when
I've found out that the glitches are fixed by simply recreating
ShadowTechnique (SoftShadowMap).
If anyone is interested, here's the working example:
https://dl.dropboxusercontent.com/u/12634473/osg/osg_recreate_window_fixed.tar.bz2
2013/4/21 michael kapelko korn...@gmail.com
For those who only
For those who only read forum, here's the link to the full source code:
https://dl.dropboxusercontent.com/u/12634473/osg/osg_recreate_window.tar.bz2
2013/4/20 michael kapelko korn...@gmail.com
Hi.
I'm implementing video settings change (and thus window recreation) in my
game without game
Hi.
I'm implementing video settings change (and thus window recreation) in my
game without game restart. I experience graphics glitches after re-running
Viewer 3rd time: http://youtu.be/xOgTjENn2MM
I recreate the window the following way:
* Stop the viewer, stop threading.
* Create new graphics
Hi.
By the time you waited you could have already looked at the sources and
asked for the moments you didn't understand.
2013/4/12 hornuda horn...@googlemail.com
Any Ideas?
Hello,
I sucessfully used view-computeIntersections(..) to select a Drawable in
a osg scene.
But how does it work?
Hi.
I've been researching Cairo / Pango for GUI use with OSG, and googled this
up:
http://forum.openscenegraph.org/viewtopic.php?t=6394
The osgPango page ( http://code.google.com/p/osgpango/ ) says:
Screenshots
COMING BACK SOON (August, 2012)
I wonder how's osgPango doing?
Thanks.
OT. As a player of GTA 4 and Mafia 2 I hated GPS very much, because it
prevented me from feeling the game, I was always like a blind man in there
having to look at GPS. I turned it off in GTA 4, but Mafia 2 had no such
ability.
If you're making a game I would advise to make GPS optional.
Hi.
I want to be able to have to specify several textures which will be mapped
using the same UV, a collection of textures.
I want to put them into a single file, texture atlas.
I've grepped OSG examples on 'tlas' word. Didn't find any example.
I've googled for OSG atlas and only found
atlas will help very little.
Robert.
On 14 February 2013 09:23, michael kapelko korn...@gmail.com wrote:
Hi.
I want to be able to have to specify several textures which will be
mapped
using the same UV, a collection of textures.
I want to put them into a single file, texture atlas.
I've
Looks like osgDB::Registry::removeFromObjectCache does it.
2013/2/12 michael kapelko korn...@gmail.com
Hi.
osgDB::readNodeFile and osgDB::readImageFile have Options which can
specify to CACHE_NODES and CACHE_IMAGES.
I want to be able to unload/clear/erase certain nodes and images from
Hi.
osgDB::readNodeFile and osgDB::readImageFile have Options which can specify
to CACHE_NODES and CACHE_IMAGES.
I want to be able to unload/clear/erase certain nodes and images from the
cache (changing game level, etc).
Is it possible?
Thanks.
___
Hi.
I'm trying to pick a child node of another node.
Here's the example source code:
https://dl.dropbox.com/u/12634473/osg/osg_pick.tar.bz2
Here's the log of running it: http://pastie.org/5715829
First, you can see my scene structer.
And then goes 2 clicks:
1) I click cessna and
Hi.
I have one PAT node as child of another one.
I've implemented retrieval of its position in world coordinates this way:
node-getPosition() *
osg::computeLocalToWorld(node-getParentalNodePaths()[0])
This works fine.
I've tried the same for rotation:
node-getAttitude() *
Hi.
I have a class that encapsulates osg::MatrixTransform. I want it to update
its internal position/rotation values when encapsulated
osg::MatrixTransform is updated.
Is there a way to achieve it?
Thanks.
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Hi.
Can anyone tell me how to set mouse position in OSG?
I tried to google it up without any success.
Thanks.
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I personally read Wang Rui books and recommend those (found in the first
link).
2012/12/6 Peterakos hay...@gmail.com
Hello
Here are the books + quick guide:
http://www.openscenegraph.com/index.php/documentation/books
And you can also download the source code of many examples using svn:
Hi. I can't understand what units (degrees? radians?) Quat::makeRotate
accepts.
I tried to pass degrees, and it wasn't it (with small angle increase there
was large rotation).
I tried to pass radians with the help of DegreesToRadians, and then it's
not it, too (when angle was going from 1 to 14,
I apply it on key presses only.
I have code like that on key press:
static float angle = 0;
angle += 0.1;
quat-makeRotate(angle, Vec3(1, 0, 0));
2012/12/5 Ulrich Hertlein u.hertl...@sandbox.de
On 5/12/12 15:36, michael kapelko wrote:
Hi. I can't understand what units (degrees? radians
Damn it. I only used DegreesToRadians in std::cout, not in actual
makeRotate call! Thanks! :)
2012/12/5 michael kapelko korn...@gmail.com
I apply it on key presses only.
I have code like that on key press:
static float angle = 0;
angle += 0.1;
quat-makeRotate(angle, Vec3(1, 0, 0));
2012
Hi.
osgViewer reports mouse Y at the bottom of the windows as 0, and as N at
the top. I want Y of the mouse to start at the top, not bottom.
I tried to call
Viewer-getEventQueue()-getCurrentEventState()-setMouseYOrientation(osgGA::GUIEventAdapter::Y_INCREASING_UPWARDS)
and DOWNWARDS, but it
Hi.
My osgViewer::Viewer only has my custom handler attached
(getEventHandlers() call returns only mine) which does nothing about
resize, but somehow the window is still resizeable with the mouse.
Can anyone tell me what part of osgViewer does it?
Thanks.
Hi. It turned out the problem was in setting receive/cast shadow masks.
After I removed them from every object in the scene, the soft shadow became
very soft and non-shivering. Not sure why.
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Any idea what's wrong with my code, then?
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Hi.
I'm using SoftShadowMap scene and I want to assign custom shader to one of
the nodes, but it doesn't work.
I do it like that:
osg::ref_ptrosg::Shader frag = new osg::Shader(osg::Shader::FRAGMENT,
code);
osg::StateSet *ss = box-getOrCreateStateSet();
osg::ShaderAttribute *sa = new
Hi.
I've attached custom shader for a node in a ShadowedScene. I then called
osgDB::writeNodeFile upon it and found out that it doesn't save those
shaders into osg file.
Is it so by design or am I doing it wrong?
PS:
Source code: http://pastie.org/5390724
Source code archive:
What's the progress on this? And is there any open repository?
2012/9/17 Jeremy Moles cubic...@gmail.com
On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote:
Hi Jeremy,
Thanks for the tests and feedback. I'm focusing on creating a material
system which may be a little similar to the Ogre
Hi.
I have default viewer without any special manipulator specified. I try to
setViewMatrix for camera to position it, but it doesn't work.
Code: http://pastie.org/5382807
It needs to be run from Data directory.
Am I doing it wrong?
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Hi.
I'm using SoftShadowMap. I've tried to change jittering scale, but couldn't
get rid of shivering/moving of shadow with it.
Here's the video that depicts the shivering:
https://dl.dropbox.com/u/12634473/ssmjittering.ogv
Is there any way to remove that shivering, or at least reduce it?
Thanks.
Hi.
I know OSG has built-in soft shadow mapping, but I'm not sure if it has
normal mapping.
I only know how to implement normal mapping in GLSL, but not how to combine
built-in OSG soft shadow mapping with custom normal mapping shader.
Please tell me how to do it.
Thanks.
I've just tried to load Collada object with materials with the help of
your assimp plugin, and it worked fine. However, blend files created
with Blender 2.64 didn't produce any visual output.
So it turns out assimp isn't the holy grail :|
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Hi.
I get the following error when try to access the forum:
phpBB : Critical Error
Could not connect to the database
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Should I create the patch for the functionality?
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Wang Rui, I research what format best to use for moving objects from
Blender to OSG, and I see Assimp claiming to load Blender files
directly. Since you said you wrote the plug-in already for it, I'd
like to try it out.
I have a follow up question: can I possibly differentiate Blender
model from
For the same *object. Sorry.
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Well, something like Alt-F4 is very-very intuitive, so forbidding it
will increase the number of angry people :)
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Hi.
Does OSG have some sort of material files that can be applied to the same mesh?
So far I've looked into osgt files and they store both mesh and
material inside one file.
Thanks.
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Hi.
I've looked at the code (OSG 3.0.1) of Viewer::eventTraversal and
noticed that it checks for CLOSE_WINDOW event and closes the window,
so there's no way to prevent the window from closing. I've googled for
window close prevention with no luck, too.
Can we add something like
Have you tried const char* (string) and UTF-8 instead of wide ones?
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Can you provide some simple test case of what you want (which anyone
can 'make')? It's hard to conclude anything from what you've posted.
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E.g., I've had problems with Qt (not OSG) with UTF-8 russian text. I
recall there were some problems with QTextCodec as well. So more
context is required. And test case would be the best.
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Hikari is Windows only:
http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Comparison+of+GUIsstructure=Libraries
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I've just recalled that there also exist gameswf project which allows
for Flash UI inside games.
http://tulrich.com/textweb.pl?path=geekstuff/gameswf.txt
Would be nice to see this one integrated. Would make a lot of hype
with some easy flash demos :P
I thought it's bound to dtEntity, that's why I was requesting. If it
can be used for any OSG project, then great!
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Thanks for the reply, Robert. What Sergey said was enough in my
situation. Thanks for this, Sergey.
I was simply quiet not to generate unnecessary thank you post :)
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Good work!
I'm not sure if I voted for libRocket, so here it is.
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Dad of the three. Yay. Keep it up! :)
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May be it's finally time to put an end to its misery?
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Thanks. ViewerBase::setKeyEventSetsDone(0) did help so that Viewer
doesn't listen to ESC, but now when I call ViewerBase::setDone(true)
myself, Viewer still fails to exit and prints:
Error: pthread_cond_destroy(,) returned error status, status = 16
after that, only Ctrl+C helps, because app hangs.
Hi.
I'm trying to build OSG into my application. I've started with OSG logging.
I've attached sample code that depicts the problem.
After you run the program and than stop it by pressing ESC, you can
see the following output:
$ ./test
abc
DatabasePager::RequestQueue::~RequestQueue() Destructing
Well, I don't want to use POCO just for reading INI. I wonder if OSG
has one. If not, I'll have to write one myself, it's not that hard,
but would be good if OSG has one already.
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