Hi Sebastian,
I use Qt 5 and OSG 3.2.1 with no problem passing the key events from Qt
to OSG.
In your Qt widget subclass you'll have a method which gets the key events:
void keyPressEvent(QKeyEvent* e)
{
const char *keyData = e-text().toLatin1().data();
Hi Pierre,
Hi Sebastian,
I use Qt 5 and OSG 3.2.1 with no problem passing the key events from
Qt to OSG.
In your Qt widget subclass you'll have a method which gets the key
events:
void keyPressEvent(QKeyEvent* e)
{
const char *keyData = e-text().toLatin1().data();
Hi Sebastian,
I am not using Qt but faced the same problem. So here is a 'hack' for
Windows if it helps:
osgViewer::CompositeViewer::Windows wins;
viewer-getWindows(wins);
while (!viewer-done())
{
#if defined(_WIN32)
MSG msg;
if
Hi,
Great work on the OSG oculus support! It built and ran beautifully, for the
most part.
The OculusViewerSDK example continuously gives the following error message
while running. There are no observable graphics issues though - the sample
runs fine it appears.
Warning: detected OpenGL error
Hi Sebastian,
the sample code is called asynchronously from several compute threads.
When I make sure that only one thread at a time calls accept() everything is
rock solid (millions of calls). But it's running slowly and doesn't scale well
with the number of cores.
Without the lock the
Hi Matthias,
Hi Sebastian,
the sample code is called asynchronously from several compute threads.
When I make sure that only one thread at a time calls accept() everything is
rock solid (millions of calls). But it's running slowly and doesn't scale well
with the number of cores.
Without
I tryed NVIDIA Quadro 600 - no results too
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=64602#64602
___
osg-users mailing list
osg-users@lists.openscenegraph.org
OK,Got it,Now all is OK!
This is a great work!
In following days can help you clean bugs and improve many things.
Thanks
zhuwan
08,03,2015
-原始邮件-
发件人: Jim Tan kctan...@hotmail.com
发送时间: 2015-8-3 17:52:37
收件人: osg-users@lists.openscenegraph.org
抄送:
主题: Re: [osg-users] [ANN]
robertosfield wrote:
My best guess is that the hardware is rounding down the tex coords when
sampling the texture so that it's not always picking out the right hand set
of pixels due to numerical precision issues. Try setting the Border of the
Hi,
I'm trying to convert flightgear BTG files to a format which I can open in the
most recent blender. The most success I've had is with 3ds format, but there
are no textures shown.
Here is the code (most of it shamelessly 'robbed' from flightgear's fgviewer):
Code:
//
// Copyright (C)
Try changing the Texure type to Texture2D and the tex coordinates to 0 to
1.0.
On 3 August 2015 at 09:49, Vitaliy Polyakov poljak...@yandex.ru wrote:
robertosfield wrote:
My guess there is a numerical precision issue on the texture
coordinates. Try setting the Texture wrap mode to
My best guess is that the hardware is rounding down the tex coords when
sampling the texture so that it's not always picking out the right hand set
of pixels due to numerical precision issues. Try setting the Border of the
osg::Texture2D::setBorderColor(Vec4(r,g,b,a)); and set the wrap mode to
It may be worth trying different hardware.
On 3 August 2015 at 11:48, Vitaliy Polyakov poljak...@yandex.ru wrote:
robertosfield wrote:
My best guess is that the hardware is rounding down the tex coords when
sampling the texture so that it's not always picking out the right hand set
of
Hi,
I have created a circle using opengl and made an osg::Node object out of it.
Now I want to move it in a fixed trajectory. How to do that. Also it has to be
at a distance of say 250m ahead with respect to viewer. If viewer is out of the
trajectory, the object has to stop moving. Once the
Hi Jim,
Infact i used to try this method,because i already found the
E:/vdpm-master20150728/project/* can be used
for refrence,and also tried the name E:/vdpm-master20150728/build/vdpmslim and
E:/vdpm-master20150728/build/test etc,before get your hints,but still get the
same errors,and even
robertosfield wrote:
Try changing the Texure type to Texture2D and the tex coordinates to 0 to 1.0.
New code, but old behaviour..
Code:
osg::ref_ptrosg::Node createFixedSizeTexture()
{
osg::ref_ptrosg::Image image = osgDB::readImageFile(8x8.png);
float width = image-s();
float height =
Sorry, lost one file CMakeLists.txt on the root directory.
Please update and try again.
Jim
webmaster wrote:
Hi Jim, Infact i used to try this method,because i already found the
E:/vdpm-master20150728/project/* can be used
for refrence,and also tried the name
Where to build the binaries: -- [E:/vdpm-master20150728/build]
should be E:/vdpm-master20150728/build/[program name], like
E:/vdpm-master20150728/build/vdpmslim
E:/vdpm-master20150728/build/vdpmview
...
see E:/vdpm-master20150728/project/*
--
Read this topic online here:
robertosfield wrote:
My guess there is a numerical precision issue on the texture coordinates.
Try setting the Texture wrap mode to CLAMP_TO_EDGE, via:
texture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
texture-setWrap(osg::Texture::WRAP_T,
hi Jim,
When get your answer,i tried the following steps:
1.make a dir named build
now the dir struct is below:
maindir[E:\vdpm-master20150728]
subdir[E:\vdpm-master20150728\archive]
subdir[E:\vdpm-master20150728\config]
subdir[E:\vdpm-master20150728\data]
robertosfield wrote:
Hi Vitaliy,
Is the border part of the 8x8.png image?
Does the current behaviour have the icon displayed at the correct size?
Yes, border is part of image.
When the application started the image has correct view and size. But if I
changed position of the icon by
Just after program started
[Image: http://i57.tinypic.com/2wevw5s.png ]
After camera moved
[Image: http://i62.tinypic.com/2j1vthw.png ]
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=64569#64569
___
Hi Vitaliy,
My guess there is a numerical precision issue on the texture coordinates.
Try setting the Texture wrap mode to CLAMP_TO_EDGE, via:
texture-setWrap(osg::Texture::WRAP_S, osg::Texture::CLAMP_TO_EDGE);
texture-setWrap(osg::Texture::WRAP_T, osg::Texture::CLAMP_TO_EDGE);
Robert.
Hi folks,
should the IntersectionVisitor and LineSegmentIntersector be threadsafe?
With the multithreaded pseudocode below everything works fine with the
ScopedLock. If I disable the ScopedLock I get wrong results.
Thank you!
Cheers,
Matthias
Code:
osg::Vec3d dummy;
Hi Sebastian,
I have almost completed the example. My original implementation is a little bit
complex than this. Thanks to the couple of private replies and discussion, I
will post it tomorrow.
But for keyboard inputs, I'm using an event filter.
Something like this:
Code:
class
Am 03.08.2015 um 16:57 schrieb Can Olcek:
Hi Sebastian,
I have almost completed the example. My original implementation is a little bit
complex than this. Thanks to the couple of private replies and discussion, I
will post it tomorrow.
But for keyboard inputs, I'm using an event filter.
Hello Matthias,
What do you mean by threadsafe in this context?
By locking the mutex you achive nothing but subtle changes in timings,
if you don't lock it somewhere else.
Are you maybe refering to multiple threaded intersectors?
Indeed the intersection should be safe if done after the
Hi Maxim,
On 3 August 2015 at 15:02, Maxim Kuzmin maxri...@mail.ru wrote:
For the first time, I would like to use mouse. It will be represented as
it is - as cursor.
When you using a mouse the mouse coordinates need to mapped from the
distortion correction coordinates back into eye
robertosfield wrote:
It may be worth trying different hardware.
OK, I will try after work. Thank you!
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=64583#64583
___
osg-users mailing list
For the first time, I would like to use mouse. It will be represented as it is
- as cursor.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=64587#64587
___
osg-users mailing list
Hi Can,
Have you created a full code example yet?
My problem right now is the lack of keyboard events being passed through
to OSG. Any hints on this?
Cheers
Sebastian
Hi,
I have been working Qt5 integration for my current rendering application
implementing deferred rendering and came up
Hi, scrawl!
Im not sure that i understand what do you mean by saying detached graph.
I have now:
Root-Group-MatrixTransform-Node.
//Here is Node
ref_ptrNode nodeEngineCW = osgDB::readNodeFile(pathToACModels +
engineCW.ac);
//Here is MatrixTransform
ref_ptrMatrixTransform setupForwardEngine =
Am 01.08.2015 um 08:59 schrieb Elias Tarasov:
Hi!
I have .ac models. One is a quadrocopter and two others are it's engines. Each
engine has propeller, which i want to animate by rotation. To do it, i have to
find propeler's node for the start. What i was able to find that two ways are
exist.
Hi All,
I believe we must be pretty close to stable 3.4.0 release as I had only one
submission to merge since rc8 that I tagged at the end of last week! The
revision was to make osgViewer's X11 PixelBuffer query for the SGIX
extensions at runtime rather than use them directly at compile time.
34 matches
Mail list logo