Hi John,
osgText::Text doesn't need an update traversal to sync itself after an
update, so it should be possible to update the text, draw the text,
update the text etc. As to why this doesn't work in your case I do
not know, its hardly a part of design spec for osgText.
I would however suggest
HI Nick,
Try getting the camera manipulator to recompute its home position when
you change the scene via:
viewer.getCameraManipulator()-computeHomePosition();
Or just set it manuual via:
viewer.getCameraManipulator()-setHomePosition(...);
On 8/28/07, Nick Prudent [EMAIL PROTECTED]
On 8/28/07, Serge Lages [EMAIL PROTECTED] wrote:
Just an idea I had reading this : shouldn't be possible to host OSGExp on
the osgforge ?
Yes it should be possible. We'll need Jose to check for permission to
host another project on server as part of the osgforge.
In general I'd like to see
Hi Eric,
On 8/28/07, E. Wing [EMAIL PROTECTED] wrote:
I found my copies of the videos if you still need them. I experimented
with uploading them to YouTube, but YouTube broadcasts in too low of a
resolution which makes it impossible to read anything, so it's pretty
much useless except for
Hi all
osgDesigner is temporally suspended due to my end-study internship.
But it finishs at the end of august. (in 3 day)
The project is out of date and I am starting a new design
(osgIntrospection is immoderately used and interface is not really
intuitive).
So this will take a
Hi Nick,
Sorry forgot to mention, these calls just set the home position, they
don't actually move the camera to the home position. To move the
camera to the home position simply do:
viewer.home();
Robert.
On 8/28/07, Nick Prudent [EMAIL PROTECTED] wrote:
Robert,
This doesn't work. The
Found this recent thread on changing the camera position:
http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/15567/match=change+camera+position
The solution mentionned goes like this:
---
From: Matteo Campana
Subject: Re: Change camera position
Thanks Robert,
* Using setHomePosition(...) + home() did the trick. Yes!
* Using computeHomePosition() + home() pointed somewhere in space...
I'm wondering if I can move from one place to the next on my terrain data using
this technique...Trying it right now...
Regards,
- Nick -
Robert,
If I have view frustum culling enabled, and I put the text on the screen
using native glOrtho() calls, but the text's transform only contains a
screen coordinate, would it get wiped out because of that? Should I be
using osg's transforms to make the HUD text? I think maybe it is being
Hi John,
I'm afraid I don't follow. Please have a look at examples like
osghud, or the way that HUDs are done for the stats/help handlers.
Robert.
On 8/28/07, Argentieri, John-P63223 [EMAIL PROTECTED] wrote:
Robert,
If I have view frustum culling enabled, and I put the text on the screen
Hi David,
On 8/28/07, David Callu [EMAIL PROTECTED] wrote:
I would like to create a new section on OSG wiki.
As well the JobOffers section, it could be interesting
to create a JobRequests section allowing young graduates (like me),
who like and use OpenSceneGraph, to find a
You should read Design Patterns and familiarize yourself with the callback
pattern.
OSG calls operator()() as part of the callback process. You insert code into
that method to do whatever you need to do in your callback.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
Hello every one:
I meet's a problem when using CullCallback with muti cameras. I use
cullcallback to custom the cull traversal .
Is it possible to know which camera is currently been travrse in
cull(osg::NodeVisitor* nv, osg::Drawable* drawable, osg::State* s)const
implenment?
With this
Hi Uwe,
Submissions via osg-user run the risk of being missing, the right
place to submit is via osg-submissions.
In this instance I've reviewed your changes but have held back from
merging as I want to establish exactly what parts are breaking before
see changes applied. I also note that your
I think I found it on andesengineering.com. I hope it's the correct
version.
-B
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Brad
Colbert
Sent: Tuesday, August 28, 2007 8:31 AM
To: [EMAIL PROTECTED]
Subject: [osg-users] osgEphemeris
Hi Folks,
I
To help in the process of isolating and fixing the osgText threading
issues users have seen I have modified the osgtext example to do text
creation in a background thread. You can now run it via:
osgtext --mt
What you will see on screen is a box with text strings randomly
HI Wangmio,
I'm not really sure what you are after, could you explain at a higher
level what you are trying to achieve with cull callbacks.
Robert.
On 8/28/07, wangmiao [EMAIL PROTECTED] wrote:
Hello every one:
I meet's a problem when using CullCallback with muti cameras. I use
Farshid, thanks a lot! You really saved me a hell lot of time, now I can
continue the project.
Thanks again,
[ ]´s
André
2007/8/27, Farshid Lashkari [EMAIL PROTECTED]:
On 8/24/07, André Rocha Tomasi [EMAIL PROTECTED] wrote:
Anyone using 3D Max 9 has been suffering with crashes when using
Hi Adrian,
W.r.t ATI's and VetexArrays (VA) vs DisplayLists (DL), rather than
OSX, I'm certainly open to this change, but... one awkward aspect is
that one doesn't know the graphics hardware available until you have
a valid graphics context. Potentially you might even have several
cards form
I'm still finding my way around OSG so I wanted to find out if this issue is
mine before I continue pulling my hair out.
I downloaded and built OSG 2.1.8. I took the code from one of the examples
to test, prior to integrating OSG into my app. This is on WinXP SP2 x86 and
the dev env is VC++
I want to put a stateset on top of a model subgraph to override the
alpha values of all its vertices, in order to have global control of the
model transparency. What's the appropriate way to set this up using
BlendFunc, BlendEquation, etc.? Or is the only way to traverse the
subgraph and change
I'm a newbie too and have had the same problem applying the MFC example to my
own app. The problem was that wasn't giving a complete path. Use szPathName
instead of szFilename from the MFC file dialog.
Another way is to have the directory containning your data in your PATH
environment
Take a look at glBlendColor in the blue book. In OSG, the BlendColor
StateAttribute provides glBlendColor support.
-Paul
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
Of Robert Balfour
Sent: Tuesday, August 28, 2007 9:42 AM
To:
hi there,
do i understand the functionality of the cameraview node correct?
i assume, that cameraview is used to position the camera (and animate, of
course)
within the scene, without having to manipulate view matrices directly.
but then how do i retrieve the actual viewing matrix, if the
Wow, so this is odd. I found a way to fix this.
I was using a linesegment length of 2.0, as I had a 2 ft stick attached
to the wand. But, if I make the linesegment longer, to a length of
200.0, the intersection works like a charm.
Is this the intended behavior?
Dave Pugmire wrote:
Hi,
I'm
Hello,
I am trying to compile OSG 2.0 with the Qt example under Linux Ubuntu 7 + Qt
4.2. The compilation goes well until it reaches osgviewerQT.cpp. The
problem seems to be the fact that cmake doesn't detect the correct QT 4
include directory during the configuration. If I assign (from ccmake) to
Thanks Nick and Michael for the quick response. The problem was mine. I
didn't realize opening the native OSG file required a plug-in. I was
skipping a build step to make sure I understood what every component did
(helps me learn).
When I built the required plug-in for loading the basic OSG file
Hello,
I've a relatively easy task to accomplish, that is to render a mesh both
from inside and outside.
To do this i put the mesh under two different Geodes, in one i set the front
face to clock wise on the other I set the front face to counter clock
wise turning on the backface culling (or
Hi Mike,
Take a look at OpenGL's two-sided lighting support via
glLightModel/GL_LIGHT_MODEL_TWO_SIDE (and exposed in OSG with
osg::LightModel). I think that's the more elegant solution your looking
for.
Mike Wittman
[EMAIL PROTECTED] mailto:[EMAIL PROTECTED]
Sounds like you want something like:
osg::ref_ptrosg::LightModel lightModel = new osg::LightModel;
lightModel-setTwoSided(true);
myTwoSidedGeode-getOrCreateStateSet()-setAttribuiteAndModes(lightModel.get
()*);*
**
Might not be the exact syntax but pretty close.
On 8/28/07, Michele Bosi [EMAIL
Thanks very much guys, osg::LightModel/GL_LIGHT_MODEL_TWO_SIDE seems
exactly what I needed.
Thankyou,
Mike
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Thanks very much guys,
osg::LightModel/GL_LIGHT_MODEL_TWO_SIDE seems exactly what I needed.
Thankyou,
Mike
In case it's not obvious, with two-sided lighting you do not need to
re-parent your mesh to two Geodes with different face culling. You should be
able to use a single Geode, face
Thanks Paul,
just wanted o add that I am very glad that when it comes to render
states OSG remains so close to OpenGL and doesn't abstract too much
from it, as this case proves, this lets users to reuse their prior
knowledge of OpenGL and makes the library really flexible,
long life to OSG! :)
Just wanted to add that I cannot compile osgviewerQT example not
even from Windows XP (MinGW configuration) for the very same reason.
Is anyone able to compile osgviewerQT?
-Mike
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Dear sir Can you tell me what is the globale data structure in ossimPlanet?
Is it a mix global data structure based on QTM and voronoi.I really want to
know that. When I read the code of ossimPlant.I find the triangles betweem
-45 to 45 are different from triangles between 45 to 90. Can you
Hi,
I tried to modify and existing sample tet6.osg so that the 4th color
component is lesser than 1.0.
I was expecting to see some transparency in the tetrahedron but the color
looks solid.
Regards
8--8--8--8--8--8--8--8--
Geode {
UniqueID Geode_0
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