Hi Anders,
In our application I have made 2D plots using CAIRO (
http://cairographics.org/), it's really a light and easy to use library to
draw in 2D, you can make very nice effects. I have integrated it with CEGUI
to render my graphs into a UI window.
On Nov 12, 2007 9:41 PM, Anders Backman
Hi Mke,
I haven't heard anyone trying to do this, stripping out OpenGL is
quite a major change and would be a lot of work. Perhaps what you
could do is create a dummy OpenGL library that provides the headers
and an non op implementation. One might even be able to do all this
with just macros.
I'll make the try to see what happen. Here I just wanted to point out that
the problem origin may be in a function called in a thread when no
particular setting on the osgviewer instance is done.
If the try succeed, I guess I will have an unrecoverable crash even with the
Release executable
Hi Jason,
I have the very same problem : having to implement a new visual application, I
must now choose between a C# implementation and a C++ unmanaged one.
As you can bet, I'd largely prefer the first option (for instance I've
prototyped some special effects in both languages/versions of the
Hey!
I need ot know if there is any struct or class containing information
about the current fps for the application, im in desperat need for this.
(my statistics on screen doesnt work), so i need to get the FPS out
manually somehow. Whould be wonderful if there is a class somewhere or
Hi Robert,
Thank you for responding. I've been experimenting for hours, with the
'opengl programming guide' on my desk, but no luck.
In my small test program the initial view distance to the centre of my
scene is about 250.
I would expect the following to work but is does NOT:
For an example of use of Fog have a look at the osgprecipitation
example and the osgParticle code behind it.
On Nov 13, 2007 10:01 AM, Elbers, H.P. [EMAIL PROTECTED] wrote:
Hi Robert,
Thank you for responding. I've been experimenting for hours, with the
'opengl programming guide' on my desk,
Hi,
below is 'n snippet that I use that works. Only diff seems the call to
gstate-setMode(GL_FOG, osg::StateAttribute::ON);
cheers
jp
---8---
// Fog
//float fog_density = 9.85e-5;
float fog_density = g_config-getDouble(fog, density, 0.0);
osg::Vec4d fog_colour =
Hi Johan,
The stats are collected into the osg::Stats objects, have a browse
through the src/osgViewer/StatsHandler.cpp to see how it's used.
Robert.
On Nov 13, 2007 10:01 AM, Johan Johnsson [EMAIL PROTECTED] wrote:
Hey!
I need ot know if there is any struct or class containing information
Hi @ all,
I'm working on an project for importing the COLLADA models out of a
KML file into OSG.
Reading of needed attributes and coordinate transformation works fine
with GDAL/OGR library and invoking the OSG plugin for importing
COLLADA .dae files works almost perfect too...
I'm using OSG 2.1.7
The SharedStateManager modify the newly loaded database. Move the
SharedStateManager
calls in the DatabasePager thread can cause multi-threading issues.
It can be resolved using the ReadResult status: share the textures only on
FILE_LOADED_FROM_CACHE loading results. But the loaded database can
On Nov 13, 2007 10:15 AM, Christoph Ehrler [EMAIL PROTECTED] wrote:
Are there updates in the COLLADA plugin from OSG 2.1.7 to 2.2.0 ??
Of course I would like to never change a running system :)
I don't recall any bug fixes for these issue you are reporting.
Moving to 2.2.0 should fix a few
Hi Richard,
The OSG uses post multiplication, if there are any exceptions to this
then they are bugs, it doesn't mean everything is messed up or OSG
maths is generally wrong. Is it only Vec3 * Quat is wrong in your
investigations? Could you add a unit test to the examples/osgunittest
On Nov 13, 2007 2:24 PM, Schmidt, Richard, SDGE1
[EMAIL PROTECTED] wrote:
This would require a huge a amount of change, however it's compilant to
glsl than... (is it?!)
While it would be the nice to have the same convention as GLSL, the
OSG's decision to use post multiplication long way
Yep, I gonna fix it and send it in asap.
Richard
On Nov 13, 2007 2:24 PM, Schmidt, Richard, SDGE1
[EMAIL PROTECTED] wrote:
This would require a huge a amount of change, however it's compilant
to
glsl than... (is it?!)
While it would be the nice to have the same convention as GLSL, the
OSG's
I will have to do the same thing as you (only one intersection). I think
to inherit from IntersectVisitor and overloading apply(Geode) and
cut/paste the intersect drawable with small changes to return after one
hit. It means to duplicate code.
Maybe there is something better to do that.
I worked on a plotting system using OpenSceneGraph not too long ago.
Speed was a very important factor for us because we were dealing with
real time data. My experience with GNUplot is that it's not very good
for this type of situation.
OpenGL gave us a lot of power to be able to zoom and
Hello Glenn,
Is there a way to tell the osgUtil::IntersectionVisitor to stop searching
once it finds one (or n) intersections?
I don't know about IntersectionVisitor, but Adrian Egli's kdTree
implementation for OSG supports this (in that case, it's to make
raytracing shadows faster - you
Just to clarify here, are we changing the way things work, or simply
adding another operation?
If we change the way things are working, hopefully it will be reflected
strongly in the release notes.
Chris
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
In src/osgGA/TerrainManipulator.cpp, function setByMatrix:
Why does setByMatrix invert the passed in look vector?
osg::Vec3 lookVector(- matrix(2,0),-matrix(2,1),-matrix(2,2));
Maybe I'm missing something but this looks like a bug. I can only get
the expected behavior if I invert my true
If this is a bug (I'm imaging it is) then you should probably submit it
to osg-submissions. I remember working on this a few months back, but
Robert is real busy right now and I'm not sure he'll be able to check it
out any time soon...
On Wed, 2007-11-14 at 01:50 +0530, maruti borker wrote:
I
Hello, My OSG app is drawing a collection of quads most of which are contained
in a single vertex array in a single drawable in a single geometry and geode.
There is then a background quad in a seperate drawable, geometry and geode. In
the code below when I comment out the line that adds
Hi every one...
Suppose I want to construct a special NodeCallback, call it MyCallback,
then I load a scene graph from an .ive file, find a given node, assign my
famous callback to it and then want to write this graph back on the hard
drive BUT writing the info in MyCallback also to be able to
Hi Hans,
have you tried other values for start/end, things like start=10, end=1000?
From what I can see you're setting up a grid of objects in the range
x=-50..50, y=-50..50 so the grid is merely 100x100 units in size. Depending on
where your camera is (probably determined by the manipulator
Hi,
you're setting up a texture on your geode without actually setting texture
coordinates. OpenGL will helpfully ;-) pick up coordinates from the last
textured object for you.
Quoting Shawn Cook [EMAIL PROTECTED]:
// create Geometry object to store all the vetices and lines primtive.
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