Hi Sid,
On Dec 9, 2007 10:51 PM, Sid Boyce [EMAIL PROTECTED] wrote:
Recently subscribed to this list, perhaps this is one more appropriate
to the developers list.
There is no separate developers list, we're all user-developers ;-)
'void osg::Image::flipHorizontal()':
Hi Serge,
I've just added exports/refactored the shp plugin code and checked it
in, could you let me know if its compiling OK now.
Robert.
On Dec 10, 2007 10:25 AM, Serge Lages [EMAIL PROTECTED] wrote:
Hi Robert,
Just updated this morning and the plugin osgsim does not build (under WinXP
Hi Cedric,
On Dec 10, 2007 10:48 AM, Cedric Pinson [EMAIL PROTECTED] wrote:
I would not like to have those node kit in the core of osg, because the
functionnality they provide is not the core of osg, they are adaptators
for others libs, and for me it should be a nodekit in a third party.
The
Hi Serge,
Same problem again, changed to use char* .. = new char[..]; and now checked in.
Robert.
On Dec 10, 2007 11:08 AM, Serge Lages [EMAIL PROTECTED] wrote:
The SHP plugin still doesn't build :/
8XBaseParser.cpp
8.\XBaseParser.cpp(160) : error C2057: expected constant expression
Thanks Robert, everything builds fine ! :)
On Dec 10, 2007 12:22 PM, Robert Osfield [EMAIL PROTECTED] wrote:
Hi Serge,
Same problem again, changed to use char* .. = new char[..]; and now
checked in.
Robert.
On Dec 10, 2007 11:08 AM, Serge Lages [EMAIL PROTECTED] wrote:
The SHP plugin
Hi Robert,
This august, Martin Prosicky posted a patch to work around a
longstanding bug in osgText::Text using the SCREEN_COORDS mode. I came
across this bug and noticed your discussion
(http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-August/001607.html).
I applied
I need to implement a shadowing algorithm to some objects within my
scene which already have a shader applied to them. Is it possible to use
the methods in osgShadow in conjunction with other shaders? I was under
the impression that one would cancel out the effects of the other.
Cheers,
Pettersson Håkan wrote:
Hello
How do I calculate the yaw angle that my cameraManipulator is
pointg at (-PI to +PI) ???
/Hakan
Hi Håkan,
Relative to what? If you want it relative to the +Z axis, then use
atan2(zdir.x, zdir.z), being careful to put in a special case where the camera
is
On Dec 10, 2007 12:40 PM, Pettersson Håkan
[EMAIL PROTECTED] wrote:
Hello
How do I calculate the yaw angle that my cameraManipulator is
pointg at (-PI to +PI) ???
This question is open to lots of interpretation, first up what are you
defining the yaw angle against? Is your data
Hi,
I'm just starting using OSG for an application I'm writing, so there is
probably a lot of mistakes in the code... It is an OSG API usage question.
_What I'm trying to do:_
*I'd like to write a function that finds all elements of a scene that
intersect a given bounding box which is given
Hello-
We are transitioning to OpenSceneGraph 2.2 from another visualization kit. Has
anyone attempted to render the scene in slices in order to improve accuracy and
reduce artifacts over very large z distances? I.e. each iteration adjust the
near and far clip planes to render a portion of the
Hello Everybody
I want to use the tablet-events (ERASER and PEN) for my application.
But the only class, which uses this Tablet-Events is the GraphicsWindowCarbon
class. This class is only used on apple-computers. Is this right?
Can i get tablet-events on linux and windows?
Thanks for your
Hi Wojciech,
You said that OSG examples work but not your application ? Is there
something really different in your project configuration ?
And what is you system ? WinXP or Vista ?
I have tested this plugin configuration with my app and the OSG examples
without any problem on my WinXP dev
I was attempting to subscribe to osg-ephemeris this morning and couldn't
access the mailman registration page. In case others encountered a similar
problem, I wanted to let everyone know the issue is now resolved. From Don,
FYI:
My secure (SSL) configuration had some problems that I was messing
With latest SVN (rev. 7648), CMake gives an error about Text3D (cannot
find source file ../include/osgText/Text3D). I have Text3D.cpp, but
there is no header file in the include directory.
I'm thinking that this is just an oversight in the SVN add/submission
(as I've done the same thing many
Same here, I just figured it was a work in progress...
On Mon, 2007-12-10 at 12:24 -0600, Cole, Charles E. (LARC-B702)[GENEX
SYSTEMS] wrote:
With latest SVN (rev. 7648), CMake gives an error about Text3D (cannot
find source file ../include/osgText/Text3D). I have Text3D.cpp, but
there is no
maruti borker wrote:
I am trying to develop a normal walkthrough program in OSG . I am
trying use wasd for movement and mouse for rotation .
W-front A-left D-right S-back .
The wads part is done , but when it comes to mouse movement i am
facing a small problem .
What i am trying to do
On Sat, 2007-12-08 at 14:07 +, Robert Osfield wrote:
Hi All,
After a two month break I'm now doing a purge of the submissions
backlog. I doubt I'll get all the way through before Monday, but on
Monday I'll tag the first dev release since 2.2 stable was made. This
dev release will be
Ok , suppose i am calculating the amount of steering from the center of the
screen ... even then when the mouse reaches one corner of a window it wont
be able to move any further , thus from that point the diffrence will always
be zero wont it be ?
On Dec 10, 2007 2:54 PM, Robert Osfield [EMAIL
Hi all,
I'm writing a little application which renders images to texture and passes
them out to a Matlab program. So far it all works fine, but I was wondering
if there is any way I can get rid of the window that appears when the
application is running. It doesn't display anything as the only
Hi,
I'm getting odd behavior with a vertex shader. The following
pseudo-code snippets do not produce the same results. Can anyone tell
me why?
Program 1:
//Outside the shader, set a shader attribute to negative offset.
vertex_shader_attribute = -offset;
...
On Mon, 2007-12-10 at 20:50 +, Robert Hansford wrote:
Hi all,
I'm writing a little application which renders images to texture and
passes them out to a Matlab program. So far it all works fine, but I
was wondering if there is any way I can get rid of the window that
appears when the
Schmidt, Michael M wrote:
Hi,
I was trying to use gl_SecondaryColor to pass in a vertex position
offset. However, I noticed strange behavior. Does anyone know if
gl_SecondaryColor gets clamped to some value?
Based on your code, why not declare:
attribute vec4 centerPoint;
in your
Hi Robert -- Do you know why osgDB::Output checks for the environment
variable OSG_WRITE_OUT_DEFAULT_VALUES? The value doesn't appear to be used
by any code. Should I simply document this as reserved for future use?
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
Hi Robert,
the points you and others mention are valid, and perhaps I was being too
harsh in my first posting. Both products have their strengths and Creator is
well suited to airport modeling and has unique capabilities for vis-sim
that 3dsmax does not offer.
Cheers,
Daniel
Robert Weldon
Hi Michael,
try using a osg::vec2 instead of a float for your vertex_shader_attribute.
Recently I had a similar problem. I received wrong values when
associating a vertex attribute array of floats with a vertex array and
trying to read the floats in the shader.
Using a vec2 instead and just
Please disregard the post below. I was resetting the vertex data
elsewhere.
Thanks,
Mike
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Schmidt, Michael M
Sent: Monday, December 10, 2007 2:38 PM
To: osg-users@lists.openscenegraph.org
Subject:
I am trying to use the osgvolumed from the examples program. I am looking
for sample data to use it (2d or 3d).
If I wish to use a stack of 2d images, the help menu says, I need to do
this:
$osgvolumed --images filenames
I tried to use stack of *.png or *.rgb images and don't see the volume
Hi,
could we get support for multiple render targets (MRT) integrated into
2.4? I know some people are using hacky patches for this. Some patches
have been submitted, but they have to be reworked.
I can help with this if needed.
regards
jp
Robert Osfield wrote:
Hi All,
After a two month
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