Hi there,
have created those nodes, could there be a possible way of using a
clustering algrithm so that nodes that are close to each other can be
grouped together.
Thanks,
Felix
On Sat, Mar 8, 2008 at 11:50 AM, wanyama harold <[EMAIL PROTECTED]>
wrote:
> Hi guys,Iam working on designing a simp
Hi,
Guy wrote:
> Hello all.
>
>
>
> I have a problem with the distance between the near and far plane. The
> distance between objects in the scene might be ten thousands of km (at
> least 3 km) and the objects sizes might be in several meters.
>
> I've noticed that when the distance bet
Hello all.
I have a problem with the distance between the near and far plane. The
distance between objects in the scene might be ten thousands of km (at
least 3 km) and the objects sizes might be in several meters.
I've noticed that when the distance between the near and far plane is
about
Try osgexp project: http://sourceforge.net/projects/osgmaxexp
Chris Denham wrote:
> I'm looking for a way to export from OSG to 3DS format.
> I notice that OSG does provide a plugin for loading 3DS, but does not
> appear to support the output of that format.
>
> Looking at the sources for the 3DS
Thanks, Gordon.
I'll keep that in mind when I manage to change OSG's code.
Renan M Z Mendes
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Your free to change the source code when or were ever you want.
If its some thing you think may benefit others then you can submit it to the
submission list to see if Robert will include your changes for all to enjoy
also note that if you change the OSG source, then the OSG license terms
requir
Robert,
Sorry it took me forever to reply. The getCoefficients was just an
example. The point was just to be able to change OSG's source code when I
felt the need. Sorry if it was a bad example...
Renan M Z Mendes
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Thanks Gordon and Robert,
I'm sure you are right about 'trying' to steer towards a better format than
3DS.
Unfortunately, interoperability with old applications demands that we use
less than ideal formats.
My objective was to create models using OSG that we could load into our
older WorldToolKit
Check that new text code I posted. I initially had problems handling
the space character because it's implemented as having zero height and
width.
First make sure I sent you the right version: fHorizQuadMargin and
fVertQuadMargin initialization should be checking for vDiff nonzero
before dividing.
Hi OSG developers,
Our company is releasing a free product for all simulation and serious game
developers. I have worked with OSG 3 years ago, and we are now working to
publish a library of plug and play models for all the major visual
simulation product.
Here is the original press release
The modeling world has embraced COLLADA as the format for interoperability
and most of the major modeling packages now support COLLADA
see http://www.collada.org/mediawiki/index.php/Portal:Products_directory
and http://www.collada.org
I would suggest that is were we should spend more time, my
> W.r.t UserData I'd suggest placing osgSim container for the
> extra OpenFlight flags, users can then do a dynamic cast of
> UserData and get the info they want. The
> osgSim::GeographicLocation class already serves this purpose.
Good point: This must be done anyway, to allow the app to acces
Hi Jeremy,
As you know, I was waiting for this release to dive in.
So there I go. I will try to helpful.
Thanks a lot,
Nicolas.
2008/3/11, Robert Osfield <[EMAIL PROTECTED]>:
>
> Hi Jeremy,
>
> Good to see another release of osgWidget make it out into the
> dayl
Hi Jeremy,
Good to see another release of osgWidget make it out into the
daylight. W.r.t the crash, try forcing the app to be single threaded.
Beyond that I can't suggest much. Alas I'm too busy myself for
experimenting with osgWidget yet, but I really really want to get
started with it.
Rober
Hi Paul,
W.r.t UserData I'd suggest placing osgSim container for the extra
OpenFlight flags, users can then do a dynamic cast of UserData and get
the info they want. The osgSim::GeographicLocation class already
serves this purpose.
W.r.t one or two plugins. Simplicity of high level management w
I tagged a 0.1.6 of osgWidget:
http://osgwidget.googlecode.com
I really wouldn't even bother posting about it to be honest but I need a
bit of help if anyone is willing to try it. :)
Upon building osgWidget (you'll want to get the monospace font and the
osgText.cpp patch for maximum font
Also wanted to mention...
The two plugins could remain separate, but I'd probably need to use osgSim
to define any classes shared between the two plugins. For example, a class
derived from Group that does nothing more than save the FLT Object flags.
-Paul
_
From: [EMAIL PROTECTED]
Hi Robert -- I'm making good progress on the OpenFlight exporter plugin and
wanted to bounce a couple ideas off you.
There is a customer requirement to be able to preserve the OpenFlight Object
record flags that indicate "don't display at night", "don't display at day",
etc. Currently, the import
Hi,
I work on complex models, and I use the osgFX to put in relief some nodes.
However, I am asking myself if it is possible to render a node through the
others ... ? What I would like to obtain, is to see a node (geode) in relief
(with osgFX) through the hole model (and so through the other geode
Hi Chris,
As you have found out there is no write support in the 3ds plugin.
The 3ds format is not a good format so its not something I'd actually
recommend as a route for interoperability.
The OSG is open source though, so if you have the itch then feel free
to dive into the code and add write s
Yes and no.
Unfortunately in general physical simulation you don't have the luxury of
culling away things that are not visible.
So even for an airplane flying over vast areas, the visual part around the
airplane can still be handled using float, and objects further away require
less precision, but
I'm looking for a way to export from OSG to 3DS format.
I notice that OSG does provide a plugin for loading 3DS, but does not
appear to support the output of that format.
Looking at the sources for the 3DS plugin, I noticed that there is
code that may support part of the process of 3DS output e.g.
Thanks for testing :)
I'll see what it can be, if it depends on drivers or not...
Than you very much
Regards,
Vincent.
2008/3/11, nicolas peña <[EMAIL PROTECTED]>:
>
> Hi, It works fine on my configuration, so it does not look as a code
> problem nor an OSG bug.
> Of course I did change edge_
Hi, It works fine on my configuration, so it does not look as a code problem
nor an OSG bug.
Of course I did change edge_width and color.x/y/z for a float numbers but
apart from that I used the same code.
Are you sure edge_width is set to the value you want? If yes may be the is
a bug in the Ope
Hello Alberto,
> Works fine in Linux, nVidia 7600 GS [169.07] (Linux 2.6.22-3-amd64 #1 SMP
> x86_64):
>
> Threading model 'CullThreadPerCameraDrawThreadPerContext' selected.
> Threading model 'SingleThreaded' selected.
> Threading model 'CullDrawThreadPerContext' selected.
> Threading model 'Dra
El Tuesday 11 March 2008 13:59:12 Jean-Sébastien Guay escribió:
> You can just add
>
> viewer.addEventHandler( new osgViewer::ThreadingHandler() );
>
> to the osgshadow example (around where the other handlers are added) and
> comment this line:
>
> //viewer.setThreadingModel(osgViewer::V
Hello Raymond,
> Do you have an example which I can try. Then I can give it a try here,
> on a couple of machines.
You can just add
viewer.addEventHandler( new osgViewer::ThreadingHandler() );
to the osgshadow example (around where the other handlers are added) and
comment this line:
Hi Nicolas,
this is my code :
//SCRIBE MODE
osg::ref_ptr s = new osgFX::Scribe;
s->setWireframeColor(osg::Vec4(color.x(), color.y(), color.z(),
1.0f));
s->setWireframeLineWidth(edge_width);//DO NOTHING ?!
s->addChild(copynode);
than
Hi Vincent,
I don't use this feature but if you attach a small example
that triggers that behaviour in your machine I would test it
on mine (x86_64,Linux 2.6.22 , OSG SVN HEAD).
Cheers,
Nicolas.
2008/3/11, Vincent Bourdier <[EMAIL PROTECTED]>:
>
Thanks for your prompt reply.
But after a bit more digging I found emitter->setLifeTime( dbl ) which is what
I was after.
Regards,
Kim.
From: [EMAIL PROTECTED] on behalf of Vincent Bourdier
Sent: Tue 11/03/2008 12:08
To: OpenSceneGraph Users
Subject: Re
Hi,
I think it doesn't exist yet... (perhaps I make a mistake writing this)...
But counting time left before stoping the particlesystem is not very
difficult... just make a time difference and switch off your particleSystem
(or remove it) from the graph...
Vincent.
2008/3/11, Kim C Bale <[EMAIL
Is there a function to stop an osgParticle system from releasing particles
after a certain number or particles have been fired or perhaps a certain amount
of time has passed without creating a custom class?
Leafing through the doc referance I can't seem to find a method that has a
similar func
HI Anders,
It isn't possible just to remap the Vec3 typedef from Vec3f to Vec3d,
as you have found the their are many places that explicitly rely on
floats. Places like BoundingBox and BoundingSphere could potentially
be moved across to use Vec3d rather than Vec3f, and the way to do this
would be
Hi all.
Im +working in a project where we are rendering objects on Center of Earth
(ECC) so we have a z-coordinate of 6.7E6Meters.
So obviously we need to transform objects close to origo to be able to
render them.
I noticed that I got quite a few anomalies in the rendering,
flickering/jumping ob
Hi,
No one have already had this problem ?
Thanks.
Vincent.
2008/3/7, Vincent Bourdier <[EMAIL PROTECTED]>:
>
> Hi,
>
> I'm using osgFX::Cartoon to obtain an effect on the edges. I want to
> highlight edges of a node. (geode)
>
> I've already tried osgFX::Scribe, but I prefere Cartoon edges beca
On Tue, Mar 11, 2008 at 7:05 AM, IceSharK <[EMAIL PROTECTED]> wrote:
> Hi~
>
> scene have a model and a compass which using camere hud.
>
> how to rotate compass follow model's rotation making by user input ?
You need to use extract the rotation part of the the master camera's
view matrix to give
Hi ?
Have a look at the osgdistortion example or the
osgViewer::setUp3DSphericalDisplay() code - its sets up six slave
cameras which rendering into a texture cube map, and then a final
slave camera to render the final distortion correction mesh.
Robert.
On Mon, Mar 10, 2008 at 9:10 PM, spowers <
Hi J-S,
Do you have an example which I can try. Then I can give it a try here,
on a couple of machines.
Bye
Raymond
Jean-Sébastien Guay wrote:
> Hi all,
>
> So since no one has replied, I gather no one else has had any problems
> changing the threading mode when shadows are enabled (for exa
Hi~
scene have a model and a compass which using camere hud.
how to rotate compass follow model's rotation making by user input ?
On 3/4/08, IceSharK <[EMAIL PROTECTED]> wrote:
>
> Hi~ All
>
> who have a compass demo using OSG ?
>
> Thanks a lot.
>
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