I think you need to use PositionAttitudeTransform (OSGQSG.pdf page 49) but
there's a big chance that I misunderstand the case.
2008/6/10 Julian Looser <[EMAIL PROTECTED]>:
> Hi Guy,
>
> Thanks for your response. I think we are thinking of different
> manipulators. I'm talking about the classes in
Hi Guy,
Thanks for your response. I think we are thinking of different
manipulators. I'm talking about the classes in the osgManipulator
namespace. Were you referring to camera manipulators like the trackball?
osgManipulator already provides GUI objects for doing the
transformations (just run
Mike Greene wrote:
Trying to modify the osgscribe example. I want to display the scribe
lines, without the underlying model beneath it.
...
loadedModel->setNodeMask(0), nothing appears. Intuitively, I would have
thought this would show the scribe lines only. How do I achieve this
effect?
The
Brian
Maybe you can try sending the attachment from different mail account?
Guy.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Speed
Sent: Tuesday, June 10, 2008 5:33 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Build from svn in Cygwin stil
Hello Julian,
What EXACTLY are you trying to achieve?
Do you need some objects (GUI objects if I understand correctly) to have
their own transformations without being affected by the Manipulator?
If so, you can use set the transformation to ABSOLUTE_RF.
transform->setReferenceFrame(osg::Transfo
For what it's worth... the whole messages are coming through for me but
they are just not visible. If I view the message source then I can see
the contents... including the encoded attachment. I'm not sure why
Thunderbird is getting confused by them.
It's weird because other posters seem to
Hi Brian,
Thanks for the help. Should be another blank one there now where I just tried posting
the same file as a zip but that was refused too.
Yep. Sorry...
I'll wait and see what Robert says - I guess I could put the whole CmakeCache.txt
in-line in a message.
That would work I'd gue
wrote:
> Hi Brian,
>
> > Hmmm, must have been the attachment since you saw everything on this one.
> > Attachment was only 47kb - you wouldn't think that would be a stopper
> > unless it was
> > just the fact it had an attachment.
>
> Weird, I remember bigger attachments being sent to osg-us
> Paul Martz wrote:
> > OSG doesn't assume left- or right-handed coordinates. It is
> based on
> > OpenGL, in which object coordinate space is left-handed, but can
> > easily be switched to right-handed with a negative scale.
> >
> Errr, LEFT-handed? X to the right, Y up, negative Z axis away
Paul Martz wrote:
OSG doesn't assume left- or right-handed coordinates. It is based on OpenGL,
in which object coordinate space is left-handed, but can easily be switched
to right-handed with a negative scale.
Errr, LEFT-handed? X to the right, Y up, negative Z axis away from the
viewer, righ
Hi Brian,
Hmmm, must have been the attachment since you saw everything on this one.
Attachment was only 47kb - you wouldn't think that would be a stopper unless it was
just the fact it had an attachment.
Weird, I remember bigger attachments being sent to osg-users (screen
captures, etc.)...
huiliang yang wrote:
Hi,
Hello
>huiliang yang wrote:
> I have a question about computeLocalToWorldMatrix in camera class.
> First, since the openscenegraph use row matrix instead column matrix
>like opengl, I thought the default matrix multiply should be post
> multiply so that :
> V' = M*
wrote:
> Hi Brian,
>
> > I tried twice to send this replay with the CmakeCache.txt as an attachment
> > and
> > keep getting this message - I am now this without the attachment to see if
> > that is the problem.
>
> Your two posts came through, but were empty for some reason (no text, no
>
Hi,
Hello
>huiliang yang wrote:
> I have a question about computeLocalToWorldMatrix in camera class.
> First, since the openscenegraph use row matrix instead column matrix
>like opengl, I thought the default matrix multiply should be post
> multiply so that :
> V' = M*V (opengl premult
If you mean you just want to display your model in wireframe, you could use
the PolygonMode StateAttribute for that.
-Paul
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf
> Of Mike Greene
> Sent: Monday, June 09, 2008 1:01 PM
> To: osg-users@list
Trying to modify the osgscribe example. I want to display the scribe
lines, without the underlying model beneath it.
The code does the following:
root->addChild(decorator);
decorator->addChild(loadedModel);
The decorator setups up the "scribe mode". If I then set the nodeMask
of the loadedM
> I'm having some issues regarding OcclusionQueryNode. I draw
> an object as a set of faces and a set of edges, and I can't
> seem to get OQN to deal with both as a single entity,
> resulting in an artifact where for a fixed camera position
> the object becomes intermittent (disappears, then re
OSG doesn't assume left- or right-handed coordinates. It is based on OpenGL,
in which object coordinate space is left-handed, but can easily be switched
to right-handed with a negative scale.
In my experience, most transformation confusion stems from not knowing
whether to pre- or post-multiply ma
hi,
i am working with osg 2.4, osgCal 0.3.0 and cal 3d 0.11.
in the cal3d faq i read:
"It should also be noted that Cal3D's math classes assume a left-handed
rotation system."
i have trouble with setting the quaternions from osg to the cal3d model.
which coordinate system do osg::Quat use?
There's a Sourceforge project written by Heinrich Fink which adds some
support for ColladaFX to OSG's Collada plugin.
http://sourceforge.net/projects/collada-cg2glsl/
The code is in the osgdae_patch folder. I've never used the code and I
don't know if it'll need to be modified to get it working w
Hi all,
I'm having some issues regarding OcclusionQueryNode. I draw an object as
a set of faces and a set of edges, and I can't seem to get OQN to deal
with both as a single entity, resulting in an artifact where for a fixed
camera position the object becomes intermittent (disappears, then
re
Hello,
huiliang yang wrote:
I have a question about computeLocalToWorldMatrix in camera class.
First, since the openscenegraph use row matrix instead column matrix
like opengl, I thought the default matrix multiply should be post
multiply so that :
V' = M*V (opengl premultiply) chanage
Producer should still work with current OSG.
-Paul
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf
> Of Hugo Juarez Corrá
> Sent: Sunday, June 08, 2008 8:38 PM
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] OpenGL commands
>
Hi Brian,
I tried twice to send this replay with the CmakeCache.txt as an attachment and
keep getting this message - I am now this without the attachment to see if
that is the problem.
Your two posts came through, but were empty for some reason (no text, no
attachment, just the headers - to
Hi,
I have a question about computeLocalToWorldMatrix in camera class.
First, since the openscenegraph use row matrix instead column matrix like
opengl, I thought the default matrix multiply should be post multiply so that :
V' = M*V (opengl premultiply) chanage to
V' = VT*MT (
Quote from the Mighty Mew : "All my 3rdParty build documentation and scripts
are checked in to the osgToy repository with the binaries."
So have a look at Mikes thingamajigs in the repostiory ( you will have to
setup the 64bit stuff )
__
Robert Osfield wrote:
> On Fri, Jun 6, 2008 at 12:00 AM, Brian Keener <[EMAIL PROTECTED]>
wrote:
> > Robert Osfield wrote:
> >> CMake "shouldn't" find WxWidgets. Could you try rm CMakeCache.txt and
> >> then rerun ./configure, and then if you still get the error send us
> >> the CMakeCache.txt, p
We are building OSG for the x64 configuration using Visual Studio 2005 SP1.
OSG compiles successfully but it appears that I will need to do some more
work on the plug-ins in the 3rd Party dependencies. Has anyone posted
step-by-step instructions for that or has anyone posted any precompiled
64-bit
Hi Anders,
at one point, this used to work, don't know if it does still:
osgviewer --dem elevations.png
-- mew
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Anders Backman
> Sent: Monday, June 09, 2008 7:25 AM
> To: OpenSceneGraph U
Anders,
I believe osgdem is part of VPB now. When you build VPB, it compiles to
osgdem that can be run from the command line just as in the past.
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Anders
Backman
Sent: Monday, June 09, 2008 6:25 AM
T
Hi all,
I'm currently developping VRJuggler/OSG apps, based on osgUtil::SceneView.
I'm considering using osgViewer::CompositeViewer instead.
Does someone have an experience of porting a VRJ/SceneView app to VRJ/osgViewer
? (I've seen an old thread in the list but no follow up).
I'm looking for h
After a while I finally took the time to replace my old 2.3.7
installation on IRIX with 2.4.0. Apparently the MIPSPro compiler
dislikes one little piece in the following changeset:
http://www.openscenegraph.org/projects/osg/changeset/7756
--- snip --
Hi Peter,
Peter Wraae Marino wrote:
I've noticed that the Qt examples set the threading model to
SingleThreaded. I tried changing the threading model (by using the
ThreadingModelHandler) but it crashes right after changing the
threading model. I am guessing this has something to do with the f
Hi users
I've noticed that the Qt examples set the threading model to SingleThreaded.
I tried changing the threading model (by using the ThreadingModelHandler)
but it crashes right after changing the threading model. I am guessing this
has something to do with the fact that one is only allowed to
Simple question from someone that hasn't follow the development in
detail for a long while
What is the simplest way of generating a terrain mesh from a 2D image
with heights? Im not looking for paging textures, terrain etc, just
image-> mesh.
There use to be the osgDem app that did this, but
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