I,
Just an idea but if you want to have a pivot point, add a Helper at the
pivot point of your model, and put it as parent of all the model...
It is not exactly what you mean, but it can do what you want.
Regards,
Vincent.
2008/8/6 [EMAIL PROTECTED]
I have some 3DS models that I am trying to
Hi Shayne,
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Ok, I updated the transform node as given below for position changes and
this seems to work. However, when I add an orientation update (i.e. multiply
the translation by a rotation) my model disappears completely. Any idea on
tx for u response Art ,
if i understand u correctly my code will be something like this ,i am using
glew .
(suppose my input texture where i want to find my maximum value is
(width,height) and i have a FrameBuffer class and a GL_Texture class, and a
shader.)
inputtexture=new
Hi Mario,
On Wed, Aug 6, 2008 at 4:40 AM, Mario Valle [EMAIL PROTECTED] wrote:
Only a minor glitch.
www.openscenegraph.com redirects you to www.openscenegraph.org, the main OSG
site.
There is no way to know what Professional Services offer...
Is it intentional?
This is a problem rather
Hi all,
I've a scene with 2 lights :
The first one (n°0) is the one for the whole scene, with ambiant component,
diffuse, specular, ...
The second one is attached on a node, and have to light only this node and
not all the scene.
To do that, I put some attenuation on the second light to avoid
Hi Vincent,
You'll need to set the light number of the light via
light-setLightNum(num); The first light should be 0, and your second
one 1.
Robert.
On Wed, Aug 6, 2008 at 10:53 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi all,
I've a scene with 2 lights :
The first one (n°0) is the
Hi Robert,
Yes I know, i forgot to paste the code :
osg::ref_ptrosg::Light light1 = new osg::Light;
light1-setLightNum(1);
Sorry
Any idea ? because the red light is visible, but no attenuation modify it...
and this is the real problem.
Thanks,
Vincent.
2008/8/6 Robert Osfield [EMAIL
Hi J.P,
Currently the radius settings are stored in the BuildOptions's
EllipsoidModel, it should staight forward to add the serialization of
its parameters. I'm working on VPB so I'll have a look at doing this
item.
Robert.
On Tue, Aug 5, 2008 at 3:54 PM, J.P. Delport [EMAIL PROTECTED] wrote:
Thanks Robert,
for now I've just hacked the BuildOptions code to always use my
ellipsoid, but will use and test the general fix when you are done.
rgds
jp
Robert Osfield wrote:
Hi J.P,
Currently the radius settings are stored in the BuildOptions's
EllipsoidModel, it should staight forward
Hello all,
Congrats to all, and thanks to everyone who helped with submissions,
testing, suggestions, discussion and comments.
Great release!
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
Hi all,
I'm now working on a volume rendering project. What I need is to
improve performance. I had to split one volume bounding box into
numbers of boxes. The very important work to do is to sort the
geometry. Boxes must be rendered from nearest position to farest to get
right visual.
So,
Hi, Robert,
Is there a way to visually see the render order of geometry or the
console output of current rendering geometry? The draw callback runs
once and I can't use it to determine the render order. Can you give me
some advice?
Robert Osfield wrote:
On Wed, Aug 6, 2008 at 3:09 PM,
Hi,
On Wed, Aug 6, 2008 at 4:48 PM, Robert Osfield [EMAIL PROTECTED] wrote:
On Wed, Aug 6, 2008 at 3:40 PM, hesicong2006 [EMAIL PROTECTED] wrote:
Hi, Robert,
Is there a way to visually see the render order of geometry or the console
output of current rendering geometry?
Give gDEBugger a try
Thanks Thibault,
I use gDebugger and it should be a way to do so, but it's quite boring
to see the OpenGL commands. I must find a way to see the rendering
detail in order to debug my program. If there's really no simple way to
do this, it will be a pity.
Thibault Genessay wrote:
Hi,
On
Hi,
no answers...
So i've some questions to help me :
* Does light direction and spotcuttoff incompatibles with attenuations ?
* how to compute good attenuation values ?
* why all the scene seems to be lighted by a directional spotlight,
including node behind spot, in the good direction ?
*
Hello,
the Cartoon renderer created cel shading, that was not exactly what I wanted
since I cannot controll the color of the shaed of the model itself.
Now I am trying to get a grip onto oscscribe, I belive that using that
technique and rendering the model as background color without shading
On Wed, Aug 6, 2008 at 5:09 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi,
no answers...
So i've some questions to help me :
* Does light direction and spotcuttoff incompatibles with attenuations ?
* how to compute good attenuation values ?
* why all the scene seems to be lighted by
In upgrading my app today to OSG 2.6, I couldn't help but noticed that it
crashed when I attempted to retrieve the OpenGL Vendor name. It wasn't a great
deal of work to determine that there was no valid OpenGL context when it was
called. A little further work showed that where I called
I have the osgviewerWX example running with OSG v2.2 and WxWidgets
v2.8.4 and everything seems to be working correctly.
But I did notice that the Stats display does not come up, although in
the example the StatsHandler was added to the viewer EventHandler.
Hi bbblurururughghghghghhbbb? Sorry no signature on you email so this
guess was as good as any.
In OSG 2.6 the viewer.frame() by default releases the graphics context
rather than keeping it current, this change allows the viewer to be
interleaved with other viewers within a single frame loop.
Hi
i am not sure where the bug is coming from, but we had in the past (one
week) two threads on this topic. one was the problem of having a valid
OpenGL context for GL_Vendor,... request and the other was on Grapics
contex.
Is there a need to support such information in the osg core? if yes, we
Please upgrade to 2.6, the osgviewerWX example now has stats working
just fine in the viewer.
On Wed, Aug 6, 2008 at 7:16 PM, Cysneros, Nelson SPAWAR
[EMAIL PROTECTED] wrote:
I have the osgviewerWX example running with OSG v2.2 and WxWidgets v2.8.4
and everything seems to be working correctly.
HI Adrian
I know for our apps we need to do some investigation of what OGL features we
have or don't have , and were doing this in the first draw, which is not
ideal as in many cases asking Opengl if it supports feature A is problematic
as drivers lie and say they say they support feature A but
I am trying to use the IntersectionVisitor to intersect with billboards
and think I am having the same problem as what I am quoting here. I was
wondering if this was every resolved or not? I really only need to
perform LineSegmentIntersections, but I cannot figure out how to get
this to work
Hi Adrian,
A good way to add this type of initial setup testing is to use a
custom viewer realize operation. The osgshaderterrain example has a
such as custom realize operation - although reviewing the code know
the actual operation addition is currently commented out with an
associated comment
I'm encountering a bizarre problem with my X-Code build - with (so
far) 2.5.5 and the 2.6.0-rc2 (will try 2.6.0-final in a moment). I'll
say right now that I assume it must be a local config problem, I'm not
trying to blame OSG for the problem (much), just need some help to get
things
James Turner wrote:
I'm encountering a bizarre problem with my X-Code build - with (so
far) 2.5.5 and the 2.6.0-rc2 (will try 2.6.0-final in a moment). I'll
say right now that I assume it must be a local config problem, I'm not
trying to blame OSG for the problem (much), just need some help to
On 6 Aug 2008, at 21:57, Eric Sokolowsky wrote:
I can't speak about the Xcode project that comes with OSG, but I
believe it is no longer actively maintained. While Xcode support is
still far from perfect within CMake, I have made many recent
improvements to the CMake build system Xcode
Using the GDAL tools, I've built a mosaic of terrain tiles that I'm
stitching together using osgdem to create a terrain database. Each terrain
tile uses a UTM mapping that is reprojected from a lat/long mapping.
Unfortunately when I do the reprojection for each tile, the terrain tile
gets slightly
Hi everyone,
I know this question has been asked previously but I have not been able
to locate a definitive answer so..
We have a need to implement speedtree into OSG, and am wondering if
anyone has had prior success with this?
From a cursory glance it does not appear that it will be as
hi,
Only set osg::Texture::REPEAT is not enough!
-- 原始邮件 --
发件人: Paul Melis[EMAIL PROTECTED];
发送时间: 2008年7月30日(星期三) 下午04:57
收件人: OpenSceneGraph Usersosg-users@lists.openscenegraph.org;
主题: Re: [osg-users]
monkey wrote:
Thank for you all!
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