Hello all:
I have a scene include a very big terrain, I want to write a camera
manipulator that
can controlled by mouse and keyboard, by using it, I can walk on the terrain
smoothly.
Who can help me or have some example can refer to?
thank you.
lab_zj
2008-08-13
Hi Robert,
thanks for coming back to me. One thing I left out of my mail was that I'm
still using OSG 1.2 - though looking to migrate very soon. Is your response
still valid for OSG 1.2?
Neil.
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osg-users mailing list
On Wed, Aug 13, 2008 at 9:13 AM, [EMAIL PROTECTED] wrote:
Hi Robert,
thanks for coming back to me. One thing I left out of my mail was that I'm
still using OSG 1.2 - though looking to migrate very soon. Is your response
still valid for OSG 1.2?
View doesn't exist in OSG 1.2, but the
On Wed, Aug 13, 2008 at 8:16 AM, lab_zj [EMAIL PROTECTED] wrote:
Hello all:
I have a scene include a very big terrain, I want to write a camera
manipulator that
can controlled by mouse and keyboard, by using it, I can walk on the terrain
smoothly.
Who can help me or have some example
hi,
well, i still use producer and i have a problem on exiting my
application it keeps hanging on deleting the producer::rendersurface
through a ref_ptr delete. maybe someone of you fell over this problem
back in osg 2.xx times. im quite lost about it.
the scalar deleting destructor from vs
Hi,
I am setting up my camera to render to a texture with the following commands:
camera.setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
camera.attach( osg::Camera::BufferComponent( osg::Camera::COLORBUFFER0 ),
myBuffer );
camera.setDrawBuffer(
Hi guys,
Thanks for the tips. In case anybody else reading this thread might
find it useful, I found a nice subtle way of highlighting a selected
model (see attached screen shot). Using the stateset decorating
method from the scribe example and outlining code from the cartoon
effect in osgfx, I
Time to start the re-write...
Src:
http://www.khronos.org/news/press/releases/khronos_releases_opengl_30_sp
ecifications_to_support_latest_generations_of/
http://www.khronos.org/news/press/releases/khronos_releases_opengl_30_s
pecifications_to_support_latest_generations_of/
See Spec @
Hi Viggo,
To switch off RTT rendering just node camera-setNodeMask(0x0);
Robert.
On Wed, Aug 13, 2008 at 11:32 AM, Viggo Løvli [EMAIL PROTECTED] wrote:
Hi,
I am setting up my camera to render to a texture with the following
commands:
camera.setRenderTargetImplementation(
Hi,
I have seen a strange thing about framerate...
I have a complex city where I have 20fps (not optimized yet)...
I set the following:
- Render target implementation = osg::Camera::FRAME_BUFFER
- I attach a RGBA buffer that is the same size as the frame-buffer.
Result:
- Framerate
Initial testing shows that Delta3D does work just fine 2.6. You should
actually be able to build it with anything 2.2 - 2.6.
On Tuesday 12 August 2008 04:55:45 pm Robert Osfield wrote:
Hi Ralf,
It should be straight forward to recompile Delta3D against OSG 2.6,
while it's isn't binary
On Wed, Aug 13, 2008 at 2:40 PM, Viggo Løvli [EMAIL PROTECTED] wrote:
Hi Robert,
Yes, I can do that if I have an own camera to do the RTT. This particular
case is about a node that will modify any camera that renders it.
I assumed that I had stumbled over a bug in OSG when I discovered that
Hi Viggo,
I haven't yet seen performance delta's between rendering scenes to a
frame buffer and a frame buffer object, but my own testing is rather
limited to Linux and Nvidia these data, which an occasional foray on
the Mac.
There is plenty unsaid about your setup that could be causing the
Robert,
Do you think it's within the scope of this EventAdapter object to issue
a standard RESIZE event when you press the key to enter fullscreen mode?
If so, I'll submit a patch doing so.
(However, I also see it making sense to ask that folks derive their own
objects from WindowSizeHandler, so
On Wed, Aug 13, 2008 at 5:43 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
Robert,
Do you think it's within the scope of this EventAdapter object to issue
a standard RESIZE event when you press the key to enter fullscreen mode?
It should be the windowing system that produces the resize event.
On Wed, 2008-08-13 at 17:49 +0100, Robert Osfield wrote:
On Wed, Aug 13, 2008 at 5:43 PM, Jeremy Moles [EMAIL PROTECTED] wrote:
Robert,
Do you think it's within the scope of this EventAdapter object to issue
a standard RESIZE event when you press the key to enter fullscreen mode?
It
Hello Robert. I know that this topic is a little old. But I'm Still having
that problem with LineStipple
I've been debugging Osg src with my implementation. And I've realized that
when I'm adding the Line inside my PAT object I just can't see it calling
Drawable::compileGLObjects( State state
Date: Wed, 13 Aug 2008 17:27:14 +0100
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Help! I have a render target problem.
No bug, you are just trying to do something in a completely wrong
way As I said NodeMask works just fine, if you want
Hi Robert,
I see a drop from 60fps to 30 fps in the osgPreRender example, when I switch
from frame buffer to frame buffer object.
I am going to try to run that example on some different hardware/drivers to see
if this happens only on some of them.
Viggo
Date: Wed, 13 Aug 2008 17:31:28
On Wed, 2008-08-13 at 13:45 -0400, Fuesz, Matthew wrote:
Ah, okay--perhaps I spoke too quickly and assumed too much. :)
I'm using osgViewer::WindowSizeHandler in many of my apps--and the
osgWidget examples--to respond to the F keypress. On my system
(Fedora
9 running Gnome), going into
Hi Everyone,
I have a problem with threading and osg::Viewer.
Basically i create and recreate a bunch of threads that runs a new
Viewer instance and the problem is that the viewers 'draw area' turns
up black if i ever close a Viewer.
Thread1 creates Window1 - viewing Node1 - OK.
Thread2 creates
Err that should be 'use' not used (as you don't know were they may have
been ;) )
SetNodeMask( 0x0 ) for those nodes you don't want to touch
SetNodeMask( 0x) on the Nodes you want to touch as well as on
the visitor/isector
-Original Message-
From: [EMAIL PROTECTED]
I think the problem might be the pHudRootNode-getParentalNodePaths()[0]
What this will do is traverse only the node getParentalNodePaths()[0] and is
direct SceneGraph descendants
As far as I know it will not traverse paths only the first node which may or
may not be a node your after
Perhaps
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