Hi attach the full source code, perhaps someone can find a solution to this
problem. I dont have any clue for solving it.
Thanks,
J.
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osgprerender.rar
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HI Eric,
The units are assumed to be meters, so please just convert your values
to meters.
Robert.
On Thu, Mar 5, 2009 at 11:57 PM, Eric Heft osgfo...@tevs.eu wrote:
What sets the 'depth' plane when using stereo?
From the docs you have measured and entered values for the following in
HI Salvatore,
Basic maths tells us that you won't be able to fit all these photo's
in memory. The only way you could do it is to page them.
osg::ImageSequence does support paging, so add the filename rather
than the image.
Next up, tga won't be the best format for paging. A movie format
would
Hi Jim,
I'm confused by your email and your code segment, so not really sure
what to comment on.
Robert.
On Fri, Mar 6, 2009 at 2:56 AM, Jim Brooks jimbl...@gmail.com wrote:
Found two different ways to tell OSG that vertexs were modified.
Maybe these are circumventions that aren't proper (?).
Hi Robert,
I mean, I have MFC control screen and in this control screen I have picture
box which has small bounding size in this control screen. And I am rendering
in it. While traits-samples is 4 rendering in picture control boundary, but
when I set traits-samples to 16 rendering screen goes
Wanting to catch up with Stephen Northcottpom, no dramas!
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I'm trying to pre-load some models that need their texture to be rescaled.
Looking at earlier post I saw suggestions about using a
Camera pre-draw callback that uses the GLObjectsVisitor to compile
everything...but I can't find out exactly how to do this.
By now, here is what I did:
1) created a
Hello,
I have a little Subgraph with a MatrixTransform and a Node. Now I need the
BoundingSphere. But when I do ...
osg::BoundingSphere boundingSphere=matrixTransform-GetNode()-getBound();
double distance = boundingSphere._radius;
...than is the distance = 0, but I don't know why.
What can be
Jim,
You are addressing three different things in your email, display lists,
geometry changes, primitive count.
Dirtying the display list simply regenerates the display list and if you've
changed the verts, they will get compiled into the new display list. If
they weren't changed, then they'd
Martin,
My guess is that either the node doesn't have any geometry - try writing it
out as an .osg file and look at it.
Or, the subgraph hasn't been traversed and the bounds haven't been
calculated yet.
Search on computeboundvisitor (or something like that) and run that on your
node to generate
I have a geometry. But I updated the matrix in a thread:
osg::Matrix matrix = new osg::Matrix;
((::osg::MatrixTransform*)_root.get())-setMatrix(matrix);
_root is my MatrixTransform. And when I remove the line with setMatrix it
works fine. When I use setMatrix my radius is 0. [Crying or Very
Martin,
Not sure what the problem is, maybe you thread is conflicting with the osg
threads. You should only update the MatrixTransform during the update
traversal - or sync your thread with the update.
What you are doing - setting the MatrixTransform should just work. Try
doing it as an update
HI Martin,
Might I suggest you check the value of matrix, it might be that the scale is 0.
Robert.
On Fri, Mar 6, 2009 at 1:34 PM, Martin grosser.mar...@gmx.de wrote:
I have a geometry. But I updated the matrix in a thread:
osg::Matrix matrix = new osg::Matrix;
A patch solution could be introduced to give the impression ambient lighting
works onto Particle System.
Into osgParticleSystem::update() method, after particles' update(dt) method
call their _current_color are stepped.
We could there re-touch the stepped color and darken it according to an
.
osg::ref_ptrosg::Vec3Array mVertexs;
mDrawArray = new osg::DrawArrays(osg::PrimitiveSet::POINTS,0,0);
// Modify vertex array (mVertexs is in app side).
mVertexs-push_back( vertex );
// Tell OSG geometry was modified.
mGeometry-setVertexArray( mVertexs.get() );
Is there a tutorial some place that explains how to attach a player
model to a camera? If not could someone push me in the right direction?
I'm using OSG2.6.1
Thanks
-Mark Yantek
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Hi,
Does it work alright for you under 2.6? I'll try to take a look at it if I
get a chance.
Thanks!
Jason
On Thu, Mar 5, 2009 at 1:21 AM, legeochen legeoc...@gmail.com wrote:
Hi all:
I just recompiled my osggis with new release version 2.8 osg under my
debian lenny. When I try
Hi Mark,
On Fri, Mar 6, 2009 at 3:24 PM, Mark Yantek myan...@rscusa.com wrote:
Is there a tutorial some place that explains how to attach a player model to
a camera? If not could someone push me in the right direction?
Not sure what you are looking for. Are you wanting the viewe'rs
master
Robert,
Sorry for my lack of clarity.
I'm trying to have the camera locked on to a user controlled object.
After rethinking this I can see the path I need to follow. In the
example OSGSIMULATOR there is a plane with a camera following it. I just
need to move user control from the camera to the
HI Mark,
OK, I now understand better what you are trying to do.
You can use a osgGA::NodeTrackerManipulator as per the osgsimulation
example, or attach a CameraView node to the same subgraph as the
object you want to follow that use a
osgGA::CameraViewSwitchManipulator.
Alternatively rather
Hi,
i also use WPF, you are not the only one. The problem in WPF is surely
the airspace. In WPF you can't have in the same window overlapping
technologies. And if the window is a popup window, if it has transparency
activated, you will also experiment the same problem (but this time
it
I appreciate the reply. I got OSG 2.6.1 and followed the info you
provided to get the version of VPB that was was listed in the table to
work with the version of OSG I have installed.
It has been a while since I have played with it, but the both build and
installed. When I try to run
Hi,
Yes, it works fine with osg 2.6, 2.7.5 etc. Thanks!
cheers
2009/3/6 Jason Beverage jasonbever...@gmail.com
Hi,
Does it work alright for you under 2.6? I'll try to take a look at it if I
get a chance.
Thanks!
Jason
On Thu, Mar 5, 2009 at 1:21 AM, legeochen legeoc...@gmail.com
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