Hi Cory,
OpenGL calls used to fill a background colour will be the faster way
to accomplish a gradient background and it'll be a portable solution.
Robert.
On Sat, May 2, 2009 at 1:24 AM, Cory Riddell c...@codeware.com wrote:
If I want to draw something in the client area of the window OSG is
Hi Martin,
You can't both set the view matrix by hand and have a camera
manipulator running, you have to do one or other, otherwise the camera
manipulator will just overwrite your view matrix settings.
Robert.
On Fri, May 1, 2009 at 11:10 PM, Martin Beckett m...@mgbeckett.com wrote:
I am
Hi Paul,
You are write, the FIND_PACKAGE(CURL) isn't required. Now removed and
checked into svn/trunk.
Robert.
On Sat, May 2, 2009 at 2:26 AM, Paul Martz pma...@skew-matrix.com wrote:
Hi Robert -- I'm curious about the cURL dependency in VPB's CMakeLists.txt
file. Was this left in from old
2009/5/2 xyc508 xyc...@163.com:
Hello,all
Who can tell that What's the mime type of .ive file?
Nobody. There isn't one.
Robert.
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Bump...
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I don't think GDI is buffer-savvy, so there's no way to tell it to draw into
the back buffer. (10 years ago, when HP made their own graphics cards, we
developed a solution for mixing GDI/Xlib with OpenGL, and it was quite
flexible. No one else ever implemented such a scheme. As a result, GDI/Xlib
So to switch to a view I should just derive from TrackBallManipulator and add
functions to modify the rotations matrix and then call home()?
I tried this but it needed changes to MatrixManipulator I posted in submission
- to allow calculatehomeposition to change _up.
--
Read
I've tried the osgfxbrowser example, and it works fine if I compile it in debug
mode, but when i use release mode the only effect that works is scribe, when I
select the other effects the model disappears and I get this warning:
Warning: osgFX::Validator: could not find any techniques
Hi everybody,
I am using osgART for an AR project I'm currently working on, which joins osg
and ARTookit -- but since my question is rather regarded to osg, I'm asking you
folks...
In osgART the developers seem to create a custom camera they place inside the
scenegraph, under a transform
Hi,
Where can I find for file specification for .osg file? I would like to write an
exporter for Maya that exports mesh, texture, shader and animation in .osg
format. Dose .osg support shader and animation export?
Thank you.
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robertosfield wrote:
Hi Robert?
Could please change your forum account so it's different from Robert,
perhaps you're full name so that people on the mailing list and forum
can see straight away that it's not another Robert so such as myself
or one of the many others.
Robert (Osfield).
You should search the archives, this has been asked before.
There is no spec, it is a text dump of fields in OSG classes. To see what
info is read and written, examine the source code in src/osgPlugins/osg.
The best way to create a plugin as you describe would be to build a scene
graph, then
Hi Real --
The code you quoted is rather odd in that it doesn't set the View matrix. I
can only assume that some further Camera configuration must be done
elsewhere.
I'm also not sure why that Camera node would be placed as a child under a
Transform node, because the Camera reference frame is
Hi NeoM,
I haven't heard of problems with osgfxbrowser like this before. What
OS/Hardware/drivers are you using? What OSG version are you using?
Have you tried updating your OpenGL drivers. Have you tried any other
hardware/OS combinations?
Robert.
On Sat, May 2, 2009 at 3:31 PM, NeoM
hi tomhog,
send me a pm with your email address so i send you the current state of the
exporter.
cheers
boto
Virtual Reality Chat (VRC), a free 3D chat application. http://www.vr-fun.net
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On Sat, May 2, 2009 at 2:39 PM, Paul gaffe...@gmail.com wrote:
Bump...
Bang.
Stack trace required.
Bump.
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Sorry all the psychics are on vacation at this time
__
Gordon Tomlinson
gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com
I have a Nvidia Geforce 7900 GS with the last drivers (182.50) and I use
Windows XP.I have OSG 2.8.0 (and I'm using visual c++ 2008)
thanks for answering, I will try it
NeoM
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Robert,
I got the latest VPB from SVN and it built after I made the changes to
the files I mentioned below.
I am using CMake 2.6-patch 2 on FC10 x86_64. I only have OSG 2.80
installed. I think all the issues I was having prior to this message
was that I had installed FC9 and then upgraded
--- On Tue, 21/4/09, J.P. Delport jpdelp...@csir.co.za wrote:
From: J.P. Delport jpdelp...@csir.co.za
Subject: [osg-users] Quat * Vec3 proposals - request for comments/help
To: osg users osg-users@lists.openscenegraph.org
Date: Tuesday, 21 April, 2009, 1:36 PM
Hi all,
it's been known for
Alternatively you could drop osg::Vec3::operator*(
osg::Quat ) altogether and have osg::Vec3::apply( osg::Quat
) or osg::Vec3::rotate( osg::Quat ).
Woops. Of course I meant that it was osg::Quat::operator*( osg ::Vec3 ) that
could be dropped. Sorry.
Paul Fotheringham.
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