hi all,
I know this problem is not so related to OSG, but there is no better
place I can find.
What I want to draw is to draw a three-dimensional pipe from a 3d curve
with a given radius.The pipe I mean is alike a cylinder,but it is bent. any
ideas?
thanks in advance.
forest a écrit :
hi all,
I know this problem is not so related to OSG, but there is no
better place I can find.
What I want to draw is to draw a three-dimensional pipe from a
3d curve with a given radius.The pipe I mean is alike a cylinder,but
it is bent. any ideas?
thanks
Hi forest,
I have done this several times in order to simulate springs. If you have the
3D trajectory, you will also have or you can compute the tangent vector (the
one that follows it). For every point in the trajectory, you place a
point r units away from it and in a perpendicular direction
Hi Vincent
Resolved Problem^^
Thank after compile from source code add use new dll , it run
very good,
Hi I don't know why ? the are some diffirent from Package Debud
and Release mode from web and dll Debug and Release you have from
compile the source
Hi Robert,
If I remove the shaders of my scene, the crash disappear.
Now, I'm looking at a way to stop the Shaders before ending the viewer.
When I need to delete the view, I do :
stopThreading();
setDone(true);
map-erase(viewer);
I though the stopThreading() call would do the work for me
Hi Leeten
The AnimationPathManipulator doesn't have a mechanism for declaring
when the loop is finished. You have the source code so please feel
free to add a callback or similar.
Robert.
2009/6/26 Leeten leeten2...@163.com:
Hi,
I'm using AnimationPathManipulator and set setLoopMode(
HI Vincent,
There really isn't much I can do beyond what I've already said. The
stopThreading() should stop the threads, since I don't have the code
that reproduces the problem I can do nothing more.
Robert.
On Fri, Jun 26, 2009 at 7:56 AM, Vincent
Bourdiervincent.bourd...@gmail.com wrote:
Hi
Hi,
We also have some multi-touch devices here (a FTIR projection table and a
PQLabs screen). We've made it works with OSG by adding some custom data to
the classic events. For example for a mouse push, we add the mouse ID as an
user data. Our FTIR table use the TUIO protocol and we've made an
Cory,
FWIW, I do what you do : I have an OpenThreads::Thread class which _has_ a
viewer. The parent application starts this thread up, and lets it get on
with viewer creation, frame dispatch, viewer deletion and so on.
I had very similar problems to you a while ago ( 1 year? ) when I
originally
Hi,
Besides adding the triangles, as a primitive set, you also have to set the
vertex array dor the geometry, like this:
Code:
triangleGeometry-setVertexArray(points);
This should make it visible, but the surface will look flat, as the
triangulation does not generate normals for the
Thank you! The sdl and sdlmain projects were both set to the dll without debug
in debug config. That solved that 5th warning and in the list in dependency
walker there's now not any mixed debug and release files.
The other 4 warnings, well it's more like 2 because they're repeated, seem to
not
Hi to All,
i need to consult the statistics from source code, using the API
(Fps,culling time ,number of poligons etc etc).
What are the api that i must to use? activate and read the statistics
causes a lowering of performance?
thanks!
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osg-users
Hi,
I am new in GLSL, and all OpenGL GLSL examples I saw needed a heavy
preparation, whereas in OSG it's really nice. Thanks a lot and
congratulations!
As always I have a few questions.
1) OSG considers vectors as lines, OpenGL as columns. Thus every matrix/vector
mutltiplication have to
Hi Maxime,
On 26/6/09 2:44 PM, Maxime BOUCHER wrote:
2) More problematic. Y and Z axis are swapped between OSG and OpenGL. Thus do I
have to
do a sort of swap between dimensions (so to say) ? For example, I have a camera
with
view and projection, in osg conventions, and I use the viewmatrix
David,
Thanks for the information. It sounds like there might actually be a
problem here. Rather than code around it, I'm going to keep poking
around to see if I can figure out what's going on. It's nice to have a
plan B though, so thank you for the advice.
Right now it looks like the
Hi Robert,
is there in cmake an option to disable adding to the shared osg*.dylib the
version information?
adrian
--
Adrian Egli
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Hi Claudio,
The osg::Stats class is the main class for storing various frame
stats. Different objects can have osg::Stats attached to them. For a
guide have a look at the implementation of the viewer states in
src/osgViewer/StatsHandler.cpp.
Robert
On Fri, Jun 26, 2009 at 12:11 PM, Claudio
On Fri, Jun 26, 2009 at 2:44 PM, Adrian Egli OpenSceneGraph
(3D)3dh...@gmail.com wrote:
Hi Robert,
is there in cmake an option to disable adding to the shared osg*.dylib the
version information?
I don't recall, but then I don't use Windows and I didn't write this
part of the CMake scripts so I
Hi,
I tried osgShadow example and it just turned out to be black, unlit geometries.
Much less the shadow. I have run the exmaple on Mac, Windows and Linux and all
the same. Anyone else has the same problems?
Thank you!
Cheers,
Rabbi
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Read this topic online here:
Hi Robert,
is there in cmake an option to disable adding to the shared osg*.dylib the
version information?
I don't recall, but then I don't use Windows and I didn't write this
part of the CMake scripts so I not the one to answer this question.
The fact that Adrian mentions the .dylib
Hi Rabbi,
I tried osgShadow example and it just turned out to be black, unlit geometries.
Much less the shadow. I have run the exmaple on Mac, Windows and Linux and all
the same. Anyone else has the same problems?
You don't mention hardware, compiler, command line options used,
nothing, so
Hi,
We are developing a game with movies (mpeg) and would like to play them as cut
scenes. I see there is a osgmovie example there and we would like to play sound
in the movie using a sound library call FMOD.
The example uses quicktime plugin and the plugin in calls quicktime routine. My
Hi Rabbi,
The osgmovie example works with any of the movie plugins, it is not
tied to Quicktime.
In the case of the quicktime and xine plugins they both provide the
sync'd audio for you.
In the case of the new ffmpeg (part of svn/trunk and 2.9.x) it doesn't
provide audio playback itself,
Alright, thanks.
Max
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http://forum.openscenegraph.org/viewtopic.php?p=14596#14596
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Hi,
Thanks, never tried with those arguments. My video cards are mostly nvidia
Quadro something. We are developing this game so it can run on most reasonably
recent graphics cards.
Thank you!
Cheers,
Rabbi
--
Read this topic online here:
Hi,
We are currently developing a plugin for Maya. So far it supports basic
geometry, texture, bump map, lod, instancing and animation, including keyframe
animation and character/skeleton animation. Particle system will be added soon.
This implementation is publicly funded so it doesn't have
Hi all,
Yes, i am working under OS/X actually :-) .
I know all the problem we getting in when we remove the versioning
string, but in some really special cases there is it
not as bad as it seems to be
using unversionied libraries. but if i can not remove the version
string, then i have to look for
Hi Rabbi,
We are currently developing a plugin for Maya. So far it supports basic geometry, texture, bump map, lod, instancing and animation, including keyframe animation and character/skeleton animation. Particle system will be added soon.
Nice, we'd definitely be interested as now our
Hi Adrian,
I know all the problem we getting in when we remove the versioning string, but in some really special cases there is it
not as bad as it seems to be
using unversionied libraries. but if i can not remove the version string, then i have to look for other solution.
Is there a problem
David Robert,
I think I found the race that is giving me problems.
When I close my app, sometimes GraphicsWindowWin32 gets the WM_DESTROY
message before I call viewer-setDone(). In these cases, the
GraphicsWindowWin32 gets destroyed (marked invalid), but I think the
graphics thread remains
Hi Seb, the problem i am working on it's to set up safari plugin bundle with
all dep files inside. i need to fix the library location to get propery
working the extension. this is a really complex task, my i get it soon
working, but not shure. may i have to fix it with a better option. i will
see,
On 26/6/09 4:39 PM, Maxime BOUCHER wrote:
Just a question of curiosity.
I can guess Z and Y defaults haven't been change just for fun neither the
vector column/row.
But I wonder which are these reasons.
The Z-up is popular in the vis-sim industry as it feels more natural to assume
I'm quite confident this is my problem. I added a handler for
WM_DESTROY that sleeps my main thread for 1000 ms. This is enough time
for the second thread to process the message, marking the
GraphicsWindowWin32 instance as invalid which prevents the viewer from
closing the context (invalid
Hi,
I should probably have used .ive file. I didn't consider such possibility ver
carefully when I started. There is an other fellow doing exactly that for
OpenSG, except for OpenSG use XML file format which I think is really
cumbersome.
One reason for the intermediate binary format is that
Rabbi Robinson wrote on Friday, June 26, 2009 12:34 PM:
I should probably have used .ive file. I didn't consider such
possibility ver
carefully when I started. There is an other fellow doing exactly that
for
OpenSG, except for OpenSG use XML file format which I think is really
cumbersome.
HI Rabbi,
On Fri, Jun 26, 2009 at 6:34 PM, Rabbi Robinsonlonga...@gmail.com wrote:
I don't know how introspection works in OSG. If I create a new class in
Maya's exporter and pack it into .ive file. Can it be read correctly in OSG?
I'm afraid the .ive format isn't extensible in the same way
In another message thread I've been talking about a threading problem in
my app. I just figured out how to reproduce it with one of the samples,
so I thought I would post that here in hopes that somebody else would
have an idea on how to fix this.
I think it's a shutdown sequence race. To
Hi, I set the color by using a fragment shader and the 32 bits floating
point blending seems to be working now.
I would like to use multisampling in my FBO. How can I configure that? Is it
only by setting the method:
Camera::attach(BufferComponent buffer, osg::Texture* texture, unsigned int
Jonathan Richard wrote on Friday, June 26, 2009 3:30 PM:
Hi, I set the color by using a fragment shader and the 32 bits
floating point
blending seems to be working now.
I would like to use multisampling in my FBO. How can I configure that?
Is it
only by setting the method:
Putting a call to setGraphicsThread(0) near the top of
GraphicsWindowWin32::destroyWindow() prevents the problem. Does this
seem like a hack, or should I submit a patch?
Is there any reason why a graphics thread should still be running after
a graphics window has been destroyed?
Cory
Cory
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