Hi,
I understand that this problem has already been discussed . But as I was not
able
to understand clearly I post my simple camera rotation problem., I written a
code
osg::refosg::Camera g_camera=new osg:::camera;
g_camera-setProjectionMatrix(osg::Matrix::ortho2D(0,1,0,1));
Hi,
Akilan Thangamani wrote:
Hi,
I understand that this problem has already been discussed . But as I was not
able
to understand clearly I post my simple camera rotation problem., I written a
code
osg::refosg::Camera g_camera=new osg:::camera;
Thank you Stephan, we've confirmed with our customer that it's a codec
problem and not in our side, so it's OK. As a side note, the QuickTime
plugin is really working like a charm compared to the other solutions like
FFmpeg, it's a real pleasure.
On Tue, Sep 8, 2009 at 12:15 AM, Stephan Huber
Hi Robert,
Here the time frame where i have a problem:
a thread A do
osg::Object* obj = osgDB::readObjectFile(url);
the obj is returned from cache, and later i do
a the same time the main thread execute (just after the execution of the
readObject of the thread A)
Hello Robert,
thank you for the introduction.
I've postponed the scripting engine due to some other urgent aspectes, but I'll
continue to try in some days. and will come back on this topic.
Thank you so far,
Torben
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Hi Cedric,
On Tue, Sep 8, 2009 at 9:24 AM, Cedric Pinsoncedric.pin...@plopbyte.net wrote:
Hi Robert,
Here the time frame where i have a problem:
a thread A do
osg::Object* obj = osgDB::readObjectFile(url);
the obj is returned from cache, and later i do
Could you try using:
Hi folks
I've tested the code (latest SVN) and get also get a crash when
start() is called the scond time.
Recreating the thread object indeed solves the problem, so it looks
like there is actually something going wrong when a cancelled thread
is restarted.
Slightly OT w.r.t. Paul's remark, I
Hi Michael,
On 7/09/09 10:58 PM, Michael Guerrero wrote:
...
void main()
{
OpenThreadObject* myThread = new OpenThreadObject;
myThread-start();
myThread-cancel();
myThread-join();
myThread-start();
myThread-join();
}
Are canceled threads allowed to be restarted?
Can
Hi,
Here is my problem, I use 2 passes to render a frame.
On the 1st pass, I render the whole scenegraph into a texture with a material A
on a node N.
On the 2nd pass, I render the whole scene graph again and I use the texture
from the 1st pass into a shader to render same node N with a
Hi,
Actually, I would like to simulate a navigation control for north orientation
as available in google earth. I wanted to rotate the control along the
X-axis(+/-) that will get reflected on geocentric virtual earth. I set the
camera to the geometry(navigation control). What I thought was
Hi Serge,
Le mardi 08 septembre 2009 à 09:27 +0200, Serge Lages a écrit :
Thank you Stephan, we've confirmed with our customer that it's a codec
problem and not in our side, so it's OK. As a side note, the QuickTime
plugin is really working like a charm compared to the other solutions
like
Hi,
Akilan Thangamani wrote:
Hi,
Actually, I would like to simulate a navigation control for north
orientation as available in google earth. I wanted to rotate the
control along the X-axis(+/-) that will get reflected on geocentric
virtual earth. I set the camera to the geometry(navigation
Hi,
That s fine. But I wanted to know about the type of GUI
component has been used for navigation. osgWidget is what I have to choose
for such design? What type of file is that??
Thank you!
Cheers,
Akilan
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Hi Tim -- Yes, the UpdateVisitor executes the update callbacks you have
attached to your nodes. That is the sole purpose of the UpdateVisitor:
Walk the scene graph, look for update callbacks, and call into them. It
works the same way regardless of whether it is launched by VRJ,
osgViewer,
Thanks for the info on join(), but I guess I prefer the manual control
feeling I get by waiting in my own loop. Good to know about join() though.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Thibault Genessay wrote:
Hi folks
Hi Tim -- In place of viewer.updateTraversal(), simply modify your scene
graph.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Tim Allen wrote:
Hi,
Thank you very much for the reply.I also have an another question , in this
Hello everyone. I built DCMTK 3.5.4 successfully but am having problems
building Plugins Dicom. I am using Visual Studio 2005 on Windows Vista.
Has anybody built Plugins dicom successfully with Visual Studio on
Window Vista?
I believe the following might(?) be issues in building Plugins dicom
So to clarify exactly where the exception is thrown here is the call stack:
ot11-OpenThreadsd.dll!OpenThreads::cooperativeWait(void * waitHandle=0x00b0,
unsigned long timeout=4294967295) Line 53 C++
ot11-OpenThreadsd.dll!OpenThreads::Win32ConditionPrivateData::broadcast() Line
73 +
Hi there,
a quick question for you guys, is it possible for a Geode to be excluded from
SMALL_FEATURE_CULLING?
Thank you!
Andrew
--
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http://forum.openscenegraph.org/viewtopic.php?p=17150#17150
___
Hey everyone,
I've been out of the loop for quite a while but I have picked back up a project
of mine. I have some models in blender that I want to animate for use in my app
but when I export them using the newest OSG exporter (thanks to Cedric!) I
don't get the results I'd hoped for using
Hi,
Thank you very much for the help.So I need to call
scene-accept(updateVisitor); every frame instead of using updatetraversal or
update right??By the way I am updating a scene for a prerender camera.
Thank you!
Cheers,
Tim
--
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Andrew Thompson wrote:
Hi there,
a quick question for you guys, is it possible for a Geode to be excluded from
SMALL_FEATURE_CULLING?
Not as far as I know. And, i think you'd have to do it for all parent objects
as well,
as I think SF-culling is done at all levels of the hierarchy. What
Hi Pieree,
Pierre Bourdin (gmail) schrieb:
Hi Serge,
Le mardi 08 septembre 2009 à 09:27 +0200, Serge Lages a écrit :
Thank you Stephan, we've confirmed with our customer that it's a codec
problem and not in our side, so it's OK. As a side note, the QuickTime
plugin is really working like a
Hi there, and thanks for your response,
well I am using small feature culling in my application to improve performance.
Its a CAD-style app and I have hundreds of thousands of Geodes on the screen at
any one time. Many are really small so I am throttling small-feature culling to
maintain a
Hi Andrew,
I was trying to accomplish exactly the same and finally found a
solution, if you search the mailing list for Disabling small feature
culling for a subgraph you will find the email thread when I discussed
this with Robert. I've pasted the final solution below for your convinienc.
Clay, Bruce wrote:
Is there a cross reference table anywhere that identifies the changes
from one version of OSG to the next?
I am trying to update some OSG based applications I wrote 2 or 3 years
ago and am running into problems finding the new classes to do the old
function.
For
Thanks Jason, I'll dig down that path
Bruce
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason
Daly
Sent: Tuesday, September 08, 2009 5:02 PM
To: OpenSceneGraph Users
Subject: Re:
Is there a cross reference table anywhere that identifies the changes
from one version of OSG to the next?
I am trying to update some OSG based applications I wrote 2 or 3 years
ago and am running into problems finding the new classes to do the old
function.
For example, I used
Clay, Bruce wrote:
Thanks Jason, I’ll dig down that path
Bruce
*From:* osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] *On Behalf Of
*Jason Daly
*Sent:*
Brett Thomas Lee wrote on Tuesday, September 08, 2009 4:51 PM:
Hi,
Similar to Mr Paul I tried to modify my scene by calling update like
this
viewer.realize();
while(!viewer.done())
{
viewer.advance();
viewer.eventTraversal();
//viewer.updateTraversal();
Hi,
Now just a question have troubled me: is that, an object is moving, using the
osgAnimation library, here I want to compute the speed of that object's
movement, and if using the V=S/t to compute the speed, then I donot kown how
to get the DistanceS, even the Timet. Anyone could give me a
Hi Stephan,
I was looking for this kind of explanations...
I've tried the ffmmeg plugin but was first a little de-concerted by the lack
of audio support without sdl and then by the latency when you want to
control a sequence with sound...
I'll give it a try on Windows.
Thanks.
Pierre.
2009/9/8
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