Hi,
Specifically, AnimationPathCallback has a setPause method.
More generally, you can control which nodes OSG updates (i.e. visits
during an updateTraversal) using node masks. Look at the methods
osg::NodeVisitor::setTraversalMask and validNodeMask for an explanation
about how it works.
Hello,
Paul, when I stop the sim time then stop all animation. Or is it a wrong
guess?
Himar, I tried to change the NodeMask and the viewer did not draw the
node. I think all functions were ignored, but I would ignore the update
callback only.
I have an idea. Can I Copy the update
Thank you,Gordon.
Seems, I need to change my design.
Originally, I just want to set plant leave's color,ambient and diffuse value in
palette, and change one set to another at runtime.
for now, I don't know if I need to write them in an xml file. If I do, then
modeling is an troublesome thing,
Hi Bryan,
ok thx for your answer (even if I do not understand the 1st part of your
message?)
I did some research on the forum before posting, but maybe it wasn't enought.
Thank you!
Cheers,
Sebastien
--
Read this topic online here:
Dear all,
Here is a simple fix for an error in the Cylinder class of the current svn
trunk version of osgOcean. Yesterday's revision 156 introduced member vars for
the Cylinder (_radius, _steps, etc.) but these were not initialized in the
Cylinder constructor, resulting in uninitialized vars
Thanks Ruben,
I was programming under the influence of a couple of beers last night,
clearly that was not a good idea :)
Regards,
Kim.
2009/10/16 Smelik, R.M. (Ruben) ruben.sme...@tno.nl:
Dear all,
Here is a simple fix for an error in the Cylinder class of the current svn
trunk version of
I've just updated the trunk with the fix.
Cheers,
Kim.
2009/10/16 Kim Bale kcb...@googlemail.com:
Thanks Ruben,
I was programming under the influence of a couple of beers last night,
clearly that was not a good idea :)
Regards,
Kim.
2009/10/16 Smelik, R.M. (Ruben)
Hi,
yesterday I downloaded the last dev release of osg (2.9.6) and now I'm
experiencing problems with some plugins.
My scenario is simple: just load a .osg file with osgviewer.exe. The dir that
contains my osgviewer also contains all osg DLLs and 3rd parties DLLs, the
models and textures dirs
Hi pp,
What is the function setupAnimtkNode ? and which version of
OpenSceneGraph are you using ?
Cheers,
Cedric
--
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Fri, 2009-10-16 at 11:31 +0200, p...@graphics.cs.uni-sb.de wrote:
Please, anybody,
Hi Alessandro,
On Fri, Oct 16, 2009 at 11:30 AM, Alessandro Terenzi
a.tere...@gmail.com wrote:
1) if I put the plugins in osgPlugins-2.9.6, then the loading of
osgdb_osg.dll fails, don't know why...
Have you tried to set OSG_NOTIFY_LEVEL to DEBUG_INFO to check the
paths the OSG tries before
The trick, if I can call it that, is to perform the leak check in the
destructor of the last destroyed object. Works for me!
You just need to make sure your global heap check object is created before OSG
gets to make its evil singletons ;-) . e.g.
Code:
struct TheEnd
{
~TheEnd() {
Thank you for your help,
I already tryed to set the notify level to debug and, as far as I understand,
plugins are always discovered but the only error message I see is
DynamicLibrary::fail loading ... no further detail is provided.
I just had to try to install the redistributables for Visual
This was against 2.8.1, but I see the trunk is identical.
Any issues with using PTHREAD_STACK_MIN?
http://www.opengroup.org/onlinepubs/9699919799/functions/pthread_attr_getstacksize.html
I was trying to create a lot of threads under 32 bit Linux, but could
only create 376, then the program would
p...@graphics.cs.uni-sb.de wrote on Friday, October 16, 2009 4:32 AM:
Problem reconstruction :
osgAnimation Example osganimationnode, exchange the main proc. Instead
of creating a viewer write out a file, as this.
int main( int , char** )
{
osg::ref_ptr osg::Group root = new
Hi,
I have a osg-file with UpdateCallbacks:
[...]
MatrixTransform {
DataVariance DYNAMIC
name Kugel01
nodeMask 0xff
cullingActive TRUE
UpdateCallbacks {
AnimationPathCallback {
DataVariance DYNAMIC
I think that makes a lot of sense, Paul. After learning about this yesterday,
it took me about a half hour to think it all through, and realize that it's all
pretty much equivalent and boils down to arbitrary choices about how you want
to orient your scene.
Frank
--
Read this
Not sure if this is the same problem:
I had a somehow similar problem of deployment (plugin not loading in
deployed machine WITHOUT redist)
It has happened both on vs8 and vs9.
I somehow solved the problem of osgdb_osg and ive plugins not loading by
copying the needed msoft dlls and manifests
Thanks Luigi,
I tried to build libjpg, zlib and libpng using cmakeports project (very
useful by btw)...now jpg plugin gets loaded successfully (I guess) but I get
black objects. Actually I got an error in CMake so I tryied to modify the
make file but I'm not an expert so, I did something wrong for
Ulrich,
Ulrich Hertlein wrote:
Hi Cory,
On 13/10/09 3:47 PM, Cory Riddell wrote:
As I understand it, basically every core has it's own cache. So, if some
data is shared between multiple threads, it may be loaded into multiple
caches all at once. If one thread makes a change, the value
I managed to let the jpg plugin work as suggested by Luigi, really thanks.
By the way, Luigi you talked about also cmakeports for curl and freetype,
but they are not public available yet, am I wrong? Can you share the
freetype port?
Thanks again for your help!
Regards.
Alessandro
On Fri, Oct
Hi Chris,
On Mon, Oct 12, 2009 at 6:49 PM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
Ok. I can understand that. Are there any aspects of submission review that
could be
outsourced?
I've already outsourced aspects of the submission review that are the
easy and most productive areas.
Hi Mick,
I can gladly help testing on a 64bit machine from my end.
OsgCuda seems to compile when I linked to the 32bit cudart.lib library. But I
get a lot of errors when compiling the examples provided.
List of errors for osgTexDemo.
1-- Build started: Project: Examples osgTexDemo,
The freetype support should be in svn, there is probably a problem in
cmake downloading from the freetype link... I had problem and put
a wget exe in the path, so cmake find it and use it to download, get it
from:
wget:
html: http://gnuwin32.sourceforge.net/packages/wget.htm
bin:
Hi Cedric,
osgViewer/core OSG should already have all the mechanisms available to
do clean up of the scene graph and associated OpenGL objects correctly
- and in fact it's possibly these existing mechanisms that are causing
the failure in question. I suspect the solution will come from
studying
Hi Sergey,
On Tue, Oct 13, 2009 at 11:41 PM, sergey leontyev sleon...@ist.ucf.edu wrote:
Robert and others,
I checked the stats as you recommended. What I see is that LOD value for
both cameras is increasing when nothing in the application is changing. The
same is true for the CULL value.
robertosfield wrote:
Hi Sergey,
On Tue, Oct 13, 2009 at 11:41 PM, sergey leontyev wrote:
I don't have any ideas why this occurring. One would expect the
number of nodes to increase when you move to the new camera positions
but should settle down quite quickly once all the require nodes
Thank you again Luigi, it would be very useful if you could send the
readme document you talked about.
Kind regards,
Alessandro
On Friday, October 16, 2009, Luigi Calori l.cal...@cineca.it wrote:
The freetype support should be in svn, there is probably a problem in cmake
downloading from the
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