Hi Jeremy,
some days ago you asked about some feedback for osgWidget. Since i read
your message i have been looking at osgWidget and i have some suggestions,
comments about how its works and possible future lines of work. And no, i'm
not using it, osgWidget came to late to me, so i leave it
Hi Dat,
On 27/10/09 11:53 AM, Ulrich Hertlein wrote:
On 27/10/09 2:05 AM, Nguyen Tien Dat wrote:
So I have read about .mtl and .obj files and understood what you
meant. I created a program to optimize the model
(http://cs.uiowa.edu/~tinguyen/OptimizeMtlFiles.rar)
Oh and one more thing: you
Hi,
first of all, thank you very much for your answer. But there is something that
I do not understand, for example if I load a .3DS model in a osg Node, how I
can transform it to a DOF Node to translate or rotate in real time? I thought
that with a dynamic cast I could get it.
Thank you!
Hi Felipe.
On Wed, Oct 28, 2009 at 9:39 AM, Felipe Lemus yoindra...@hotmail.com wrote:
first of all, thank you very much for your answer. But there is something
that I do not understand, for example if I load a .3DS model in a osg Node,
how I can transform it to a DOF Node to translate or
Hello
I have a two-windows app. which uses the osgwindows example approach.
Mi question is, could be possible to enable QUAD BUFFER stereo in both windows
at the same time?
Each of my windows are connected to a active stereo display, via the dual
output of Quadro FX GPU
I have tried to
Hi Robert,
thank you very much for your answer. My problem is that I need to translate an
Helicopter (.3DS model), with a camera, in a scene and I need to can change
its course or even stop it in real time pressing a key of the keyboard or
something like that. If I use animationpath I can not
Hi Felipe,
On Wed, Oct 28, 2009 at 10:55 AM, Felipe Lemus yoindra...@hotmail.com wrote:
thank you very much for your answer. My problem is that I need to translate
an Helicopter (.3DS model), with a camera, in a scene and I need to can
change its course or even stop it in real time pressing
Hello Wyatt,
I would like to integrated SpeedTree 5.0 into an osg application.
Having searched the mailing list archives the most recent mention of a
SpeedTree example that I found was over a year ago. Has anyone been
using SpeedTree with OSG and possibly put together an example that would
On Wed, 2009-10-28 at 06:17 +, Himar Carmona wrote:
Hi Jeremy,
some days ago you asked about some feedback for osgWidget. Since i
read your message i have been looking at osgWidget and i have some
suggestions, comments about how its works and possible future lines of
work. And no,
Hi Wyatt,
I would be very interested by this integration...
Is there a possibility to have a free version of SpeedTree ?
Pierre.
Le mardi 27 octobre 2009 à 17:43 -0500, Wyatt Earp a écrit :
I would like to integrated SpeedTree 5.0 into an osg application.
Having searched the mailing list
Thanks.Building now, will test shortly.
-Paul
Wojciech Lewandowski wrote:
Hi Paul,
I have just submitted proposed changes to osg-submissions. Please, see
[osg-submissions] DisplaySettings masks for implicit buffer
attachments thread for details.
Cheers,
Wojtek Lewandowski
osganimationtimeline fails to build on VC 2005. See attached error log.
(FYI, several other of the plethora of osganimation* examples generate a
lot of warnings about inheriting by dominance. These should be
investigated and resolved.)
--
Paul Martz
Skew Matrix Software LLC
Hi Paul,
Thanks for reporting the problems. Neither Cedric (author of
osgAnimation this new example) nor I have access to a Windows
systems to test against, from the errors nothing jumped out at me as
what is the likely problem, perhaps Cedric might be able to have a
better guess. Rather than
Hi all!
I have found some docs about animating a textured object using texture3D.
So I have tried to do it myself but it doesn't seem to work, it freezes on a
single noise 2D texture.
I use Perlin Noise to build dynamically the texture. Then I pass it to the
fragment shader. I managed to write
Hi Robert, Paul,
Rather than guessing, perhaps yourself or fellow
Windows dev might be able to spot the problem and propose a fix.
I can check it out when I come back from lunch, if Paul hasn't beaten me
to it.
J-S
--
__
Jean-Sebastien
As a hint. I have found that the size of the written image is far from being
right. It seems to be a 256*256*1 image rather than a 256*256*256 image.
It weights 257ko which is nearly the same as 4*256*256 (4 for rgba)
--
Read this topic online here:
I want to create a graph where some nodes have more than one parent, but
every parent node doesn't necessary have a non-backtracking path back to
the root node. Does this make sense? How about some bad ascii art:
A
|
B C
| /
D
A has been designated as the root but there is a node C that isn't a
Sorry, I found out that it was one of the Perlin.cpp function that was the
problem.
I created 256 times the same image so i could not see the animation!
Good evening ;)
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=18812#18812
OSG is a DAG http://www.vis-sim.com/imgdp/dagb.jpg
Which means every node has at least one parent expect the Root node
In your case 'C' would never get traversed with the standard OSG
traversers unless you provide all your own traversal routines
Gordon
Product Manager 3d
Actually I haven't tried any of these for various reasons:
According to the post with the most info,
“There are serveral ways to do it:
1. alternative: Just use the opengl example from speedtree and wrap it
with a custom drawable. Using this solution there are many
pros:
* easy to integrate
Jean-Sébastien Guay wrote:
I can check it out when I come back from lunch, if Paul hasn't beaten me
to it.
Thanks J-S. I'm deep into another task at the moment, getting on fine
without osgAnimation (which I have never had occasion to use).
Paul Martz
Skew Matrix Software LLC
Hi Paul,
(FYI, several other of the plethora of osganimation* examples generate a
lot of warnings about inheriting by dominance. These should be
investigated and resolved.)
Seems the dominance warnings are because the class inherits from two
classes that define the same member...
Yes having 2 members could be a big issue errr uhmm ohh
Gordon
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jean-Sébastien
Guay
Sent: Wednesday, October 28, 2009 2:23 PM
To:
Hi Wyatt,
I assume that the above methods involve SpeedTree prior to v5, which
is what I am using. According to the SpeedTree website v5 includes a
reorganization of the SDK. How much, I do not know, but maybe someone
has experience with it and OSG.
I hope you get some answers about this, I
Robert Osfield wrote:
The door will also be open to adding OpenGL ES 1.1 support shortly
after, and OpenGL 3.x support should not be too difficult either.
These are areas where the community could particularly help out on as
I don't yet have any experience with working on these OpenGL targets.
Hi Paul,
osganimationtimeline fails to build on VC 2005. See attached error log.
It builds for me. Perhaps you had a partial update, because
osganimationtimeline.cpp revision 10697 seems to contain the
modifications to include the necessary header to fix your error.
About the warnings. I
Hi,
...
I have created an earth model with VPB ( an ellipsoid with earth texture) by
the instruction post in
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem.
(osgdem --bluemarble-west -t land_shallow_topo_west.tif --bluemarble-east -t
land_shallow_topo_east.tif -l
Hi,
...
I have build some terrain model by VPB(VirtualPlanetBuilder) which including
some area of ocean.Is it possible to combine the effect of osgOcean to the
terrain model which is build by VPB?
Thank you!
Cheers,
Lv
--
Read this topic online here:
Hi Paul,
On Wed, Oct 28, 2009 at 6:48 PM, Paul Martz pma...@skew-matrix.com wrote:
Working on GL3 as of today. I have a few days available to start the
investigation, and if things go well, I can table other work to keep
plugging at GL3.
Great news. A couple of tips to help you along the
Jean-Sébastien Guay wrote:
osganimationtimeline fails to build on VC 2005. See attached error log.
It builds for me. Perhaps you had a partial update, because
osganimationtimeline.cpp revision 10697 seems to contain the
modifications to include the necessary header to fix your error.
Robert Osfield wrote:
In the case of GL3 you'll want to set the following CMake vars:
OSG_GLU_AVAILABLE to OFF
OSG_GL1_AVAILABLE to OFF
OSG_GL2_AVAILABLE to OFF
OSG_GL3_AVAILABLE to ON
OSG_GLES1_AVAILABLE to OFF (default)
OSG_GLES2_AVAILABLE to OFF (default)
OSG_GL_DISPLAYLISTS_AVAILABLE to OFF
Hi J-S,
Try virtual public T in the derived class.
Tom Jolley
-Original Message-
Before we decide to suppress warning C4250 though, could
someone with more knowledge/experience than me check to see
that it's all ok?
Just to summarize, this is the situation:
Hi,
I'm trying to use the TerrainManipulator class and I am scratching my head.
Problem:
I use a patch of terrain w/in a simple program and the terrainmanipulator works
great.
In another example of mine:
I then add a sky-dome by simply putting a sphere around the terrain and
painted the
Hi Paul,
On Wed, Oct 28, 2009 at 8:57 PM, Paul Martz pma...@skew-matrix.com wrote:
OSG_GL_VERTEX_ARRAY_FUNCS_AVAILABLE to OFF
?? I hope that's a cut and paste error. Vertex arrays are a part of GL3. Or
maybe this CPP macro controls use of the deprecated part of vertex arrays:
My optimizer is only check for identical textures - i.e. materials
that load the same image. I didn't check for materials without
texture. Do you need to compare all properties of each material in
order to find duplicate?
Thanks,
Dat
On Wed, Oct 28, 2009 at 2:14 AM, Ulrich Hertlein
Robert Osfield wrote:
Could you do another svn update as I've now checked in my changes to
the node kits, these all now compile cleanly under OpenGL ES 1.1 and
2.0, and shouldn't hit upon the above issue if you disable the macros
appropriately
Thanks. Builds clean when set for GL3 on VS2009,
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