Just want let you know that API doc in HTML, HTML-Help and PDF for OSG
2.9.6 is available from
http://www.3draum.ch/apidoc/openscenegraph/
Regards
Ernst
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2010/1/8 J.P. Delport jpdelp...@csir.co.za
Martin Beckett wrote:
Jason Daly wrote:
The advice about breaking up large geodes is still applicable. If you're
talking about hundreds of thousands of vertices, it's probably best to
represent those as multiple geodes (and group them spatially,
Hi JS,
I'm surprised that you are seeing this warning as for a 32bit build
the void* should be 32bits and GLsizeiptr should be 32bit. When under
a 64bit build the GLsizeiptr should be 64bit.
Even if GLsizeiptr was 32bit and void* was 64bit one should still be
able to cast it safely, the
Hi Shiina,
On Fri, Jan 8, 2010 at 1:37 AM, Shiina Ringo osgfo...@tevs.eu wrote:
Right now I just simply control the movie by setting the time limit, when
time's up and I just quit this movie.
Good to hear you've found a solution, not ideal of course as it
requires hardwiring of the app to the
Hi Ivan,
On Fri, Jan 8, 2010 at 3:29 AM, Ivan Salguero r_kenshin...@hotmail.com wrote:
i need use osgmovie but i need a plugin so i don't know where download that
and how install it
This topic has been discussed lots so please check the osg-users/forum
archives. Also when posting to the
Hi Brett,
On Fri, Jan 8, 2010 at 3:59 AM, Brett Thomas Lee brettle...@hotmail.com wrote:
Thank you very much robert. I am able to make it work.
Good to hear. It would be good to get the required changes checked
back into the old library whichever that might be...
Robert.
But how is this done in OSG, if I don't want to use native OpenGL?
Thanks
Am 07.01.10 18:37, schrieb Martin Beckett:
Not as a standard OpengL feature (AFAIK) the whole point is that the driver
takes care of it and you don't have to care (I know you do really !)
You can check the versions of
Hi Dominic,
On Fri, Jan 8, 2010 at 9:59 AM, Dominic Stalder
dominic.stal...@bluewin.ch wrote:
But how is this done in OSG, if I don't want to use native OpenGL?
If OpenGL doesn't have support for telling user whether a particular
shader is run on the GPU or not then the OSG also doesn't have
Hi,
As far as I understand, but the WorldMatrix resides in the MatrixTransform node
which is farther of Geode so when I'm getting Geode I'm actually saving its
farther (MatrixTransform)
The Geode is currGroup-getChild(i)
And the farther is CurrGroup which I also tried to save.
Hi,
Danny Lesnik wrote:
Hi,
As far as I understand, but the WorldMatrix resides in the MatrixTransform node
which is farther of Geode so when I'm getting Geode I'm actually saving its
farther (MatrixTransform)
The Geode is currGroup-getChild(i)
And the farther is CurrGroup which I also
Hi osgUsers,
I've been doing some testing on HDR with a backdrop with a .hdr image
using osg::Texture2D for the backdrop works great.. really nice HDR effects.
using osg::TextureCubeMap results with textures loosing values over 1.0
and resulting with a rainbow effect of colors in those areas
in
some
point.
Thanks.
Regards,
Vincent.
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Around line 64 of FFTOceanSurface, this line:
Code:
_numLevels ( (unsigned int) ( log( (float)_tileSize) / log(2.f) )+1),
should really be:
Code:
_numLevels ( (unsigned int) ),rint( log( (float)_tileSize) / log(2.f) )+1,
I was seeing _numLevels not being calculate correctly unless this
Hi Robert,
I'm surprised that you are seeing this warning as for a 32bit build
the void* should be 32bits and GLsizeiptr should be 32bit. When under
a 64bit build the GLsizeiptr should be 64bit.
Even if GLsizeiptr was 32bit and void* was 64bit one should still be
able to cast it safely, the
Hi Paul,
I was seeing _numLevels not being calculate correctly unless this change
was made.
Cheers, I'll take a look at this.
With all this said, where is the best place to go for documentation on the
wave model
being used for osgOcean? For example, what is the purpose of attempting
to
change
Hi,
I tried the following:
Code:
node = dynamic_castosg::Node*(currGroup-getChild(i));
osg::NodePathList npl = node-getParentalNodePaths();
if (!npl.empty())
{
np = npl.front();
osg::Matrixd localToWorld = osg::computeLocalToWorld(np);
grp = new
Hi,
I am new in open scene graph. First of all I am loading a .flt file on screen.
Then I need to move on that image using arrow keys as flying on it. Could you
help me please.
Thank you!
Cheers,
Behlul
--
Read this topic online here:
Hi there
I would like to read the OpenGL extensions with
isGLExtensionSupported(), but for this I need a draw context. I
registred a DrawCallback Class, see below. I need to call the operator()
method only once, but because this method is const, I cannot write to
the member variable bool
http://blog.wolfire.com/2010/01/Why-you-should-use-OpenGL-and-not-DirectX
A very interesting write-up.
OpenGL needs some championing again, and I'm not sure where it would come
from.
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon AlphaPixel.com
PixelSense Landsat
Hi, Dominic.
I'm not sure this method is the best option for what you want, but I
don't have any ready alternatives myself, so I'll just answer your
question and move on.
I would recommend reading the following FAQ:
http://www.parashift.com/c++-faq-lite/const-correctness.html
In that context,
Hello,
I’m local and have a projector in case SIGGRAPH tries to rent you a projector
like last year. But then it cost so much to tear it down, they left the
SIGGRAPH projector up and running all day long. I have also organized BOF’s.
So, I can help. I also like to bring bags of chocolate.
On 1/8/2010 10:36 AM, Behlul Haznedar wrote:
I am new in open scene graph. First of all I am loading a .flt file on
screen. Then I need to move on that image using arrow keys as flying on it.
Could you help me please.
I think there might be a Doom manipulator around, and I think basic
Hi,
In my application ,I need to pick one object by pushing left mouse button and
drop it to another node during releasing of left mouse button .
Problem I'm facing is that while moving mouse[ still left mouse button press]
the camera is moving along .
How can I stop movement of camera , so
All,
I'm in the process of porting an OGL app using GLUT to OSG using osgViewer.
Currently this app has multiple viewports embedded in a single GLUT window
where one of the viewports is rendering a 3D view into a scene. Due to time
constraints, I want to replace the 3D viewport with an
On Fri, Jan 8, 2010 at 9:50 PM, Dominic Stalder
dominic.stal...@bluewin.chwrote:
Hi there
I would like to read the OpenGL extensions with isGLExtensionSupported(),
but for this I need a draw context. I registred a DrawCallback Class, see
below. I need to call the operator() method only once,
Hi Manish,
what I would do is I would extend some Camera Manipulator to not update
during in drag mode. Other way is in your event handler when the dragging
starts, set the camera manipulator to 0 end on dragging completed reset it
to what was before
Nick
http://www.linkedin.com/in/tnick
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