Hi Allen,
the problem with setMatrix is that it cannot fully encapsulate the state
of the manipulator. Internally the manipulator (trackball) uses a
distance, rotation and center, but all these variables do not fit into a
matrix. The manipulator can calc a matrix from the internal variables,
Hi,
I am trying to use OSG with vrJuggler in a cluster of four machines. I am using
OSG 2.8.2 , VC++ 2008 on XP. vrJuggler is already configured on the cluster ,
but it is useed for VE Suite not OSG.
Can anybody please guide me regarding the topic ? or any example code to show a
simple object o
Hello OSG community --
Status update: I spent Saturday working on the 2.8 branch, and have
already merged and committed several changes, working towards the 2.8.3
release. I will add a wiki page (probably late Monday) to document the
changes that are going in, plus the changes under considerat
Hi guys -- Given this work is still in progress, I agree with Robert and
I don't think it's right for the 2.8.3 release. Sorry.
-Paul
Robert Osfield wrote:
Hi Andy,
On Wed, Mar 10, 2010 at 2:02 PM, Andy Skinner
mailto:andy.skin...@mathworks.com>> wrote:
Robert was at one time (Nove
Thanks a lot for all the helpful responses! :D
Currently, I am a little busy, and I can't get to try it out yet, but I'll keep
you guys posted!
THANKS!
-masoug
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25638#25638
___
Hi Vivien,
shadow rendering uses shaders and therefore replaces the fixed function
pipeline (FFP). The clipplane functionality is part of the FFP and is not part
of the shadow rendering.
To solve this you'll need to add clipplane functionality to the shadow
rendering shader. Note that this sho
Hi,
ok nice to know! i was walking in the bad direction. Just using cmake it
detected my coin installation and ivplugin the only available when i did a
search ".wrl" in my solution with VSC++ , thus my response
Now, should i abandon the coin ivplugin ? i was just debugging it! vrml plugin
shou
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On 2010-03-14 19:55, Michele Fiorentino wrote:
> Hi,
>
> you need the iv plugin which (svn sorce code speaking )is the only which
> implements such reader.
> You need coin library to compile it
That is actually incorrect.
WRL files are VRML files,
Gordon Tomlinson wrote:
You don't need static builds to use OSG on another machine
You say it does not work ...HOW does NOT work ?,
how are you installing on another machine ?
Yes you do need the correctly MSVC re-distributable to be installed as part
of your applications instal
Hi,
you need the iv plugin which (svn sorce code speaking )is the only which
implements such reader.
You need coin library to compile it
Actually i experienced crashes in reading simple and complex iv \wrl models
which i can open easily with coin .(see post)
Thank you!
Cheers,
Michele
Hi Hartwig,
If you set a format that isn't supported by the OpenGL driver and you
get an error then so be it. Fixing the code that sets up the image
with a valid texture format is what should be done. Trying to catch
and correct for a problem in user application set of OSG data is
rather pushing
Hi,
The link doesn't seem to work.
I would appreciate it if anyone is willing to share binaries of the VRML Plugin
for Visual Studio 2008.
Thank you!
Cheers,
John
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25631#25631
Hi Danny,
I'm using OSG inside of ActiveX control (based on OSGActiveX example) embedded into HTML
page. First time when I'm loading it and each time I'm taking snapshot, I'm getting
"test_0.png" and each snapshot overwrites this file.
When I'm pressing F5 or reloading page using IE address ba
Hi,
sorry, it should read
Calling osg::Texture::computeInternalFormatWithImage then results in an invalid
texture format
Thank you!
Cheers,
Hartwig
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=25629#25629
__
Hi,
assume you create a picture using GL_BGRA format using
osg::Image::allocateImage(int s,int t,int r,GLenum format,GLenum type, int
packing) or you set the format with osg::Image::setInternalTextureFormat.
Both methods do not check if the internal texture format is valid.
Calling osg::Texture
Hi everyone,
I have an issue combining clipplane and shadow scene.
I first used a scene with a standard osg::group where I attach a clip
node with a clip plane cutting the scene along the Y axis.
Things worked well so far and I saw the scene correctly cut in half.
Now if I remplace the osg::grou
Hi Paul,
Good detective work, the lack of return was the problem as the
FILE_NOT_HANDLED result was being over written by latter operations.
Added a return in fixes the problem and :
osgviewer cow.osg "dumptruck.osg.(-5,-5,-5).trans"
Works correctly once more :-)
Fix now checked into svn/tru
17 matches
Mail list logo