Hi all,
I want to add my Own text in Texture within particular Location in
Texture
where I click mouse cursor.
Is there anyone have any idea regarding same
Cheers,
Nitin
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Luca Colombari wrote:
Hi Paul,
Features like:
- osgVolume::Volume
- osgVolume::Image Layer
-
are not recognized.
Right, currently not recognized or used by the FLT plugin.
So one way could be to try mapping osgVolume object to FLT records by knowing
the OpenFlight format and how write t
Hi Sanat,
I use Vista 64 as well so it shouldn't be a problem. You can set the
OSG_NOTIFY_LEVEL=DEBUG environment variable and see where it is trying
to load the plugins from, it should shed some light on the issue.
Thanks,
Jason
On Fri, May 7, 2010 at 2:45 PM, Sanat Talmaki wrote:
> Hi Jason
Hi Jason,
Im using Vista 64 bit. (But my visual studio is installed in program files x86)
Could my OS be the reason why things aren't working like the are supposed to ?
In that case I will need to build all the dependancies from source ??
Thanks
Sanat
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Simon Hammett wrote:
After all, it doesn't really matter what scheme is implemented, it's
always going to wind up being wrong for somebody.
That needs to be on a list of insightful software axioms somewhere. :-)
--"J"
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Hi Sanat,
You have to make sure that you built osgEarth against that version of
OSG, GDAL and Expat and make sure all the Dlls (osg, expat, GDAL,
osgEarth, and the osg 3rdParty dependencies bin for png, jpeg, etc)
are all in your PATH.
Jason
On Fri, May 7, 2010 at 12:22 PM, Sanat Talmaki wrote:
Hi Paul,
sorry last question about your courteous answer.
Continuing with the analysis and study of the OSG code now it's clearer to me
what you meant about feauters that are recognized in FLT plugin.
Now I've understood that FLT plugin is only mapped with OSG objects so
an OSG file written w
Don't think .off is used very much anymore (if it wever was)
It's pretty simple to write a new file format writer (reader is trickier)
Just start from the .obj source, post any questions you have here.
Cheers,
Martin
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Hi,
Thanks for the quick response guys.
@Simon: Turns out that there was a bug in my OSG Window implementation. (As you
said there is no x-platform method of ensuring a transparent window / view)
@He: No I'm actually attempting to render my OSG scene atop a preexisting OS
window.
Now that
Hi Adam,
I downloaded installed the osg binary and copied the dlls for osgearth, expat
and gdal into the plugins folder for osg.
Yet when I run the following comand from the osg shell:
C:\Program Files (x86)\OpenSceneGraph\bin>osgviewer clouds.earth
I get the error:
Warning: Could not find plu
Hi, Colin,
Are you trying to draw a scene on top of another scene, but
want no background for the scene on top so that you can still
see the content of the scene in the back? I haven't followed up
on the recent development of OSG (still using a version from
2006 with Producer), but in my c
On 7 May 2010 15:44, Andrew Cunningham wrote:
>
>
> As suggested, perhaps instead of a comparison with 0, we could have a new
> member variable "traversalMaskResult" which is used for the comparison.
> Backward compatibility would be a bit tricky as we want a == with the
> traversalMaskResult. Ne
Hi D.J.,
Then again, I could be totally off base, so feel free to correct me,
and I'll be happy to learn from the experience. :)
Nope, I think you're totally right, as I said I needed to find a case
where the current behavior was desirable and you certainly gave a good one.
Adding a bool t
Hi Art
I am doing more experimentation today. And, yes, you are correct: the movement
of the camera has nothing to do with my problem. I had not thought about the
wrong camera being used. I will check my code on this for sure.
O and I am definitely using the same methodology to blur my scene
Hi all,
being my first post i hope i comply with all mailing/forum rules.
By setting up a unit test where the osgViewer::Viewer is used i observed the
heap increases a few bytes each time the viewer is instantiated and destroyed.
I tracked it down to s_sceneCache in osgViewer/Scene.cpp:
Since Re
Hello, It's my first post and not pleasant one ;). We have noticed an issue
with recent osg versions (SVN R:11406 and latest official developer release
OpenSceneGraph-2.9.7).
It seems that problem occurs only under Linux, on Windows everything seems fine.
After loading the model in osgviewer memo
Hi,
I have read some older threads "why aren't shapes appearing in obj files". I
understand the problem, but for inexperienced OSG users like myself it is quite
hard to improve OBJ exporter to capture the triangles that are used to draw
ShapeDrawables.
Has anyone written some code that solves
Seems like at least I have started an interesting discussion here!
Really, I only used PICKABLE and VISIBLE as an example-probably not the best
because pickability and visibility are logically somewhat entwined.
It would be better to see the mask as a set of (32) independent logical flags.
Th
Hi,
Does OSG support "Object File Format" (off
(http://www.holmes3d.net/graphics/offfiles/offdesc.txt))? It is very similar to
Wavefront OBJ.
Thank you!
Cheers,
Dženan
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J-S,
If I follow the code and this thread correctly, I don't think this a
bug; I think it's a limitation of the current implementation.
For example...
If I have nodes masked by type (Craft, Planet, Debris, etc), and I
only want to pick nodes of certain types (Craft and Planet, but NOT
Debris), t
Alberto Luaces wrote:
"Sasha Koruga" writes:
Hey,
I was wondering if OSG has the built-in functionality to reduce the vertex
count of a mesh to a programmer-specified amount. For example, if I have a
125,000 vertex model of an airplane, can I call some function like
reduce(airplane, 10),
Hi Sanat,
Unfortunately, I do all of my work on Linux. You should be able to install all
the osgEarth libraries (dlls) to the osg-plugins directory. I thought one of
the options when building osgEarth was to have it install to the osg directory,
but again I only do it on Linux.
Also, yes, it
Hi Simon,
Yes, he wants to only pick objects which are pickable AND visible.
Which you can't do just using a node mask, you'll get anything which is
pickable OR visible.
That's a bug IMHO. If I say this:
int VISIBLE_MASK = 0x01;
int PICKABLE_MASK = 0x02;
// Render only what's visible
view->g
Somebody knows a means to make it work by leaving the render order on
"POST_RENDER", because it cause me some problems (particullary with the stats
hud wich don't work in "NESTER_RENDER") ?
Thanks
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Hi,
So what happened whith this? I encounder the same problem. Trying to change the
color of a primitive using a PickHandler.
...
Thank you!
Cheers,
ilias
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_
On 7 May 2010 10:56, Simon Hammett wrote:
>
> Andrew:
>
> The easiest way is to derive your own visitor and override apply(Node&)
>
> void NodeVisitor::apply(Node& node)
> {
> if(isPickableAndVisible(node)
> traverse(node);
>
> }
>
Opps, that's a little terse:
Have a look in osgViewer/Vie
On 7 May 2010 01:22, Colin Cochran wrote:
> Hi,
>
> I am attempting to do something very simple:
>
Unfortunately it isn't that simple
>
> I want to set the background color of my scene completely transparent.
> Posts and example code instruct to set the clear of the color of the Camera
> to RG
On 7 May 2010 01:35, Paul Martz wrote:
> Andrew Cunningham wrote:
>
>> Hi,
>> May I am not seeing something here, but using the NodeMask seems to be not
>> able to handle 'multiple' states.
>>
>> For example, I am using a mask ,0x01 to control the 'visibility' of the
>> nodes. This works great.
>
Hi all,
Working with multiples handlers, I would like to get some advices on a
way to catch a double-clic event, without having two Release events on
an other handler...
I really don't know how I can manage that ...
Thanks.
Regards,
Vincent.
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"Sasha Koruga" writes:
> Hey,
> I was wondering if OSG has the built-in functionality to reduce the vertex
> count of a mesh to a programmer-specified amount. For example, if I have a
> 125,000 vertex model of an airplane, can I call some function like
> reduce(airplane, 10), that will redu
Hey,
I was wondering if OSG has the built-in functionality to reduce the vertex
count of a mesh to a programmer-specified amount. For example, if I have a
125,000 vertex model of an airplane, can I call some function like
reduce(airplane, 10), that will reduce the vertex count of that mesh t
Hello everybody,
in the 06_clipnode example...
//Group:model
// . .
//..
// . .
//Subgraph:dumpt
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