Hi Hartwig,
On Thu, May 27, 2010 at 11:26 PM, Hartwig Wiesmann
hartwig.wiesm...@wanadoo.nl wrote:
it seems to be that OSG is not supporting to bind LineStipple to a vertex
(like it can be done with the colour) in the state set.
Is there any workaround to change the stippling within a line
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Hi Tim,
ATI drivers are now pretty usable, support the vast majority of OpenGL
features well, but there a holes in the support, and some elements
don't perform at all as well as the equivalent NVidia drivers.
Personally I'd recommend NVidia still.
One thing you could do is just buy a couple of
Thank you!
2010/5/28 Torben Dannhauer z...@saguaro-fight-club.de
Hi Xin Li,
the submission protocol is available on
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/SubmissionsProtocol
Thank you for your submission!
Cheers,
Torben
--
Read this topic
Hello everyone.
(And sorry for the weird links, but I cannot put them if I don't have 2 posts.)
I would like to integrate an osg scene into a Qt application.
I use a GlViewer like www . openscenegraph .
org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgviewerQT or www .
Hi,
I have seen in osgChina these lines of code ...
Code:
osg::ref_ptrosg::Node node = osgDB::readNodeFile(walk.bvh);
skelroot-setDefaultUpdateCallback();
skelroot-addChild(node.get());
osg::ref_ptrosgAnimation::Animation anim = new osgAnimation::Animation;
Hi,
The regular way to get something in the tree is to write a NodeVisitor
that will traverse the tree to find what you want. Have a look at
osganimationhardware, It loads a file and setup it for hardware
skinning.
Cheers,
Cedric
--
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659
For what it's worth, I got quad-buffered stereo (osg 2.9.6) working
with Qt 4.6. My implementation is based on the AdapterWidget in the
osgviewerQT example with the following addition:
Widget::Widget(QWidget* parent, const QGLWidget* shareWidget,
Qt::WindowFlags flags)
#ifdef SUPPORT_QUADBUFFER
:
or have different textures in each texture unit as you were going to do.
N don't put a texture in each texture unit. You should only be using
multiple texture units if you need to combine the textures somehow e.g. in a
shader that requires a diffuse texture with a bump map and normal map
Hi,
I managed to access the animations like this:
Code:
osg::osgAnimation::BasicAnimationManager* manager =
dynamic_cast-osgAnimation::BasicAnimationManager*-(node-getUpdateCallback());
const osgAnimation::AnimationList animList = manager-getAnimationList();
I do not know how to get the
Hi All,
I was hoping someone would be able to help with a slight issue I have been
having.
I currently have a scene which is loosely based on osgMovie. essentially I have
my geode which is centered in the screen but I would like to scale it up
keeping the same aspect ratio. I have archived
Thank you very much.
Yes, you were right: managing the project properties search paths for Header
and Frameworks adjusted some things.
:) :) :) Thank you very much.
Best regards.
G.
Il giorno 27.mag.2010, alle ore 17:33, Stephan Maximilian Huber ha scritto:
Hi,
Am 27.05.10 17:02, schrieb
Hi Ant,
I can't guess exactly what you've done wrong, but when doing this type
of HUD style work it's important to make sure that the Camera's view
and projection matrices are set appriately as well as any transforms
in the scene graph so that the geometry coords you set up in end up in
the
Hi All,
A couple of months back I introduced a set of macros to
include/osg/Notify that added an if (needs notify) osg::notify(level)
construct that enables the runtime to avoid doing the stream calls
associated with debug output. Normally debug output is directed to a
null stream so eaten, but
Hi Robert,
thanks for your update!
I'll test it as soon the osg::Fog submussion is merged - then I need to rebuild
osg anyway :)
Thank you!
Cheers,
Torben
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28327#28327
Hi,
I've a very annoying problem converting an fbx file into an osg through
osgconv. The fbx file contains the (correct) refer to a texture (I'm able to
correctly show the fbx in my modeling tool and I see the path in the fbx ASCII
version...) but when I try the convertion I see those messages
Thanks, that clears that up.
Cheers,
Peter
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28329#28329
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Hi,
Is there a description of the IVE format available? I can't seem to find one
anywhere. Thanks.
-John
--
John Kua
Research Scientist
Electrical Engineering and Computer Science Department
University of California, Berkeley
email: j...@eecs.berkeley.edu
Hello,
I also have the same problem about the IVE and OSG format.
Do someone have some message for it?
-- Original --
From: John Kuaj...@eecs.berkeley.edu;
Date: 2010年5月29日(星期六) 上午9:29
To: osg-usersosg-users@lists.openscenegraph.org;
Subject: [osg-users] IVE
On 29/05/10 11:29 , John Kua wrote:
Is there a description of the IVE format available? I can't seem to find
one anywhere. Thanks.
I don't believe there is one, the source is the documentation.
What do you need it for? It's not intended as an interchangeable format.
/ulrich
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