theoribeiro: Just set your ortho projection values to your screen size: (0,
1024, 0, 768) or whatever. Also set your camera viewport:
camera-setViewport(0, 0, 1024, 768).
Now the OSG units correspond to pixels on your screen.
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Thanks Wojciech,
Currently we're only trying to make it work on NVidia cards (under Windows
7), but you're right that shadows seems to have problems with latest ATI
drivers, I've recently tested one of our application on a ATI and I saw some
strange artifacts.
Cheers,
On Tue, Jul 6, 2010 at
Hi Vincent
osg::nofify is a simple log system with only one logger. So you can't expect
have many logger or one logger per thread.
To do this, you need a strongest log library like
log4cpphttp://log4cpp.sourceforge.net/,
or the
incoming Boost.Log http://sourceforge.net/projects/boost-log/.
Jason Daly writes:
Alberto Luaces wrote:
If I reverse the normals the opposite side lights up as expected .. Am I
doing something wrong..
Just a clarification: I didn't wrote this, it was Sunil :)
Good point, Jason. I didn't thought about the case in that OP's light
could not be
Oh, right, sorry I didn't spot this. Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Michael Platings mplati...@gmail.com a écrit :
I was referring to that by For quads I imagine it would be possible
to write some fast specialised code to
Hello,
I have a scene and i would like to clip considering a bounding box (i.e
cut the polygon at the border and eliminate the outside elements).
Does there already exist in osg an implementation to calculate the
interesection with a boudingbox (or a plane) or must I implement it?
I have
Hi Sebastian,
On Tue, Jul 6, 2010 at 9:28 PM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
But there should be no principal problem including PagedLOD nodes as childs
of PagedLODs, right?
There shouldn't be a problem. I doubt that such a scene graph will be
ideally balanced
Hi Ting,
On Tue, Jul 6, 2010 at 10:37 PM, ting zhang bee...@sina.com wrote:
Thank you very much. But I heard that the osgTerrain OSG example in osg
2.8.0 or even higher version has some features about the real-time generation
of terrains. Is this true or not? thank you again.
It all
Hi Vincent,
As David says osg::Notify is relatively simple and not designed to
handling multiple threads logging to different outputs. You
potentially you write custom NotifyHandler (available in svn/trunk and
the 2.9.x series) that checks the current thread using
Hi Aerkis,
There is a osgUtil::PlaneIntersector that gives you the intersection
polygon between a plane and a scene, there is also the
PolytopIntersector but this tells you whether the scene contains any
geometry that has at least part of it in the polytop - it doesn't give
the intersection.
Hi Aerkis,
all the intersection routines you find under osgUtil are meant just to
find intersection (picking being the most common usage), not to clip
polygons.
For that purpose you should instead look at osg::ClipPlane/ClipNode
which implement GL clipping.
I don't think there's a routine which
Hi,
I looed the the tutorial on Billboards intersection in the tutorials section
and that was really helpful in getting me along my way.
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/Intersections
Thanks for the help to everyone.
Sanat.
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Hi,
I am trying to create a scene in which I want to add 3d models of humans and
control their motion through keyboard and/or automated.
However I am having trouble starting off as I'm not sure what exactly to do.
This is what I've done so far:
1) I looked at the DOF node and tutorial and
Alright. I started working on it.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Sukender suky0...@free.fr a écrit :
Oh, right, sorry I didn't spot this. Thanks.
Sukender
PVLE - Lightweight cross-platform game engine -
Hi nerazzuri,
You can check out Delta3D (www.delta3d.org).
It is a game engine based on OSG that has a lot of functionality for
controlling animated persons. The animations use the Cal3D format btw.
In the examples/ folder of the delta3d distro there are some examples on how to
create and
are you under windows? If so there is a way to do that by setting a new
style with WS_MINIMIZE
http://msdn.microsoft.com/en-us/library/ms633591(VS.85).aspx
http://msdn.microsoft.com/en-us/library/ms633591(VS.85).aspx
-Nick
On Wed, Jul 7, 2010 at 3:45 AM, Thomas Canipel
Hi Randy,
Thanks for your explicit response!
Yes, I've solved this problem and the cow could appear.
But another question now:
The command line shows an error after osgviewerd cow.osg: Error: [Screen #0]
ChooseMatchingPixelFormat -Unable to choose the requested pixel format
Any suggestion?
Hi Sanat,
A quick answer to the 3rd point :
On Wed, Jul 7, 2010 at 2:04 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:
Hi,
I am trying to create a scene in which I want to add 3d models of humans
and control their motion through keyboard and/or automated.
However I am having trouble
Hi Theo,
I'll have a camera that will be still for the whole time. 2D objects will be
put in front of the camera as it was a 2D application. Although, sometimes
these 2D objects will spin around an axis in 3D. So, I cannot use the Ortho
projection.
Why not? Your objects are still in 3D
Hi,
i need to switch on and off objects through an animation clip. The Idea is to
use a switch node, but there is no boolean interpolator type, and also no
keyword name for this kind of channel if I'm not wrong.
More over my constraint is to use osg 2.8.3 as it is, and I need to write out
the
Hello Sanat,
I am trying to create a scene in which I want to add 3d models of humans and
control their motion through keyboard and/or automated.
However I am having trouble starting off as I'm not sure what exactly to do.
You should look into osgAnimation. It is a sub-library of OSG (node
What is the difference between the cull callback set on a Drawable and a
NodeCallback set as a cull callback on a Node?
I saw one thread on the list where someone was confusing them, and the
difference was mentioned, but not spelled out. It appears the
Drawable::CullCallback is used to decide
Hi Michael,
I managed to write the code, but I need testing. Moreover I can't update the
FBX plugin because of the regression I told you in another thread, concerning
images.
Can you, please:
- Merge changes to your working copy, and
- Make a few tests with your models?
Also feel free to
Hi,
I have a file of elevation data DTED and an orthoimage .tif with a .tfw file. A
.tfw file is used to georeference a .tif file. When I use osgdem -d data.dt1
-l 3 -o data.osg, I get a terrain model without texture and when I use osgdem
-d data.dt1 -t data.tif -l 3 -o data.osg, the
On Wed, Jul 7, 2010 at 4:12 PM, Andy Skinner andy.skin...@mathworks.comwrote:
What is the difference between the cull callback set on a Drawable and a
NodeCallback set as a cull callback on a Node?
I saw one thread on the list where someone was confusing them, and the
difference was
Hi Jean-Sebastien and Martin,
Thank you both for helping.
J-S, that's exactly it. I still want to have perspective within my objects.
As for the coordinates, I can see where you are going but I still don't know
how can I know the boundaries of my camera view on the xz plane. I mean, if I
use
Hi Martin,
Thanks for your suggestion. I took a look at its website and I have one
question about Delta3D. I am already working with an osg application in visual
studio. So if I decide to go the Delta3D way, can I can continue using osg
primarily and Delta3D for just certain aspects that make
Hi Mourad ,
Yes, that helped. I have a .osg file of the tank now. Thanks for catching that
out.
-Sanat
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Alberto Luaces wrote:
Just a clarification: I didn't wrote this, it was Sunil :)
Sorry, I guess I snipped carelessly :-)
--J
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Hi Jean,
As you mentioned, it is a lot of steps. But it got me thinking:
In one of the examples/tutorials, using a keyboard handler, the user can change
which type of tank is being viewed i.e. whether a good (intact) one or a
destroyed (bad) one.
Using a similar mechanism, can one also use 2
Hi All,
I tried to look at the osganimationsolid example but I'm not sure to understand
it correctly. Is seems to me that the way a channel is conected to an animation
is string diven.
Example (from osganimationsolid):
osgAnimation::Vec3LinearChannel* channelAnimation2 = new
Hi Alessandro, I can't reproduce the problem so I don't know why you're
seeing that, sorry.
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Have you tried using the --geocentric flag? I've used .tif files before just
fine but they were georeferenced. Try running
gdalinfo data.tif
to see what projection the file is using. If it's not geocentric, you can
reproject the data by
gdalwarp -t_srs +proj=latlong +datum=WGS84 -r bilinear
Hi Theo,
As for the coordinates, I can see where you are going but I still don't know
how can I know the boundaries of my camera view on the xz plane. I mean, if I
use the ortho projection I can set it and my viewport to the size of my screen
and I'll know exactly what coordinates the
Hello Sanat,
Using a similar mechanism, can one also use 2 states of a model- a static one
and a rigged/walking one when the model is made to move ?
Yes of course, I don't know what tutorial you're talking about but
generally you do that with node masks or Switch nodes, and that will
work
hi all,
I found a fix for my problem. After making only very slow progress
trying to debug actions mainly taking place in inline functions, I found
that I merely needed to open up the near and far distances in
setProjectionMatrixAsOrtho for my HUD camera.
If anyone has advice on debugging
Hi, I don't know if this is possible. I have some files from GRASS with .pov
extension and I don't know how to take them for osg.
Someone know the structure of a tga file?
For example:
An edifice:
polygon { 6,
464022.599606, 907.085815 , 4087154.860413
464004.190265, 907.085815 ,
http://en.wikipedia.org/wiki/Truevision_TGA
__
Gordon Tomlinson
gor...@gordontomlinson.com IM: gordon3db...@3dscenegraph.com
www.vis-sim.com
www.gordontomlinson.com
www.PhotographyByGordon.com
I'm having the same problem on my laptop (single screen). When I launch the
osgViewer application, the screen gets rendered for 1 frame and then the
entire window becomes black. If I use ALT-TAB to cycle back and forth, then the
scene gets rendered correctly.
As you mentioned, it's very
Hi Bruce,
I'm doing something similar to you, where I want to be able to click in a scene
and add objects at that point. I do it as JS suggests, using an event adapter
to get the mouse coordinates, a line segment intersector using Window
coordinates, and an intersection visitor. If you want,
Hi,
Error: [Screen #0] ChooseMatchingPixelFormat -Unable to choose the
requested pixel format
I've had this error pop up while trying to run OSG applications on a remote
machine via Windows remote desktop - don't know if that's what you're doing,
but if so, it's probably where the issue
On 8/07/10 7:09 , Domingo López Oller wrote:
Hi, I don't know if this is possible. I have some files from GRASS with .pov
extension
and I don't know how to take them for osg.
The 'polygon' looks straight forward enough, but converting higher-level object
like a
sphere swept along a spline
Hi J-S,
Now I see what you mean by world coordinates and your calculations! Stupid
newbie me! =) I usually have a hard time relating OSG and OpenGL (which I'm no
expert btw), but in the end the concepts are all the same!!!
I just have a small little question: when you multiply your screen
Hi Tom,
Thanks for your reply. But I didn't use it on remote machine.
Best regards,
Randy
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Tom Pearce
Sent: Thursday, July 08, 2010 6:10 AM
To:
Hi J-S,
I find the BUILD_OSG_PLUGINS is OFF and FREETYPE_LIBRARY_DEBUG is not
found either. But according to the
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/V
isualStudio, If I have installed 3rdparty libraries, the two above should
be different. Does it means I have
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