Hi,
I've tried using the following code to disable the maximize button in the
window.
osgViewer::ViewerBase::Windows wins;
viewer-getWindows(wins);
osgViewer::GraphicsHandleWin32* hwnd =
dynamic_castosgViewer::GraphicsHandleWin32*(wins[0]);
HMENU hMenu = ::GetSystemMenu(hwnd-getHWND(),
Hi David,
There could be couple of reasons, but I can't work out from your post
exactly what is not working and where so I'll provide some general
suggestions as to what might be wrong, but given I don't know what the
actual problem is I can't provide any suggestions as to how one might
fix it.
Hi,
things you could try or check:
* is the bounding sphere OK?
* turn on/off displaylists and call -dirty()
* make near/far use primitives, like so:
viewer.getCamera()-setComputeNearFarMode(osg::CullSettings::COMPUTE_NEAR_FAR_USING_PRIMITIVES);
viewer.getCamera()-setNearFarRatio(1e-6);
jp
Hi Jean-Sébastien,
a prototype I implemented seems working.
Thanks again for the hints
Gianni
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Hi,
In fact, now it seems to work, I had a problem in my data input. Otherwise, I
have a model of terrain larger than my orthoimage, do you know how to cut the
terrain model to obtain only the part with the orthoimage? Are there any
options of VPB for this?
Thank you!
Cheers,
lucie
robertosfield wrote:
Hi Mannuel,
I don't know how you can expect others to help you fix the problem in
your app as you don't provide any information about how you've set up
scene graph. Do you require us to guess?? Please be more specific.
Robert.
On Sat, Jul 10, 2010 at 12:13 PM,
Hi, I posted a problem a few days ago
(http://forum.openscenegraph.org/viewtopic.php?p=29890#29890) and I now the
solution, but I don't know how to make it.
I need to vertically flip the image of the camera before rendering it, is it
possible???
My scene has two cameras and i need to flip
Hi Manuel,
On Tue, Jul 13, 2010 at 1:38 PM, Manuel Garea m.garea...@gmail.com wrote:
I really don't make anything special with the camera.
I ran the osgRobot example with a texture and it generates the same problem,
all my textures are flipped!!!
Texture orientation has absolutely nothing
Hi Gianni,
a prototype I implemented seems working.
Thanks again for the hints
Great to know you got this working!
J-S
--
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Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi Manuel,
You need to go back to basics, you are barking up the wrong tree by
thinking about cameras, and you haven't told anyone how you are
creating your geometry and assigning your textures. How on earth do
you expect people to help you when you don't even tell them what you
are doing.
Hi,
I have a scene with weather(in this case with fog) but in the moment I apply a
light shader, the weather dissapears. Is there a possibility of having the
weather I had before?
Thank you!
Cheers,
Jose
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Hi,
Is it possible to convert a terrain database .osg build with
VirtualPlanetBuilder in another format like .3ds,.obj,.vrml, etc.?
Thank you!
Cheers,
lucie
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Hi Jose,
Are you applying the fog in your shader? Remember that the GLSL
spec states that Fog is not applied once a fragment shader has been
supplied. Your shader replaces the fixed function shader that applied
the fog.
Check out:
http://www.idevgames.com/forum/showthread.php?t=12436
for a
Hi, I've these points:
v[0] = osg::Vec3d( -19, 0, -60);
v[1] = osg::Vec3d( -20, 0, -102);
v[2] = osg::Vec3d( -22, 0, -145);
v[3] = osg::Vec3d( 20, 0, -142);
v[4] = osg::Vec3d( 63, 0, -139);
v[5] = osg::Vec3d( 145, 0, -138);
Points v[1],
Hi Michael, hi all,
Sorry to push this topic up, but did you test the code (anyone)?
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Sukender suky0...@free.fr a écrit :
Hi Michael,
I managed to write the code, but I need testing. Moreover
Hi Lucie,
to cut your terrain you can use a lot of tools...google is your friend,
you'll find a lot of info on that topic.
If you have the budget for it, one of the most convenient tool is
probably GlobalMapper: http://www.globalmapper.com/
Of course gdal_translate can do it too:
Hi all,
When writing non power of two images in DDS with S3TC-DXTC compression, I got a
scrambled image.
- Is it a restriction of the format (it seems not; actually it seems DDS
accepts any size, even not mutiple of 4).
- Is is a restriction of the writer ? In that case, it should print a
Bernardt,
Thanks much for that input. I definitely ruled out that my problem was due to
the 64-bit architecture because I was able to reproduce it on 32-bit Linux
using VPB 0.9.10. Using the same tif file, I did not see this problem using
VPB 0.9.7.
I will try your fix to see if that works
Hi Sukender,
I think this is a bug or if you prefer one of the limitations of OSG DDS
ReaderWriter. Feel free to fix it ;-)
Cheers,
Wojtek
--
From: Sukender suky0...@free.fr
Sent: Tuesday, July 13, 2010 5:26 PM
To: osg-users
Hi Alessandro and Michael,
I have similar timing-related playback errors on a multi-take FBX exported from
MotionBuilder.
Playback in: OSG 2.9.8
OSG FBX plugin built with: FBX Sdk 2011.2: fbxsdk_md2005.lib /
fbxsdk_md2005d.lib
FBX exported from: MotionBuilder 2011
QuickTime can move between
Hi guys,
thanx a lot - its working like magic.
just alittle code snippet for future wanderers (or if you see some other
improvement):
Code:
osg::Vec3Array* vArr = new osg::Vec3Array(frameSize);
memcpy((*vArr)[0], vertex_array, frameSize*3*sizeof(float));
osg::ref_ptrosg::Vec3Array
Just a follow up email...the fix that Bernardt proposed in SourceData.cpp of
the VPB code, seems to have fixed the problem. I don't have any issues
building my database with VPB 0.9.10 now. This seems like a pretty blatant
problem so I'm somewhat surprised that this problem hasn't come on the
Hi Glenn,
As if now, I was hoping to use open source tools for at least the conversion to
osg part.
I did some reading following Jean's and Martin's post and I kind of followed
the following:
1) Since I am trying to use models in my simulation, I wouldn't want to spend
too much time on
Hi Sanat,
If you want to use blender the best way to export is to use osgexport
for blender IMO. I did osgAnimation and osgexport for blender at the
same time. If you plan to use 3dsmax or other I guess the best is to use
collada.
You can get osgexport here http://hg.plopbyte.net/osgexport/ with
Hi,
sth wrote:
Hi,
Am 11.07.10 17:40, schrieb Leen Monny:
great work!
i just checked out a copy, tried to build Iphone_project but there's a
compiling error.
It seems that files under Libraries have incorrect references, those names
are red.
am I doing this in the right way?
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