Hi Shayne,
On 13/07/10 23:34, Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
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
Hi,
Actually, it was enough to set the architecture to just x86_64 and it
compiles 2.8.3. But when I tried to compile 2.9.8, at compiling osgQt
it complains for the same reason, Qt is 32 bits. As at least currently
I am not using Qt with OSG, I'd like to compile OSG without Qt
support. In the
Hello
I'm using a shader to draw a texture of 32-bit floating point data. That's
working fine, but I need to pass through whether a given texel should be
visible or not.
I'm trying to create a 1-bit texture, like this:
int internalFormat = GL_RED;
int pixelFormat = GL_RED;
int
Hello everybody,
I have had trouble in linking with the osg-2.8.3-static libraries that I
built from source.. I get a lot of linker errors when I try to build. The
exact same thing works fine when I use the osg-2.8.3-shared libraries which
were again built by me from source... You can find the
I just noticed that there are only linux osg-shared libraries on the web..
is it because we cannot build working static libraries?
Sunil
On Wed, Jul 14, 2010 at 2:40 PM, Sunil S Nandihalli
sunil.nandiha...@gmail.com wrote:
Hello everybody,
I have had trouble in linking with the
Sunil S Nandihalli writes:
I just noticed that there are only linux osg-shared libraries on the
web.. is it because we cannot build working static libraries?
Linux static libraries work fine. Check the osgstaticviewer
example for reference.
--
Alberto
Thank you!
Cheers,
Jinshan
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Hi Sanat,
1) Since I am trying to use models in my simulation, I wouldn't want to spend
too much time on creating rigged+animated models in blender/3ds etc. I would
want to buy/use already rigged+animated models.
I did a bit of looking around and didn't find a good source of models
with
Hi Alejandro,
How is the right way to compile OSG without Qt?
On my Windows machine at least, if I set QT_QMAKE_EXECUTABLE to empty
and do configure in CMake, it will set all the Qt variables to
*_NOTFOUND and when I generate it won't include the osgQt library in the
build. Perhaps that
Thanks a lot, Alberto.
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I've had a quick look but I'm going to need to rewrite it to fit with newer
code so it's on my to-do list.
On 13 July 2010 16:16, Sukender suky0...@free.fr wrote:
Hi Michael, hi all,
Sorry to push this topic up, but did you test the code (anyone)?
Thanks.
Sukender
PVLE - Lightweight
Hello
This is my problem :
I load a *.3ds file (an aircraft). I don't have the software 3dsMax so I don't
know how it was created...
From that file, I do bascially :
osg::ref_ptrosg::Node Model;
osg::ref_ptrosg::Group Root;
Model = osgDB::readNodeFile(name of the file.3ds);
Root = new
Hi!
You can use 8-bit mask texture filled with zeros and 0xFF's (like your
bitmask). Then just multiply texels of source texture and mask
texture. Texture format could be GL_ALPHA and internal format -
GL_ALPHA8.
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We are using the rocketbox characters:
http://www.rocketbox.de/index.php?foo=portfolioproduct=cc
We export them from Max to Cal3D, works nicely.
Cheers,
Martin
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Mathieu Scorpionis writes:
Hello
This is my problem :
I load a *.3ds file (an aircraft). I don't have the software 3dsMax so I
don't know how it was created...
From that file, I do bascially :
[...]
This is Okay, I see a part of the aircraft that becomes transparent, when the
mouse
JP,
Thanks for the info. So I guess we can conclude that this is an esoteric
problem.?.? Have you tried VPB 0.9.10 with different versions of GDAL? I may
try that and see what happens (I'm using GDAL 1.7.2). I know it fails on
both Linux 64 bit and 32 bit i386 (Fedora 10). I haven't tried it with
Alberto Luaces wrote:
A Geode is a Node.
Hello Alberto,
Yes a geode is a node. But how is it possible to create a geode, from a 3DS
(or.OSG) file ?
Mathieu
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Grahame Bowland wrote:
Hello
I'm using a shader to draw a texture of 32-bit floating point data. That's
working fine, but I need to pass through whether a given texel should be
visible or not.
I'm trying to create a 1-bit texture, like this:
int internalFormat = GL_RED;
int
Hi Shayne
Under Win XP we've compiled and used gdal 1.7.2 as well as used gdal_fw 1.7.0b2
(from FWTools) with the same result.
I have however looked at the code again and I think the problem is in the way
the intersections are being generated within vpb::SourceData::readImage(...).
The added
Mathieu Scorpionis writes:
Yes a geode is a node. But how is it possible to create a geode, from a 3DS
(or.OSG) file ?
You can't. You have to navigate the hierarchy of the file once loaded
in order to find its geodes. You can use NodeVisitor class for
that. It's also very enlightening to
::SetWindowLong( hwnd-getHWND(), GWL_STYLE,
::GetWindowLong(hwnd-getHWND(),GWL_STYLE) ~WS_MAXIMIZEBOX );
-Nick
On Tue, Jul 13, 2010 at 10:25 AM, Saravanan Sivaprahasam
saransivapraha...@rediffmail.com wrote:
Hi,
I've tried using the following code to disable the maximize button in
the
Hi Jean,
Thanks for your previous post, it cleared quite a few things for me.
For the osgAnimationViewer example, what is the data that we need to use?
I am runnng the example from VisualStudio, so it comes to the line in bold
below and exits with 1.
Code:
osg::Group* node =
Yea maybe I should have put more of the code up so you can get a better view of
the whole thing. The issue is posting code on a public site like this requires
approval from my boss (the Navy) - even though it's unclassified info, getting
approval to show it can be a pain sometimes!
Hi,
One other thing while I'm at it!
When I set the drawing color on a Geometry lets say:
I have a color
Code:
osg::Vec4d color = osg::Vec4d(1.0f,0.0f,0.0f,0.5f);
I set the color of the used in the Geometry. For intance, I have a Geometry
called myCircle, when I set myCircle color, I use
Hi,
Thank you for the reply!
I understand that I need to set the view matrix at each frame and that's
exactly what I am going for. However, my problem has been to find out how the
model is set up. In other words, where is it placed in terms of camera
coordinates? If I am right, from the looks
dglenn wrote:
So, I have color, but is there anything I need to set to get the alpha chenal
to work?
In this example I have alpha set to 0.5f but I don't see what I drawing
fading half away!
Are you enabling transparency? - for example by:
Code:
osg::StateSet* state =
Hi,
It sounds like what you want to use is:
setViewMatrixAsLookAt(eye, center, up)
where eye is a Vec3 for where the camera is located, center is the point the
camera is looking at, and up is the camera's up unit vector.
viewer.getCamera()-setViewMatrixAsLookAt(osg::Vec3(x_camera, y_camera,
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