Hi,
Let me preface this by saying that I know how to make my code do what I want it
to, so this question is of low importance and arises from doing something that
could(should?) be considered silly- dynamic allocation within a callback
operator method when the callback can have a class member
Hi,
have you tried different threading models to see if it makes any difference?
jp
On 15/07/10 08:09, Tom Pearce wrote:
Hi,
Let me preface this by saying that I know how to make my code do what I want it
to, so this question is of low importance and arises from doing something that
On Thu, Jul 15, 2010 at 8:54 AM, J.P. Delport jpdelp...@csir.co.za wrote:
Hi,
have you tried different threading models to see if it makes any
difference?
jp
To pursue further where J.P. is going with this, what you're doing is not
going to work in any of the multi-threaded modes and is
Hi,guys!
I try to manage my models and find some problem.
So I have one model with summer textures and winter textures. My goal to create
one ive file with embedded summer and winter textures.
As far as I understand I can have only one stateset per geomentry and can't
make some switches to
On 15/07/10 18:48 , Roman Grigoriev wrote:
Hi,guys! I try to manage my models and find some problem. So I have one model
with
summer textures and winter textures. My goal to create one ive file with
embedded
summer and winter textures. As far as I understand I can have only one
stateset
Hi Ricky,
I sounds like your confusing things. The 3d scene is world
coordinates, the transforms in the scene graph place the subgraphs in
world coordinate, these transforms (if any) provide the model part of
the OpenGL modelview matrix.
The osg::Camera then provides the view matrix that moves
On 15/07/10 1:36 , Jason Daly wrote:
I'm trying to create a 1-bit texture, like this:
int internalFormat = GL_RED;
int pixelFormat = GL_RED;
int dataType = GL_BITMAP;
I get the following error when running this code:
Warning: detected OpenGL error 'invalid enumerant' after
Alright then. Hope the algorithm works for all cases. I tested it a bit more,
and as far as I can tell it seems okay.
Please keep us (I mean the mailing list) in touch.
Thanks.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Michael Platings
Hi Wojtek,
Well, I must admit my todo list is simply huge. For now I simply resize images
before converting them. Moreover, some 3rd-party tools do not support non power
of two images either. So I guess this task will be far, far away from the
begining of my todo list! ;)
Sukender
PVLE -
Hi, I build an OSG app. I configured the Visual Studio Project linking all the
libraries and including all necessary folders. I also set the PATH environment
variable to my OSG bin folder.
When I run my project with Visual Studio everything works fine, but when I go
to the Debug Folder and run
Hi Robert,
Thanks for your answer.
Do you mean that I have to initialize the Bounding Sphere of the
PagedLOD node when I create it ? because I didn't found any special
method in LOD or PagedLOD about that.
Thanks.
Regards,
Vincent.
Le 10/07/2010 11:32, Robert Osfield a écrit :
Hi
On Thu, Jul 15, 2010 at 11:43 AM, Ulrich Hertlein u.hertl...@sandbox.dewrote:
On 15/07/10 1:36 , Jason Daly wrote:
I'm trying to create a 1-bit texture, like this:
int internalFormat = GL_RED;
int pixelFormat = GL_RED;
int dataType = GL_BITMAP;
I get the following
Hello Sanat,
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.
Like osgviewer, you need to give it a file to load. It will load any 3D
model file that OSG can load, but
Hi,
I have nodes on screen and I want to select a node by clicking on it using
mouse. Do you know any samples about this subject?
...
Thank you!
Cheers,
Tufan
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Hi David, Tom,
Are you enabling transparency? - for example by:
Code:
osg::StateSet* state = node-getOrCreateStateSet();
state-setRenderingHint( osg::StateSet::TRANSPARENT_BIN );
state-setMode( GL_DEPTH_TEST, osg::StateAttribute::ON );
That last one should probably have been:
Have a look at the osgpick example
-Nick
On Thu, Jul 15, 2010 at 4:53 PM, Tufan Taş tas.tu...@gmail.com wrote:
Hi,
I have nodes on screen and I want to select a node by clicking on it using
mouse. Do you know any samples about this subject?
...
Thank you!
Cheers,
Tufan
Hi Roman,
There are many ways to do this, how you do it will depend on what you
find more convenient... Ulrich's solution is one.
You could create two Geodes with different textures (summer/winter) that share
the same
geometry.
Or you could have two Geometry objects that share the same
Hi,
Does anyone know how I could go about stopping the View from doing a back
buffer swap during the rendering traversals. I am outfitting OSG into current
rendering engine, but I need the OSG view to not swap the back buffer at the
end of the rendering traversals. Is there something I need to
Skylark wrote:
That last one should probably have been:
state-setMode( GL_BLEND, osg::StateAttribute::ON );
Aye, that's what I meant. I just copied/pasted the wrong line of code. Thanks
for pointing that out J-S. I always turn on GL_DEPTH_TEST anyway to be safe,
even though on is the
Hi Michael,
Does anyone know how I could go about stopping the View from doing a back
buffer swap during the rendering traversals. I am outfitting OSG into current
rendering engine, but I need the OSG view to not swap the back buffer at the
end of the rendering traversals. Is there something
Hi,
Ah, sounds easy enough. I noticed if you call setupViewInWindow or
setupViewOnSingleScreen the graphics context is created there. So would I just
not call that method and then just do the graphics context, camera, and window
setup manually?
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Hi Michael,
Ah, sounds easy enough. I noticed if you call setupViewInWindow or
setupViewOnSingleScreen the graphics context is created there. So would I just
not call that method and then just do the graphics context, camera, and window
setup manually?
Yes, exactly. You can take
Hi,
Excellent. Thanks for your swift response and help.
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Thanks Robert. We looked at the framestamp and found that VRJuggler was not
setting the simulation time of it. Once we did that, particle and animation
effects started working.
However, now we have run into a different but related problem. The particles
that show up seem to move when we
Ulrich Hertlein wrote:
So that is a limitation of osg::Image? Because glTexImage2D() supports it.
(Or at least it did once, I have never used it and was quite surprised to find
it in the
man page.)
My answer was based on my reading of the GL spec. If what you say is
true, I may have
Tim Moore wrote:
GL_BITMAP is a valid texture type and supported by osg::Image, but
only if the pixel format is GL_COLOR_INDEX. That is not likely to be
optimal on today's hardware.
Ah, that's whay I didn't see it, then. I was reading the GL 3.3 spec,
which has eschewed color index mode.
Hi JP, Tim,
Thanks for the replies.
Using the single threaded mode gets rid of the flicker, as does setting the
state set data variance to dynamic when I create the scene graph:
mt-getOrCreateStateSet()-setDataVariance(osg::Object::DYNAMIC);
I'm convinced that your explanation of collision
Hi Jean,
Thanks, that helped. I'll take a look at the FBX plugin too.
Best,
Sanat.
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Yea That was it!
Now if I can only fix my original problem, but that I figured there was a quick
answer for! Makes me wonder what other GL settings I need to activate that I
forgot! Humm!! :?
Thanks!
D Glenn
D Glenn (a.k.a David Glenn) - Join the Navy and See the
Hello,
I am hoping to create a particle effect that moves. However, I am having
difficulty with this. If I call ParticleEffect::setPosition, it seems to have
the effect of destroying the existing particle system and rebuilding it from
scratch:
Code:
void ParticleEffect::setPosition(const
Hi Frank,
Take a look to the osgparticleeffects example in the examples folder. In
this code you can see how if you pick a moving model the particle system
moves with it. You can see the result picking the cessna or the hanglide
model in the example.
Hope this helps.
2010/7/15 Frank Sullivan
Hi all,
I just tried build OSG 2.9.8 on our CentOS system, using cmake 2.4.7.
My cmake command gave me errors. The main thing I see are lines like this:
CMake Error: Error in cmake code at
.../OpenSceneGraph-2.9.8/CMakeModules/ModuleInstall.cmake:28:
INSTALL TARGETS given unknown argument
John,
There have been a lot of OSX-specific updates to cmake between your version and
the latest. 2.4.7 is so old that it doesn't even recognize the FRAMEWORK
argument, let alone do the right thing with it (ignore in your case).
Upgrading cmake will solve your problems.
Chuck
On Jul 15,
That works very well, Jordi, thanks.
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Hi Chuck, John,
There have been a lot of OSX-specific updates to cmake between your version and
the latest. 2.4.7 is so old that it doesn't even recognize the FRAMEWORK
argument, let alone do the right thing with it (ignore in your case).
Upgrading cmake will solve your problems.
When
FYI Figured out how to build a phatom globe to hide objects after it gos behind
the earths horizon. Now I can pan across the earth and my layered objects
disapear behind the earth as it should.
check out:
http://forum.openscenegraph.org/viewtopic.php?t=6188
Thanks to Simon Julier and Farshid
Hay, Thanks for showing me how to do that!
I have a layered view with a globe in the background and layers of objects over
that. The problem was if you rotated the globe and the layered objects (since
they used different views) the objects would not disappear as the objects went
behind the
On Thu, Jul 15, 2010 at 6:40 PM, Tom Pearce tmpea...@gmail.com wrote:
Hi JP, Tim,
Thanks for the replies.
Using the single threaded mode gets rid of the flicker, as does setting the
state set data variance to dynamic when I create the scene graph:
Hi, Robert
Thank you very much. Since osgTerrain is both used in VPB and osgEarth, is it
related with the runtime generation of terrains? I used osgEarth, I found that
the runtime generation of terrains in osgEarth is excellent. When I viewed a
new detailed scene, the scene came to me quickly
Hi,guys!
Thanx for your replies.
My models are imported from FBX and import/export plugin placed statesets under
geometry. So in this situation I have to write nodevisitor that traverse
scenegraph to get stateset of geometry, after get parent geode, add another
geode with different stateset and
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