Hi Paul,
You should have a look at this thread, which explains the special case of
arrays. You should find your solution.
http://forum.openscenegraph.org/viewtopic.php?t=5457
Thank you!
Cheers,
Henry
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Hi Florian,
Am 23.07.10 18:25, schrieb Florian Kolbe:
Hi,
I am very delighted to see that the porting is making progress, and I would
like to contribute. Here are my experiences so far:
I did the following to get the code:
Code:
git clone http://github.com/stmh/osg.git
cd osg
git
Hi osgUsers,
I'm trying to create a gui and would like to have my coordinates system 0, 0
at the upper, left of the screen. To do this I decided to create a matrix
that has an ortho view as follows:
osg::Matrix::ortho2D( 0, viewW, viewH, 0)
where viewH is bottom and top has zero
This works
Robert, OK, this works fine with the osg::Geometry I'm using now.
Paul, thanks, I'll have a look.
Cheers,
Fred
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Hi Rob,
If you want to access the vertex attribute data (such as colours,
normals, tex coords) then you are probably best to do a
dynamic_castGeometry* on the drawable and then access the data that
way. If the drawable isn't a geometry then you'll need to use a cast
to whatever object it is.
Hi Peter,
If you are using an orthographic projection then you will just need to
align the text to the XY plane, which is the default, there is no need
to set the AxisAlignment to SCREEN. It's likely upside down as
you've inverted the coordinates w.r.t OpenGL.
Robert.
On Tue, Jul 27, 2010 at
Hi Robert,
I've removed the AxisAlignment... the text is the same.
the reason for it being upside down is because of my
ortho matrix.. I've set bottom to the pixel height of the view and top to
zero.
this way I get a coordinate system for the gui that is in the upper, left
regards,
Peter
On
Hi,
I want to set ambientIntensity. There is a class for it - osg::LightModel.
However, I do not want to do anything with TwoSided, LocalViewer or
ControlColor settings. They must be inherited from the state above in
the scene graph. How to achieve that?
Thx,
John
Hi Peter,
Try flipping the view matrix.
Robert.
On Tue, Jul 27, 2010 at 11:31 AM, Peter Wraae Marino
marino.pe...@gmail.com wrote:
Hi Robert,
I've removed the AxisAlignment... the text is the same.
the reason for it being upside down is because of my
ortho matrix.. I've set bottom to the
Hi Robert,
yep.. did that .. .did a -1 scaling on the y-axis... works like a charm
now.
thanks,
Peter
On Tue, Jul 27, 2010 at 1:43 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Peter,
Try flipping the view matrix.
Robert.
On Tue, Jul 27, 2010 at 11:31 AM, Peter Wraae Marino
Hi,
Latest OSG 2.9.8 cannot load files whose name contains Chinese character. It's
quite inconvenient for Chinese users of OSG. For example, if you try to run
osgviewer.exe 中文file.osg, it will report error: No data loaded. OSG 2.9.6
also has this issue. But OSG 2.8.6 works fine.
Thank you!
Hi Mao,
There is no OSG 2.8.6 version. And to make Chinese path and filename
recognizable, just select a suitable locale set with the setlocale()
function, for example:
#include locale.h
int main(int argc, char** argv)
{
setlocale(LC_ALL, .936); // Chinese
...
}
Cheers,
Wang Rui
Hi Rui,
Sorry, I mean OSG 2.8.2 did not has this issue. If client application needs to
set locale for a specific language, then it could become very hard to write
language independent application. Say, if I want to make the application run on
both Chinese and Japanese locale, I have to write
Hi,
I'm trying to compile OSG 2.9.9 from the SVN but I have some errors with fbx
plugin during compilation:
Code:
[ 84%] Building CXX object
src/osgPlugins/fbx/CMakeFiles/osgdb_fbx.dir/fbxRMesh.o
In file included from
/tmp/OpenSceneGraph-2.9.8-SVN/src/osgPlugins/fbx/fbxReader.h:7,
Hi,
I have a quick question. I looked up online on setting camera intrinsics (5
parameters, including radial distortion). Would I be using
viewer.getCamera()-setProjectionMatrixAsPerspective(intrinsic_parameter_matrix)?
Also, can I do this (with a different matrix) before rendering each frame?
Use camera-setProjectionMatrix(intrinsic_parameter_matrix);
Not sure what you are trying to do with respect to the other question
you have.
On Tue, 27 Jul 2010, Ricky Flintoff wrote:
Hi,
I have a quick question. I looked up online on setting camera intrinsics (5
parameters, including radial
Thank you! I am essentially changing the view (using setViewMatrix) before
rendering each frame. With each new view matrix, I have a different set of
intrinsic parameters and I was wondering if I can set those again. In essence,
can I repeatedly change intrinsic parameters of the camera?
After looking at this again, I am unclear as to whether you have built
the projection matrix from the intrinsic parameters. I was assuming that
you had made it by hand. To do that you would do something like this:
//-//
Hi Mao,
Making use of unicode characters is also available. Enable the CMake
option OSG_USE_UTF8_FILENAME will do that trick. I believe that you
are using a 2.8.2 version with this option enabled but not on 2.9.x
versions. Please have a look at your CMake configurations.
Wang Rui
2010/7/27 mao
Hi,
With my preliminary test the answer is no...
Thank you!
Cheers,
Dario
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Hi,
When I use shadowedscene with shadowmap and clouds, clouds are a little black!
How can I delete this effect?
Thank you!!!
Cheers,
Jose
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Hi Jose,
When I use shadowedscene with shadowmap and clouds, clouds are a little black!
How can I delete this effect?
Please search the archives in the future, this is a frequently asked
question.
There are two ways to make it so that shadows are not applied to the
clouds:
1. Customize
Since I didn't receive any input or feedback on my previous inquiry, I'm
assuming no one has used osgSim very much in an extensive setting.?.?
At any rate, I've done some further investigation. It appears that
performance is very poor when HAT inquiries are randomly called in different
portions
Hi,
Oh wow! Thank you very very much!
Thank you!
Cheers,
Ricky
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Hi,
I have been working for a while on compatibility issues with nVidia and ATI
in our OpenSceneGraph application. Aside from a fair number of GLSL shader
source issues, one of the last remaining problems was that textured objects
were not casting shadows (please see first attached
Hi,
Sorry! I have a couple of more questions. Whats _near and _far? Also, is there
any reference for these equations?
Thank you again for your tremendous help.
Cheers,
Ricky
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Hi,
I'm using the Texture2DArray class with a VBO geometry and a shader program.
I get a non-stop stream of this message:
Warning: detected OpenGL error 'invalid enumerant' after applying GLMode
0x8c1a
(..where 0x8c1a = TEXTURE_2D_ARRAY_EXT)
The Texture2DArray (and associated sampler2Darray)
Hi,
I am not using this functionality at the moment but I do plan on doing so in
the relatively near future. As such, please keep posting any findings you make.
If it looks like some modifications to the code could help performance I would
be willing to chip in some effort.
Cheers,
Brad
Hi Rui,
Thanks for your reply.
But even when I enabled OSG_USE_UTF8_FILENAME and rebuilt it, it still doesn't
work. I double checked the CMake options I used for OSG 2.8.2, and I found
OSG_USE_UTF8_FILENAME is not enabled(this is the default value). So I guess
this is not a build option
On 7/26/2010 10:59 AM, Sanat Talmaki wrote:
I have linked all libs from the osg visual studio package as well as the 3rd
party dependencies.
-Do I need to set any other libs I;m guessing the linker error is from some
lib I've not set.
I've set the following settings for my project:
Use
Hi Mao,
I tried rolling back to 2.8.2 and see if osgviewer could read Chinese
filenames without locale set or unicode configurations. But it simply
shouted 'No data load', as I wish. :)
I'm just curious if you missed some importatnt information, for
example, are you using a modified version of
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