On 28/07/10 16:00, Vipin Panwar wrote:
Hi,
i m working with 3-D point data. After displaying the point data on osg screen,
i need to retrieve the 3-D co-ordinates of the point on mouse click. Till now,
i am able to retrieve
x, y co-ordinates of mouse click.
After getting x, y, i tried with
Hi,
seems to be down again...
Thank you!
Cheers,
Florian
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Hi,
captureCurrentState name is misleading - it is not capturing state from
OpenGL.
It should be, maybe, getCurrentState. It is just taking last pushed
attributes on the state stack. These attributes are returned in the
StateSet given as parameter. Thus, the function should work any time
The terrain tile is not using paged LOD. When converting the openflight file
external models results in ProxyNodes with a reference to eg. house1.flt. The
proxynode looks fine in the osgt format, and i guess the reader should have
used the openflight reader when loading the converted osgt/b
Hi Rob,
Thank you for the fix, I have merged the changes to the trunk.
Please next time, use the osg-submission mailing list to submit patch.
Thank you,
Regards,
Cedric
On Tue, 2010-08-03 at 17:38 +0200, Rob Smith wrote:
Hi,
I had some serious problems getting a hardware-skinned model
I see. Apologies for the misinformation.
WL
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From: PCJohn pec...@fit.vutbr.cz
Sent: Wednesday, August 04, 2010 9:33 AM
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] threading and captureCurrentState
Hi,
Hi Robert,
Thanks a lot for this answer, I tried and this fix my issue :)
Regards,
Vincent.
Le 16/07/2010 10:50, Robert Osfield a écrit :
Hi Vincent,
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
Perfect !
One thing got me intrigued, though. You derive internal ViewData class from
MinimalShadowMap::ViewData instead of
VsvCustomShadowTechniqueClass::ViewData. Is it deliberate ? I suspect this
works because VsvCustomShadowTechniqueClass is actually
MinimalCullBoundsShadowMap and
Hello,
can it be possible that the positive y and the negative y are interchanged?
The example osgvertexprogram use the Cubemap_snow and the negy.jpg looks
like the positive y.
I think the correct settings looks like the following image:
Hi,
I just stumbled over some rotation-issues with my fbx-files (exported from
3dsMax, Exporter 2011.3). All of them are rotated -90° around the x-axis.
So I was wondering if this is the desired behaviour? And if yes, what exactly
is the prupose?
Thank you!
Cheers,
Rob
--
On Wed, Aug 4, 2010 at 9:33 AM, PCJohn pec...@fit.vutbr.cz wrote:
Hi,
captureCurrentState name is misleading - it is not capturing state from
OpenGL.
It should be, maybe, getCurrentState. It is just taking last pushed
attributes on the state stack. These attributes are returned in the
I have an OSG tree, where I want some nodes to be visible and some hidden.
Currently, I set the visibility status with nodemasks; I don't want to use
switches, because I want to set the visibility of nodes dynamically (thus,
otherwise, each node would need a switch).
I have a situation where
Hi,
I'm having a bit of trouble getting texturing to work out. I'm trying to get a
bumpmapped texture (using osgFX::BumpMapping) to repeat with a TexMat. So far
I've gotten it to either bump map or repeat, but not both at the same time,
even though none of the code changes. The code I've
Hi Tim,
Tim Moore wrote:
On Wed, Aug 4, 2010 at 9:33 AM, PCJohn pec...@fit.vutbr.cz
mailto:pec...@fit.vutbr.cz wrote:
Hi,
captureCurrentState name is misleading - it is not capturing state
from OpenGL.
It should be, maybe, getCurrentState. It is just taking last
pushed
Hi,
what do you mean with osgPPU ?
Vincent
Le 03/08/2010 18:15, Jeremy Moles a écrit :
On Tue, 2010-08-03 at 12:30 +0200, Honnet Vincent wrote:
Hi,
I'm a new in using OpenSceneGraph, so if this problem was already
solved, please send me the link. But I didn't find anything that could
help
hi all,
it's time again for our osg course! registration is open now, with a 15%
discount off the full course price until 09/02. the class is a small one, so
register early (and often, if you like). here are the details:
--
Tech Soup announces open registration for its next OpenSceneGraph
Hi everyone,
I'm currently trying to generate some 3D images in an OSG based app.
I've read the previous discussions on the OSG forums concerning the 3D
texture rendering, but this doesn't help in my situation. What I really need
is *3D image* rendering not *3D texture* rendering.
More
Concerning this problem, I'm wondering if I could use the following
solution:
1. Create a master 3D image, and allocate it;
2. Since attaching 2D images to a camera would not require any face
argument, I could create sub images, one per z slice of the master camera,
and use setImage with an
Dear all,
first of all thanks for the great tool!
I'm porting my app to openSceneGraph. My environment:
KDE 4.4.5
QT4 4.6.3
gcc43-c++ 4.3.3
Running the demo app osgviewerQT works fine.
In my code I'm using the code of Adapterwidget together with QGLWidget.
Rendering runs perfect only the
Hi Morten,
I'll think of it and try to have a submissions as soon as possible. The
option seems to affect ProxyNode only in current implementations of the ive
and osg formats. I'd like to consider if it can work for PagedLOD nodes,
too.
Cheers,
Wang Rui
2010/8/4 Morten Hauknes
p, li { white-space: pre-wrap; }Hi,
I am trying to save some vrml file, however I get an error message similar to
the following
Warning: dynamic library '/usr/local/lib64/osgPlugins-2.8.3/osgdb_vrml.so'
exists, but an error occurred while trying to open it:
libopenvrml.so.4: Could not
I'm new to openSceneGraph and I tell you, dear developers, it is hard to learn
due to extreme poor class and method documentation. Look at the doxygen doc
and you will see what I mean.
I'm reading tons of online docs since days but it's hard to find the right
places.
OK, here is my question:
Hello Werner,
I'm new to openSceneGraph and I tell you, dear developers, it is hard to learn
due to extreme poor class and method documentation. Look at the doxygen doc
and you will see what I mean.
We all know what you mean, but improving it is a large task that is
being done incrementally
Hi Wojtek,
Ahh, good catch with the improper derivation! :) Thank you. I'm attaching the
corrected st.h file.
I just tried to get the osgShadow example working (-4 --lispsm), and it didn't
work with any of the workarounds that I'd used in my code (not using variables
to index light sources,
I'm new to openSceneGraph and I tell you, dear developers, it is hard to
learn due to extreme poor class and method documentation. Look at the
doxygen doc and you will see what I mean.
We all know what you mean, but improving it is a large task that is
being done incrementally when
Hi Werner,
I guessed that already ;-)
But things will not really improve if developers don't comment at creation
time.
Sure. Most developers who submit to OSG these days document their code
better than in the past, and some even look at the whole file that
they're changing and see if
On Wed, Aug 4, 2010 at 2:19 PM, PCJohn pec...@fit.vutbr.cz wrote:
Hi Tim,
Tim Moore wrote:
On Wed, Aug 4, 2010 at 9:33 AM, PCJohn pec...@fit.vutbr.cz wrote:
Hi,
captureCurrentState name is misleading - it is not capturing state from
OpenGL.
It should be, maybe, getCurrentState. It
Hi,
I wanted to ask if there is a best practice to manage DOF nodes in the LOD
models.
For example, I have a model with 2 level-of-detail with the same DOF nodes for
each sub-detailed model. So, I have a root LOD node that has as childrens 2
Group which are the two models with different
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On 08/04/2010 05:52 PM, Alex (software) wrote:
Error writing file /tmp/saved.wrl: Warning: Could not find plugin to write
nodes to file /tmp/saved.wrl.
... and that's where I am stuck.
I use OpenSceneGraph-2.8.3 with openvrml-0.14.3
Dario Minieri wrote:
Now, when I search a DOF node by name with a visitor, I find always the first
DOF in the first model LOD hierarchy, obviously. So, if I'm viewing the first
range I have no problems, but if I'm viewing the second I see no movement
because the catched DOF is related to an
Hello Jan
Unfortunately, the VRML plugin does not support writing VRML files, only
reading. There is no good mapping between OSG data structures and VRML,
because OSG model is a lot more advanced.
What a pity. Thank you for your help.
The point is do not want to replicate the whole tree. I
Hi Gianni,
I'm trying to get working your example with the modification suggested
by David but the axis appears to be drawn outside of my window. If I
disable
Can you tell me what modification did you perform on your NodeCallback
implementation to get it working?
Thanks
Jonathan
On 7/1/10,
So I've been prodding around a bit in the osgFX::BumpMapping code and noticed
that vertex and fragment shader programs are embedded in BumpMapping.cpp. I'm
guessing the TexMat ceases to do anything because the shader programs ignore
it? Is there any way to bypass that without writing my own
Yes. There is. Oh. I see. Sorry for confusion, you call it
attribute stack and that is a correct name for it.
Anyway, there is State::_attributeMap that is composed of
AttributeStack structs and they have a member attributeVec that is
serving as a stack of attributes.
Hi,
I am not sure if I have phrased my question correctly, so I'll try to explain
what I am trying to achieve.
I am using osgCompositeViewer with 3 views as seen in the screenshot attached.
I am interested in wirelessly transmitting the thread for one of the views
(bottom left one) to a
Hi Sanat,
On 5/08/10 10:39 , Sanat Talmaki wrote:
I am not sure if I have phrased my question correctly, so I'll try to explain
what I am
trying to achieve.
I am using osgCompositeViewer with 3 views as seen in the screenshot attached.
I am interested in wirelessly transmitting the
Hi Ulrich,
Thread? I assume you want to transmit the *image* to a remote monitor?
Or do you want to somehow migrate the rendering to another box?
Yes, basically when the simulation is running on my main PC, I want to view the
exact same simulation on a remote monitor/screen. (In this case,
Hi,
I don't understand your hardware setup. You have a main PC with a monitor
running your software and generating the 4 views. At the slave side, do you
have only a monitor or a complete second pc with PC+monitor?
If you have only a monitor, you could render it on your main pc to a second
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