Hi,
Thank you for your replies!
This helps me a lot!
Cheers,
lucie
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Hi Stephan
I have one last issue before I can send you my changes, but might be fixed
your end already. I'm getting a crash when releasing _viewController in
GraphicsWindowIPhone::closeImplementation(). I don't really understand why
it's happening as _viewController is just inherited from
Hi Peter,
osg::State in svn/trunk and later 2.9.x series has support for
assigning a osg_ModelViewProjectMatrix, when you build for GL 3 or
GLES 2 it'll use this by default. You can switch this on via:
state.setUseModelViewAndProjectionUniforms(true);
Robert.
On Wed, Sep 29, 2010 at 8:21
Hi Stephan,
Bit more info on memory issues etc, I just ran the osg simple example with
the leaks interments and it appears osg::Alpha func is leaking also, do you
see this behaviour?
Tom
On 30 September 2010 08:59, Thomas Hogarth thomas.hoga...@googlemail.comwrote:
Hi Stephan
I have one
On Thu, Sep 30, 2010 at 9:12 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
osg::State in svn/trunk and later 2.9.x series has support for
assigning a osg_ModelViewProjectMatrix, when you build for GL 3 or
GLES 2 it'll use this by default. You can switch this on via:
Hi,
I tried asking this earlier on the osgArt forums, and I may as well try asking
this here as well. Hopefully this is the right area to post this in.
Anyways, I finally got osgArt to build on my MacBook. However, most of the
examples give me this error when I try to run them:
Plugin '-1'
Hi,
When I try this code, I got an error 'class osgGA::TrackballManipulator' has
no member named 'setAllThrow'|
Code:
osg::ref_ptrosgGA::TrackballManipulator trackball = new
osgGA::TrackballManipulator();
trackball-setAllThrow(true);
Why?
Thank you!
Cheers,
John
I solved the problem with the following code:
Code:
osg::Vec3 achse(0.0, 0.0, 0.0);
osg::Matrixd myRotationMatrix;
//myRotationMatrix.makeRotate(osg::DegreesToRadians(2.0f),
achse);
myRotationMatrix.makeTranslate(0.0,20.0,0.0);
Hi,
No ideas?
Thank you!
Cheers,
Dario
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On 22/09/10 12:50 , Thomas Hogarth wrote:
I've got round to needing the subloading of non power of two images (npot)
into a power of
two texture for my home project (AR on IPhone). So I've had time to whip up
an example
demonstrating the problem I explained I was having at work with osg
Hi Art and all,
I'm facing a strange issue when integrating a very simple PPU pipeline in my
application.
The post fx does its work just fine, but then for some periods it just stops
to render, it stalls for a while (frequency and length of these periods seem
to be random), and then it starts
Hi,
I would like to create a 2D background (can this be done using the main camera?
If so how?) I would then like to have other multiple cameras each rendering
their own 3D sub scene with a transparent background (how does each camera have
a transparent background?) but be able to position the
Hello Mike,
I would like to create a 2D background (can this be done using the main camera?
If so how?) I would then like to have other multiple cameras each rendering
their own 3D sub scene with a transparent background (how does each camera have
a transparent background?) but be able to
Hello everyone,
I am trying to use multiple views where only one view should show at a
time, and where each view has GUIEventHandlers that handle the same
input controls (a usb gamepad say) differently.
I was going to use nodemasks to turn off the maincameras in views that
weren't active as
Hi,
To Wojciech, that would be a workaround, but not a ( correct ) solution, right ?
To Robert, nice, this was my hoped-for answer, will try building right away.
Thank you!
Cheers,
ParticlePeter
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I created an HUD with the following code:
Code:
//SETUP HUD
m_rootHUD = new osg::Group();
// create a camera to set up the projection and model view matrices, and the
subgraph to drawn in the HUD
m_cameraHUD = new osg::Camera;
// set the projection matrix
Robert,
I tried setting the NearFarRatio to a smaller value, and everything rendered
as desired. I ended up using:
Code:
viewer-getCamera()-setNearFarRatio(0.2);
This satisfies all my current requirements, so I will keep in mind your good
advice about the osgdepthpartition
Hi,
I'm doing tests with shader for the lighting and the following problem happens
to me ...
With the camera close enough, all goes well, but if they turn away, do not seem
to take into account the position of the light.
Two images: the first up close, and the other from a distance and back
Hi,
- Jean-Sébastien Guay a écrit :
Hello Mike,
I would like to create a 2D background (can this be done using the
main camera? If so how?) I would then like to have other multiple
cameras each rendering their own 3D sub scene with a transparent
background (how does each camera have
Hi Aitor,
I'm definitely not a shader guy but how does your eyePosition variable ever get
set??
Cheers,
Greg
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Hi,
I get it by :
Code:
osg::Vec3f eye;
osg::Vec3f center;
osg::Vec3f up;
getCamera()-getViewMatrixAsLookAt(eye, center, up);
if(!aniModel-getAvatar()-getOrCreateStateSet()-getUniform(eyePosition)-setElement(0,osg::Vec3(eye._v[0],eye._v[1],eye._v[2])))
Hi,
The function
ellipsoid-computeLocalToWorldTransformFromLatLongHeight(osg::DegreesToRadians(lat),osg::DegreesToRadians(lon),
altitude, position);
give me the same values of X,Y,Z as if I use directly the function
if(!aniModel-getAvatar()-getOrCreateStateSet()-getUniform(eyePosition)-setElement(0,osg::Vec3(eye._v[0],eye._v[1],eye._v[2])))
why not :
if(!aniModel-getAvatar()-getOrCreateStateSet()-getUniform(eyePosition)-set(eye))
?
-Fred
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Hi Robert,
I know one of the stated goals/community goals of VPB is to run
without local graphics hardware, or without a graphics context (from
reading
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/wiki/DevelopmentPlans).
I'm interested in tackling a similar and possibly related
Hi Craig,
I recently merged a submission Fabien Lavignotte that adds support for
using the NVidia Texture Tools SDK to do texture compression, this
enables VPB to run without a graphics context.
You can download the source to NTT from NVidia website for the project
and then just build under
Hi Thibault,
Thanks for the sample code!
However, it is actually to covert an osg:Image to a wxImage right?
Well... in my case, I need to convert a wxImage to an osg:Image. So that I can
apply it as a texture on my GL_QUAD.
Anyway, I will look more into your sample code... I might find a
You mistyped it - it's setAllowThrow, not setAllThrow.
Cheers,
Tom
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Hi All,
I was porting some old code to the last development release and I found
that the proxy class RegisterRenderBinProxy has been removed from
osgUtil/RenderBin.
I searched the list and the web but I couldn't found any reference to this
fact. I was wondering the reason to remove it,
Yes, they're both equivalent in that they return position info but the
former returns a matrix for you to use in your transform node so that your
model will be positioned correctly on the spheroid. I believe the up
vector of the model will then match the up vector at that position on the
spheroid
Hi Peter,
To Wojciech, that would be a workaround, but not a ( correct ) solution,
right ?
It depends: if you select core 3.x OpenGL profile in OSG CMakeLists then it
can be considered a workaround, but if you setup default OpenGL context then
its your preferred choice ;-). I tried to
Hi,
If there were any responses to this I missed them. Can anyone duplicate
this, or perhaps tell me what I'm doing wrong? Is this a bug?
Basically, when I'm running in stereo the area outside the viewport is only
getting set for one of the buffers.
Thanks,
John
On Mon, 20 Sep 2010, John
On 9/29/2010 6:32 AM, Jan Ciger wrote:
How can I tweak OSG red/cyan?
I suppose you will need to change the rendering code, I am not aware
of this being tweakable anywhere, as only OpenGL color masks are
being used - which basically say render everything into red or blue
channel (or some
On 9/30/2010 10:39 PM, Jason Daly wrote:
Just a thought... All you need to do is modify the final output color of
each pixel. I was wondering if the color matrix could be used for this,
assuming OSG even supports that (I've never looked, and I don't have
easy access to the source right now).
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