Hi,
My osgGa::NodeTrackerManipulator crashes if it is activated before
setTrackNode(..) is called.
Do I make a mistake or is the NodeTrackerManipulator not secured against
activation prior to a well defined node to track?
Thank you!
Cheers,
Torben
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Hi Torben,
The manipulator shouldn't crash so this will be bug due to an
assumption of having a valid nodepath somewhere in the code.
Do you have a stack trace for the crash? Which version of the OSG are
you using?
Robert.
On Fri, Feb 11, 2011 at 8:28 AM, Torben Dannhauer
Hi All,
I'm trying to understand osgWidget library and I have a basic question.
In the related examples I see an osgWidget::WindowManager instance is created
on the heap but never deleted explicitly. Is the associated viewer responsible
of the WindowManager deletion or should I delete it
Hi Robert,
The stack trace is:
Code:
osg71-osgGAd.dll!std::_Vector_const_iteratorosg::Node
*,std::allocatorosg::Node * ::operator+=(int _Off=-1) Zeile 161 + 0x60
Bytes C++
osg71-osgGAd.dll!std::_Vector_iteratorosg::Node
*,std::allocatorosg::Node * ::operator+=(int _Off=-1)
Hi Torben Mourad,
I have added a check against the getNodePath() being empty() to
computeNodeCenterAndRotation() method and checked it into svn/trunk.
The relevant code now looks like:
osg::NodePath nodePath;
if (_trackNodePath.getNodePath(nodePath) !nodePath.empty())
ok, solved!
thank you!!!
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In attachment osg file that doesn't work. When I activate osgShadow, I can't
see texture.
In osg file there's field textureUnit 0 {}. If I remove this and change,
texture works.
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Hi All,
is there a root node for all widgets inserted in a WindowManager?
I mean, I use a root node for 3D objects in my viewer and I would like to have
the same feature for widgets. In fact in my scene manager I store a Group node
to which I add all other nodes without using a viewer pointer
Hello Gianni,
In the related examples I see an osgWidget::WindowManager instance is created
on the heap but never deleted explicitly. Is the associated viewer responsible
of the WindowManager deletion or should I delete it somewhere?
Like most objects in OSG, the WindowManager is
Hi,
Thanks. I'm getting the error Error: glGenBuffers not supported by OpenGL
driver Also
Error: glBindBuffer/glBufferData not supported by OpenGL driver. Is it the
issue. I'll try on some other graphics card.
Thank you!
Cheers,
Vijeesh
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Hi Robert,
robertosfield wrote:
Secondly the intersections you get returned return the leaf node and
drawable that is intersected along with the node path from the root of
the intersection traversal down to the leaf node that was intersected.
you found my problem: I forgot that the demo
Hi Vijeesh,
I a bit surprised by these errors, is this still in the context of VPB
usage? VPB shouldn't be touching glGenBuffers/glBindBuffers during
execution.
What drivers/hardware are you working with?
Robert.
On Fri, Feb 11, 2011 at 2:12 PM, Vijeesh Theningaledathil
vije...@nal.res.in
thats it... and interesting feedback- I see the green lasers cost
significantly more.
thanks all!
On Wed, Feb 9, 2011 at 1:35 PM, Ted Morris ted.mor...@gmail.com wrote:
Hi,
I accidentally submitted the last post with a horrible subject line. So
this is a repost.
I seem to recall recent a
Hello Heiko,
But this won't compile too:
error C2039: 'getName': Ist kein Element von
'std::_Vector_const_iterator_Myvec'
error C2839: Ungültiger Rückgabetyp 'osg::Node *const *' für überladenen Operator
'-'
IntelliSense: Der Ausdruck muss den Typ pointer-to-class aufweisen.
Any idea?
I
The algorithm I mentioned is correct but I'd forgotten to account for the fact
that I was set up so that the far reported as 0 and the near as 1. My code now
reads
LinearDepth = 1.0 - ((2.0*near)/(far+near-(1.0-nonLinearDepth*(far-near)))
I can now select/deselect DO_NOT_COMPUTE_NEAR_FAR and
Hi,
you are right :). I tried this myself before and saw that VS show me
nevertheless an error. But didnt seen that the error message changed (I had
forgot the .empty() on comparism) ;)
Thank you!
Cheers,
Heiko
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Hello OSGers!
I was wondering what kind of mechanisms OSG currently has, or if there is a
plugin, that would allow warping the ranges of predetermined LOD/Tiles from
a Terrapage database based on the velocity of the view. So I can use the
velocity vector as a bias to allow paging in terrain or
Hi,
my question concern setHomePosition of MatrixManipulator and subclasses.
Parameters are quite explicite and in therory first one indicate position of
camera, the seond parametre = target of camera ? Am i wrong... i surely forget
some detail since :
in practice, position and direction of
Skylark wrote:
camera-addChild(wm);
// wm's reference count becomes 1
OK, you are right. Thanks
Gianni
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I think I moved a step forward: I've built freetype lib for both armv6 and
armv7, built OSG 2.9.11 (with warnings, see below), and
osgviewerIPhoneExample without errors but when it starts I get the following
error:
*Setting up osg::Camera::FRAME_BUFFER*
Program received signal:
Hi,
I got my new code working by adding
Code:
pCamera-setGraphicsContext(pViewer-getCamera()-getGraphicsContext());
For info it also seems to work without the calls to stop and start threading.
The only strange thing is a white half circle that flashes up on the screen for
one frame when
Just one more consideration.
In other examples (i.e. osgwidgetlabel) the window manager is not added as
child of the camera but createParentOrthoCamera() is used insted. Looking at
that code the Window Manager is internally added to the returned camera.
Gianni
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You could probably do it by overriding the cullvisitor and accepting nodes
farther out in front of your motion vector.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Duvan Cope
Sent: Fri 2/11/2011 11:02 AM
To: osg-users@lists.openscenegraph.org
Subject:
Hi All,
I added #include Widget/Canvas in a header file and I have a bunch of compiler
errors in every other header which includes it.
To solve the problem I have to include osgWidget/Canvas again in the second
header file.
Example:
In ClassA.h I have
#include osgWidget/Canvas
In ClassB.h I
Hi,
I know this is old, but I was wondering what your solution was? I need to do a
similar task.
...
Thank you!
Cheers,
Geoff
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On Fri, 2011-02-11 at 12:03 +0100, Gianni Ambrosio wrote:
Hi All,
is there a root node for all widgets inserted in a WindowManager?
I mean, I use a root node for 3D objects in my viewer and I would like to
have the same feature for widgets. In fact in my scene manager I store a
Group node
On Fri, 2011-02-11 at 18:36 +0100, Gianni Ambrosio wrote:
Just one more consideration.
In other examples (i.e. osgwidgetlabel) the window manager is not added as
child of the camera but createParentOrthoCamera() is used insted. Looking at
that code the Window Manager is internally added to
Hi Duvan,
One could use a ReadFileCallback to modify PagedLOD attaching custom
CullCallback as they are loaded and have this CullCallback provide
that overrides the default PagedLOD::traverse() method and provide a
different range that is used for the LOD tests.
However, this is all rather
Why is this happening??
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I'd like to port GraphicsWindowWin32 and PixelBufferWin32 to work on EGL as
well as WGL. I'd use the PVRVFrame EGL libraries as the target for the port.
There's a pending mini-milestone for this at the bottom of the OpenGL-ES
support page on the wiki (wiki/Community/OpenGL-ES) but this is
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