Hi, CraigWhen you have nested cameras they work like nested render stages. All cameras under another camera node will render just before or just after (depending on render order set on camera) rendering parent camera. With that in mind you can build hierarchy that suits your purposes.Example :
Sent incomplete message by accident :)Example : camera1 - camera2(prerender) - camera4(prerender) - camera3(postrender)render order will be camera4 (rendered first), camera2, camera3, camera1(rendered last)Cheers, Sergey.03.05.2011, 11:28, "Sergey Polischuk" pol...@yandex.ru:Hi, CraigWhen you have
Hi, Lalit
You can transform point to screen coordinates by multiplying with correct
camera view matrix(if your coords in world space) and camera perspective
projection matrix. Cant help much with finding nearest points tho.
Cheers, Sergey.
02.05.2011, 14:39, Lalit Manchwari
Hi Maxim,
Very strange. The threading part of osgViewer hasn't changed, and
OpenThreads under Linux hasn't changed, I don't think there is any
recent changes on the OSG side that might have introduced problems.
Doing the exactly same test on my system doesn't result in any
problems.
My best
Hi Paul,
On Tue, May 3, 2011 at 12:26 AM, Paul Martz pma...@skew-matrix.com wrote:
Hi Robert and all -- It is very likely that I'll move forward with the 2.8.5
release as we have been discussing on this thread.
I'd like to reserve SO version number 74 for this release.
OK, I'll skip 74 next
Hi Robert,
How to get information about error? I must use Valgrind?
3 мая 2011 г. 14:03 пользователь Robert Osfield
robert.osfi...@gmail.com написал:
Hi Maxim,
Very strange. The threading part of osgViewer hasn't changed, and
OpenThreads under Linux hasn't changed, I don't think there is
Hi Maxim,
2011/5/3 Maxim Gammer maxgam...@gmail.com:
How to get information about error? I must use Valgrind?
I would start by just running osgviewer in gdb i.e.
gdb osgviewer
run osgcool.osg
You could learn valigrind but I suspect the issue isn't really to do
with threading in the core OSG
Hi Robert,
thanks for advice ... I will try
2011/5/3 Robert Osfield robert.osfi...@gmail.com:
Hi Maxim,
2011/5/3 Maxim Gammer maxgam...@gmail.com:
How to get information about error? I must use Valgrind?
I would start by just running osgviewer in gdb i.e.
gdb osgviewer
run osgcool.osg
Hi Maxim
also try to play with
setReleaseContextAtEndOfFrameHint(false)
for osg::Viewer
at least this might lead to location of your problem.
Regards
Sergey
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Hi Sergey,
On Tue, May 3, 2011 at 12:27 PM, Sergey Kurdakov sergey.fo...@gmail.com wrote:
also try to play with
setReleaseContextAtEndOfFrameHint(false)
for osg::Viewer
at least this might lead to location of your problem.
This only affect single threaded viewer usage.
Robert.
Hi,
As I said, I've looked at osgViewer depth partitition and I've some problems.
I'll give you as much information as possible and I hope you can help me.
First of all, I use OSG with Qt :
Code:
int main( int argc, char **argv )
{
QApplication a( argc, argv );
QWidget gloWgt;
Hi Cedric,
Thanks for the response and sorry for the bother!
I think that you are correct that my problem is with setting up
invBindMatrixInSkeletonSpace. As I mentioned in an earlier post, adding a
rotation offset to this matrix seems to make the skin geometry all screwy.
Without being able
Hi Gregoire, Sukender, and everyone,
While writing this email, I have come to the conclusion that I/we do not
really have anything (more) to be concerned about with tying user data and
description list to the meta-data system. If you are interested in some of
the concerns I already had, and that
Hi Alessandro
subload-callbacks work fine on IOS, I modified your example and this
works on my end (tested only simulator)
I do not attach the image to the texture to prevent any automatic
handling from osg, I store the image as property in the callback and use
it from there.
cheers,
Stephan
Hi,
Anybody can explain what is the meaning of first parameter of function
void osg::StateSet::setTextureAttribute(unsigned int unit, StateAttribute *
attribute, StateAttribute::OverrideValue, value = StateAttribute::OFF)
what is the meaning of unit?
The texture unit to be affected?
If I
On 5/3/2011 11:14 AM, Nan WANG wrote:
Hi,
Anybody can explain what is the meaning of first parameter of function
void osg::StateSet::setTextureAttribute(unsigned int unit, StateAttribute *
attribute, StateAttribute::OverrideValue, value = StateAttribute::OFF)
what is the meaning of unit?
May need a good swift kick in the bits.
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting.
Contracting.
There is no Truth. There is only Perception. To Perceive is to Exist.
I'd like to propose my fixes that I sent in on -submissions pre-2.8.4: all
except the VC2010 build fix still apply. They are these two:
Improvements to osgconv:
https://github.com/rpavlik/osg/compare/OpenSceneGraph-2.8...improve-osgconv
(I've also forward-ported these to trunk:
Hi Sukender,
concerning Variant,
for simple types
something like
http://trac.rtmpd.com/browser/trunk/sources/common/src/utils/misc/variant.cpp
http://trac.rtmpd.com/browser/trunk/sources/common/include/utils/misc/variant.h
On 5/3/2011 3:02 PM, Ryan Pavlik wrote:
I'd like to propose my fixes that I sent in on -submissions pre-2.8.4: all
except the
VC2010 build fix still apply. They are these two:
Improvements to osgconv:
https://github.com/rpavlik/osg/compare/OpenSceneGraph-2.8...improve-osgconv
(I've also
On Tue, May 3, 2011 at 4:55 PM, Chris 'Xenon' Hanson
xe...@alphapixel.comwrote:
On 5/3/2011 3:02 PM, Ryan Pavlik wrote:
I'd like to propose my fixes that I sent in on -submissions pre-2.8.4:
all except the
VC2010 build fix still apply. They are these two:
Improvements to osgconv:
Hi,
I have a custom class derived from osg::Drawable and I want to implement
picking for it.
I've implemented accept(PrimitiveFunctor) and supports(PrimitiveFunctor) in
order to provide picking functionality for that drawable, but none of methods
are called.
Im using LineSegmentIntersector
Hi, everyone,
I am studying the OSGCompute recently. two questions:
1. the example followed in the osgCompoute src is running well. But when
I build a new VS9 project, the error like this occours:
linking...
Warp.obj : error LNK2019: unresolved external symbol _warp referenced
On 5/3/2011 4:30 PM, Ryan Pavlik wrote:
GitHub should give you access to the updated files in whatever form you
prefer - patch,
full file, etc. I haven't figured out how to automatically zip up the full
files for all
files touched (as requested in the submission info) using Git yet, but
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