Hi Victor,
There isn't any way for us to know what you mean by but nothing so
we won't be able to help provide an answer. Please be more specific
about what you are expecting/what results you are getting.
Robert.
On Sun, Aug 14, 2011 at 12:54 PM, Kataev Victor victor1...@list.ru wrote:
I load
Hi Riccardo,
I have used the ndk-build command and (after long time J ) it has finished
apparently without errors. The I have copied the files to the osgViewer
project (under the obj folder). After that, I have tried to compile using
ndk-build, and I got this error:
Compile++ thumb :
That's why I still like Openflight Models they have their units it the
header :)
( Plus I can use Creator quite well :) )
One way I also solve this is to have a sidecar file that has the units
of the model(once known) if the format does not supported and then I
process the sidecar along with the
Hi!
I just noticed that whilst the osg::FrameStamp copy constructor copies the
_simulationTime variable, the assignment operator ignores it.
If you have a freshly constructed FrameStamp and then assign another to it,
your simulation time will remain as 0.0 whilst the other variables will be
Hi Alessandro, thanks for the example.
osgAnimation only allows one skeleton per RigGeometry, and the FBX importer
assumes that no more than one skeleton will be attached to a mesh, hence the
messed up results.
Can you explain why multiple skeletons are attached? If the importer merged
the
Hi,
Attached a sample code. If you are using QtCreator this will be even easier.
Create a gui application.
In your mainwindow.ui create a widget and promote it to QtOsgLib. Copy the
files attached to your project and that's it.
Let me know if it worked for you.
Cheers,
Roni
Hey,
I'm trying to get osgEarth working with c++ and visual studio 2010.
I have followed all build instructions, built OSG and OSGEarth. Added all
directories to path, including all depencies they both have.
When I navigate to the osgearth/tests directory using cmd.exe and type:
osgviewer
Hi Mike,
Well spotted, this is a bug. I've now added the assignement of the
_simulationTime and checked this fix into svn/trunk and the OSG-3.0
branch.
Cheers,
Robert.
On Mon, Aug 15, 2011 at 2:16 PM, Mike Connell michael.conn...@gmail.com wrote:
Hi!
I just noticed that whilst the
I would like to add a nonrectangular viewport to my osg app. I know I probably
have to use the stencil buffer but I'm not exactly sure on the steps required.
Are there any good osg examples out there that will show me how to add clipping
regions or nonrectangular viewports? I thought the
Hi Cyril,
I have finally looked at your example. You set up an omnidirectional light
which was very close to the scene and this case cannot really work well
using single shadow map. Omni directional light may work if it can be
approximated with spot light and set up fairly narrow ( 120) field
Hi,
I did not make it with stencil, but with shader on FBO offscreen rendering -
to put node ( with a 'hole' ) with specific color above current rendering
and then discard pixels with this color in pixel shader, when rendering and
then setting output of FBO as texture to screen quad.
That might
Hi ThaPear,
First, you need to make sure that all the dependencies and plugins are
in your path when you run your program (OSG, osgEarth, GDAL, etc). So
if you're trying to run from visual studio with the run button for
instance you need to either have your global path setup correctly or
copy
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