Hiya,
I looked at the osgQt/GraphicsWindowQt class implementation. I think
what it does is render to Qt's QGLWidget's OpenGL context using
swapBuffers(). Again... being new to OpenGL, a lot of this stuff
doesn't really make too much sense to me, but the swapBuffers() call
is QGLWidget specific. Th
>
> Thanks, that's great! But I have one more problem. How can I change
> distance of manipulator? I mean it is connected with node, but it's far
> away. I want to zoom in. And also I don't know how to turn off mouse
> controll...
The osgGA::NodeTrackerManipulator inherits directly from
osgGA
Scott, there must be something about your issue that I don't understand, because
I think it would be pretty easy to accomplish what you want.
You have a model with an orientation and a translation, and you want to display
coordinate axes that represent that. Just draw your axes under a transfor
Hi,
I came across the Qt blogs regarding the threaded rendering. Especially the
first one is interesting.
http://doc.qt.nokia.com/qq/qq06-glimpsing.html#writingmultithreadedglapplications
http://labs.qt.nokia.com/2011/06/03/threaded-opengl-in-4-8/
Cheers,
Torben
--
Read this t
Hi Kim,
TortoiseGit (http://code.google.com/p/tortoisegit/) is a good choice for
windows users, and you have to install another Git console before
installing it, such like msysgit.
Regards,
Wang Rui
2012/2/18 Kim Bale
> Hi all,
>
> Slightly off-topic so I apologise, but with all this talk of
Hi all,
Slightly off-topic so I apologise, but with all this talk of moving OSG
over to GIT I was thinking about having a go with it and see how it all
works.
So, can anybody recommend a good git client for windows? I've been using
Tortoise for subversion for a long time and rather like it, so so
Hi,
Am 17.02.12 16:04, schrieb Büsra Gülten:
> I have already build OSG 3.0.1 on iOS 4. Now i would like to build it on iOS
> 5. Core Libraries like osg, OpenThreads, osgDB and osgUtil are building
> correctly. But the linking with my App, notify following error:
>
>
>>
>> Undefined symbols
Hi,
Finally i have made the groundwork of my rocket animation, i used a spehere
until i find a rocket model :D and still, there is something that didnt get
clear!
Note: some codes below are taken from the osgparticleeffects example.
Code:
osg::AnimationPath* createAnimationPath(const osg::Vec3&
Hi Scott,
It wasn't quite clear to me what you wanted represent with your
rocket's second set of axes. Your WCS origin is at the center of the
earth (ie, ECEF coordinates). Your rocket also has its own local
geometrical axes as your screenshots show. As your rocket orbits the
Earth, its ECEF coord
Hi.
I have this code:
viewer.addEventHandler(keyboardEventHandler);
viewer.setCameraManipulator(camera->getManipulator());
viewer.setSceneData( root );
viewer.realize();
while( !viewer.done() )
{
car->update();
camera->update();
viewer.frame();
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