On Thu, Sep 6, 2012 at 6:45 PM, Rafa Gaitan rafa.gai...@gmail.com wrote:
Catched! It was not in JNI, the problem was that in the Matrix constructor
I had the a12 element repeated and setted in the a13 position! The
example with the y-up orientation works as expected now. Changes are
checked
HI Gianni,
On 6 September 2012 16:52, Gianni Ambrosio ga...@vi-grade.com wrote:
| does it make sense to add a check in
KeySwitchMatrixManipulator::handle() method to avoid calling
setByMatrix() if the selected manipulator is the current manipulator?
It does make sense, I've added this check in
Haha, whatever you say :-)
My pipeline is more complicated, since I have existing .3ds + .ive
files I need to update in Maya,
then export back to my application.
For the import to maya I'm looking at the FBX format, for the export
I'll probably need the
osgmaya plugin to get full control.
My
Hi All,
I plan to tag a developer release this afternoon, but before I do I'd
like some feedback from testing out in the community to make sure that
it's building a running OK.
This dev release won't contain all the submissions that have
accumulated over the last couple of months, if you one
Hi RigTransformSoftware is not a node, it is helper class which implements skinning animation inside RigGeometry (which is not a node either, its drawable).Just dont touch vertex positions array and use gl_Vertex in shader instead of your position attribute (dont do this:
Hi Frederic,
On 6 September 2012 15:02, Frederic Bouvier fredlis...@free.fr wrote:
I don't revert the code. I moved the setInputRange block where you put
_eventQueue-frame( getFrameStamp()-getReferenceTime() );
What I don't see is if the block removal was intended or worked by accident
on
Hi
If you mean output to texture attached to fbo it works for me without any
problems. At the end of pipeline you just create osgPPU::UnitOut with output
texture set to your fbo attachment texture. Also IIRC you should add your
processor to main scene graph (viewer-getSceneData() ) or to
Hi,
I had looking for why it doesn't work. It seems that the first tab camera
projection matrix and view matrix are not valid (components =
-1.#IND) and I don't know why. I tryed to look into OSG code but I
don't found what is wrong... If someone have an idea it would be great !
Hi Robert,
I confirm that the FLTK example (did not test the FOX one) works as expected
with r13136.
And, more importantly for me ;-) , the fgrun program works too.
Thank you very much
Regards,
-Fred
- Mail original -
De: Robert Osfield robert.osfi...@gmail.com
À: OpenSceneGraph Users
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lucas SART
Sent: 07 September 2012 11:08
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] OSG + QT and QTabWidget: Disappearing scene
Trunk build OK with MSVC 2012, at least for the plugins I am able to resolve
dependencies.
Regards,
-Fred
- Mail original -
De: Robert Osfield robert.osfi...@gmail.com
À: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Envoyé: Vendredi 7 Septembre 2012 11:28:11
Objet:
Thank you Robert.
Gianni
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http://forum.openscenegraph.org/viewtopic.php?p=49841#49841
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Dear OpenSceneGraph users,
while using the Delaunay triangulation library, I found some cases where the
triangles generated were intersecting other triangles, which is normally
impossible in a Delaunay triangulation. The bug can be reproduced with the
following set of points:
x
Hi You just rolling over limits of single precision float capabilities with this input. There are rounding on Y values up to 0.02 just if you convert those to float. Add there some arithmetic operations on such values and error will grow an order or two, you get the point. Cheers. 07.09.2012,
under qt 5.0.0beta1 - it doesn't work
I've got this error
Qt at-spi: error getting the accessibility dbus address: The name
org.a11y.Bus was not provided by any .service files
Accessibility DBus not found. Falling back to session bus.
Registered DEC: true
Error in contacting registry
PS
if I use singlethreaded
I got errors
QOpenGLContext::swapBuffers() called with non-exposed window, behavior is
undefined
QOpenGLContext::swapBuffers() called with non-exposed window, behavior is
undefined
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Hi Robert,
With current trunk I had an error while compiling osg/Image.cpp for IOS
simulator / GLES2. Symbol GL_RGBA16 was missing. Adding #define GL_RGBA16
0x805B to Image header solves the problem. Image header file attached. Also
sending this post to submissions' forum.
Cheers,
Wojtek
Hi robert,
compiles fine for OS X, but breaks for IOS (GL ES 1.1) as GL_RGBA16 is
not defined.
Attached is a fix.
cheers,
Stephan
Am 07.09.12 11:28, schrieb Robert Osfield:
Hi All,
I plan to tag a developer release this afternoon, but before I do I'd
like some feedback from testing out in
Hello.
I create a geom and i set the Vertex arrays and the Vertex Attrib arrays
for color, position and texcoords.
What i noticed is that even if i dont use shaders in my application, the
Vertex Attrib Arrays overwrite the Vertex Arrays.
Is that true ?
Nowhere in the application i set
I am trying to enable stereoscopic rendering in the osg display settings in
order to use the stereoscopic display on the LG optimus. The LG Real3D API
expects the framebuffer to be split horizontally so I am enabling stereo
rendering like this:
Code:
Hi,
ok thank you for the answer. However, is there a simple way to compile
OpenSceneGraph with double values instead of float?
Cheers
Sergey Polischuk pol...@yandex.ru wrote:Hi You just rolling over limits of
single precision float capabilities with this input. There are rounding on Y
values
Hi
I know for sure it does work if you set it with env variables (like
OSG_STEREO=ON OSG_STEREO_MODE=HORIZONTAL_SPLIT), didn't used to set it up in
code.
Cheers.
07.09.2012, 18:56, Oren Fromberg orenfromb...@gmail.com:
I am trying to enable stereoscopic rendering in the osg display settings
Hi Patrice,
On 7 September 2012 16:01, Patrice Gonzalez patrice.gonza...@cgxaero.comwrote:
ok thank you for the answer. However, is there a simple way to compile
OpenSceneGraph with double values instead of float?
By default the OSG chooses double over float in places where it's
configurable
On Fri, 2012-09-07 at 13:39 +0400, Sergey Polischuk wrote:
Hi
If you mean output to texture attached to fbo it works for me without any
problems. At the end of pipeline you just create osgPPU::UnitOut with output
texture set to your fbo attachment texture. Also IIRC you should add your
On 09/07/2012 05:28 AM, Robert Osfield wrote:
Hi All,
I plan to tag a developer release this afternoon, but before I do I'd
like some feedback from testing out in the community to make sure that
it's building a running OK.
This dev release won't contain all the submissions that have
well, I stepped through the code in DisplaySettings.cpp and setting those
environment variables does the exact same thing as the function calls.
also, I am not sure how to set environment variables in android so I don't know
how to test it.
I want to understand how the rendering changes at the
Hi Oren,
The env vars just provide the default settings from DisplaySettings so
setting them programmatically will achieve the same end.
As to why it's not working on your phone I can't say as I know nothing
about the specifics of the phone or what you are seeing on screen or
what the phone is
Hi Oren,
I already developed something for LG Optimus 3D and the DisplaySetting
worked as expected. Maybe you need assign the DisplaySettings to the Viewer
if it's already realized.
Some days ago I released osgAndroid (https://gitorious.org/osgandroid) to
make life easier for android developers
Hi All,
I have just tagged the 3.1.3 developer release.
source package :
http://www.openscenegraph.org/downloads/developer_releases/OpenSceneGraph-3.1.3.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.1.3
OpenSceneGraph
Thanks to all those
Hi Robert and Ulrich,
The problem happens with these particular database files I'm using, is that
probably have wrong or incomplete data regarding the lightpoints.
Since a software i'm using is able to load them and display the 3d models with
their lightpoints flashing, but my osg-soft was
Hello Per,
I would recommend exporting to .osg instead of .ive when you come to
export with maya2osg, since the .osg format is text it is generally
compatible across many OSG versions unlike .ive which is binary.
Try to generate solutions for maya2osg using cmake, I think that will
work
Hello.
Are there sliders in osgWidget ?
Didnt find any example that uses sliders.
Do i have to create my own ?
thnx.
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Hi Koduri,
On 6/09/12 23:58, Koduri Lakshmi wrote:
Hi,
I have an OSG file contains a sequence of objects. I read this OSG file and
assigned to a transformation matrix.
Now I want to get back the sequence to the OSG::Sequence object from the
transformation matrix to control animation.
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