it works perfectly
Thank you
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Yes, it is possible, as I wrote in the docs you only have to modify the
functionality. That functionality was not included in the example because
there were more pending issues.
2012/10/29 Bernd Kampl
> My question is: is there a way to not need to reinitialize the viewer
> every time? Is this f
Hello,
I've got the FBX plugin working and trying various models.
Unfortunately for me, most FBX models are separated into the model
itself and external animations.
I simply have no clue how to load the animations and use them with the
model.
Can someone help me out here?
cheers
Sebastian
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Am 29.10.2012 15:38, schrieb Geoffroy Rivet-Sabourin:
Is this method is efficient ( computation time ) or is it a better avenue to
use a GLSL frag and vertex shader
What do you mean? It might be as well a O(n) algorithm, but as long as
you do not try if it is suitable for you, you should not qu
Thank you Robert for the fast reply.
In the meanwhile I'm attaching the code.
Regards,
Gianni
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Hi all,
I have a hopefully simple question. I'm setting up an app that will
manually adjust the camera with each frame, no camera manipulators are used.
With each adjustment I want to increment the translation and rotation of
the camera. The translation works, but the camera rotation seems to be
Hi Gianni,
I know nothing about your specific implementation, the only thing I
can suggest is the general comment is that OpenGL has the concept of
current draw and read buffers, when you do a glReadPixels() you should
make sure that the read buffer is the same as the scene was rendered
to i.e. th
Mon, Oct 29, 2012 at 5:24 AM, Dmitry K. wrote:
> We have scene graph node position - 32 bit integer. We walk through
> terrain meeting some trees, houses while sectors ahead are loading on a
> background and then the position of a player and 3d objects becomes maximum
> integer value. What then?
I'm definitely open to having such code contributed to osgWorks, where they
would be Geometry-based rather than ShapeDrawable-based.
-Paul
On 10/28/2012 10:28 PM, Andrey Zubarev wrote:
Hi, all!
In OSG we have some simple 3D primitives such as Sphere, Cylinder, etc., even
Capsule! But what
Hi All,
I basically merged osgscenecapture example and osgviewerQt to implement a
spike solution with a scene capture functionality in a Qt application.
Unfortunately the resulting image (bmp) is black except for the case that does
not use glReadPixels(). The osgscenecapture example itself is w
On 10/27/2012 02:09 AM, Christoph Heindl wrote:
This sounds like a clever idea, but I have to keep exporting the mesh
in mind. When exporting I think I should have the UV coordinates ready
on the CPU. Is there a way to transmit the output of the shader (i.e
vertex ST coordinates) back to the
Is this method is efficient ( computation time ) or is it a better avenue to
use a GLSL frag and vertex shader
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Version 3.1.3 worked! Thank you everyone for your help.
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In order to get correct shading results, you have to create correct normals.
There is also a smoothing visitor which you could try:
osgUtil::SmoothingVisitor sm;
model->accept(sm);
cheers
Sebastian
Hi,
you are right. In the code it is set to flat but I have also tried
Hi,
you are right. In the code it is set to flat but I have also tried to set to
SMOOTH but I never see difference between results. With the smooth setting I
still see the face edges
...
Thank you!
Cheers,
Geoffroy
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Hi,
I'm thinking about how to do a streaming world in OSG and I have noticed one
problem at first.
We have scene graph node position - 32 bit integer. We walk through terrain
meeting some trees, houses while sectors ahead are loading on a background and
then the position of a player and 3d obj
robertosfield wrote:
> HI Lv,
>
> On 29 October 2012 10:16, Lv Qing <> wrote:
>
> > I update 2.9.16 ,same problem!Not ready for osg3.0 ,too much change.
> >
>
> 3.x might not address the problem you have, as it's likely down to
> some peculiarity of how the custom threading is behaving, but I
HI Lv,
On 29 October 2012 10:16, Lv Qing wrote:
> I update 2.9.16 ,same problem!Not ready for osg3.0 ,too much change.
3.x might not address the problem you have, as it's likely down to
some peculiarity of how the custom threading is behaving, but I would
certainly recommend moving the 3.0.x.
hybr wrote:
> Hi
>
> at first try to update osg, may be you find this problem solved.
>
> Cheers.
>
> 27.10.2012, 17:39, "Lv Qing" <>:
>
> > Hi,
> >
> > My osg2.9.11 app is working under QT/Linux.Occasionally it suffers a dead
> > lock as follows:
> > #0 in _kernel_vsyscall()
> >
i implant this method into osg . code is following:
class ocsSurfaceShape : public osg::Drawable{
public:
ocsSurfaceShape(){};
ocsSurfaceShape( const ocsSurfaceShape& copy,
const osg::CopyOp&
copyop=osg::CopyOp::SHALLOW_COPY )
My question is: is there a way to not need to reinitialize the viewer every
time? Is this fixable?
Cheers,
Bernd
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hi Robert osifield
i am writing an editor which can add polylines and polygons on the mesh
model(mountains model). the lines and polygons must follow the terrain .
so i tessellate the polylines into many parts . because the mesh is irregular
, unlike the GIS . some part of the line segm
HI Andrey,
The OSG's Shape objects original purpose was to provide mathematically
defined shapes in support of physics engines. So there isn't an
attempt to provide an exhaustive range of different types of shapes,
only the ones useful for physics engines.
For going beyond this set there is esse
Hi Shawl,
Could you explain for what purpose you need to temporarily modify the
projection matrix, this has a huge baring on how you will want to go
about it.
The OSG has an osg::Projection node that allows you to override the
project matrix for the subgraph that you attach below the Projection
N
Hi
at first try to update osg, may be you find this problem solved.
Cheers.
27.10.2012, 17:39, "Lv Qing" :
> Hi,
>
> My osg2.9.11 app is working under QT/Linux.Occasionally it suffers a dead
> lock as follows:
> #0 in _kernel_vsyscall()
> #1 in pthread_cond_wait_@@GLIBC_2.3.2 from
Hi Geoffroy.
If you want smooth shading, why are you setting it to FLAT?
sm->setMode( osg::ShadeModel::FLAT );
should read:
sm->setMode( osg::ShadeModel::SMOOTH);
Hi,
I try to add smooth shading to my geometry but for the moment I do not have
real success.
I use this simp
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