Hi Robert and Alistair,
I gave it another long thought and found one more idea. Let me show it on
example of
bounding box of bb_max.[x,y,z] set to 1'000'000 and bb_min.[x,y,z] set to
999'999. I such
case, the size of bounding box does not matter and distance of start and end
neither
Hi John,
On 19 August 2013 19:45, John Farrier john.farr...@gmail.com wrote:
now I just need to figure out a way to do this little conversion dance
and keep the embedded animation!
So, perhaps, I posted too soon. I re-converted the model from the .lws
original into .osgb. It was a file
Hi Alexandre,
You shouldn't need to use a render to texture approach to set up drive
displays,as each slave camera can just render 60 degrees of the overall FOV
(plus a little bit if you are edge blending). All you'd need to do is set
the slave cameras view offset matrix so that the left and
Hi John,
On 20 August 2013 06:09, PCJohn pec...@fit.vutbr.cz wrote:
**
We could use Robert's idea to get start and end points. From them, we can
get the biggest value for epsilon as well that would provide better
epsilon. It should be smaller in most cases, but still big enough to always
Hi Björn,
simple things first, did you try with
SET OSG_OPTIMIZER=OFF
Regards, Laurens.
On 8/15/2013 10:14 AM, Björn Blissing wrote:
To clarify the problem further. Loading and playing single FBX files seems to
work fine. My problems begins when I try to copy animations from several FBX
Hi Robert,
I have lost in your reasoning. Let me go back to be sure we understand each
other.
The bounding box based epsilon will likely fail when the size of the box is
very small compared to the length of the line segment.
I came to conclusion that size of bounding box does not matter.
Hi Robert,
Thanks for your precise answer.
I will follow your board.
Cheers,
Mike
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Hi John,
I'm a bit confused as what to further explain. For precision purposes it's
the math operations done to clamp the line segment to the bounding box that
is important. The maths operations bascially use the length of the line
segment in each axis and the distance from each face to the
Hi,
Ohoh I solved the problem, the quad was not directed along the good plane ...
Thanks to those who spent time to search a solution.
Cheers,
Mike
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Hi Community,
I have a custom rendering with GL calls and I want to wrap them in push/pop
StateSet (and everything). I see in osg::State all the push/pop (like
pushUniformList) methods are not accessible. Any hint how to do this?
Here is what is something like I need:
void
Hi Nick,
void Drawable::drawImplementation(osg::RenderInfo renderInfo) const
{
osg::ref_ptrosg::StateSet standard_state(new osg::StateSet);
renderInfo.getState()-pushStateSet(standard_state);
perform CustomRendering();
renderInfo.getState()-popStateSet(standard_state);
}
This
Hi Sebastian,
you are right.I can get renderInfo.getState() for the current state, was
wondering about the usage though. Let me try your suggestion and thanks!
Nick
On Tue, Aug 20, 2013 at 2:06 PM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
Hi Nick,
void
Hi Sebartian,
A default constructed StateSet is empty, so pushing it on the osg::State
won't do anything at all. Also StateSet::pushStateSet() never applies any
State, it just pushes a StateSet on the osg::State stack, the overall
current state will applied once State::apply() is called.
Robert.
So Robert, what is the answer?
Nick
On Tue, Aug 20, 2013 at 2:52 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Sebartian,
A default constructed StateSet is empty, so pushing it on the osg::State
won't do anything at all. Also StateSet::pushStateSet() never applies any
State, it
Hi Robert,
I'm aware of the empty state set.
In my case I of course change the state set.
Will this achieve the desired effect?
Hi Sebartian,
A default constructed StateSet is empty, so pushing it on the
osg::State won't do anything at all. Also StateSet::pushStateSet()
never applies any
On 20 August 2013 12:54, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.comwrote:
So Robert, what is the answer?
42 ;-)
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lol ;-) ... Come on. I am trying to wrap it with osg code instead of OpenGL
calls (and forgot many things in between the ages)
Nick
On Tue, Aug 20, 2013 at 3:00 PM, Robert Osfield robert.osfi...@gmail.comwrote:
On 20 August 2013 12:54, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.com
On 20 August 2013 13:05, Trajce Nikolov NICK
trajce.nikolov.n...@gmail.comwrote:
lol ;-) ... Come on. I am trying to wrap it with osg code instead of
OpenGL calls (and forgot many things in between the ages)
There isn't a straight single line call, or answer to your question about
resetting
Thanks Robert,
I was thinking to do something like this (but will look in your pointed
direction as well).
osg::State state = *renderInfo.getState();
osg::ref_ptr osg::StateSet stateSet = new osg::StateSet();
state.captureCurrentState( *stateSet );
state.disableAllVertexArrays();
Hi,
Sorry for noob question, but I need to make an object totally transparent (as
invisible) but I have to maintain your presence in the world (the object
can't be masked). This means that the object isn't visible but all collisions
and others interactions in the world have to work.
I can
I've been doing that by adding a cull callback to the node I want invisible
like so:
Struct AlwaysCullDrawable : public osg::Drawable::CullCallback
{
/** do customized cull code.*/
virtual bool cull(osg::NodeVisitor*, osg::Drawable* drawable,
osg::State* /*state*/) const
Hi Robert,
Thanks for your answer.
I have implemented something like what's in osgdistortion (--faces), with
the 3 slave cameras, FoV of 60 degrees and the rotation of the left and
right slave cameras by 60 degrees. It gives much better results than my
first implementation of using a single
HI Dario,
I would typically use a NodeMask combined with a TraversalMask on the
CullVisitor (controlled via osg::Camera's CullSettings interface) that
switches off traversal during the cull traversal.
Robert.
On 20 August 2013 13:36, Dario Minieri para...@cheapnet.it wrote:
Hi,
Sorry for
Hi Alexandre,
My advice is NOT to do what you are doing, and NOT to follow osgdistotion.
I'm not going to try and debug your approach as it's just wrong to start
with. If you want to keep following go for it but I won't be spending my
time help you bark up the wrong tree.
Robert.
On 20 August
Hello,
it seems vpb is broken with OSG 3.2
(it work with OSG 3.1.7)
This is the simple command:
Code:
osgdem -t a.tif -l 3 -o furlo.osgt
the image a.tif is
[Image: http://img16.imageshack.us/img16/6614/nbon.jpg ]
The result in osgviewer is
[Image:
Hi Massimo,
I can't think of any changes between 3.1.7 and 3.2.0 that are likely to
cause a problem. Could you post the a.tif file so I can test against it.
Thanks,
Robert.
On 20 August 2013 16:23, Massimo Tarantini subbi...@yahoo.it wrote:
Hello,
it seems vpb is broken with OSG 3.2
(it
HI Alexandre,
On 20 August 2013 17:03, Alexandre Vaillancourt
alexandre.vaillancourt.l...@gmail.com wrote:
May I ask why the way I'm going is not a good approach?
It was far more complicated than it needed to be and you weren't getting
the result you wanted...
(Please note that my OSG
Hi,
SOLVED
So the problem was that I was corrupting something by doing two things in my
application: 1.) I was initializing my osg::GraphicContext::Traits on a
different thread than I was running and 2.) I was initializing the
osg::GraphicContext itself on a different thread than I was
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