hi, Nick
our terrain format is .txp files.
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=56595#56595
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Hi Robert!
My full name is:
Konstantin S. Matveyev
Content of submission can be:
[*] Multiple light fix in FBX-importer
etc)
Next time i can send patches (or full files) to
*osg-submissions***http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org
.
Thanks!
Hello guys,
I am programming a virtual simulation of CNC milling machines. I created a
model which contains the kinematics - axes with limits etc.
I also implemented a function, which calculates the axis values, so that the
tool follows the mouse which points to the surface of the workpiece.
I thought that. This can be more like TerraVista issue. In TerraVista, in
the Page Compiler settings set the TileOrigin to LocalTile (something like
that). It should help for large coordinates in a way that each tile will be
built in Local Coordinates and a matrix will be placed on top. having it
Peter Bako writes:
Hello guys,
[...]
I assume that there can be a problem with intersection - is it
possible that I get an intersection from a frame before? I found out
that If I make faster movements, the jumping is bigger. Or can it be
maybe caused by multitreading? I don't know the
Dear sir:
When I compiled OpenScenenGraph3.0 with VS2010 tody,I encountered warning
C4819.I searched Internet for solution,and I have found some solutions,but
warnnings are too many.If I process the warnings one by one,it may waste too
much time.
Then I think about you,and can you tell me how
HI Haibo,
I don't know anything about this VS2010 warning, I'm not a Windows
developer so can't handle these windows specific questions. However,
OSG-3.0 was widely tested under Windows so certainly did work find
with the VS compiler at the time. Perhaps other Windows users can
help resolve
Hello Alberto.
I will try your suggestion with the intersection points.
regarding the framework - I use .NET, Windows forms, WPF, OSG, OpenCascade and
some other technologies.
The graphic frame what you see is created in WPF, the graphic window of osg
is rendered on a windows forms window,
Hi All,
I am mostly up to date with merging submissions so will now tag a
3.3.0 developer release, and an OSG-3.2.1-rc1. I would very much
appreciate testing of svn/trunk and OSG-3.2 branch so that I can make
any last minute build/runntime fixes that are required.
Thanks in advance,
Robert.
Hello again.
My assumptions were correct: here is a list of points
Code:
Point: -152.9, 216.3, -21.5
Point: -148.9, 215.4, -21.5
Point: -152.4, 214.6, -21.5
Point: -155.7, 213.7, -21.5
Point: -158.7, 212.8, -21.5
Point: -151.6, 211.9, -21.5
Point: -151.4, 211.0, -21.5
Point: -150.8, 210.2,
Peter Bako writes:
Hello again.
My assumptions were correct: here is a list of points
[...]
so the intersections are calculated wrong. In the rendering it seems
to be OK, but the real intersection point is got from a different
place.
It can be also an input issue. Could you check that
Hello Alberto.
Actually I've found the problem.
The reason, why it didn't work, was, that I was changing only the matrix of my
camera manipulator. I have to change also the viewMatrix of the camera, not
only the manipulator. Now IT WORKS! Thank you!
--
Read this topic online
I finally got around to looking at this problem again, so I wanted to post some
more details on my solution as guided by Fred and Farshid's conversation in the
thread linked above. Farshid's cull callback attached to the pre-render camera
is the correct solution, the key being that the
I have been having problems using swap groups. I am running on a windows 7
machine, and have 2 Quadro K5000 cards with sync card, set to use an house sync
@ 60 Hz. The sample code I have from NVidia does seem to work fine.
The problem I am having is I get a hang on the windows swap buffer call.
Hi David,
I don't have any answers, the best I can do is suggest tests that
might help shed some light on the issue.
Have you tested with various viewer threading models?
Robert.
On 3 October 2013 16:04, Heitbrink, David A david-heitbr...@uiowa.edu wrote:
I have been having problems using
Hello,
My application loads vehicles as .osg or .flt files and draws them on
a map. It loads the models using osgEarth::Annotation::ModelNode. My
code assumes the models are oriented in a particular manner (x-axis
points out the nose, z axis points down).
Unfortunately I now have a model that
Try the .rot pseudo-loader to pre-rotate a model. There is sample usage
in the code:
https://github.com/openscenegraph/osg/blob/master/src/osgPlugins/rot/ReaderWriterROT.cpp
There are also scale and trans loader for scaling and translating.
Glenn Waldron / @glennwaldron
On Thu, Oct 3, 2013
Hi All,
We are now preparing for the OpenSceneGraph-3.2.1 stable release that will
be made in mid October, the release in binary compatible with 3.2.0 and
includes bug and build fixes. Prior to this release we are making a series
of release candidates and call on members of the community to test
On Thu, Oct 3, 2013 at 9:22 AM, Glenn Waldron gwald...@gmail.com wrote:
https://github.com/openscenegraph/osg/blob/master/src/osgPlugins/rot/ReaderWriterROT.cpp
Glenn,
That is so cool, thank you.
Also, I'm embarrassed to say I had no idea I could solve this problem
by wrapping the model inside
Hi All,
I have just tagged svn/trunk for the latestest developer release 3.3.0.
This marks the first developer release in the 3.3.x and our journey to
final 3.4.0 stable release.
*O**pen**SceneGraph-3.3.0, **released on 3rd October **2013*, key
deliverables in this dev release are:
- New
Hi Chris,
There's also osgconv if you're happy to reorient and/or convert models
before loading.
http://trac.openscenegraph.org/projects/osg//wiki/Support/UserGuides/osgconv
Cheers,
Garth
On 04/10/13 02:21, Chris Stankevitz wrote:
On Thu, Oct 3, 2013 at 9:22 AM, Glenn
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