Hi First? Last?
please sign up with a real name so we can address you.
Have you checked out the osgViewer code and the various examples?
For me it seems you questions are answered by those examples.
Concerning the web-resources: Yes there are outdated examples/tutorials.
Hi Abhishek,
Have you tried to check if NPOT-resizing is enabled on the textures?
May be some small code snippet would help reproducing.
cheers
Sebastian
Hi,
I find that uploading textures in OpenScenegraph, seems to hit performance
(rendering rates) drastically.
Please find attached the
Am 18.11.2013 04:45, schrieb First Last:
Hi,
Look, I send two mails and get no answer, there is a reason ? because I have
some other questions... I know that nobody is paid to help me, so if my
questions are dumb, or too basic, well please at least tell it to me and I
won't lost my time.
Hi,
Hi Community,
I am working with OSG based application that has plug-in based
architecture. So I wrote plugins that has to deal with the scene, and these
are dlls with some interface. The only available data structure in the
interface is the scene root.
Is there a way to get a pointer to the
Hi Nick,
try one of:
osgViewer::Viewer* viewer = dynamic_castosgViewer::Viewer*(camera-getView());
or
osgViewer::View* view = dynamic_castosgViewer::View*(camera-getView());
osgViewer::Viewer* viewer = dynamic_castosgViewer::CompositeViewer*(view);
...from top of head :)
Mattias
On Mon, Nov
...sorry, the last should be:
osgViewer::Viewer* viewer =
dynamic_castosgViewer::CompositeViewer*(view-getViewerBase());
Mattias
On Mon, Nov 18, 2013 at 10:52 AM, Mattias Helsing helsin...@gmail.com wrote:
Hi Nick,
try one of:
osgViewer::Viewer* viewer =
yeah .. I saw it too a bit late. My intellisense was dropping osg::View
methods so I totally missed osgViewer::View. Works now. Thanks Mattias
Cheers,
Nick
On Mon, Nov 18, 2013 at 12:54 PM, Mattias Helsing helsin...@gmail.comwrote:
...sorry, the last should be:
osgViewer::Viewer* viewer =
Hello Nicoo,
On Wed, Nov 6, 2013 at 3:52 PM, First Last begre1...@yahoo.com wrote:
« Hi people of OSG
mailing list I'm Nicoo, and I come in peace! »
well,
I try to write a minimal application using X11 and OSG, I would like to
know
Thank you Paul and Jan for the explanations!
I have checked the collision example that comes with the osgBullet library.
I was trying to modify the same example to get collision between two
osg-models.
I first modified the CF_KINEMATIC_OBJECT box by an osg mode (Cow.osgt).
Collision worked fine
On Mon, Nov 18, 2013 at 12:34 PM, Mots G maverickm...@gmail.com wrote:
Thank you Paul and Jan for the explanations!
You are welcome. BTW, that stuff is also in the Bullet's documentation
*wink* :)
On digging further, I came across a post
hello Jerez,
Glad to re hear from you,this is a great start point,and we already do more and
more works from this point,lol.
cheers
zhuwan
11,18,2013
-原始邮件-
发件人: Julio Jerez jerezjul...@gmail.com
发送时间: 2013-11-16 0:14:22
收件人: osg-users@lists.openscenegraph.org
抄送:
主题: [osg-users]
Hi Robert,
Alread find these excellent changes which is related with osgGA:Event in
newest osg svn,this is a great start point,waiting for following improvements!
regards
zhuwan
11,18,2013
在2013-11-17 17:39:11,Robert Osfield robert.osfi...@gmail.com 写道:
-原始邮件-
发件人: Robert
Hello,
Preface: I realize this question comes about because I've never really learned
OpenGL/GLSL from the ground up and am likely missing some simple concepts, but
I mostly have been coasting by at the osg middleware level and have been doing
OK so far.
If I want to do some simple
Jan's advice is sound.
For use with Bullet and osgBullet, ideally each Geode (or maybe Geometry)
should be a convex object. If so, osgBullet can be used to create a Bullet
compound shape for the entire model, consisting of sub-shapes that are all
simple convex shapes.
Bullet does not support
Am 18.11.2013 15:32, schrieb Ethan Fahy:
Hello,
Preface: I realize this question comes about because I've never really learned
OpenGL/GLSL from the ground up and am likely missing some simple concepts, but
I mostly have been coasting by at the osg middleware level and have been doing
OK so
Thanks, that makes sense that it would just be rendering a quad and that the
original scene geometry would be lost. However, the GLSL geometry shader only
accepts primitives of the type point, line, or triangle-is it perhaps
rendering two triangles to the geometry shader to make up the quad?
Hi all -- I've now tagged new v3.0 releases of osgWorks and osgBullet,
which are compatible with the current OSG v3.3.0 release, and backwards
compatible to OSG v2.8.5.
Here are URLs for the project web pages:
http://osgworks.googlecode.com
http://osgbullet.googlecode.com
--
Paul Martz
Skew
Hi,
Sorry for borthering. I seem to be encountered with the same kind of
problems which confused me for a long time. I hope that we can do further
communicate on the GLSL subject.
Up to now, I still didn't know what kind of vertex that vertex shader
dealt with in deed? Is the vertex
Hi,
I use Openthreads and valgrind give me this errors under Ubuntu 13.10
Code:
==3658== 160 bytes in 1 blocks are possibly lost in loss record 1 of 2
==3658==at 0x482D4B8: calloc (vg_replace_malloc.c:593)
==3658==by 0x400C99D: allocate_dtv (dl-tls.c:296)
==3658==by 0x400CE4B:
Hi Will, Scott?
Hi,
Sorry for borthering. I seem to be encountered with the same kind
of problems which confused me for a long time. I hope that we can do
further communicate on the GLSL subject.
Up to now, I still didn't know what kind of vertex that vertex
shader dealt with in
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