I have a Composite Viewer setup with multiple views/cameras, and a 2D Ortho HUD
camera that I add to the root node of my scene to render HUD elements.
One of these elements is a textured quad with a QWidgetImage. I set up the
InteractiveImageHandler and gave it to the drawable as event and cull
Le 16/04/2014 18:42, Peter Bako a écrit :
Hello Flallaur.
Try to use the osgPoster example. It can create screenshots with any size. I was recently
doing a very similar thing and osgPoster helped me much. I don't know how will it act
with your "night vision" but I would definitely give it a tr
I am not very familiar with but try searching for osgPango. It should have
various text effects
Nick
On Wed, Apr 16, 2014 at 6:53 PM, Peter Bako wrote:
> Hello!
>
> Does anyone have an idea, how to create osgText with border? for example
> white text with black border. I need this, because I
Would you, or anyone else, have any idea how I would go about making a custom
cloner/copier? The reason is because I have found that I have something that
gets added say 1000 times to our scenegraph. Each instances contains 4 groups,
where only one of them needs to be cloned. The other 3 can jus
Hello!
Does anyone have an idea, how to create osgText with border? for example white
text with black border. I need this, because I want to make screenshots of
scenes with texts but the background can be any color so the white text as I
use it now, is not readable every time.
My only idea is
Hello Flallaur.
Try to use the osgPoster example. It can create screenshots with any size. I
was recently doing a very similar thing and osgPoster helped me much. I don't
know how will it act with your "night vision" but I would definitely give it a
try.
Cheers,
Peter
--
Read
Hi Cary
That makes sense. And I understand it for switches and transforms.
Would I need to do deep_copy_nodes if it only contained geometry under
LODs?
I think the nodes make sense, since it is everything forming the
structure (i.e. without the geodes containing the drawables)
As for the
That makes sense. And I understand it for switches and transforms. Would I need
to do deep_copy_nodes if it only contained geometry under LODs?
As for the arrays, we ran some tests and determined it better to flatten
transforms out and do that for positioning some objects and then just put them
Hi Cary,
I usually use
the combination DEEP_COPY_NODES | DEEP_COPY_CALLBACKS.
It works in my use case, where I need to instance dynamic objects (such
as cars) which need to keep their individual DoF, Switches and Animations.
I intentionally left out the flatten-static transform optimizations, b
Hi Robert
HI Sebastian,
On 15 April 2014 10:59, Sebastian Messerschmidt
wrote:
I'm a bit lost with the issue. Isn't the osgb-format supposed to be stable?
The format isn't stable, as new features get added or changed in the
OSG. However, it is versioned and should in theory allow older file
As our simulation runs we can add and remove models and many times the same
model repeatedly. We only load the physical model once and then clone it for
each instance we need. Each model can contain matrix transforms, switches,
LODs, and update callbacks that all need to be unique. I am trying t
Hi,
I have a scene render with RTT and quad geode for some postprocesses (e.g. a
pseudo "night vision" shader). I want to get a snapshot of the displayed image
but with a given size (e.g. always 512x512) independently of the real screen
size. How can I do that ? The examples I found are always
HI Sebastian,
On 15 April 2014 10:59, Sebastian Messerschmidt
wrote:
> I'm a bit lost with the issue. Isn't the osgb-format supposed to be stable?
The format isn't stable, as new features get added or changed in the
OSG. However, it is versioned and should in theory allow older files
to be rea
I'm not familiar with the new osg(t/b) writers (we still use osg and ive here
but are also considering a switch) but looking at the commit log there was a
change in the revision 14099 that added a new way to serialize arrays to
support the lua plugin which seems to change the layout also.
Cheer
Hi Pjotr,
I think the problem with the generated file is that the vertex attributes begin
at 6 and the attributes 0 to 5 are null pointers and are not written. Then when
reading the reader expects 8 arrays but there are only 2 written so it messes
up reading them. I also noticed that, unlike i
Hi!
I can't build OSG with Qt builded with ANGLE under Windows using
Mingw-w64 toolchain. I get conflict types between ANGLE and OpenGL
headers:
http://pastebin.kde.org/pitat7w4x
Regards,
Alexey.
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I think the problem with the generated file is that the vertex attributes begin
at 6 and the attributes 0 to 5 are null pointers and are not written. Then when
reading the reader expects 8 arrays but there are only 2 written so it messes
up reading them. I also noticed that, unlike in the osg fo
Alistair Baxter wrote:
> Yeah, we had to override the Qt resizeEvent function for our osgQt::GLWidget
> subclass to ensure that neither width nor height were being set to zero
> before calling the parent's version.
>
Thanks Alistair for your reply.
As a workaround I implemented minimumSizeHint
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