Hi, Robert
I have success with small example on OSG version 3.3.3. I call lua function.
function test (s)
k = s.Name;
print(k);
s.Name=InScript;
print(s.Name);
no = new(osg::Group);
no.Name = Node2;
s:addChild(no);
return no;
end
as
Hi, Robert
I have success with small example on OSG version 3.3.3. I call lua function.
function test (s)
k = s.Name;
print(k);
s.Name=InScript;
print(s.Name);
no = new(osg::Group);
no.Name = Node2;
s:addChild(no);
return no;
end
as
Hi Martin,
From what you've written it's difficult to know exactly what you've done
wrong or are mis-understand. A complete c++ example would be easier to
know exactly what you've done and to recreate the problem.
The role of the outputParameters in the ScriptEngine::run(.., Parameters
Hi, Rober
I have not added any object to outputParameters, and after script run I have
object in output parameters. So I understand it outputParameters.
But I still have problem with value object as Vec3f or similar.
here is C++ code .
int main( int argc, char **argv )
{
Hi Robert,
I was amazed by the simplicity of the new pragmatic shader composition -
but yet it is so powerful. Well done! So, I was making good progress
porting old shader composition code to pragmatic one until I hit the
wall. The problem is, I don't see any obvious way to extend the current
Hi,
Hi Robert,
I was amazed by the simplicity of the new pragmatic shader composition
- but yet it is so powerful. Well done! So, I was making good progress
porting old shader composition code to pragmatic one until I hit the
wall. The problem is, I don't see any obvious way to extend the
Hi all,
I have a class derived from UpdateOperation() that inserts and removes
things into and from the scene graph.
There is a bit of a problem as it appears that MyUpdateOperation() is
called after the update callback of other scene graph obkects (like e.g.
InstanceCallback::update()). In my
Hi, Robert,
I am not actively working with any code which would require shader
composition at the moment but I saw few such efforts in various projects in
the past, so I am really glad OSG is going to implement own scheme and
users will not need to invent the wheel anymore ;-). As someone only
Hi Robert,
On 19 February 2015 at 10:19, Robert Milharcic robert.milhar...@ib-caddy.si
wrote:
1. Add a new layer of abstraction for StateSet's define API, lets say
class object ShaderDefine that we can subclass. The ShaderDefine (or any
other suitable name) would contain std:string
HI Christian,
You application has complete control of when and how
Viewer::updateTraversal() gets called. You could not bother calling
updateTraversal() in your frame loop, and just do you own update management
or subclass from Viewer::updateTraversal() and implement the ordering just
how you
HI Wojtek,
On 19 February 2015 at 13:17, Wojciech Lewandowski
w.p.lewandow...@gmail.com wrote:
I am not actively working with any code which would require shader
composition at the moment but I saw few such efforts in various projects in
the past, so I am really glad OSG is going to
Hi,
I want to get the position of the center of my cone which was transformed
earlier. My point is I cannot get that position only by multiplying by matrices
of PositionAttitudeTransforms. Can someone help me?
Here is the code:
Code:
cone = new osg::Geode();
cs = new
I'm just starting to play around with openscenegraph and I'd like to know if
what I'm describing is possible. I have two nodes, which may both have paths.
I'd like to attach a line of sight camera between the two nodes in such a way
that the camera is aiming at node 1 from node 2 at all times.
Hi Jay,
There isn't an osgGA::CameraManipulator for doing specifically what you
want so you'll need to write your own CameraManipulator to do this or
simply set the viewer's Camera's view matrix each frame within the frame
loop. This shouldn't be difficult, the OSG has Matrix/Vec3 classes to
HI Patryk,
You code snippets is a bit confusing - it's way overcomplicated for what it
should be. My best guess is that you've somehow confused how the
osg::computeLocalToMatrix(NodePath) should be used. Simply give it the
NodePath from root to specific node of interest, computeLocalToMatrix
Hi Sebastian,
I'm currently working on wrapping up the shader composition usage in
osgTerrain and not yet in place where I can down tools and take on another
potentially complicated subject. Once I've wrapped up my current work I'll
have a look. Others are welcome to dive in and have a look.
Hi Alex,
It's difficult to work out what you are doing as you don't specify what you
mean by intersection. Do you mean you are using
osgUtil::IntersectionVisitor and one of the Intersector subclasses like
LineSegmentIntersector?
As a general note, the OSG's Intersection classes don't know about
On Wed, Feb 18, 2015 at 3:16 PM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Glenn et. al.
Today I've been revisiting the osgTerrain::DisplacementMappingTechnique,
GeometryPool and associated shaders to make better use of the new
#pragma(tic) shader composition. I haven't completed
Hi Glenn,
On 19 February 2015 at 16:21, Glenn Waldron gwald...@gmail.com wrote:
Well.. the possibilities really are endless. Today in osgEarth there are
probably 15+ VirtualProgram modules for terrain alone, plus various others,
and support for including custom user shaders
Hi,
I recently compiled successfully OSG 3.2.1 with Qt 5.4.
Looking at Qt 5.4 release notes, Qt have improved integration with third
parties 3d engines so I wonder if someone have solved multithreading problem on
Qt.
I read in this forum that someone have compiled OSG 3.2.1 with Qt 5.4 an
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