Hey all,
>From previous posts, I understand clearly that FixedFunctionTechnique is
the worst of the osgVolume techniques in terms of both speed and quality of
results.
However, due to some specific requirements of the application I'm trying to
build (need for clipping to a bounding box, need to
Hi Robert,
The code where the static cast is failing is OSG code
(openscenegraph\src\osgUtil\CullVisitor.cpp). I believe it is fairly recent
code that was added just prior to the release of 3.4.0. Here is the OSG 3.5.1
version of the changeā¦
Hi Sebastian,
I'm not an expert, but in my case I've my own class overloading
osgGA::StandardManipulator.
In this case, while overriding the method handleMouseMove I can call
requestWarpPointer without recusiving call handleMouseMove.
Is it what you are looking for?
Best,
Florian
Hi Robert,
The player just move to a new scene so the previous one can be discarded.
By scene I wanted to mean the "root" node and all its children, and the
callback, keeping only the view and the camera manipulator.
In the application, the player walk along a maze (an interior scene) and when
Hi Rick,
The Object that your observer is trying to dynamic_cast<> on is in the
throws of being destructed - have a look at the stack trace, I'm not
surprised this fails.
Try removing the use of the dynamic_cast<>, replacing it with a
static_cast<>. As long as you don't dereference and just use
Hi
Your problem is weird, further I don't understand why you would have to create
yourself a cullvisitor...
Give us the minimum code to reproduce the error please
(and use code section to keep indentation)
Rick Irons wrote:
> Hi all,
>
> I am encountering an issue with a CullVisitor object
Hi all,
I am encountering an issue with a CullVisitor object not being properly deleted
in version 3.4.0. I am encountering this issue when updating from version
3.0.1.
The source of the problem is a failed Referenced to CullVisitor dynamic cast
that occurs in the code below...
Hey John,
Sorry for the late reply. I don't have any experience with travis and C++.
I was thinking in setting it up in my own github fork, but probably you
will do it faster than me. If you want to do it yourself let me know so we
don't duplicate efforts.
Thanks!
2016-05-20 17:02 GMT+02:00
I surely understand that...
So Would there any test set that could ensure removal of this code doesn't
break anything?
(I would like to submit changes I made for BufferObject and TransformFeedBack
serialization but i'd rather lever any doubts about its integration first)
robertosfield wrote:
>
On 23 May 2016 at 12:08, Julien Valentin wrote:
> Searching posts at this period -oct 2010- i found this post
> http://forum.openscenegraph.org/viewtopic.php?t=6826
> does it recall anything?
This does look relevant, I have a vague recollection, but not yet
enough of
Searching posts at this period -oct 2010- i found this post
http://forum.openscenegraph.org/viewtopic.php?t=6826
does it recall anything?
robertosfield wrote:
> Hi Julian,
>
> Thanks for tracking down the commit. I did a quick search for related
> discussions on osg-users but haven't spotted
Hi Julian,
Thanks for tracking down the commit. I did a quick search for related
discussions on osg-users but haven't spotted anything around the right
time frame (late October 2010). There is probably something in
osg-submissions and osg-users that discusses this as I don't think
it'll be
Thanks Robert
According to the git log:
> commit 57a0065d08b3aa5b06da54a7b78ea2ae36cb2c9a
> Author: Robert OSFIELD <>
> Date: Thu Oct 28 14:04:57 2010 +
>
> Added use ObjectWrapper's FinishObjectReadCallback to fix
> VertexBufferObject handling in osg::Geometry
> and a call to the
Hi,
Sebastian Thank you!
It works now :)
Cheers,
Wojtek
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Hi Florian,
I can't make a specific recommendation without knowing more about what
you mean by "scenes", whether they occupy the same coordinate space,
whether you'll want to jump between them successive, or just move to a
new scene and discard.
Could you explain more about how you want your
HI,
Hi,
Thanks Sebastian,
I also tried
Code:
osg::CoordinateSystemNode* csn = new osg::CoordinateSystemNode();
csn->setEllipsoidModel(new osg::EllipsoidModel());
osg::Matrixd local_frame = csn->computeLocalCoordinateFrame(ECEFpnt);
//osg::Quat q = camera->getViewMatrix().getRotate();
Hi,
Thanks Sebastian,
I also tried
Code:
osg::CoordinateSystemNode* csn = new osg::CoordinateSystemNode();
csn->setEllipsoidModel(new osg::EllipsoidModel());
osg::Matrixd local_frame = csn->computeLocalCoordinateFrame(ECEFpnt);
//osg::Quat q = camera->getViewMatrix().getRotate();
osg::Matrix
Wojtek,
Hi,
Thanks!
Unfortunately There is a problem with line:
Code:
osg::Quat q_local = local_frame_inv * q;
I didn't provide actual compiling code here. I might very well be, that
osg handles multiplication the other way round.
Cheers
Sebastian
no operator found...
Cheers,
Hi,
Thanks!
Unfortunately There is a problem with line:
Code:
osg::Quat q_local = local_frame_inv * q;
no operator found...
Cheers,
Wojtek
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Hi Wojtek,
Use the the coordinateSystemNode:
osg::CoordinateSystemNode* csn = new osg::CoordinateSystemNode();
csn->setEllipsoidModel(new osg::EllipsoidModel());
osg::Matrixd local_frame = csn->computeLocalCoordinateFrame(position);
//where position is your global position
The resulting
Hi,
You probably meant getHPRfromQuat(osg::Quat
(cam->getProjectionMatrix().getRotate)), but as I know projectionMatrix has
nothing to do with this angles, getVIewMatrix.getRotate() gives angles but I
assume in world coordinates.
Any Help?
Cheers,
Wojtek
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Hi,
I'm trying to keep the mouse cursor in a specific area, while dragging a widget.
(f.e. scrollbar, 2d stick).
I cannot use requestWarpPointer, because this will recursively call my
mouseDrag event.
Maybe its not a good behaviour at all, but still i wonder if its possible.
...
Thank you!
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