Re: [osg-users] [forum] CMake can't find libraries

2019-01-07 Thread Nathan Mielcarek
Hi Rodrigo, If you run make install from the build directory, all of the includes and libraries will go to the /usr/local/ directories and then you can set OSG_ROOT to /usr/local (although I believe it's already on the search path). It's good practice to not have multiple OSG versions on the

Re: [osg-users] Can i use MatrixTransform to transform a HUD node?

2019-01-07 Thread Terry Welsh
> So you mean that if i want to move or scale these hud nodes on the main > screen, i have to use the camera's setviewmatrix method to do this? Add the > hud nodes to a new MT and use the Mt transform methods won't work,right? > > The node structure instruction is like the following: >

Re: [osg-users] Can i use MatrixTransform to transform a HUD node?

2019-01-07 Thread Chen Gao
Chris Hanson wrote: > > > I'm afraid I didn't understand this explanation very well myself. My first > question would be, do the HUD elements (the 2d pics) stay stuck to the screen > space (as if they were part of a game scoreboard overlaid onto the screen) or > do the move around the screen

Re: [osg-users] setViewMatrixAsLookAt not working to set the initial camera position

2019-01-07 Thread Rodrigo Dias
I just tried it, but still the camera is messed up. No matter which numbers I choose to eye, center and up, it never behaves as default. I have not even a clue about the difference between 10, 100 and 1000, which one should I use? (I'm using osgEarth's Map and MapNode, btw, which are displaying

Re: [osg-users] setViewMatrixAsLookAt not working to set the initial camera position

2019-01-07 Thread sam
After you set the home position try: viewer.getCameraManipulator()->home(1); Sorry I'm not right in front of my computer right now. On Mon, Jan 7, 2019 at 7:26 PM Rodrigo Dias wrote: > Hi Sam, > > By "home" I think you mean > > > Code: > viewer.getCameraManipulator()->setHomePosition( eye,

Re: [osg-users] setViewMatrixAsLookAt not working to set the initial camera position

2019-01-07 Thread Rodrigo Dias
Hi Sam, By "home" I think you mean Code: viewer.getCameraManipulator()->setHomePosition( eye, center, up ); This really changed camera's position, though it's totally freaking out now (I'm still fiddling with the values in eye, center and up). But I have no idea what you meant by "delta

Re: [osg-users] setViewMatrixAsLookAt not working to set the initial camera position

2019-01-07 Thread sam
Hey Rodrigo, You have to set the home position of your camera manipulator and make a call to home(1). You can force the delta time with a 1. Sam On Mon, Jan 7, 2019 at 6:48 PM Rodrigo Dias wrote: > Hi, > > I'm able to change the camera's position with TrackballManipulator. > However, I'd like

[osg-users] setViewMatrixAsLookAt not working to set the initial camera position

2019-01-07 Thread Rodrigo Dias
Hi, I'm able to change the camera's position with TrackballManipulator. However, I'd like to change the camera's initial position, but all the examples I've found just won't work. My source code is: Code: #include #include #include #include #include #include #include #include #include

[osg-users] getting the world coordinate by screen coordinate in a sky shpere

2019-01-07 Thread Qi Liu
Hi,all I am a new to osg and I use the following method to get the world coordinate by screen corrdiante and it works well: osg::Matrix VPW = viewer->getCamera()->getViewMatrix() * viewer->getCamera()->getProjectionMatrix() *viewer-> getCamera()->getViewport()_>computeWindowMatrix();

Re: [osg-users] [3rdparty] Use PNG as texture for terrain in osgEarth

2019-01-07 Thread Rodrigo Dias
Well, I managed to create a georeferenced texture file in TIFF format. However, since it's about twice the size of the PNG (even compacted with LZW), it would be great if PNGs could be used instead. I also managed to make the map projected (flat), by adding the following code in the beginning:

[osg-users] Deleting still referenced object

2019-01-07 Thread Richard Harrison
Using osg master; self built; application FlightGear; Win32 x64; MSVC 2015. In FlightGear when OSG warning Warning: deleting still referenced object ... the final reference count was" is detected in our NotifyHandler we throw an exception (probably the only reliably thing to do, as this

Re: [osg-users] [3rdparty] Use PNG as texture for terrain in osgEarth

2019-01-07 Thread Rodrigo Dias
Ok, Chris, I got it. Is there any way to tell the program where to put the PNG image? Or must I use a georeferenced TIFF? Other thing, the XML documentation (http://docs.osgearth.org/en/latest/references/earthfile.html#map) explains that I can choose between a geocentric (ellipsoidal) or a

Re: [osg-users] [3rdparty] Use PNG as texture for terrain in osgEarth

2019-01-07 Thread Chris Hanson
Ok, so if you're adding an image layer programmatically, you *don't *want to add a .earth XML file. It should probably look something like // Add an imagery layer { GDALOptions gdal; gdal.url() = "br.png"; osg::ref_ptr layer = new

Re: [osg-users] [3rdparty] Use PNG as texture for terrain in osgEarth

2019-01-07 Thread Rodrigo Dias
Hi Chris, following the example, I thought I could use directly a PNG instead of a .earth XML. Now I tried a XML. My source code, main.cpp: Code: #include #include #include #include #include #include #include #include using namespace std; using namespace osgEarth; using namespace

Re: [osg-users] [3rdparty] Use PNG as texture for terrain in osgEarth

2019-01-07 Thread Chris Hanson
Can you show your exact code and the .earth XML file? It sounds to me like it failed to open/load the XML file. Is it a file path/permisssions issue? On Mon, Jan 7, 2019 at 6:13 PM Rodrigo Dias wrote: > Hi, > > Following this example ( >

Re: [osg-users] Get Animation current time

2019-01-07 Thread Diego Mancilla
Hello Robert, Thank you very much for you complete response. I'm trying to do what you suggest and have my on AnimationPath/AnimationPathCallback classes that handle my data. But I stumble into a problem. When I subclass AnimationPath and AnimationPathCallback I have no problems. But when

[osg-users] [3rdparty] Use PNG as texture for terrain in osgEarth

2019-01-07 Thread Rodrigo Dias
Hi, Following this example (http://docs.osgearth.org/en/latest/developer/maps.html#programmatic-map-creation), I'm trying to use a PNG instead of a link (like the example uses a TIFF for elevation). However, I got the following error: > [osgEarth]* Error in XML document: Error document

Re: [osg-users] Scale object based on camera distance

2019-01-07 Thread Chris Hanson
Are you using osgEarth? On Mon, Jan 7, 2019 at 3:38 PM David Mitchell wrote: > Thanks, Trajce. That looks like it will do what I need. Since this was > my first post to the forums, apparently it wouldn't show up until an admin > approved it and during that time I was able to modify the >

Re: [osg-users] Scale object based on camera distance

2019-01-07 Thread David Mitchell
Thanks, Trajce. That looks like it will do what I need. Since this was my first post to the forums, apparently it wouldn't show up until an admin approved it and during that time I was able to modify the GeoPositionNodeAutoScaler class from osgEarth to do what I need it to. Looking at

Re: [osg-users] Can i use MatrixTransform to transform a HUD node?

2019-01-07 Thread Chris Hanson
> > Well,as the subject notes,The software in my dev job has to use a HUD > to show 2d pics. Generally using a camera to create a new viewport to show > the pic will be OK. > But the 'Entity' base class for the software system uses a MT > (matrixtransform) to add the detailed entity

Re: [osg-users] Can i use MatrixTransform to transform a HUD node?

2019-01-07 Thread Chen Gao
Thank you Terry! So you mean that if i want to move or scale these hud nodes on the main screen, i have to use the camera's setviewmatrix method to do this? Add the hud nodes to a new MT and use the Mt transform methods won't work,right? The node structure instruction is like the

Re: [osg-users] openGL error 'stack overflow' at after RenderBin::draw(..)

2019-01-07 Thread Chris Hanson
Well, it's hard to say because I don't really know how you are doing it now, but it seems to me like you're spending a lot of effort rotating and positioning each text element individually. Normally, I don't go through that process. Normally, I make a hierarchy of a few groups, each with various

[osg-users] Happy New Year to all OSG Users

2019-01-07 Thread Chris Hanson
Happy New Year, everyone! Nothing urgent in this post, I just thought it would be interesting to ask folks what sorts of things they are doing with OSG, how it is going for them, and what you'd like to do in the next year. How do you feel about Vulkan, and where do you see Vulkan and VSG

[osg-users] Changing statesets at runtime

2019-01-07 Thread Mike Bralkowski
I'm trying to swap back and forth between two statesets on a geode, but don't think I'm approaching this correctly. When I create a geode I set the user data as a struct which contains two statesets, and then use a NodeVisitor to toggle the statesets via geode.setStateSet. When calling my node