I am trying to get my osg project running on Ubuntu 12.04. I originally had it
working with OSG 2.8.3, but I am trying to upgrade to OSG 3.0.1.2. I installed
the following packages using Synaptics.
libopenscenegraph-dev
libopenscenegraph80
openscenegraph
openscenegraph-doc
That was weird. I rebooted my system to try and get a screen shot for you and
now it is working in both the osgkeyboardmouse example and in my app.
Not sure why that would have made any difference, but it is working great now
and I did not do anything else to it.
Thanks,
David
Hi,
I am using the Drag handlers with an autotransform on them (see code below). I
have it set to AutoscaleToScreen. This works great as long as I only have 1
view of the scene. When I have multiple views though, I get a problem where
zooming in on one will cause the autotransform to change
Hi,
Is there a viewer window focus event? I have been looking through the
GUIEventAdapter and I do not see anything that would signal when a window gets
the focus? Is it possible to get this info in OSG?
Thank you!
Cheers,
David
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Hi,
This may be easy and I am just not seeing how to do it at the moment. I have a
scene graph and I would like to add an object to an arbitrary node on the
graph, but I want to make sure that the new node is positioned at the world
coordinates that I have specified. So I need to calculate the
Hi,
I want to let my user pick individual vertices on a model. I used the osgPick
example code to get the picking of an object working great, but when I tried to
use the code to pick the vertex it is not really working correctly, and I am
not sure what I am doing wrong. Here is the code I am
Ok. Looks like I was wrong. The CompositeDragger does exist in the older code,
there is just not a separate cpp file for it. However, this still does not
address my problem. I tried building my own composite dragger that combines the
TranslateAxisDragger and the TrackballDragger, but the
Thanks! It turns out that I had it almost right. It was adding the scaling to
the translateaxis that made it work. I did not know that was necessary.
Thanks for the help,
David
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Hi,
I am trying to use both a trackballdragger and a translateAxisDragger at the
same time, but it is not working. The trackballdragger always takes precedence
and the translate never works. I have to use an older version of osg (2.6.1). I
think in the newer dragger stuff I could use a
Hi,
I am attempting to build a system that lets the users move/rotate objects in my
scene. When the user selects an object an axis is shown that also has thin
toruses around each axis. If they click on one of the axises they can move the
part along that axis. If they click on one of the
Sorry, the forum thing cut my message off prematurely for some reason. I have
posted some of the code, but for some reason it often rotates it to an
orientation different that what was shown before these calculations. Does
anyone have a more reliable and straightforward approach to this
I am working on an MDI app in .net that uses osg windows embedded in .net
forms. The forms are created okay, but I am getting erratic behavior on the key
up/down event processing. Sometimes it works, and other times it does not. Here
is a link to my VS project
I am working on an .Net MDI application in VS9 and I am trying to use a
composite viewer that has multiple user created embedded views. I have tested
the creation/destruction of multiple standalone view windows with a composite
viewer and it appears to work fine. However, when I embed the views
Awesome! It looks like making the call to dirtybound fixed it. I tested it
pretty hard and never had the problem come up again. Thanks. I did not know I
needed to make that call.
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Thanks. Increasing the line width fixed the problem. I should have thought to
try that. Thanks for the suggestion. I have an nvidia graphics card, so the
graphics problem should not be what was causing the problem.
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I did some more extensive testing and it looks like I was wrong. Increasing the
line width did not fix the problem. After zooming in to view at different
perspectives it still dissapears from certain angles.
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One thing I forgot to mention previously is that the line end points are
dynamically changed during the simulation. I am setting the endpoints based on
the grab position of a picked object and the current mouse position. If I just
leave the end points alone the line does not dissapear. It is
I have a line in my scene. Under most situations it is displayed perfectly
fine, but as I rotate around to look at it then it sometimes disappears. Does
anyone have any idea on what could be causing the line to behave like this, and
if there is anything I can do to prevent it? If more details
I am trying to convert mouse coordinates to world coordinates. Does anyone have
a suggestion of an example app or somewhere in the OSG code to at look to
figure out how to do this?
Thanks
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This may be a stupid question, but I have not been able to find a straight
forward answer by googling, so I though I would ask for some help. I need to be
able to turn the visibility of nodes on or off dynamically during a simulation.
I assume I will use a stateset to do this, but I do not see
I need to convert the world coordinates of a contact force into the local
coordinate system for the contacted part. Is there a straighforward way to do
this in OSG? I saw a similar question here
(http://forum.openscenegraph.org/viewtopic.php?t=884highlight=body+world+coordinate),
but there was
Hi,
I have created a line in my scene based on the osggeometry example. I create
the line and it displays fine, but I also need to change the end-points on the
line dynamically as the simulation progresses. I started out by re-setting the
vertex array data at each step in the render loop, but
I used some different keyword google searches and ran across this post
(http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg31811.html).
Making these changes fixed the problem.
Thanks for the help everyone.
David
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I am new to OSG, so perhaps this is simple and I do not understand how
something is working. I want to scale a terrain once immediately after it is
loaded, but before it is added to the scenegraph. I know I can do this by
adding it to a matrixtransform node that is scaled, but that seems
You rock Alberto!! I flipped the bmp and it mapped correctly. It would never
have occured to me to do that in a million years on my own. Thanks.
I tried to step into the osg code, but it did not work. It just stepped over
it. I am loading the debug versions, so I am not completly sure why it is
Ok. I can get the mesh to work using the mtl file, but I have gone back and
tried to get the basic geometric textures working and I am still having
problems. I created a simple geometry for a box using the code shown below. I
set it up to try and place the texture file once on each face. When I
A previous post suggested I try something other than a bmp. So just to make
sure it was not my image I tried a different jpg instead and it worked fine. I
then went back and tried it just using the standard osg::box and it worked as
well. So It looks like the bulk of my problems was the image
Ok. I still think it is silly that the default implementation does not produce
a basic texture mapping, but I will accept that. However, I also tested a
texture mapping using a loaded .obj file. It has the explicit u,v texture
coordinates defined in the file, but it still does not work. I have
I added the recommended line to the mtl file and it did apply the texture to
the object this time, but it was still incorrect compared to what is seen in
directx. See picture. I tried a couple of the options for the map_Kd command
and none helped.
Also, this will not help me in the long run
Hi,
I am new to OSG and I am attempting to port some work that was done in directX
over to OSG. I am using some of the basic geometric objects like osg::box and
osg::sphere. I got those working like I wanted, but when I tried to add texture
mapping to them the results are very different than
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