Is there a page that depicts specific changes and/or enhancements with 2.8
over 2.4?
On Sat, Dec 13, 2008 at 11:45 AM, Frederic Bouvier fredlis...@free.frwrote:
Robert Osfield a écrit :
Hi FlightGear-er's,
On Fri, Dec 12, 2008 at 6:46 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
Has anyone implemented a picking solution that uses OSG's selection
algorithm -without- utilizing viewer? I use sdl to handle window management
and input, and bullet for physics (which could be fine for selecting objects
in-scene later, but this it would be quite a hack to use bullet for gui
Very interesting. What level of integration between osg and physx is your
goal? Do you have a set of potential features or key enhancements you could
share with us?
Thanks for your contributions, I look forward to seeing this :)
-Dusten
On Sun, Dec 7, 2008 at 6:27 AM, Wang Rui [EMAIL
Check out the osg hud or osg pick example
gl
On Mon, Dec 8, 2008 at 8:44 PM, Renan Mendes [EMAIL PROTECTED]wrote:
Hi, everyone.
I'm using the osgText::Text class to create texts that are always
parallel to the screen. In addition to that, I would like to fix them at a
certain
Sweet, thanks a lot :3
On Fri, Dec 5, 2008 at 7:55 AM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hi Dusten,
is there some way to remove -all- children that share the same reference
pointer? By executing removeChild( ptr ), it only removes the most recent
addition.
Well,
Hello,
I implemented a dynamic hud manager in c++ whose public member functions are
bound to lua. From a lua interface, the user is able to create hud
elements, and hud element groups; in addition controls are given to disable
both groups and individual hud elements. This logic works fine,
Thanks for your contributions! I'm really eager to see what projects will
use this plugin of yours. It would be a great way of attracting new
developers to OSG if they could check out demos online :)
On Thu, Dec 4, 2008 at 4:08 PM, Andreas Goebel [EMAIL PROTECTED] wrote:
Hi,
I have
This has been an incredibly helpful response. Thanks a ton :)
On Mon, Dec 1, 2008 at 8:12 AM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hello Dusten,
I understand how this can be accomplished if a user is given a lot of
control over the scene graph during map/level creation, but what
:
You might find these two helpful:
accurate: http://tetgen.berlios.de/
approximate simple:
http://www.gamedev.net/reference/articles/article2247.asp
The second one could be easily added to osg I guess.
Janusz
Dnia Wed, 26 Nov 2008 23:47:57 -0600, Dusten Sobotta
Hello,
How might I enable parent/child culling, such that the world geometry of a
primary (parent) object determines which small objects (children) are culled
out of the scene? For example, there may be hundereds or thousands of
small objects in my scene, that wouldn't occlude much of anything.
Hello,
I understand how this can be accomplished if a user is given a lot of
control over the scene graph during map/level creation, but what I'm aiming
for is the ability to load in a .3ds model (or otherwise) for level geometry
and let the user place various prefabs such as crates, trees, cars,
Hello,
Manually modifying various attributes of models is quite tedious, and tends
to set back the development of games. To work around this issue, I'd like
to implement a feature to calculate the volume of an in-game model, so that
given a surface attribute such as 'wood' or 'metal', (which
Hello,
Although I've thrown together a few small client/server programs, I haven't
really developed a large-scale project involving networking. My current
project is an MMO/FPS hybrid with a fast movement system similar to Quake 3,
Warsow, HL2:CTF, etc. Bullet Physics have already been
)
entMan:createStaticEntity( ball, myvec, false )
Or, in this function, try and make a copy of the parameter values before
returning.
regards,
Gerwin
On Wed, Nov 12, 2008 at 8:14 AM, Dusten Sobotta [EMAIL PROTECTED]wrote:
Hello,
I've been working on an engine that combines sdl, osg, bullet, open al
The proper way to go about this would be using an alternate shader for the
infrared view. That way you can pull in any source texture (one that is
already mapped on an object), and generate the infrared composite image on
the fly. For example, if you want all of the walls (and other cold
Hello,
I've been working on an engine that combines sdl, osg, bullet, open al, and
now lua for roughly 6 weeks. Static and dynamic entity creation works well
on the fly if handled with C++ code, however if I attempt to off-load this
logic to lua, I run into problems. Below is an example of code
http://stderr.org/doc/openscenegraph-doc/openscenegraph/classosg_1_1Camera.htmlprovides
the method for doing just that
void
setViewMatrixAsLookAthttp://stderr.org/doc/openscenegraph-doc/openscenegraph/classosg_1_1Camera.html#ffdfac8750ae789faa395d3e8d4e(const
The integration of PAL with OSG would in my opinion, be a waste of
resources. PAL isn't maintained well, and doesn't support all of the
features of the engines that it contains. In addition, documentation is
-really- scarce for it. I do agree with Robert though, that any additions
made to OSG
Hello,
From what I understand, in addition to OSG/Cal, OSG has some animation
features built in. Which animation libraries or extensions are ideal for
handling .3ds models with skeletal animation?
Thanks in advance~
___
osg-users mailing list
Hertlein pisze:
Hi Paul, hi Dusten,
On 1/11/08 5:44 AM, Dusten Sobotta wrote:
Thanks a lot; this has been incredibly useful. What is the eta for the
first release of your library? I've also solved a few problems with
integrating osg + bullet, and might be able to contribute a few things
I'm developing a 3d engine that will eventually support exporting collision
models from the lowest poly LOD node of a .3ds file for in-game
development. The following functions can be used to load (or use existing
data in memory) to define the collision box for a .3ds model.
btTriangleMesh*
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