Yes, dummy me. I just setup CMAKE_PREFIX_PATH to the wrong directory. Now
everything is ok.
Thank you!
Cheers,
Elias
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Hi!
I try to compile OSG 3.4 with Qt 5.5.1 on Ubuntu 16.04 LTS by using CMake tool.
The problem i've faced is CMake error message:
"Found unsuitable Qt version "5.5.1" from /opt/Qt/5.5/gcc_64/bin/qmake"
I found some hints like this:
https://qt.developpez.com/doc/5.0-snapshot/cmake-manual/
Hello!
To solve abovementioned task i searched for examples into OSG's projects:
present3D app, osgviewerSDL example and sdl plugin.
Also, i looked into these docs:
https://www.libsdl.org/release/SDL-1.2.15/docs/html/guideinput.html
Eventually i came up with that code:
Hi!
Thanks for replies!
Eventually, i built OSG 3.2.0 with SDL 1.2 support.
Test app works, however, i'm still trying to figure out how exactly combine
sdl-handling joystick's input and OSG.
SDL 2.0 doesn't build under MSVC 2015. Not to mention building it as OSG
plugin.
The errors are
Hi!
Which is the best way of supporting joystick's input in modern OSG?
OSG Cookbook says it's a Directinput 3rdParty lib, but looking into OSG trunk
code it seems that last update was done 5 years ago. SDL was updated 5 month
ago, but that comment in the last commit
>
>
Hello, Sebastian!
First of all, i apologise for the very long time delay in the response.
Somehow i didn't noticed that there was an answer to my question, and thought
that nobody was interested.
Yesterday i found your last message in that thread and tried your suggestions,
and they had worked.
Hi!
My node which i want to rotate is a propeller, and let say it should rotate 60
times per second (60 rps).
My notebook's screen has 60Hz and i have read somewhere that this leads to call
NodeCallback::operator() 60 times per second
(for optimization reason, but it's only my assumption).
Let
Hi, Sebastian!
Thanks for help and quick answer.
I've tested your suggestion, but failed.
The problem i have now is that after i replaced MatrixTransform by
DOFTransform, i lost all my engines, that i previously attached to main frame
by using MatrixTransform
The code (try to attach only one
Solved.
Yes, truly the transformation matix was not attached to the scene graph, that
caused problem, described above.
Also, i used osg::AnimationPath and no NodeCallback is required here.
Thank you!
Cheers,
Elias
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Hi, scrawl!
Im not sure that i understand what do you mean by saying detached graph.
I have now:
Root-Group-MatrixTransform-Node.
//Here is Node
ref_ptrNode nodeEngineCW = osgDB::readNodeFile(pathToACModels +
engineCW.ac);
//Here is MatrixTransform
ref_ptrMatrixTransform setupForwardEngine =
Hi!
I have .ac models. One is a quadrocopter and two others are it's engines. Each
engine has propeller, which i want to animate by rotation. To do it, i have to
find propeler's node for the start. What i was able to find that two ways are
exist.
First is to find a node by it's name.
Second is
That would be great if you contact osgHimmel authors :)
Meanwhile of course i try to fix it by myself.
...
Thank you!
Cheers,
Elias
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Fixed! :)
The solution (in that particular case) is straightforward.
The code:
Code:
const std::string glsl_version_150()
{
static const std::string source(PRAGMA_ONCE(version,#version 150
compatibility\n\n));
return source;
};
must be replaced by:
Code:
const std::string
Hi!
1.
/snip
0(5) : error C0204: version directive must be first statement and may not
be repeated
Where is this line of code? Inside your code?
No, that line is in osgHimmel code.
2.
Have you tried to comment out the line above?
Yes, and in this case the error
Hello!
GPU: nVidia 540M
Driver: 353.30
OpenGL version: 4.3.
OS Windows 7
I intend to use osgHimmel library in my project.
However, when i run the app, i get the shader's compile error:
Atmopshere Precomputed (took 7.95881 s)
Warning, can't assign attribute binding as no has been array assigned
Hello!
I chose to follow the advice and try to use osgHimmel. However, i've got the
problem: when i launch any osgHimmel-based app (examples or mine), i've got
nothing on the screen except:
Atmopshere Precomputed (took 11.2606 s)
VERTEX glCompileShader FAILED
VERTEX Shader infolog:
0(5) :
My GPU is NVIDIA® GeForce® GT 520M, DirectX 11. Integrated laptop graphic card.
Cheers,
Elias
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That's great, i will try your suggestions as soon as i can be near my laptop.
:D
Hope it helps, thanks for the quick reply!
Cheers,
Elias
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Updated:
Fixed error in osgEphemeris, trying to build an app and see what's what.
Cheers,
Elias
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Christian, unfortunately the result is the same.
I did:
1. Updated my nvidia driver to the newest one.
2. Intel Update Utility says that my Intel Graphics driver is up-to-date.
BTW i bought this laptop about one year ago, while the last update of osgHimmel
was about 2 years ago...so i pretty
Hello!
Excuse me for the perhaps dumb question, but could anybody points on an example
of creating clouds, sky, light and other atmoshperic effects?
I found osgVisual, but the project seems to be outdated.
Can't find the proper solution.
Thank you!
Cheers,
Elias
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Hi, Sebastian!
Your suggestion works, i get now properly oriented cessna.
However, my eye vector is oriented not as i expected.
So i can't say that i was able to properly figure out what happens with my node
and camera.
Anyway, it's a one step closer now.
Thank you!
Cheers,
Elias
Hello, Robert!
Thanks for the quick reply.
It seems i wasn't able to clarify my question. I dont use MatrixTransform or
PositionAttitudeTransform here because i don't want to transform my target node
relate to others. I want to change local XYZ in that node itself, not the
position of my node
Hello!
I'm sorry for noob question, but i cannot figure out how to rotate node's local
coordinate system.
For my task i use default OSG cessna model. According to my experiments, it has
axes: X - from center to left wing. Y - from center down tail. Z - down.
What i want is to rotate axes: X -
Hello, Christian!
Yes, it helped me very much!
The code you posted works, and i also managed to add external FDM engine to
calculate and getting data for cessna. Also, i added camera that moved behind
cessna and now get a nice view of moving aeroplane, which position and
orientation are defined
Hello, Christian!
Again, your comments helped me:)
And again, i can't understand it from the first time.
The root of the problem here is how to move and rotate camera.
And the root of it is how to calculate needed matrices.
So, i looked for it:
1. Looked into general OSG forum.
2. Looked into
Hello!
It seems i have a problem Deniz had faced previously.
My generated terrain viewed from osgviewer is here:
https://drive.google.com/file/d/0ByDDImhSolf6Szh5YW81MDdqV2M/view?usp=sharing
My gdalinfo for dem file used to generate terrain is here:
Driver: GTiff/GeoTIFF
Files:
Hi!
Finally, when i croped extra data from the source dem file (i used QGis), then
translation works fine and i get needed terrain.
Thank you!
Cheers,
Elias
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Hello!
My statement about the problem, that had been solved, looks a little premature.
The problem:
Terrain is displayed incorrectly.
Results:
1. https://drive.google.com/file/d/0ByDDImhSolf6cGFyV21PRXZuZHM/view?usp=sharing
2.
Hello!
My statement about the problem, that had been solved, looks a little premature.
The problem:
Terrain is displayed incorrectly.
Results:
1. https://drive.google.com/file/d/0ByDDImhSolf6cGFyV21PRXZuZHM/view?usp=sharing
2.
Hello!
I try to build map using vpb in ECEF.
According to manuals i've read it needs to start:
vpbmaster --geocentric -t texture_file -o output_file
So, clearly i need georeferenced texture file.
On that page:
http://www.osgvisual.org/projects/osgvisual/wiki/OsgTerrainData
there is a bunch of
Hello!
Thanks for quick reply, it helped to solve a problem.
SMesserschmidt wrote:
Am 09.06.2015 um 11:35 schrieb Elias Tarasov:
Hello!
I try to build map using vpb in ECEF.
According to manuals i've read it needs to start:
vpbmaster --geocentric -t texture_file -o output_file
So
Hello!
Christian Schulte wrote:
Hello!
I totally agree with Sebastian. These data is surely geo-referenced, as
I myself often used in the past data from USGS. Locking at the metadata
you provided I would say that you are in an EPSG:2238 Lambert Conformal
Conic projection, which is the
Hi!
Im sorry for misleading you about that. Actually, release version of vpbmaster
crushes at runtime at all. However, debug version runs ok (at least, without
crushes i mean).
When vpbmaster invokes osgdem, it can call only a release version (literally,
without d suffix).
So: vpbmasterd
Hi!
Problem solved. The issue was the old version of OSG. Appropriate revision
number must be taken from VPB's ChangeLog.
Thank you!
Cheers,
Elias
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Hi!
I get the same error: vpb seems try to load osgdb_sourced.dll.
My configuration:
OS MS Windows 7.
Compiler: MSVC 2012 Express Edition.
I built OSG, GDAL, VPB from sources.
OSG: 3.2.0
GDAL: 1.11.2
VPB: master
I built only 32-bit versions.
When i launch: vpbmaster -d
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