Ok, thank you, I will take a look at all of that.
Eric
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Hi,
At the question
Aurelien wrote:
> 3. Is there any "invalid elevation value" management to "cut holes" in source
> elevation data and then build a database with holes inside ? (not simple
> shape holes as square)
You say
Chris Hanson wrote:
> I don't remember how VPB handles this anymore.
Hi,
First, I don't see any call to realize();
Second, do you set any camera manipulator or position to look at your box?
Eric
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Hey! See it as your Christmas gift ;)
Eric
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I don't know if they are tutorails about this, but animation can be done with
OSG.
To set your animation, you can use blender for example and then, export to osg.
Then, use osgCal to perform animation and skinning.
Eric
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Hi,
It's a Qt purpose.
To fill the LIBS variable, prefix the paths with -L and the library names with
-l
So,
LIBS += -LD:/openscenegraph/OpenSceneGraph/lib -losg -lOpenThreads
Cordialement,
Eric Zaremba
European Rail Software Applications
5
Hi,
What kind of thread? Rendering OSG in a QT widget force to set the viewer to
singleThread.
But creates qt thread still is possible.
Eric
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Hi,
I experiment this. I used an already displayed scene in another viewer. (I
think you do not reload your nodes).
So, they are a marker in the osg::Texture which indicates to unref the image
after apply.
I thinks it a save memory trick.
But in our case, the image does not exist anymore w
Hi all,
Since Qt 4.4, we are able to mix OpenGL and Qt in a way which provides
more possibility than the osgViewerQT do by using QGraphics framework,
especially for HUD display.
I joint the example I write to do this.
The main function loads a model a display into my QGraphicsScene
inherit
origine-
De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Robert Osfield
Envoyé : jeudi 10 juillet 2008 13:00
À : OpenSceneGraph Users
Objet : Re: [osg-users] Fog problem
Hi Eric,
What happens when you run:
osgprecipitation lz.osg
Robert.
On Thu, Jul 10, 2008 at 11:22 A
I don't know how you perform your multi-pass rendering. But as far I understand
the nodeMask, a node is traversed if the logical AND operator between the
visitor mask and the node mask is not null. So, if you use two cameras, the
first can have a mask to 0x1 to render the subgraph Node_1 and the
I think use osg::Switch is right way to do.
You can set a StateSet to any Node, then (correct me if I'm wrong) all children
will inherit the stateset.
So, I think about a graph like this:
Root
|
|
Switch
___|__
|
Hello,
I will come too. Great idea!
Eric Z.
European Rail Software Applications
5, rue Maurice Blin
67500 HAGUENAU
FRANCE
-Message d'origine-
De : [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] De la part de Frauciel Luc
Envoyé : mercredi 2 avril 2008 10:51
À : OpenSceneGraph Users
Obje
Hi,
To display a node on top of the other, I think you can set off the depth buffer
test and put it into a render bin up all the others (> 10, since it is the
transparent bin, if I remember) to draw them at the end. It's all done via
StateSet, you should find them easily.
Eric Z.
-Messag
I'm porting my application from 1.2 to 2.x too and meet the same problem.
To render an empty scene, I do a viewer->setSceneData(new osg::Node);
In osgViewer the function frame() do all the work for you and, anyone can
correct me if I'm wrong, you do not need to call any update() anymore b
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