:
Hello Frederic,
On 17/03/10 0:44 , Frederic Marmond wrote:
I would like to know if it's possible (and how) to load only geometry
data from a 3d model file, without any texture ?
Two ideas:
- run a visitor over the SG after loading and remove any Texture state
or
- use a ReadFileCallback
thanks Ulrich, it worked as expected :)
Fred
2010/3/17 Frederic Marmond fmarm...@gmail.com:
Thanks Ulrich for the ReadFileCallback, I'll investigate that way :)
my need is really to NOT load the textures files for some objects,
it's not good for me to only unlink just loaded images. I hope
Hello world,
I would like to know if it's possible (and how) to load only geometry
data from a 3d model file, without any texture ?
I didn't found flags or options for doing so, and the ugly solution
that unloads images loaders from the Registry is not an option for me,
as I also load full models
Hello world,
I'm trying to load some collada files from osg, using osgviewer,
recent trunk version on msvc8.
I tried on those found on the collada-dom package
(collada-dom/dom/test/1.4/data/*.dae ), but only one (cube.dae) is
really loading. Some crash (segfault), some display an empty scene,
and
other locations than collada-dom package works better :)
thanks!
Fred
On Thu, Nov 26, 2009 at 1:21 PM, Roger James
ro...@beardandsandals.co.uk wrote:
Frederic Marmond wrote:
Hello world,
I'm trying to load some collada files from osg, using osgviewer,
recent trunk version on msvc8.
I tried
Thanks Robert, I'll follow your suggestion :)
Fred
On Fri, Oct 23, 2009 at 9:47 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
HI Fred,
On Thu, Oct 22, 2009 at 4:24 PM, Frederic Marmond fmarm...@gmail.com wrote:
I mean, the camera finalDrawCallback() is called just BEFORE the
buffers
Hi,
I'm looking for a callback that would be called just after the swap
buffers occurs. Is there any ? if yes, where ?
Thanks in advance !
Fred
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I mean, the camera finalDrawCallback() is called just BEFORE the
buffers swaps, isn't it ?
is there a callback (or other system) for just AFTER the swap ?
Fred
On Thu, Oct 22, 2009 at 4:29 PM, Frederic Marmond fmarm...@gmail.com wrote:
Hi,
I'm looking for a callback that would be called just
callback, and have this draw callback do your custom OpenGL code
calls.
Robert.
On Mon, Oct 19, 2009 at 9:19 PM, Frederic Marmond fmarm...@gmail.com wrote:
Thanks Robert,
Rendering to texture is ok, it works fine.
What I need is to completely split the rendering (pre and others) in 2
very
Hi all,
I would like to generate a shadow map before the real scene draw, in
order to alter it (add 3rd parties objects shadows in it) before
applying the shadow map to the 'real' world.
The context is that osg is called inside a custom 3D engine, so a post
prerender callback won't be enough.
rendering stage then switch it off for
subsequent frames. Have a look at the osgprerender,
osgprerendercubemap examples as well as osgShadow itself.
Robert.
On Mon, Oct 19, 2009 at 7:52 PM, Frederic Marmond fmarm...@gmail.com wrote:
Hi all,
I would like to generate a shadow map before
Hello world,
I'm making a study on how integrate OSG inside an external openGL engine.
I know it's not the best use of osg, ok... :)
So I used osgViewer::Viewer::setUpViewerAsEmbeddedInWindow() as a start.
It's ok, as long as I don't modify the opengl state outside OSG.
= how may I force OSG to
need to use a
glPushAttrib/glPopAttrib.
Robert.
On Wed, Sep 23, 2009 at 4:03 PM, Frederic Marmond fmarm...@gmail.com wrote:
Hello world,
I'm making a study on how integrate OSG inside an external openGL engine.
I know it's not the best use of osg, ok... :)
So I used osgViewer::Viewer
hello world,
on a win32 project, I would like to display an osg Viewer in a part of
the window.
I set my osg::GraphicsContext::Traits with coords I want, set the
inheritedWindowData with osgViewer::GraphicsWindowWin32::WindowData(
hwnd )
my model is well placed and displayed (in the area I
this ?
Is there something wrong in that code, or something elsewhere I may looking at ?
best regards
Fred
2009/3/25 Robert Osfield robert.osfi...@gmail.com:
Hi Fred,
Just set the Camera's viewport so it only covers the part you want to render
to.
Robert.
On Wed, Mar 25, 2009 at 2:06 PM, Frederic
);
Just leave this in it's default value of 0 and it won't clear, the only
clear that will happen is the camera's viewport clear.
Robert.
On Wed, Mar 25, 2009 at 2:44 PM, Frederic Marmond fmarm...@gmail.com
wrote:
thanks Robert,
I already did it (here is my test code):
RECT rect
to display an osgViewer::Viewer at some small place
in a window without overwrite window content around?
Fred
2009/3/25 Robert Osfield robert.osfi...@gmail.com:
On Wed, Mar 25, 2009 at 3:03 PM, Frederic Marmond fmarm...@gmail.com
wrote:
hum, it didn't work :(
both
// gc-setClearColor( osg
context to cover a small part of your window and want
conventional 2D GUI in the rest of the window? I don't believe this is
possible without creating a subwindow just for the graphics context.
Robert.
On Wed, Mar 25, 2009 at 3:28 PM, Frederic Marmond fmarm...@gmail.com
wrote:
hum
Hi Enke,
Blueberry3d is a core library, so it can't be used 'as it'.
I don't think there are public demos for it, but you can find
screenshots and videos on the bionatics www.
Have a look at LandSim3D, an application that uses Blueberry3D for its
rendering:
Hello (osg) world,
I stopped working with osg for few years, and I'm back here (at less)
for a customer project = my OSG knowledges are outdated.
I don't find any technical documents about database pager, that would
show how it works and what are its limitations, and I don't know if
that
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