Robert Osfield wrote:
I just came across the new items on opengl.org that Khronos have just
release OpenGL 4.0, and OpenGL 3.3 + arb extensions.
A few more details can be found here:
http://www.opengl.org/discussion_boards/ubbthreads.php?ubb=showflatNumber=273669
This isn't something I
Serge Lages wrote:
Hi Robert,
We've tried with only one texture and the fps drops to
15 approximately with a modern computer (GeForce card). Maybe the
problems comes from having one texture shared on 4 contexts and only
one card, on the final setup we'll have 2 graphic cards.
Four screens
Kai Xia wrote:
Hi,
I checked RenderStage::runCameraSetUp() source code, and found that
bufferAttachments only have Texture1D, Texture2D, Texture3D, TextureCubeMap,
TextureRetangle, but without TextureArray, and I don`t know weather OSG using
glFramebufferTextureLayer or glFramebufferTexture
Robert Osfield wrote:
I didn't make any changes to the include setup or usage so the
difference would look a change that has happened at your end. Have
you uninstalled ffmpeg and reinstalled the headers in a slightly
different place? Could you remove CMakeCache.txt and force a new
cmake .
Jason Daly wrote:
Robert Osfield wrote:
I didn't make any changes to the include setup or usage so the
difference would look a change that has happened at your end. Have
you uninstalled ffmpeg and reinstalled the headers in a slightly
different place? Could you remove CMakeCache.txt
The current loader also uses osg::PolygonOffset
You might check the list archives to see if there has been any traffic
about this issue. I seem to remember some, but I don't recall if it was
for this OpenFlight loader or the previous one (from OSG versions 1.2
and prior).
--J
Chris 'Xenon' Hanson wrote:
There are two kind of compression you're maybe mixing up here. OSGConv can
compress the
texture data using the DXT/S3TC style compression method. This reduces the
texture size
both in memory (and on disk, when stored in a compatible way). The other is
just
ted morris wrote:
yup, you will need to re-compute the proper frustum dynamically. To
do that, you will need to know the position/orientation of sensor
coordinate system is w.r.t. the 'window'.
Ah, I missed the part about the stereo projector. Yes, you will need to
adjust the projection
John Galt wrote:
Hi,
I have a noob question.
Say I have a pyramid defined by points 0,1,2,3,4. And say I have another cube
determined by points 5,6,7,8,9,10,11,12.
How do I detect whether the entire cube falls inside the pyramid or not?
What if the cube is very small and can be defined by a
Milton Saulo Raimundo wrote:
Hi, everybody.
I'm new in using of OSG.
I need to read a file containing a model and to explore a particular view of
this model.
I mean: when someone will click in the model, the program will jump to one room
(will show another model of the room).
Can someone
Alexandre Amalric wrote:
I think what Paul meant is that you'd have to modify the plugin to
only load the texture when it encounters a reference to it in the
traversal of the main document. Currently, it loads the texture
palette at the beginning. You'd have to modify it in some way to delay
ted morris wrote:
OSGers-- I'm talking *very old versions* of OSG-- is there now a
bundled 'convenience' class that
takes care of this monkey business?
I'd think all you should need to do is call setViewMatrix() on the
Camera node. The sticky part is usually that the tracking system's
ted morris wrote:
OSGers-- I'm talking *very old versions* of OSG-- is there now a
bundled 'convenience' class that
takes care of this monkey business?
I'd think all you should need to do is call setViewMatrix() on the
Camera node. The sticky part is usually that the tracking system's
Guy wrote:
Does it mean that with OpenGL3 there is not fixed pipeline and all
should be written by shaders? What about the projections of the
objects from the 3D world to the camera plan, are they done by OpenGL
or should I write them too?
Short answer is yes. OpenGL 3 does not have
Hi, Mel,
Mel Av wrote:
1. You have to inverse the tr*rot result first
This probably comes from the fact that you're setting a View matrix,
which is essentially the inverse of a model matrix. The transform in
the OSG scene forms the Model matrix, which is combined with the view
matrix
Guy wrote:
Thanks, I got the main idea, but what about all the OSG foundations?
A lot of the code, algorithms and effects are based on the fixed
pipeline, am I wrong?
Is all this work goes to waste?
You'll have to read the long version (i.e.: the list archives) for
that. There have
Miguel Lokida wrote:
So, is-there an automatic way to render multiple transparents objects thaht size change
during time or should I compute their rendering order and use
stateset-setRenderBinDetails(order, DepthSortedBin); for each geometry ?
This question has come up a few times
David Glenn wrote:
Sounds interesting! I assume that using TextureRectangle does not auto-resize the image file like Texture2D does?
Both Texture2D and TextureRectangle can work with non-power of two
textures, if your graphics hardware supports it. Every OpenGL
2.0-compatible graphics
Leonardo Salom Muñoz wrote:
In this example we show how to change the viewer background color by
accessing the color variable of the plugin and assigning a new color
to it. The plugin will take charge of all the internal operations
needed to manage the background color via javascript
calls
David Glenn wrote:
Funny thing J, for what it's worth, the Performer code still gives me the Magic
Number Error if I feed it any texture that is wrong and I know I'm using OpenGL
2.0. So I thought in that case it was a performer thing. Well I’m talking about
5+ year old code at best, that was
Alexandre Amalric wrote:
Hi Paul,
/You'd need to modify the OpenFlight plugin to support this./
I tried to do this but in the TexturePalette::readRecord function
there is no way to know if a texture is used or not by the model. The
only parameters we get from a texture (RecordInputStream)
alessandro terenzi wrote:
Hi Roland,
first of all I must thank you and every one also involved in
developing plugins for OSG and (OSG itself of course), and I'm glad if
I can help testing or even fixing some problems, if any ;)
I tried osganimationviewer and animations are played as
Jim Brooks wrote:
Does any one know that how to run OSG on iPhone(Mobile Device)?
Is iPhone capable of running a moderately complex OSG program?
The thing has limited RAM and persistent memory
...it can't hold too many 3D models, etc.
(Reminds me of trying to write a program for a
Ben Cain wrote:
Hello,
Is there a way to repeatedly/efficiently update an OSG texture's data
... for example imagery data that is being updating in system memory
(e.g. from a sensor capture device).
I've tried updating an OSG texture using texture2D-setImage(data) ...
but it is very slow.
Ben Cain wrote:
Thanks Jason.
I've used FBOs before for render-to-texture. I'll take a look at PBOs.
No problem. There's also the osg::ImageStream class. It's subclassed
in the ffmpeg plugin and used in the osgmovie example for streaming
movies to texture. If you've got an image
Robert Osfield wrote:
Darn my covers broke, time to come clear. I've been holding back from
the community, I really tagged 2.9.7 last February, but only published
the new on Monday. My own local version of the OSG is now 3.5.2, it's
got lots of cools stuff like warp drives and transporters,
Art Tevs wrote:
Just grab it and put instead of the kernel used in that example your FFT code
and it should work. There is just one drawback, when using Cuda within OpenGL,
the performance. The memory space of Cuda and OpenGL is not shared, hence it
costs you some time to copy a texture into
David Cofer wrote:
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.
Random facts you may or may not care about...
DirectX uses a different origin from OpenGL when applying textures
(DirectX
Robert Osfield wrote:
Thanks for the compliments, but we really need right now is testing of
svn/trunk.. ;-)
Building on RHEL 5.4. Not a huge problem, of course, but I'm getting
about a million of these so far:
/irl/work/jdaly/osg/OpenSceneGraph-svn-src/include/osg/Observer:75:7:
Ernie Smethurst wrote:
Code:
PositionAttitudeTransform *rotate_planetFive = new PositionAttitudeTransform;
rotate_planetFive-addChild( geode_planetFive );
rotate_planetFive-setUpdateCallback( new
AnimationPathCallback(osg::Vec3(0,0,0), osg::Z_AXIS, inDegrees(45.0f)) ); //ROTATE
AROUND THE SUN
Brett Wiesner wrote:
Hey everyone,
I know a lot of OSG users are building things in the ModSim space and I
know that two of the bigger industry conferences are ITEC (Europe) and
I/ITSEC (USA). I was wondering how many people from this list go to
either of those and if there is any interest
David Glenn wrote:
Hi, Sorry to trouble you on this, but I have to ask someone - to support my
hypothesis on this issue!
I'm running Red Hat Enterprise 5.1 using a Gforce 8600 card using the latest driver from nvidia (119.52).
I know that P4 stuff is old school and Performer is very old
Chris 'Xenon' Hanson wrote:
http://www.youtube.com/watch?v=PGu0N3eL2D0
This smells like OSG. Anyone know who did it or how it was done?
Very cool. I'm wondering how they're doing the tracking (I don't see
any fiducials or anything).
--J
R Fritz wrote:
1. Put your sun at the origin of world co-ordinates.
2. Put the planet at the origin. Make its axis of rotation the z axis.
3. Use a rotate transform to rotate it around its axis. (You've got this part.)
4. Translate the planet along the x axis, to its orbital radius.
5. Use a
Buckley, Bob CTR MDA/DES wrote:
DT: now THAT's nice to hear!!!
Hey, Bob, I forgot you were on this list!
Yeah, it ported over to OSG pretty easily. It runs quite a bit quicker
than on the old SGI Indigos, too :-)
--J
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-Time Environments
Christopher Ellis, Pavel Babenko, Brian Goldiez, *Jason Daly* and Glenn
A. Martin, University of Central Florida.
We All Live in a Virtual Submarine
Paul Chapman, Glasgow School of Art; *Kim Bale*, University of Hull;
Pierre Drap, Laboratoire des Sciences de l'Information et des
Luis Agero wrote:
Hi,
The problem is that I want to modify any imported model. And it's so difficult
for me to program this.
I hope some day there will be a mesh editor in osg
That's not OSG's job. OSG is a visualization/rendering system, and
you're looking for a 3D modeling/editing
George Forest wrote:
Hi,
I have a 3DS model. How can I add tihs model as done in 2D images with Geode
and Geometry. This code adds 2D objects. What modifications should I make on it?
If I understand you correctly, you should be able to replace all of that
code with:
J.P. Delport wrote:
Hi,
Thomas Simon wrote:
Thanks for your interest and help
The wiimotion plus gives 3 around-axis speeds which I transforme into
angles the fact is that the pat keep turning around the OSG basic
are you manually integrating the angular rates? If so, I'd also
Paul Martz wrote:
On a tangent... These really seem like misnomers. INHERIT really
_doesn't_ inherit when the child sets the same state, and OVERRIDE
actually forces inheritance to happen. So if I were going to rename
them, I'd have something like this:
old namenew name
INHERIT
Trajce Nikolov wrote:
here was my case. and also this might have something to do with lazy
state update
the top node has 3 textures assigned
the children only one with setting 0 and protected
I was expecting the child to have only one texture, but it inherits
the additional textures from
Robert Osfield wrote:
I have been thinking about the potential of an osgAudio library that
abstracts away from the implementation details of OpenAL and keeps the
door open to multiple implementations, and then within this have some
form of registration of the audio implementation, then the audio
Robert Osfield wrote:
OpenAL and other dedicated audio libs would certainly be a better bet
for handling multiple videos. We just need to code up such a
solution.
Hi, Robert,
If I were to implement an OpenAL AudioSink, I'd imagine you'd want it to
be a plugin (so the OSG can still be
Ant Kennedy wrote:
Hi,
Ive had a quick look on the forums and dont seem to be able to find much on
building this plugin on windows other than the fact I need cairo and rsvg. If
someone could point me in the right direction it would be much apreciated.
The cairo and rsvg requirements are
Levi Swartzentruber wrote:
I am working on a VRJuggler project that uses OSG as its scenegraph.
I need to use a PagedLOD for the terrain because of its size. I used
Virtual Planet Builder to generate the PagedLOD and added that
PagedLOD to the scenegraph as a node. The application shows
Levi Swartzentruber wrote:
Those comments were very helpful. I am able to get the VR Juggler
application to display the PagedLOD properly but I still have one
problem. I can only move a set distance around the terrain before the
program seg faults. The line that causes the problem is
Paul Martz wrote:
In an ideal world, vertex attributes would work more like uniforms.
You'd specify a shader variable name along with your array, and OSG
would determine the slot number to use in the call to OpenGL.
For whatever reason, it wasn't implemented that way, and instead you
need to
Martin Beckett wrote:
I thought DrawArrays were the equivalent of OpenGL DisplayLists and
DrawElements was like indexed arrays?
If you're familiar with OpenGL, osg::DrawArrays is equivalent to
glDrawArrays(), osg::DrawElements is equivalent to glDrawElements().
The first uses the
Martin Beckett wrote:
Jason Daly wrote:
If you're familiar with OpenGL, osg::DrawArrays is equivalent to
glDrawArrays(), osg::DrawElements is equivalent to glDrawElements().
The first uses the vertex arrays directly, the second uses an index
array to select vertices from the vertex
Paul Martz wrote:
I'm rendering a skydome with custom transformations in the vertex
shader, so the host bounding box is really quite meaningless. I want to
disable culling on the Drawable.
We do that at the Geode level...
osgGeode-setCullingActive(false)
--J
Paul Martz wrote:
Hi Jason -- I do that too, but it's not effective in the situation I
described in the original post (compute near/far is on, and the bb of
the Drawable is behind the viewpoint).
Hi, Paul,
Yeah, you mentioned that the first time, but I guess it went in one eye
and out
jin cheker wrote:
Hi,
I want to convert some .stl files into .osg files, by programming in python. Is
there some function or package that I can use for doing that?
You could just do it on the command line:
osgconv file.stl file.osg
If you really need to do it programmatically, you'll
Paul Martz wrote:
Have you looked at transform nodes other than MatrixTransform? Either
osgSim::DOFTransform or osg::PositionAttitudeTransform lets you set a
pivot point. I've seen this in the code but never used it. But it
sounds like it would make it easier for you to compose the
Christian Buchner wrote:
Now the question is how I would enable an OpenSceneGraph application
to use a quad buffered stereo view mode - and if possible in windowed
mode (our app isn't currently full screen). Is this even possible? Is
there any osg sample that uses a quad buffered framebuffer
Tugkan Calapoglu wrote:
I found out that one can simply call
stateset-setMode( GL_FRAMEBUFFER_SRGB_EXT , osg::StateAttribute::ON);
to enable sRGB mode. An explicit OSG support is not necessary.
I didn't try something like this with sRGB texture formats yet.
Glad to hear you got it
Paul Martz wrote:
Thanks Chris -- Someone who I thought knew OpenGL pretty well told me I
was crazy to do it this way, but when pressed for an alternative, he was
not forthcoming. Good to hear from Thomas and Wojciech that I'm on the
right track.
Hi, Paul,
I don't know of any other way
Tugkan Calapoglu wrote:
Hi,
I couldn't find sRGB related GLX tokens in the source code so it looks
like sRGB color space is not supported by OSG at the moment. Am I right
or did I miss something?
I don't have any experience with sRGB framebuffers (apart from hearing
about them at SIGGRAPH
Art Tevs wrote:
In deed, current osg implementation uses recursion to traverse over the graph. Which is very suitable for DFS. Implementing BFS with recursion is not that easy, then DFS.
The way, how I can solve that problem would be to write a method which just iteratively collects nodes in a
J.P. Delport wrote:
Hi,
AFAIK ffmpeg has started to integrate VDPAU on Linux at least. Google on
vdpau should give some answers, there is some notes in man mplayer on vdpau.
Not sure if it's enabled by default, how to enable it...
If you're using Nvidia hardware, there's also a thread
Jeremy Moles wrote:
Anyway, I'm glad to have some of my motivation back. :) With the
transplant happening soon and a fairly decent chance of it being
successful, there is much to be optimistic about!
Jeremy,
I think I can safely say that we're all glad to have you back. That's
an awesome
Robert Osfield wrote:
Hi Shinna,
I'm a bit perplexed why you actually need a timer in the way you want.
The OSG provides a FrameStamp on each new frame that provides the
frame number and simulation time - this is sufficient for most
animation work.
It sounds like Shiina is looking for an
Ragnar Hammarqvist wrote:
Jason,
It's correct, the OpenEXR plug down casts all images to the half float format.
The reason for only supporting this format was that the OpenEXR project had two
separate Interfaces for loading Images, one really complicated and one straight
forward. The problem
Paul Martz wrote:
Hi all -- Does anyone know which, if any, OSG image file plugins will
support single-precision floating point per RGB component? My image data
is 32-bit float per R, G, and B. If the OSG plugin clamps that to 8-bit
per component during export, or even import, that will not be
Paul Martz wrote:
Hi Art -- Thanks, I'd like to take a look at this. I will probably need
to support 3D texture data, which means a regular 2D file format will be
insufficient.
DDS supports 3D images as well.
--J
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Jolley, Thomas P wrote:
Hi Paul,
ILM has a format called OpenEXR, http://www.openexr.com/. There is an exr
plugin in osg.
The plugin only seems to support 16-bit floats at the moment, though.
(It'll read 32-bit images, but it down-casts them all to 16-bit).
--J
Paul Martz wrote:
Thanks, but DDS is lossy, as noted in my first post.
Not necessarily, as noted in my first post :-)
--J
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Wojciech Lewandowski wrote:
Hi Paul,
DDS as a file is not compressed. It has support for packed/compressed texel
formats but their file representation is the same as representaion in
graphic card memory. Besides packed pixel formats it supports almost all
pixel formats used these days (all
Paul Martz wrote:
Thanks for correcting me on DDS, guys, I appreciate it. I'll look into
beefing up the export capability to support 32-bit float per channel.
So, if I understand correctly, if I pass an uncompressed Image to the
DDS plugin for export, it will _not_ compress the data...? This
Nathan Monteleone wrote:
I do have a conceptual question (for anyone) that's going to affect the fix:
when doing intersection tests, should billboards point align to the start point
of the intersector, or toward the eyepoint?
Seems like it depends on the case -- if you're doing a pick based
Adam Heppenstall wrote:
Hi,
Currently the rendering is handled by a thread which calls
while(!viewer.done)
{
viewer.frame);
}
but in the software there can be up to 3 viewers active at one time, all running a seperate thread to render, this is a CPU hog and ideally i want to only update the
Jean-Sébastien Guay wrote:
Wow, I didn't know osgOcean had already made it into Delta3D! Nice!
Delta3D is developed at the Naval Postgraduate School. What did you
expect? ;-)
--J
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Pradeep Balasundaram wrote:
Hi,
Has anyone successfully used an the mdl and md2 plugins to introduce
characters in to osg? If so, can I get an example project for the same?
I appreciate any help extended.
I don't know about .md2, but I do know that the full capabilities of
character
Art Tevs wrote:
- analyze your algorithm and maybe start to use 32bit integers (very common in
µC programming), because they can represent any value between -2^16 to 2^16, so
you have at least 9 numbers for your precision): I agree that using integers
instead of floats in a GLSL shader is
Prasad Pokala wrote:
Hi Jason Robert,
Thanks for the reply. When I set viewer.setDone(true) the osg window(scene) is closing. I want the OSGWindow should be operational(running) and wants to work with my rest of the application.
[color=orange]Class1[/color]
{
Class2 scene;
// My
Natasha Westland wrote:
The osgviewerGTK example does work but that embeds the viewer in its
own application. I have tried modifying the OSGGTKDrawingArea class
so that it would work given my scenario but to no avail (for example,
I can't just open a gtk dialog when instantiating an
Chip Collier wrote:
Hi Folks,
New to OSG but osgCompute is incredibly exciting to me. I see that there is
some CUDA action happening but was hoping to here about in progress or planned
support for OpenCL as well.
Has anyone started working with OpenCL yet?
Not yet. Nvidia won't give me
Judy Hartley wrote:
Thanks, Ulrich!
That helps a lot. I had finally found a different method use, i.e. converting
the .x files into .obj files (of course I had to write a conversion script
first) but the load time was getting bad. Then I found the osgconv tool and
converted all of my .obj
Natasha Westland wrote:
The osgviewerGTK example does work but that embeds the viewer in its
own application. I have tried modifying the OSGGTKDrawingArea class
so that it would work given my scenario but to no avail (for example,
I can't just open a gtk dialog when instantiating an
Prasad Pokala wrote:
Hi,
Hi,
I am new to OSG. I have a following code inside my c++ application to run OSGViewer.
osg::Group* root;
osgViewer::Viewer viewer;
root = new osg::Group();
. ( setting up the viewer/adding
Julien-Charles Levesque wrote:
Hi,
I'm currently working with PositionAttitudeTransform controlled objects in my
environment. Some objects are clearly too big, some too small. So I set their
scale using the setScale function. Problem is that this scale is transmitted
automatically to
Joe Abreu wrote:
I've downloaded and run the Redistributable, tried DependecyWalker.exe
OSG example debug versions are missing:
MSVCP80D.dll
MSVCR80D.dll
Do you also see MSVCP80.DLL and MSVCR80.DLL as dependent modules in the
debug version? If so, this is the configuration problem that
Clay, Bruce wrote:
Some of these attributes can be defined programmatically and others
will require human assessment.
I have been able to find the number of vertices using OSG but I have
not found out how to count the polygons. Which number would be a
truer or better number to store in
Miguel Lokida wrote:
Hi,
Thank you for the answer. But is-it easy to render twice with openscenegraph ?
I am new with it and don't know how to do.
He explained how to do it in the previous message. If you didn't
understand it, it might be a good idea to play around with some of the
David Goering wrote:
Hey,
Well my problem is this, I have a webcam and it looks on a table from a slant,
and gives me coordinates of an object it finds (a marker). These coordinates
are then sent to the TransformationMatrix arTransform in order for
OpenSceneGraph zu render a Model on there.
David,
One other thing. Have you looked at ARToolkit? I've not used it
myself, but I'd be surprised if they don't have some routines that will
handle this for you.
--J
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Joe Abreu wrote:
Hi,
I understand the concept of matricies, Vectors and Points in 3d Space. I have
learnt this at University.
I have an issue trying to understand the concept of OpenSceneGraphs use of Quaternions
and attitude.
I do not really get what Attitude is, I'm used to the concepts
Joe Abreu wrote:
Code:
osg::Vec3d position = car.GetPosition();
osg::Quat attitude = osg::Quat( turn_angle, osg::Vec3d(0,0,1) );
osg::Vec3d movement = osg::Vec3d(0,car.CurrentSpeed(),0);
// Some way of using a Quat(or whatever) to rotate my movement vector to the
correct heading based on
David Goering wrote:
Hello,
Sorry for this dumb question, but somehow I cant find the answer in the
archives or I am just searching for the wrong thing.
Anyway, I want to transform my coordinates with a Matrix.
I have a matrixTransform (lets call it T) and I need to multiply that with a
Harold Comere wrote:
Hi all,
Does the depth test has an effect over osg::Text ?
I have disabled the depth test on a node with/
setMode ( GL_DEPTH_TEST, osg::StateAttribute::OFF );/
In my understanding with depth test disabled, the last thing drawed
will be over all other.
But i want to
Joe Abreu wrote:
The image does exist, but I also know the offending fragment is the
getOptions(). It returns NULL.
I don't think this is the problem. It should be fine to pass NULL for
the ReaderWriter::Options. Try setting the notify level to DEBUG (set
OSGNOTIFYLEVEL=DEBUG). This
Travis Friedrich wrote:
Hellos, I am having some trouble with osgconv. This is my first time doing
anything with OSG. I am trying to use it to convert some .flts, with the
textures, into something 3D Studo Max can read and then edit.
Below is some of what I have been trying.
David Goering wrote:
Hey, thanks for the reply.
So it is better to use Matrix than MatrixTransform good to know.
Now if someone could give me an example or explain how the different rotation
functions work that would be great, Ive searched arround, but somehow nothing
seemed to work. (Id turn
Paul Martz wrote:
Hi all -- Does anyone know of an OpenGL extension to GL 2.x that adds
the clip distance feature found in GL 3 / GLSL 1.30? It does not appear
to be in ARB_gpu_shader4...
I can't find it in the registry anywhere. There's a mention of it in
NV_transform_feedback, but I
Joe Abreu wrote:
Does anyone have any idea why I cannot get the debug versions to work.
This has been an extremely common theme on the list lately. If you just
search the archives for Debug you'll probably find your answer.
Quick tip: download Dependency Walker and run it on either the
Martin Großer wrote:
Hello all,
maybe the subject isn't very significant, but I would like explane my
idea. I would like visualize a vector field. I have a gird and every
grid cell have a velocity value in x and in y. Also I have the array _x
and _y. Now I create a geometry and a vertex
Clay, Bruce wrote:
Is there a cross reference table anywhere that identifies the changes
from one version of OSG to the next?
I am trying to update some OSG based applications I wrote 2 or 3 years
ago and am running into problems finding the new classes to do the old
function.
For
Clay, Bruce wrote:
Thanks Jason, I’ll dig down that path
Bruce
*From:* osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] *On Behalf Of
*Jason Daly
*Sent
Lee Butler wrote:
Hi,
What's the appropriate way to set an arbitrary view programmatically when also
using a camera manipulator? In particular, I want to be able to load specific
views from an external source. These would ideally be specified as a
combination of eyepoint, lookat, up
Loic Cayou wrote:
Yeah ! I found the solution :D
I don't know why, but the coordinate system was created with vector's values
like 3000 :/ Maybe to fix a problem in ortho mode.
It's wokrs now :) And surfaces doesn't blinking anyway ;)
Glad you figured it out. :-)
--J
Stephen Nelson wrote:
Hi,
I have been working with osg for a bit. For my project, I am loading a file
and then going through the nodes and reading the vertex information in order to
render the model for a game plugin. I know, killing a cricket with a nuke.
I have it working well, but have
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