Hi Brad,
What is the best way for picking / selecting the quads under the mouse
cursor when the location of the vertices is calculated in a vertex
shader? When I used the fixed function pipeline I could simply using
OSGs intersection utilities for the picking, this will obviously no
longer work.
Hi Robert,
Alas, in my refactor I clearly didn't catch cleanig up the QWebKit
headers, I've now removed the headers from QGraphicsViewAdapter and
checked this into svn/trunk. Could you please try out svn/trunk to
see how it now builds, hopefully it'll now build with 4.4.0.
Please add this to
Hi Nikhil,
I am getting a feeling that using osgVolume(rayCasting) i can get the lights
done. I am using 2.8.0 . I am not sure though(Hence this post).
No. osgVolume is for doing volume rendering of a stack of images or 3D
texture.
J-S
--
___
Hello Manjeet,
I have created a sphere *( with "setUseDisplayList(false) " ) .*
Even if you have used setUseDisplayList(false), you still need to update
the drawable's bounds when it changes. Add sphere->dirtyBound() when you
change the sphere's radius and that should help.
J-S
--
Hi Tan,
Note, if you do not want to change the internal scene structure in the file, do not use
osgconv which may optimese and change it. Try to use "osgDB::writeNodeFile"
instead.
You can set OSG_OPTIMIZER=OFF before running osgconv if you don't want
any optimization. The default setting i
Hi Carlo,
Thanks for the quick response. You are correct! A quick peek in the
/usr/local/lib/osgPlugins-2.8.3/ folder reveals that freetype is NOT installed.
Just to be precise, what you see in osgPlugins- are OSG
plugins. So if you don't see osgdb-freetype* in there, it means that OSG
doe
Hi Carlo,
According to yum, FreeType is already installed.
Code:
Package freetype-2.2.1-21.el5_3.i386 already installed and latest version
Remember that to be able to build anything with it, the -dev package
needs to be installed too... Otherwise you just have the shared libs
installed (so
Hello Manjeet,
How to pick a vertex of any triangle by mouse.
You already posted that question not once, not twice but three times.
Plus, Nick gave you a possible solution, and you replied to that message
by repeating the question in large font. That seems a bit rude to me, so
please review
Hi Justen,
So, I've looked at the tutorials for this, but it doesn't much in depth into
the texture coordinates and how they work. If someone could help me out, I'd
much appreciate it.
You seem to have the right idea. I didn't have to change anything in
your code (other than the path to the
Hi John,
Also, as a side note, how do I convert osg::Node* to osg::Node& ?
This is a basic C/C++ programming question. Node* is a pointer-to-Node,
and Node& is a reference-to-Node. The quick answer is:
osg::Node* node_pointer = new osg::Node;
osg::Node& node_reference = *node_pointer;
osg
Hi Sanat,
I want to place a model of a truck over a 3D terrain that I created from DEMs
and navigate the truck over the 3D terrain using my keyboard. However I am
having trouble trying to think about what I need to do to get this done.
I can give you general pointers but to go into any detai
Hi Nikhil (assuming this is your first name),
i tried to figure out what are the properties of light that are to be set so
that
the light is visible on the space(3d) along with the surface(this is default).
but didn't go far.
Sounds like you want to render volumetric lighting / participatin
Hi Anders,
Hi. I suddenly get a problem on my laptop (DELL xps13, NVIDIA G210M)
where I cannot run any OSG-based applications.
Using OSG 2.8.2 under Windows Vista 7 64Bit.
osgviewer file.obj reports:
Viewer::realize() - failed to set up any windows
Viewer::realize() - failed to set up any win
Hi Sanat,
After that I started getting a bunch of 1104 Linker errors as it could not find
a certain .lib file.
An OSG lib file? If it couldn't find a certain .lib file, it means one
of the previous projects failed to build. Look higher in the compile
log, you should see which one failed to
maybe StateAttribute::OVERRIDE|StateAttribute::ON
Yes, I think it's the 3rd person in the last month who assumes OVERRIDE
includes ON... But that wouldn't be flexible enough, because then you
wouldn't be able to override something OFF...
J-S
--
_
Hi Robert,
Yep, that works. Can you forward your modified file to osg-submissions so
Robert is sure to see it?
Oop, forgot to mention Febain's change is already checked into svn/trunk ;-)
Heh, thanks :-)
J-S
--
__
Jean-Sebastien Guayje
Hi Ku,
I had an idea : might inheritance interfere with the osg::Referenced system? I
mean, if I create my own class derived from PAT, then put it in a ref_ptr, will
it be handled correctly?
No, it should work well as long as you follow the rules... see below.
'cause I've found out the fol
Bonjour Olivier,
Finally, I decided to reinstall osg using the sources. I took the osg 2.8.3
sources and I compiled them using my version of visual studio. Now everything
works perfectly !
Good to know you got it solved.
Looks like I didn't have the good binaries.
Yes, I think Peter hit
by you merging some code or telling me you won't...)
Thanks,
J-S
On 19/04/2010 10:13 AM, Jean-Sébastien Guay wrote:
Hi Robert,
I don't believe removing newlines that exist in strings from
Ouput::wrapString() is appropriate. If a newlines are in a string it
really should be hon
Hi Fabien,
I have removed the warning by putting the declaration of objectDeleted()
directly into the class definition. See attached file.
Yep, that works. Can you forward your modified file to osg-submissions
so Robert is sure to see it?
Thanks,
J-S
--
___
Bonjour Olivier,
Actually I had tried IntersectionVisitor before. I had the same problem, which
is why I switched to IntersectVisitor.
You really need to send us a complete code example that reproduces your
problem. That means one source file that contains a main() and which we
can compile
Hi Martins,
It turns out that
Visual Studio was including OpenGL32.dll in my .msi as an automatically
detected dependency which I had never noticed. I removed that and
everything works great.
Hah! I've gotten that problem too at one point... Pretty braindead of
the MSI to include that.
Glad
Hi Robert,
Anyways, any other things you want me to try?
Afraid not. We could just use a pragma to ignore it, but I'd rather
get to the bottom of it and address it directly.
OK, then anyone else have any ideas of what we could try? Anyone else
had this warning in the past, and what did you
Hi Robert,
Perhaps VS2008 requires this templated implementation to be declared
virtual as well. Could you try changing:
...
To see if that quietens down the compilers and stops it from
discarding the implementation.
Nope, the result is the same. I guess the warning just says that *in
tha
Hi Robert,
After updating now that you've moved the header back up in
GLExtensions, I'm getting this recurrent warning when compiling (VS2008
32 bit build on Windows 7 x64)
3>C:\Dev\OpenSceneGraph-SVN\OpenSceneGraph\include\osg/observer_ptr(33)
: warning C4505: 'osg::WeakReference::objectDe
Hi Wojtek,
FYI: Yesterday I tried to build OSG with 2010. Last stable CMake 2.8.1
is generating some cryptic errors so I checked most recent CMake 2.9.x
from nightly builds. That version seems to work, so if you want to work
with OSG under VS 2010 try nightly builds CMake version.
Are you goin
Hello Ku,
In addition to Torben's answer, which was good, I'll add this:
My object is in an osg::ref_ptr, so I tried to .release() it first, it didn't
quite change anything...
Actually it did: that's what introduced your large memory leak.
ref_ptr::release() tells that ref_ptr to stop manag
Just a few notes:
1. Torben's instructions are for Visual Studio 9 (2008). I don't think
there's a precompiled 3rdparty package for Visual Studio 10 yet.
2. You don't really need GDAL unless you need to read georeferenced DEM
files, it's an optional dependency. It's required if you're going t
Hi Martins,
Is it possible to create a single OSG application that runs on XP, Vista
and Windows 7?
There is nothing in the OS itself that will prevent this, we do it all
the time (we develop mainly on Vista and Win7, and our installers
install and run correctly on Vista and Win7 obviously,
Hi Robert,
The TraversalMask/NodeMask is not buggy, it's intended to be an
logical OR and accept traversal if any one of the bits are set. The
implementation might not suit all users all the time, but that is the
way with all software, you have to pick an implementation and be
realistic about i
Hi Dario,
If I know the geode name node to highlight, there is a simple method to achive
that? Is there any example to see that I missed?
You can make a visitor to find the node you want by name (osgWorks has a
canned visitor to do this, or you can write your own in about 10 lines
of code).
Hi Akilan,
I had installed osg2.9.6. osgWidget::Box is being used in my application.
It provides, by default, transformation functionalities. Regarding rotation,
it provides setRotation(osgWidget::matrix_type) to do that. But I am not sure how
to specify the axis about which rotation to be don
Hi Joey,
Which osg feature can you use with different animations designed for instance
for a character or an action ?
exemple 1st animation : my character moves forward and touches a wall. 2nd
animation: my character falls etc...
Please could you give me a code exemple ?
Look into osgAnimati
Hi D.J.,
Then again, I could be totally off base, so feel free to correct me,
and I'll be happy to learn from the experience. :)
Nope, I think you're totally right, as I said I needed to find a case
where the current behavior was desirable and you certainly gave a good one.
Adding a bool t
Hi Simon,
Yes, he wants to only pick objects which are pickable AND visible.
Which you can't do just using a node mask, you'll get anything which is
pickable OR visible.
That's a bug IMHO. If I say this:
int VISIBLE_MASK = 0x01;
int PICKABLE_MASK = 0x02;
// Render only what's visible
view->g
Hi Jaime,
I'm replying on the mailing list. Please keep all replies on the list as
then other people can answer as well...
Hi there, I'd like to lable the planets, how can I do this?
You've been looking at using osgText::Text, that's the way to do it. You
position your text at the same pos
Hi Jaime,
I recommend doing some simple C++ test programs before you start trying
to use OSG. You will learn faster and better doing one thing at a time
than trying to do everything at once.
Anyways, the errors:
1>.\MainThread.cpp(106) : error C2061: syntax error : identifier 'text'
This
Hi Cory,
I also have a toolbar button to turn labels on or off. What is the best
way to toggle the visible state of the osgText::Text instances when my
user asks to enable or disable these labels? I think I could make the
text transparent, but that feels wrong. Any suggestions?
If you want to
Hi Adam,
J-S, I took your advice and upped the notify level (thanks for that tip as it
is quite useful!).
Yes :-)
I am getting two messages that seem relevant to my issue:
1) Currently no support for "texture" in Specular channel
2) Failed to find matching "bind_vertex_input" for UVSET0
Wi
Hi Adam,
Don't worry about inexperience. The people around here are very friendly
and will only generally respond negatively if you display no desire
whatsoever to try and debug things yourself, or if you post a heap of
code and ask others to debug it for you. This was not your case, so
you'r
Hi Dario,
This sound like but unfortunatly don't works. I've exported the variable (export
OSG_OPTIMIZER="OFF") but the result is the same as above. HummThere is some
other way to control the optimizer behaviour in this cases? OSG is 2.8.3 version.
Not sure if you need the quotes or even
Hi Dario,
I've exported in FBX a scene structured as the above example and then I have
converted this file into an OSG file (osgconv). The OSG file don't contains the
NULL nodes but only the object_with_mesh.
This is not specific to the FBX loader. osgconv runs the
osgUtil::Optimizer on the
Hi Daniele, Alberto,
Assuming that no transformation nodes exist in the graph describing your
node, you can write a node visitor that joins all the bounding boxes of
every geode.
Else you'll need to modify every bounding box by its parent transforms
in order to join them.
Actually you don't n
Hi Kim,
Yes this was one of my first ports of call but the particular model
set we were testing against was causing osgviewer (2.8.2) to crash
when exported from max2010. I need to experiment with newer versions
of osg as I've noticed quite a bit of progress with model loaders
since 2.8.2.
Wel
Hi Carlos,
I d like to read images from a real camera like sony for example and put
them in a 3D object like a texture.
In addition to the other suggestions, I've had good results using
cameras that support a streaming web interface, and using the OSG ffmpeg
plugin to connect to that stream'
Hi Kim,
So, I would be very interested to know what exporters (commercial or
free) people are using to get their models out of Max and Maya and
into OSG.
Right now our own content pipeline is a bit convoluted (modeling in
Maya, then convert to flt to insert DOF nodes in Creator, and read thos
Hi Art, Paul,
My external projects osgWorks and osgBullet are compatible with OSG
2.6.1 and later. osgWorks contains version-specific code in only two
places (to handle the OSG API changes in Registry and Traits that
occurred in OSG 2.6.0 and 2.8.0 respectively). And osgBullet contains no
versio
Hi Paul,
Good solution, using a configuration file. Do I assume correctly that
you have a configuration file per model?
Yes. It's optional, of course. If it's there, then it will apply its
contents (shaders, textures, tangent space coords, now occlusion query
nodes) on either the root of the
Hi Todd,
What modeling software is your artist using that allows placement of
occlusion query nodes?
Sorry, that's not what I meant. We have configuration files alongside
the models, where you can specify different things like alternate
shaders, textures to load into other texture units (whi
Hi Paul,
So I think the osgocclusionquery test case is contrived, but if you
really need it to work, then one workaround would be to change the
example to disable autocomputation of near/far. But to "fix"
OcclusionQueryNode so that it handles this case "better", we'd need to
do a full query in t
Hi all, hi Paul,
I have a few questions about OcclusionQueryNode since I'm going to start
using it in our software soon (that's one of the cool things about
having a new stable release of OSG to upgrade to, you get cool new
things to play with! Thanks again for your work on 2.8.3 Paul!)
Firs
Hi Serge, J.P.,
you could try:
http://www.vis.uni-stuttgart.de/glsldevil/
or
http://www.opengl.org/sdk/tools/BuGLe/
but I'm not sure if it'll give totals, you might have to break at
texture allocations. You might also be forced to run singletrheaded.
On I use gDEBugger, which costs money but w
Hi Michael,
You guess correctly, yes old files read fine :) I should have said the
latest SDK breaks compatibility with previous versions/ of the plugin
code/; there's no break in compatibility with any .fbx files.
Great, thanks, that clears it up. Guess I'll install the new SDK. Will
your mo
Hi Michael,
I've now updated the FBX plugin to compile with the latest FBX SDK.
Unfortunately this breaks compatibility with previous versions so next
time you get the plugin you'll need to install version 2011.2 FBX SDK if
you want to recompile the plugin.
Wouldn't there have been a way to ke
Hi Ben,
I wish there was a osgQt library of sorts ... rather than having to
tweak example code to get the OSG/Qt support.
Funny you should mention it, there is now :-)
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/src/osgQt
It has some utility classes for fonts and
Hi Aitor,
I need to pass an array of matrix to a vertex program. I do as follow:
Code:
osg::Matrixf boneMatrices[MAX_BONES];
Uniform *g_boneMatrixUniform = new Uniform("boneMatrices",*boneMatrices);
cylinderStateSet->addUniform(g_boneMatrixUniform);
//update
cylinderStateSet->getUniform("bone
Thanx J-S, I am one of those that don't go looking for it when the
author does not give links to their work.
;-)
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi Ben,
BTW, I've been using the OSGAdapterWidget ... trying to specify
sharedContext with traits.
AdapterWidget will force you to single-threaded mode, which will make
using multiple views painfully slow. QOSGWidget supports the normal OSG
multi-threading modes, which is much better.
I'v
Hi Ben,
Can osgViewer::CompositeViewer be used to manage views in different QGLWidgets?
We use osgViewer::CompositeViewer with multiple instances of a widget
similar to QOSGWidget (see the osgViewerQT example) to do what you're
talking about.
We can either split one widget into 1x1, 1x2, 2
Hi Frank,
I am just trying to implement some sliding textures for things like waterfalls
and what have you. I figure that the best way to do this is to modify the
texture matrix.
Yes, you've got the theory right, let's see about the practice:
// ...
stateSet->setTextureAttribute(0, textu
Hello Patrick,
The binaries will definitely help people check your program out, as the
dependencies might have turned off people from compiling it. Also:
Also, the application is hosted on sourceforge.
You mentioned this but never provided an explicit link, which might
contribute to the ab
Hello Martin,
But there didn't seem to be any code inside the intersector to act on the
traversal mask.
Again, since IntersectionVisitor is a NodeVisitor, the traversal will
implicitly call NodeVisitor::traverse(node), which calls either
Node::ascend(nv) or Node::traverse(nv), which for osg
Hi Martin,
The event picker doesn't take a nodemask to traverse like the nodevisitor, so
it returns all hits - visible or not.
I made a small mod to the IntersectorVisitor to take a traversal mask and only
visit those nodes with it set.
It needs a bit of cleaning up to meet OSG standards - I
Hi all,
I've update the SpreadingTheNews wiki page with your entries for
opengl.org and khronos.org having been done, there are lots more to
do. Community now is your time to dive in an post the news to your
favourite sites, just add (done) to each site you pass the news on to:
http://www
Hi Thomas,
Unfortunately, I tried today with others formats (png, tga, bmp), and either I
got some plugin problems (plugin not found whereas it actually IS at the right
place), or I ended with the same black rectangle.
I suspect what was happening was that the plugin didn't support writing
Hi Kim,
Just got round to looking at this stack trace and I can't find any
references to osg::GLBufferObject in the 2.8.2 code.
What version of OSG were you running when you got the crash? I'll see
if I can reproduce it.
I was running it on SVN trunk (2.9.8 right now). That would seem to
ind
Hi Paul, all,
Hi all -- The OSG v2.8.3 final release has just been tagged.
Congrats to Paul and all who worked hard to get this release out the
door. The list of improvements is impressive and I think it was high
time to have another stable release.
Thanks for your hard work!
J-S
--
_
Hi David,
I was looking at how you modified that ScreenCaptureHandler. I was just
wondering if anyone has tried to make a video capture handler yet?
At work we've done video output using ffmpeg and the
ScreenCaptureHandler. We derived a
ScreenCaptureHandler::CaptureOperation that passes the
Hi Paul,
You changed the sentence I pointed out to:
"numerous commercial and open source academic application software projects"
I would have rather said:
"numerous commercial, open source and academic application software
projects"
Sorry for nitpicking...
J-S
--
__
Hi Tomas,
- I tried to use the ScreenCaptureHandler, but this doesn't allow me to achieve
what I want (I want to record several frames during a given period) because of
the fact that it only takes screenshots when you press a key.
First of all, in the SVN version of the ScreenCaptureHandler,
Hi Paul,
Please review and comment, thanks.
Looks great to me. Only thing I'd add, in the sentence:
The global community is constantly improving OSG by contributing
enhancements, bug fixes, testing, and using it daily in numerous
commercial and academic application software projects.
I wo
Hi Issam,
i think that is an osg version problem
vpb 0.910 require osg 2.8.0
and i am using 2.8.2
VPB 0.9.1 requires OSG 2.8.0 or higher. 2.8.2 is compatible with 2.8.0
so VPB 0.9.1 should compile fine with it.
The linker errors really look like the linker paths are not set up right
in you
Hi Martins,
We have done this for small areas and it works alright ( just editing
the leaf tiles ).
Thanks for confirming that this workflow should work.
When you convert from a --TERRAIN based ive file to flt, this gets
converted to geometry. Then when you convert back to ive, you still hav
Hi Terry,
Hi J-S. When you convert a file to .flt and then back to .ive, your
PagedLOD nodes are lost.
I meant converting the leaf tiles. Unless I'm mistaken (it's been a
while since I analyzed the structure so I might remember wrong), in a
VPB database, you have a master .ive file, which h
Hello Issam,
i have serious problems to buils the vpb applications with cmake 2.6
and vc++ 2008 express
i tried all the combination between osg/vpb versions without succes
what i want is simply to generate a pagedlod terrain with osgdem to
use with delta3d application that use osg 2.8.2 i think
Hi Terry,
Both VPB and osgEarth seem to default to building scenegraphs with
PagedLOD nodes, which I don't think will work for me. One option I
thought of is to use VPB to create a big database in a single file
with traditional LOD nodes, then use a separate program to convert it
all to individ
Bonjour Benjamin,
In fact, the only thing I have seen in the doc is the possibility to give the
node a name (a String).
You can use the name as an ID, it's up to your application to make sure
the name is unique (perhaps unique in a particular subgraph). You could
use a "name path", somethin
Hi Rafa,
I'm not sure if we arrive on time, but maybe it will be interesting to
add lastest mods of CMake for Collada plugin.
What do you think?
I had already requested the recent changes to the Collada plugin and
Paul said it would be too big a change to include in 2.8.3, given how
much is
Hi Anders,
What about the install of OpenThreads, anyone seen it before?
Nope, I always run the INSTALL target after building (on VS2005 and
VS2008 though) and have never seen that. In my case the file it's trying
to find exists...
Were there any errors when building OpenThreads (maybe bur
Hi Paul,
I'm not seeing a lot of posts about 2.8.3 experiences, so if you've been
using it, please post and let me know how it's working, good or bad.
I haven't had the chance to test it in our software yet. I'll get to it
today hopefully.
J-S
--
Hi all,
Along the same lines, is there a freely downloadable reference viewer
for Collada files?
I've found a viewer which, while I couldn't say it's a "reference
viewer", at least gives me another opinion on the issue I'm looking at.
http://www.pinecoast.com/p3d/index.php?option=com_conten
Hi Ufuk, Joseba,
and also i dont believe culling far plane is a good idea if you are
rendering large area, the increment of performance will not be dramatic.
Actually I've been in a similar position in the past, and my reason to
do it in two passes was so that the very large node (in my case
Hi all,
I've been using Softimage XSI to create Collada files which I'm reading
with the OSG dae plugin, and I've hit an interesting case I'd like to
discuss to see what the behavior should be.
My XSI scene has an instanced node, that is to say the same object is
used in one place and then u
Hi Nick, Tian,
I am using the latest code from the trunk and having the same issues as
Jean S down in this thread.
I think Tian, you did not add the --vbo command line option, that's why
you're not getting the crash. If I remove that option, i.e. the ocean is
rendered using the same techniqu
Hi Kim,
Great work in getting a new ocean technique into osgOcean, I'm sure it
will be an excellent improvement once the kinks are worked out.
Oceansurface wasn't initialised, I've fixed and checked this in to the
branch.
Even after this fix, I'm getting a crash in GLBufferObject::getOffset
Hi Robert,
The Stats are meant to be on screen, so it looks for a graphics
window, a pretty natural association normally.
Except that in some apps, the only context available might not be a
graphics window since it will be rendering offscreen... Which is my case.
Perhaps trying GraphicsWin
Hi Paul,
I have to apologize about the dae plugin. I was just too chicken to go
through with the merge, after a couple attempts. :-(
Hehe, no problem. It can be in a 2.8.4 eventually, if 2.10 takes too
much time. For now our projects that need it can run off of SVN trunk
while in development
Hi Paul,
Building now, Windows 7 64 bit, VC9 sp1, 32 bit build. After building
I'll test what I can.
Builds fine. I've also set up a nightly build (called "Whitestar_vc9sp1
(2.8 branch)").
As for testing, I've tested a few models in osgviewer, as well as the
fbx plugin and the dae plugin.
Hi Paul,
Hi all -- Here's an update on the 2.8.3 release, and a plea for testing.
Building now, Windows 7 64 bit, VC9 sp1, 32 bit build. After building
I'll test what I can.
Let me make this suggestion: Let's leave DAE and osgManipulators out of
the 2.8.3 release. If someone really wants t
Hi Paul,
On a slightly different topic, I've also merged in the change from trunk
that adds the version convenience macros to the Version header, so that
your OSG v2.8.3-based application can now contain code like this:
#if OSG_VERSION_GREATER_THAN(2,8,3)
// version specific code here
#endif
Thi
Hi Oleg,
Do you know in which OSG this feature is included?
I am working with 2.8.2 and did not find the osg::NotifyHandler in any header
file.
For now there is no stable release that includes it, you would have to
use the SVN trunk version. And I don't think the upcoming 2.8.3 will
include
Hi René,
Maybe the DOM 2.2 binaries could go into the 3rdparty folder or repository?
that way the plugin becomes 'out of the box' like png and freetype
or do we want a limited set of 3rdparty binaries?
I think we'd have to survey to see how many people use it, because it's
a pretty big depe
Hi Chris,
Yes, but building the DAE plugin at all is complicated. Have you done it
before?
That was my impression until last Friday, too. I was proven wrong by
doing it. It was literally a 3 step process.
1. Get the DOM 2.2 zip file from sourceforge
2. Open the solution file in there an
Hi Paul,
At this point, we're just waiting on XCode files and wrappers, then we
should have a release candidate. Everything else is ready right now,
barring further change requests.
Well, here's one such request - could you include Michael Platings'
recent changes to the FBX plugin, as well a
Hi Robert,
Is there any reason why the StatsHandler will only show up if it can
find a GraphicsWindow? (see StatsHAndler::setUpHUDCamera())
I have an app where I want to use a pbuffer as the main graphics
context, but I'll be copying the image onscreen by some other means, and
I want to be a
Hi Oleg,
I am using OSG embedded in the ActiveX control.
Is there any option to get the OSG trace/error log into the file?
Recently functionality was added to OSG to be able to redirect
osg::notify messages in whatever way you want. See osg::NotifyHandler (I
think).
Hope this helps,
J-S
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Hi Oleg,
I am using the captureNextFrame function from the ScreenCaptureHandler class in
order to create the view screenshot. As far as I understand the view capturing
is happens on the next frame in the render thread.
How can I synchronize the thread calling the captureNextFrame with the thre
Hi John,
This works perfectly in OSG until I start to think about shadows... :-)
Wow, how does it work I wonder? If I were to make a shader, I would
access light 0's position/direction with gl_LightSource[0].position. I
thought the light's position was global to the whole scene, but in your
Hi Serge,
I can confirm that currently getting and building the Collada DOM is
really trivial on Windows, and then having the dae plugin building is
also very simple :
Yes, I saw the new Collada page on the wiki:
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada
N
Again with the database / Trac errors:
Traceback (most recent call last):
File "/usr/lib/python2.5/site-packages/trac/web/api.py", line 339, in
send_error
'text/html')
File "/usr/lib/python2.5/site-packages/trac/web/chrome.py", line 684,
in render_template
data = self.populate_dat
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