Hi,
The dependencies "links" are dead for VisualStudio 2013. I tried both the small
and full and get an invalid page.
page with links:
http://www.openscenegraph.org/index.php/download-section/dependencies
dead pages:
http://download.osgvisual.org/3rdParty_VS2013_v120_x86_x64_V9_small.7z
Hi,
I got a little further with the bvh problem. I know have a valid bvh file from
daz3d... it appears that daz3d needs to bake the keys into it's timeline before
exporting.
I can now successfully load the bvh file with the option solids and see the
animation working.
So, now I'm stuck on
Hi,
I'm not giving up on this (but I'm sure am tired of failing).
I can see that that the bvh reader actually plays the animation and I can add
the option solids to the loader... this basically should show the bvh file
animating which it doesn't:
Code:
osg::Node* createScene()
{
Hi Sebastian Messerschmidt,
Thanks for your info.
it is correct that the model containing the geometry does not have the
animation,.. this is as designed.
the bvh file contains the animation but no geometry also as designed.
I don't want geometry and animation in the same files, because I
Hi Sebastian,
The bvh file should be able to play without having to rename anything. there is
no name matching in there. if you supply the option solids when loading they
you will see a stick figure of the bones.
so why the bvh files doesn't animate is what I'm looking into now...
Thank
Hi,
I'm still having problems with this.. I have saved the group node to a file
here: http://osghelp.com/wp-content/uploads/2013/08/mymodel.osg
perhaps somebody can see why it doesn't animate.
I'm a little lost here.
Thank you!
Cheers,
Peter
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Hi,
still need help:
I have tried to look only at the bvh file now, you can see the data here:
http://osghelp.com/wp-content/uploads/2013/08/testbvh.osg
here is the code that adds a little sphere to each bone, but again when I run
this no animation. anybody!?!?
Code:
class CAddDummyObject :
Hi,
I'm trying to animate a character with data from a bvh
I have tried a lot of different setups.. but none work. The osgAnimation seems
to have what it needs to get this working, but there isn't enough documentation
to make sense of it.
This is where I am at now:
Code:
osg::Node*
Hi,
This has been a long process trying to get android to work with OpenSceneGraph
and I'm still not there.
Some Info:
Windows 7
OpenSceneGraph 3.2
Where I'm at:
OpenSceneGraph 3.2 compiled/links ok.
Now I'm trying to run ndk-make in the JNI directory for the
osgAndroidExampleGLES2 and it
sure here it is... but like i mentioned i tried many different combinations
also the one you described.
Code:
LOCAL_PATH := $(call my-dir)
include $(CLEAR_VARS)
LOCAL_MODULE:= osgNativeLib
### Main Install dir
OSG_ANDROID_DIR := C:\Android\OpenSceneGraph-3.2\osginstall
LIBDIR
/gnu-libstdc++/4.6/libs/armeabi-v7a/libgnustl_static.a
I think it should be enough.
2013/7/25 Peter Wraae Marino ()
sure here it is... but like i mentioned i tried many different
combinations also the one you described.
Code:
LOCAL_PATH := $(call my-dir)
include
Hi Jordi,
a little follow up:
this is what it does when it works:
C:\Android\OpenSceneGraph-3.2\examples\osgAndroidExampleGLES2\jnindk-build
Compile++ thumb : osgNativeLib = osgNativeLib.cpp
Compile++ thumb : osgNativeLib = OsgMainApp.cpp
Compile++ thumb : osgNativeLib =
Hi Robert,
I just updated openscenegraph3.2 and everything compiles fine for th android:
== Build: 1 succeeded, 0 failed, 2 up-to-date, 2 skipped ==
now on to the ndk and adt part.
thanks for the fix,
Peter
robertosfield wrote:
On 23 July 2013 16:21, Robert Osfield ()
Hi,
a little unsure if I should now create a new topic?
ADT: When creating a new android project with existing files and using the
osgAndroidExampleGLES2 the first thing that appears in the ADT is:
[2013-07-24 08:40:27 - Unable to launch cygpath. Is Cygwin on the path?]
java.io.IOException:
Hi,
when compiling for android with oopenscenegraph 3.2 i get this error:
C:/Android/OpenSceneGraph-3.2/src/osgPlugins/osc/ip/win32/NetworkingUtils.cpp:32:77:
fatal error: winsock2.h: No such file or directory
where do I remove or fix this?
Thank you!
Cheers,
Peter
--
Read
Hi Robert,
I'm at home now and will first be at work tomorrow to test it.. sorry.
regards,
Peter
robertosfield wrote:
Hi Peter.
On 23 July 2013 14:52, Peter Wraae Marino () wrote:
when compiling for android with oopenscenegraph 3.2 i get this error:
C:/Android/OpenSceneGraph-3.2
Hi,
does anyone know whay the particlesystem.org is dead? has it moved?
Thank you!
Cheers,
Peter
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Hi,
can see this was posted in 2011... and no reply.
well,... i have the same question? is there a flag we can set or do we really
need to poll the particle system if it's alive and remove it ourselves?
Thank you!
Cheers,
Peter
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Hi,
I think this is a really good question. Right now I'm just creating new
instances and I would really like to a have a pool of instances for better
performance.
I can see this question was asked in 2010... can anyone answer this question?
Thank you!
Cheers,
Peter
--
Read
Hi,
apparently nobody has an answer.
I have tried to follow the links supplied in the code for
David McAllister's Particle System API at http://www.particlesystems.org, but
it seems that this site is dead... so documentation for the particle system
used by osg is almost non existent.
Thank
Hi hybr,
smoke trails isn't what I want. It extrudes the particles.
right now I have create a simple particle system of my own which throws out
particles like an explosion and I create 5-10 osg particle systems and set the
placer's for these. This works,.. but is kinda heavy duty way of
Hi,
Is there a way to create particles from particles position?
let me explain... I would like to create an explosion with debris. The way I
would create it is one particle system shooting particles that represent debris
and another particle system creating smoke as the debris is flying (at
Hi,
Where can I find information about which Qt version is working with osg 3.0.1?
Thank you!
Cheers,
Peter
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Hi,
I've had no problems using Qt4.8 with 3.0.1, (Qt 5 wont work with it though).
Cheers,
jamie
thanks.. I know that that Qt4.8 works... but my question was where can I see
what version works with what I tried to use Qt5 and run into a bunch of
problems... I
Hi,
fyi:
The osgviewerQt debug build is using release version of QT, which results in
failure when you start the application. I change the libraries to debug and all
looks well.
info:
OS: Windows 7
OSG: 3.0.1
Thank you!
Cheers,
Peter
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Hello dear OSG-community,
finally got around putting the osgHelp site back online. see it here:
http://osghelp.com/
Best regards,
Peter
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Hi,
I have create a sphereintersector which works fine, but goes through all
triangles on the geometry.
I would like to use the kdTree to help me to do a sphere - triangle
intersection tests on as few triangles as possible.
Is this possible? When I look at the kdTree object it looks like it
Hi,
void PrimitiveShapeVisitor::createCylinderBody(unsigned int numSegments, float
radius, float height, const osg::Matrix matrix)
has a bug.. it doesn't transform the last two points:
// do last point by hand to ensure no round off errors.
_functor.vertex(osg::Vec3(r,0.0f,topz));
Hi,
I just started to use the polytope and polytopeintersect and have some results
I did not expect.
In the code there are 3 cases that creates an osg::Box which is the cube I want
to intersect with the plane. The 3 cases have each a different solution, where
I expect them all to have the
ancillary records and the following group
node. Where does test.flt come from?
Regards,
Andreas Ekstrand
On 2011-03-25 11:45, Peter Wraae Marino wrote:
Hej osgUsers,
I have attached an flt file which will not load with osgviewer.
I have also tried to convert it to a .osg file and it becomes
to me what I'm doing wrong?
regards,
Peter Wraae Marino
--
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Power Tumbling: http://www.powertumbling.dk
OSG-Help: http://osghelp.com
Personal Site: http://www.marino.dk
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u.hertl...@sandbox.dewrote:
Hi Peter,
On 21/09/10 21:52 , Peter Wraae Marino wrote:
I've been trying to read some values from the DepthBuffer and I don't
seem to get what I
would expect. Here is a cut down version of my code (should be able to
run):
...
I get a value of 0.0642448
find
anything.
is there a way to solve this?
I would really like to avoid having to use a osg::Matrix::ortho2D( 0, viewW,
0, viewH ), because this would mean that all my gui components would have to
compensate for the viewH and reverse direction.
any suggestions?,
Peter Wraae Marino
--
Bellinge
as
you've inverted the coordinates w.r.t OpenGL.
Robert.
On Tue, Jul 27, 2010 at 9:32 AM, Peter Wraae Marino
marino.pe...@gmail.com wrote:
Hi osgUsers,
I'm trying to create a gui and would like to have my coordinates system
0, 0
at the upper, left of the screen. To do this I decided to create
Hi Robert,
yep.. did that .. .did a -1 scaling on the y-axis... works like a charm
now.
thanks,
Peter
On Tue, Jul 27, 2010 at 1:43 PM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Peter,
Try flipping the view matrix.
Robert.
On Tue, Jul 27, 2010 at 11:31 AM, Peter Wraae Marino
,
Peter Wraae Marino
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http
which is very expensive which will totally dominate the actual
cost of the intersection.
Robert.
On Tue, Jun 22, 2010 at 8:30 AM, Peter Wraae Marino
marino.pe...@gmail.com wrote:
Hi osgUsers,
We have created huge forests using shapefiles to preprocess textures with
positions where trees
Hi Nick,
there are many types of glows?
I have created this god ray postfilter effect,
you can see it here: http://www.youtube.com/watch?v=GFwhqxZz6qg
is this what you are looking for?
Peter Wraae Marino
On Thu, Feb 11, 2010 at 9:55 AM, Trajce Nikolov nikolov.tra...@gmail.com
wrote:
Hi
Hi Nick,
there are many types of glows?
I have created this god ray postfilter effect,
you can see it here: http://www.youtube.com/watch?v=GFwhqxZz6qg
is this what you are looking for?
Peter Wraae Marino
On Thu, Feb 11, 2010 at 9:55 AM, Trajce Nikolov nikolov.tra...@gmail.comwrote:
Hi
@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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. Apparently the rescalling the
texturecubemap uses
can't handle textures with floats.
is this correct?
Peter Wraae Marino
On Fri, Jan 8, 2010 at 2:22 PM, Peter Wraae Marino osgh...@gmail.com wrote:
Hi osgUsers,
I've been doing some testing on HDR with a backdrop with a .hdr image
using osg
Hi Robert,
yes.. just completed the test now.. and using squared hdr textures does work.
regards,
Peter Wraae Marino
On Tue, Jan 12, 2010 at 10:06 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
Hi Peter,
The scaling is done with glu and it probably doesn't support the all
new float
that texture2D has by default not to make mipmaps and
texturecubemap by default makes them??? which makes things a little
confusing.
hope this helps,
Peter Wraae Marino
On Tue, Jan 12, 2010 at 11:07 AM, Peter Wraae Marino osgh...@gmail.com wrote:
Hi Robert,
yes.. just completed the test now.. and using
::readImageFile(vinesunset.hdr) );
texture-setInternalFormat( GL_RGB16F_ARB );
texture-setResizeNonPowerOfTwoHint(false);
texture-setImage( pImage );
can anyone spot what I'm missing?
--
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www.osghelp.com - OpenSceneGraph support site
-2xQO0
regards,
Peter Wraae Marino
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. example
if (osgDB::writeImageFile(*image,_filename))
{
std::cout Saved screen image to `_filename` std::endl;
}
2009/8/25 Peter Wraae Marino osgh...@gmail.com
Hi osgUsers,
I have a question about texture to file. Currently I have render to
texture (RTT) and would like to save
to write the file to? How are you attaching the
image to your camera? i.e. where are the luminance values coming from?
jp
Peter Wraae Marino wrote:
Hi osgUsers,
I'm still battling with the luminance texture to file.
The problem is I need to save a texture with 32bit floating point
value
::writeImageFile(*image,_filename))
{
std::cout Saved screen image to `_filename` std::endl;
}
2009/8/25 Peter Wraae Marino osgh...@gmail.com
Hi osgUsers,
I have a question about texture to file. Currently I have render to
texture (RTT) and would like to save this texture to a file
Hi osgUsers,
I have a question about texture to file. Currently I have render to
texture (RTT) and would like to save this texture to a file. Is there
a straight forward method of doing this?
anyone?
--
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www.osghelp.com - OpenSceneGraph support site
Wraae Marino osgh...@gmail.com
Hi osgUsers,
I have a question about texture to file. Currently I have render to
texture (RTT) and would like to save this texture to a file. Is there
a straight forward method of doing this?
anyone?
--
Regards,
Peter Wraae Marino
www.osghelp.com
.
So this brought up a question we need answered:
Q: When we looked at the enum values possible we found that there is a
BIND_OFF, is this the default value
if not specified? and does this mean that the geom will use the last binding
value used from the last rendered geom?
--
Regards,
Peter Wraae
Hi users,
The www.osghelp.com is now fully open. We have removed any plans on paid
subscription to the site.
Please note this site has nothing to do directly with OpenSceneGraphs website.
The site is create to help people to get started with simple articles about how
to use OSG.
The
Brian R Hill wrote:
Peter,
I don't want to come across as being critical, but wouldn't the OSG
community be better served if your info/effort went into the OSG site?
Brian
Hi Brian,
short answer no.
long answer...
if it went into the osg site then it should follow the standards
-Draw
Apparently (of course we assuming here) this is how osg is designed.
Can someone tells us if we understand this correctly now?
and if someone has an idea how to solve this would be much appreciated.
--
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Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
for
the near plane but gives
us a whole new set of problems.
is there a way to use the auto computed method but lock the near plane
closer to the camera.
I have messed around a little with the setNearFarRatio but it seems to
adjust at both ends.
any suggestions?
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Hi Users,
We have a strange error (perhaps bug)..
when we have a geode that has a setUpdateCallback and that geode
is a child of a slave camera then the callback is never called.
This is also valid for drawables update callbacks
anyone?
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list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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to the host during a
remote procedure call.
The binding handle is invalid.
anyone know what's wrong?
also an added note:
if I addSlave twice
and try to remove them then the application is unstable and crashes.
seems to be something broken here?
anyone?
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me if I'm wrong.
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be forced to enabling them.
the only reason I see for having them grouped here in the header is
a convience method so osg doesn't have to disable them all places
that gives these warnings? is this correct? or is there a better reason?
--
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Hi Users,
when having a composite view I have two camera, one for each view.
Is there an elegant way of syncing these two cameras? so they have
the same fov, position, direction, and so on...
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PGP SIGNED MESSAGE-
Hash: SHA1
Peter Wraae Marino wrote:
Hi Patrick,
I agree 100%
mailing lists are old school
forums are more structured and makes it easier to find already answered
questions
also forums won't spam my email box.
A lot of projects use mailing lists and think
with it tommorow.
You last suggestion about copying all view setting is also something we have
talked about,
but again before taking that direction I wanted to hear if there was an
elegant way instead
of the more hacked way of doing it.
regards,
Peter Wraae Marino
On Tue, Nov 4, 2008 at 3:52 PM
-users-openscenegraph.org
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thanks, this helped.
the nested makes perfect sense..
i'm on track again,
once again thanks,
peter
On Mon, Nov 3, 2008 at 3:06 PM, Lionel Lagarde [EMAIL PROTECTED]wrote:
Hi Peter,
Peter Wraae Marino wrote:
Hi Users,
trying to clarify some specs on the renderbin, perhaps someone could
culled, so we
would like to ask is there a reason why there isn't a flag on all nodes to
enabled/disable small
feature culling?
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/Recon_LandRover.zip
can anyone confirm this bug? and who maintains the 3ds plugin format for
OpenSceneGraph?
and sorry if this is the wrong maillist
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,.. am I missing something? Can someone shed a little light and give me a
push in the right direction.
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http
I ask questions related to osgPPU here or do I use the ticket system
on the osgPPU website?
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http
Marino [EMAIL PROTECTED] schrieb am Do, 18.9.2008:
Von: Peter Wraae Marino [EMAIL PROTECTED]
Betreff: [osg-users] osgPPU
An: osg-users@lists.openscenegraph.org
Datum: Donnerstag, 18. September 2008, 10:53
Hi users,
I have some questions related to the osgPPU, but don't
know
,
Peter Wraae Marino
www.osghelp.com - OpenSceneGraph support site
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that technique as an example and it sound like it's what you
need.
regards,
Peter Wraae Marino
http://osghelp.com
On Sun, Jul 27, 2008 at 2:06 AM, Joe Lyga [EMAIL PROTECTED] wrote:
Hi osg-users. I'm kind of new to openscenegraph and 3d programming, and
I'm having a problem. I'm trying to position
://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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if there is some other 'proper' setting?
Many thanks,
James
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into
problems rendering planet halos too. Should the halo be in front of the
planet or behind it? probably the same kind of thing going on.
Regards,
-- Rick
2008/7/13 小 杨 [EMAIL PROTECTED] mailto:[EMAIL PROTECTED]:
Thanks! I'll try it!
*/Peter Wraae Marino [EMAIL
Hi James,
I believe you have to:
texture-setFilter(osg::Texture2D::MIN_FILTER,osg::Texture2D::NEAREST);
texture-setFilter(osg::Texture2D::MAG_FILTER,osg::Texture2D::NEAREST);
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On Sat, Jul 12, 2008 at 11:29 PM, James
/listinfo.cgi/osg-users-openscenegraph.org
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Hi Jason,
Yes it does work.. just fine.
thanks,
Peter
On Thu, Jul 10, 2008 at 6:05 PM, Jason Daly [EMAIL PROTECTED] wrote:
Peter Wraae Marino wrote:
Hi Franclin,
Yea doing it using a shader is easier and more flexible, but is there a
reason why we don't get access to do multitexture
are actually changing
the graphics pipeline.
Talk to you soon.
F.
*Jason Daly [EMAIL PROTECTED]* a écrit :
Peter Wraae Marino wrote:
Hi Franclin,
Yea doing it using a shader is easier and more flexible, but is there
a reason why we don't get access to do multitexture coordinates?
Jasons
Hi users,
I have create simple quad using osg::Geometry and I would like to apply
multitextering to it.
I'm missing a way to set glMultiTexCoord using OpenSceneGraph.
Is there a way one can set glMultiTexCoord?
regards,
Peter
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are available in the official webpage in the Tutorial
section. ''Yet Another Set of Beginner Tutorials'
Hope to have answered your question.
Regards,
Franclin.
*Peter Wraae Marino [EMAIL PROTECTED]* a écrit :
Hi users,
I have create simple quad using osg::Geometry and I would like to apply
The express editions does full optimizations,.. same compiler.
The express version just doesn't have features for web, MFC and stuff like
that.
regards,
Peter
On Wed, Jul 2, 2008 at 9:33 AM, Robert Osfield [EMAIL PROTECTED]
wrote:
Hi Rick,
Do the express editions do full optimizations? I
Hi Ricky,
it sounds like you are using software rendering and not hardware. Why your
system defaults to software I have no clue.
If your project is small and you don't mind sharing.. you can zip and send
it to me at [EMAIL PROTECTED] and I'll have a look at it on my
machine.
Peter
On Wed, Jul
Hi Ricky,
ok.. i think we should have asked this first.
have you updated your graphic-card driver?
Peter
On Wed, Jul 2, 2008 at 8:37 PM, Ricky [EMAIL PROTECTED] wrote:
Thanks for your supports!
I'm using the OSG binaries downloaded from http://www.mew.cx/osg/.
I run this program on Windows
Hi Zamo,
you can try this article if you like:
http://osghelp.com/readarticle.php?article_id=6
it's a simplified version how to load models.
and this article is a simplified version how to transform your models:
http://osghelp.com/readarticle.php?article_id=7
hope this helps,
Peter
On Wed, Jul
Hi users,
I have tried to create some tutorials on how people can get started with
OpenSceneGraph. I have open the site for
registration today.. only the beginner articles are available right now.
Later more advanced articles will come, but for the time
being I need to get the website in usable
Hi Bob,
I will have to disagree with you on that point. I have worked in the
computer industry for 15 years now
(hitman, freedom fighters just to name a couple).. To this extent I have
worked with 4 different gaming
companies that all have made there own scenegraph/engine .. and I have to
say
::StateAttribute::ON
);
pGeode-getOrCreateStateSet()-setMode( GL_FOG, osg::StateAttribute::ON );
return pGeode;
}
regards,
Peter Wraae Marino
http://osghelp.com
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()-setLODScale(scale); // scale = 1.0 is default
Robert
On Mon, Jun 23, 2008 at 8:12 AM, Peter Wraae Marino [EMAIL PROTECTED]
wrote:
Hi users,
In our application we are using txp file format from terravista. We have
a
problem when zooming with the camera and level of details. Zooming
out of context and I am *busy*.
Robert.
On Mon, Jun 23, 2008 at 12:54 PM, Peter Wraae Marino [EMAIL PROTECTED]
wrote:
Hi Robert,
it indeed does work but when I try using it on a camera doing RTT it
has
no effect?
basically what I do is:
m_rCamTex-GetCamera
add
sphereGeode-getOrCreateStateSet()-setMode( GL_CULL_FACE,
osg::StateAttribute::ON );
peter
On Tue, Jun 17, 2008 at 1:24 PM, Juan Casanueva [EMAIL PROTECTED]
wrote:
Hi there,
I am having some problems with transparent objects. They have some
artefacts (slices) depending on the view
Hi Gael,
A couple of things.. i can see it's a dll so I'm assuming windows.
1. Have you compiled the plugins? see if they actually do exist.
2. Have you set your environment variables so osg can find the plugins?
regards
Peter Wraae Marino
http://osghelp.com
On Fri, Jun 13, 2008 at 11:29 PM
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