Hi,
I'm developing simple Android app, with two separate views using osg. Got
problem with simultaneously running these two. Whole code is based on existing
examples in osg distribution (osgAndroidExampleGLES1 and
osgAndroidExampleGLES2). Ii'm putting on layout two views (like ELGView class
Hi,
I'm using 3.2.2-rc2, building it for Android and trying to use in Qt (5.4.1)
application. OSG is configured with this:
cmake -DOSG_BUILD_PLATFORM_ANDROID=ON
-DANDROID_NDK=/home/some/android/android-ndk-r10d -DDYNAMIC_OPENTHREADS=OFF
-DDYNAMIC_OPENSCENEGRAPH=OFF -DOSG_GL1_AVAILABLE=OFF
Hi,
I'm trying to integrate shivavg library (version of openvg specification) with
my osg application. I've created new class derrived from osg::Drawable for some
openvg primitive. But trying to create this drawable causing crash. After
digging in sources, there is getting extensions list
Hi,
Me again ;). This time i would like to ask about animations, particular kind of
it. I've made animation using channels and Vec3LinearChannel type. It works
fine, without any problems, e.g. i've used three Vec3Keyframes to animate
sample translation (or rotation), object position is nice
Hi,
Searching forum i've found such topic
http://forum.openscenegraph.org/viewtopic.php?t=5758, which is quite similar to
my problem, however does not solved my issue. I'm trying to write functionality
to remove node with all subnodes, but cannot get it to work. Assign NULL to
shared pointer
Hi,
Ok, i was mislead by previous thread and setting NULL to ref_ptr. So, i'm using
removeChild, as it should be and got crash. I'm doing this in such way:
Code:
osg::ref_ptr osg::Geode geode = new osg::Geode; // on start
osg::Geode* g = geode.get(); // store pointer to my geode somewhere
Hi
I have written custom plugin to save/load my scene with custom user data. My
solution stores scene tree, but geodes are stored as paths to separate model
files (not geometry data). When scene is loaded, geodes are created using such
piece of code:
Code:
osgDB::ReaderWriter* plyReader
Hi,
Will answer by myself. This wasn't problem with plugins, just forget to set
checking z-buffer for loaded node in my plugin, so quite obvious error :/. So,
probably this thread could be deleted (if possible) as not very interesting
problem.
Thank you!
Cheers,
Robert
--
Hi,
Is it possible to force osg plugin to store user values for nodes (set by
setUserValue() method from osg::Node) somehow? Maybe using osgDB::Options, but
haven't found any solution. Or only solution to store nodes with user values is
writting separate plugin?
Thank you!
Cheers,
Robert
robertosfield wrote:
Hi Robert.
The new serializers allow you to implement your own serializers for your own
osg::Object subclasses...
This means that i need to subclass all osg classes to have such possibility?
What about osg::Group, osg::Transform and osg::Geode? Is it possible to just
Hi,
I've created new import/export plugin for models stored in particular format.
There are animations included, which are imported also without any problem.
However i would like to have possibility to edit such animations in my editor
or add new ones. In fact, my models are collected from
Hi,
I have in my project few pickers (for models, triangles, points) based on
osgGA::GUIEventHandler. All of them are added to viewer... but i would like to
have them selectable to work somehow (i mean one active in current time). All i
found is method removeEventHandler(), but it seems to
Hi,
...that you want to change the viewers master Camera to look
at the newly expanded scene?...
I want to do this. Regarding home position probably i could use home() method,
right? I have a case that i'm expanding my terrain with new tiles (i'm building
it) and after adding new tile i
Hi,
I have i think a simple question. If i'm adding new objects on scene and they
are invisible (culled) or partialy invisible, how to force view or camera to
show all objects (whole scene). Is there any simple method?
Thank you!
Cheers,
Robert
--
Read this topic online here:
Hi,
I have no errors, just version using draw elements is not displayed. I'm using
VC2008 Express under Vista64 on GF9800GT. Are there any limitations using draw
elements i should know about?
Thank you!
Cheers,
Robert
--
Read this topic online here:
Hi,
I have found one interesting behaviour yet:
osg::ref_ptr osg::UIntArray array = new osg::UIntArray();
array-push_back( 0 );
array-push_back( 1 );
array-push_back( 2 );
array-push_back( 3 );
p_geometry-addPrimitiveSet( new osg::DrawElementsUInt(
osg::PrimitiveSet::TRIANGLES,
Hi,
After deep analyze of osgTerrain code i found solution fine for me. In original
code all geometry are generated and keeped in GeometryTechnique class , so one
solution could be changes in geometry techniuqe object or creating own class
deriving from terrain technique. I've made second
Hi,
Small piece of code:
Code:
osg::ref_ptr osg::Vec3Array verts = new osg::Vec3Array();
verts-push_back(osg::Vec3(-100.0f, 200.0f,-100.0f ) );
verts-push_back(osg::Vec3( 100.0f, 200.0f,-100.0f ) );
verts-push_back(osg::Vec3( 100.0f, 200.0f, 100.0f ) );
verts-push_back(osg::Vec3(-100.0f,
Hi,
Hmm, the same effect, doesn't work (why should?). There is something wrong with
elements-addElement() method?
Thank you!
Cheers,
Robert
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=33151#33151
Hi,
I'm back again with my terrain editing question :). I was serching forum for
some solution, but i didn't find any. If i have found at least terraintile
geometry and drawable associated with that how i could change this geometry?
I've tried to use dirtyDisplayList() method, but it doesn't
Hi Robert :),
Yes, i was investigation this sample. But there is used intersect visitor for
camera (view-getCamera()-accept(iv);), what means for me visiting all visible
nodes on scene. And if i have terrain with lot of trees, buildings etc. and i
just want to edit terrain geometry? Isn't a
Hi,
Thanks for advices. But i have still one question to clarify. Let's assume,
that i have simple node visitor, which traverses my terrain nodes - something
like terrain-accept( myvisitor ). It calls myvisitor::apply( osg::Geode geode
) method.
Inside i want to create intersection visitor,
Hi,
I'm looking for some plugin (or other feature), which renders osg scene to avi
file (i need to prepare some kind of avi demo). Is there any mechanism in osg
to do that? Or i have to use some screen graber, render to texture or similar
tool?
Thank you!
Cheers,
Robert
--
Hi,
I have again basic question which is related to my previous one about terrain
editing. I can create terrain with lot of tiles, so now i want to have
posibility to choose particular tile by picking it. The way i tried to
implement is something like that:
1. create osgTerrain object
2. add
Hi,
VPB isn't really intended for editing terrain, but it generates heightfields
that can be dynamically altered at runtime just fine. You just have to be
aware that there are multiple LODs of each terrain tile.
Could you explain it with more detail? How i can alter heightfield in
Hi all,
I've created terrain using osgTerrain::Terrain, way simialr to that:
osgTerrain::Terrain* Terrain = new osgTerrain::Terrain;
osg::Image* high_map = osgDB::readImageFile( height.bmp );
osg::HeightField* heightmap1 = new osg::HeightField;
heightmap1-allocate( RES_X, RES_Y );
Hi,
Problem is solved now :) and i think my way was quite right (as i presented
above). Problem was in wrong scalling of objects and manipulators. I know that
VPB is great for terrain, but i need tool to edit terrain geometry - is it VPB
able to provide features for that? I'm not familiar with
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