Hi all,
Just getting into a new convert for an exporter :
What I need :
vertexPosition
vertexTextureCoords
vertexNormals
indices
I was able to find the vertexPosition easily, as for the texture coords and the
normal ( taking for example the cow.osg) but I got an issue trying to deduce
the
Actually, the main thing is just to understand the way the .osg format is
holding the informations.
I dont know yet what I will have to export so as the main information to show
something (doesnt matter of the tech) are the positions,the coord,the normals
and the indices I tried to understand
Hi,
I need to use the ON_DEMAND rendering but I couldnt find a wawy to make it
works wih the realeased 2.8.0, before I was using checkneedToDoFrame to see if
I was really in need of calling the frame() function but it does not exist
anymore, the env variable doesnt seems to be usable too so
Hi,
Is there a way to modify the behavior of the window, like minimize it ,
programmatically ?
Thank you!
Cheers,
Thomas
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Hi,
When I run the app without taking the screenshot it works fine, thats why I
dont get it ... I can see correctly my scene in the viewer , but when I take
the screenshot with the callback there is this effect ..
Thank you!
Cheers,
Thomas
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Hi,
Could it come from my graphic card ? ,
Thank you!
Cheers,
Thomas
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Hi,
I am actually trying to find another way to create a screenshot since using the
osgscreencapture (pbuffer) doesnt work properly.
I tried to do a simple DrawCallBack where I will call readPixels and write the
image on the disk, the viewer is setupInWindo of the size 1024x1024 , and so
the
there is no ''right' way to set the object to the scene, but i usually set a
group to the sceneData and after that I addChild to the group .
Cheers,
Thomas
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Hi rober,
is there a solution to clear the memory of the datapager ? since the function
clear() doesnt seem to release the information
Thank you!
Cheers,
Thomas
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Hi,
I would like to know how I can re-scale the normal of an object loaded after
scale the object ?
Thank you!
Cheers,
Thomas
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Hi , I havent check the example of integration linked to Qt yet but I am
usingOsg embedded n Qt since a long time . A solution that work fine is to
create your own class that extend from QGLWidget qnd has a member
osgViewer::Viewer, then you add a timer who is connected to the signal
its normal that when you set an osg::Group as the SceneData that when you add a
child the viewer is notify and update the graphic, imaging that you have to
create 1000 of objects, if you have to recreate a a root and set it to the
viewer each time its a pain... , for the detail you can lok
Try to use the function grabMouse() in the construstor of your viewer.
Cheers,
Thomas
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hi,
I was using the last trunk version of today ( i dont have the version number
right now ...) something really weird was happening because even by using a
osgviewer and setting a large file the datapager was not working and was
increasing the memory ... after removing the environment
Hi robert,
I have done a simple case using the osgscreencapture where there is a memory
problem , here is the contents :
main , osgscreencapture (I had only one function to send back the image ) , and
screenshot (which is a custom viewer (move the camera around the scene) )
the data for this
Hi,
I have actually problem with the far/near plan, by using the osgEarth, I want
to reprensent for example an object on the earth that could be of the size of
1meter, of course by computing the near plan and the far plan by moving close
to the box the object is clipped, after reading some
Thats what I did at the first place, just changing the nearfarMode at the
runtime by analysing the camera position, but it works one time and then it
doesnt change anymore, for example if I am very heigh its ok and then I zoom
very close to the earth so i switch to the otehr property it works
Wonderful :) it works perfectly by changing the Handler, in fact just resetting
the ProjectionMatrixAsperspeccitve with the near/far plan value do the trick,
but I still dont get why changing the farMode or the camera at runtime dont
work..
Thank you!
Cheers,
Thomas
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Hi,
I would like to know what is the difference between the RayTracedTechnique and
the FixedFuntionTechnique, apparently in the second there is no shader, this
function correspond to a raycasting technique ?, so in this technique we can
only play with the Alpha property to modify the display .
Hi,
I have try to create some 3d image using osg::image, and it seems that when you
create an image with width=height=depth the volume created is good, but when I
try to create an image with width!=hieght!= depth , when I fill the image with
unsigned char* data, the pixel is not at the right
yes the allocate Image is not necessary it is override by the setImage(), I was
missing the size of the channel ;)
Thank you!
Cheers,
Thomas
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In order to use a limit of 255, I needed to use GL_UNSIGNED_BYTE (char)
Code:
int height=100;
int width=100;
int length=100;
const long size = width*height*length*3;
unsigned char* data = (unsigned char*)calloc(size,sizeof(unsigned
char));
Hi,
I am actually trying to understand the OSG Volume Example, The alpha
coefficient allow me to play with the extinction coefficient, but have problem
to use the transfer function. What does represent the first parameter when we
set a new Color ?
transferFunction-setColor(value,
Hi,
With osg::image normally you can setup a 3d image , but there is a problem for
the length someone know what is wrong with these declaration :
I want to create an image of 100x100x100
Code:
//creation of the data
int height=100;
int width=100;
int length=100;
const long size =
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