Hi guys,
should the earth_bayarea sample dataset at
http://www.openscenegraph.org/data/earth_bayarea/earth.ive still work? It's supposed to
have a hi-res inset but I'm only getting the top-most LOD and nothing after that.
Cheers,
/ulrich
___
Hi Robert,
On 27/5/09 2:38 PM, Robert Osfield wrote:
Running:
osgviewer http://www.openscenegraph.org/data/earth_bayarea/earth.ive
Works fine for me. I've just removed my local file cache to force it
The reason why it didn't work for me was that I had a file 'earth.ive' in my OSG_FILE_PATH
Hi Robert,
sorry, I really didn't mean to pester you (or anybody else) with this stuff as much as I
did :-}
Yes, SDL has limitations with multi context apps. But since I'm plugging into existing
code I can't very well say: it's too hard/impossible, switch to osgViewer (or Producer or
Hi Robert,
On 25/5/09 10:24 AM, Robert Osfield wrote:
On Sun, May 24, 2009 at 6:00 PM, Ulrich Hertleinu.hertl...@sandbox.de wrote:
have there been any recent changes in the .zip loader? I just noticed that
I can no longer load a bunch of zipped .x files. OSG_NOTIFY_LEVEL=DEBUG
shows that
Hi all,
does anybody know if it's possible to create an osg::GraphicsContext that's sharing an
existing OpenGL context (created by SDL, i.e. not wrapped in another GraphicsContext)?
What I'm trying to solve is:
- SDL creates an OpenGL context
- create an osgViewer that's sharing the SDL
Hi Robert,
On 25/5/09 12:43 PM, Robert Osfield wrote:
You'd need to be able to get access to the GLX/GLW etc handle for the
context to be able to do this, something I think that SDL probably
hides.
Indeed it does. I was hoping to use the various *GetCurrentContext() functions available
on
Hi all,
have there been any recent changes in the .zip loader? I just noticed that I can no
longer load a bunch of zipped .x files. OSG_NOTIFY_LEVEL=DEBUG shows that all plugins are
found (.zip, .x, .bmp) but I still get 'No data loaded' from osgviewer.
If I unpack the .zip file and load
Hi Allen,
On 21/5/09 5:47 PM, Allen Saucier wrote:
Has anyone figured out how to draw only the last segment that was added?
I've still
not figured that out and I've got over 15,000 small line segments in my vertex
array
...
And from what I can tell:
...
just causes the ALL the vertices to be
Hi Cory,
On 18/5/09 8:43 PM, Cory Riddell wrote:
changes. I don't know what the correct parametric equation for moving a
camera between two points on the surface of a sphere is. I changed my
code to move the camera along a chord from point A to point B and that
seems to work just fine.
Any
Hi Cory,
On 16/5/09 10:57 PM, Cory Riddell wrote:
Jean-Sébastien Guay wrote:
event handler callback and move the eye a fraction of the way towards
the destination. Successive FRAME events would eventually get the camera
in the right place and it should be a smooth move. Is this a reasonable
Hi Sergey,
On 13/5/09 7:53 PM, Sergey Bocharov wrote:
I spend my time and here is му test case for Dinamic Line Drawing
As I see , we dont need no setUseDisplayList(false), no dirtyBound()
It works fine.
Now i will search why it dont works in my application.
Test case in attach. run it and
Hi Jesper,
On 14/5/09 10:16 AM, Jesper D. Thomsen wrote:
Thank you very much, I suspected it was something like that. Do you know if
there
another standard way of making high resolution renderings via OSG that isn't
hit by the
graphics card texture size limitations? Otherwise I'll just have
Hi Vincent,
On 14/5/09 10:44 AM, Vincent Bourdier wrote:
I've just spent some hours running into the osgDB code, and some littles
things are more clear but there is the big question I cannot answer :
The method
DynamicLibrary::PROC_ADDRESS DynamicLibrary::getProcAddress(const
std::string
Hi Vincent,
On 14/5/09 11:53 AM, Vincent Bourdier wrote:
So if I understand well, when the dll is loaded by dynamic_library, the
REGISTER_OSGPLUGIN(...) create a static function, which is stacked in
the registry, just because of the load.
This is just native C++ behaviour, or do I miss some
On 14/5/09 12:13 PM, Vincent Bourdier wrote:
#define REGISTER_OSGPLUGIN(ext, classname) \
extern C void osgdb_##ext(void) {} \
static osgDB::RegisterReaderWriterProxyclassname g_proxy_##classname;
So the static member is for communication, but the osgdb_##ext is for
what ? I didn't
On 14/5/09 1:10 PM, Sergey Bocharov wrote:
I find the problem. I use QT and QOSGGraphics.cpp for rendering OpenGL into QT
Widget.
So , when I try to make dYnamic line , it works bad (in usual viewer works
fine).
Example in attach. Please help to fix it , or advise another method to render
Hi Cyril,
On 12/5/09 4:09 AM, Cyril Brulebois wrote:
coordinates back. After a quick look, I figured I might be able to
transform an MT into a Transform, and then back into a PAT using the
following:
| MatrixTransform *mt = new MatrixTransform();
|... {
| Transform *t = mt-asTransform();
Hi Peter,
On 5/5/09 1:13 PM, Peter wrote:
I have a problem with large images. When I use the large image (1024x1024, PNG
format)
for texture mapping, it gives wrong result. There is a dark strip on the edge
of the
object. The farther the view is, the darker the strip is.
Can anyone explain
On 28/4/09 8:01 PM, Paul wrote:
osg::MatrixTransform* sceneTransform = new osg::MatrixTransform();
osg::Matrix zScale = osg::Matrix::scale(0.5f, 1.0f, 1.0f);
sceneTransform-setMatrix(zScale);
osg::MatrixTransform* panel = new osg::MatrixTransform();
sceneTransform-addChild(panel);
osg::Matrix
On 16/4/09 8:47 AM, petr srom wrote:
I need to render back face of .ive models, in open GL is the syntax:
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
Is the syntax in OSG these way?
osg::StateSet *myst = new osg::StateSet();
myst-setMode(GL_CULL_FACE, osg::StateAttribute::ON);
The reason for this is that you don't have a valid OpenGL context.
But apart from that is there a reason why you're trying to create the texture
yourself?
Instead of using, say, OSG for that?
/ulrich
On 16/4/09 6:58 AM, su hu wrote:
After glGenTextures, I use glGetError to get the error. The
Hi YangXiao,
On 2/4/09 3:22 PM, YangXiao wrote:
z = float ( (depthBuffer-data())[i*4] );
Could it be your cast is wrong? You're only reading every fourth byte and casting that to
float, which explains why you're only seeing 0-255.
Try z = ((float*) depthBuffer-data())[i]; instead.
Hi Alexis,
On 1/4/09 8:15 PM, Alexis wrote:
I would like to know:
1. What are Meta-Informations ? Examples
Good question. What *are* meta-information?
Where did you come across the term?
I've never heard it in relation to OSG.
Cheers,
/ulrich
___
Hi Alexis,
On 1/4/09 8:15 PM, Alexis wrote:
I would like to know:
1. What are Meta-Informations ? Examples
Good question. What *are* meta-information?
Where did you come across the term?
I've never heard it in relation to OSG.
Cheers,
/ulrich
___
On 2/4/09 5:32 AM, Lingyun Yu wrote:
another warning
TextureRectangle::apply(..) failed, texture rectangle is not support by your
OpenGL drivers.
That explains the white rectangle.
The 8800 definitively supports texture rectangles. Maybe you need to update
your driver?
/ulrich
Hi Martin,
On 31/3/09 9:20 AM, Martin Beckett wrote:
thanks - it seemed a little crude to just change the vertex data directly.
Not really crude at all. What kind of functionality were you looking for?
To get the value: float x = (*vertices)[0].x();
And to modify them
Hi Christian,
On 30/3/09 12:33 PM, Christian Sam wrote:
could someone tell me in a few sentences what a proxynode (or is it just
proxy?) in osg
is, and what it is used for?
It's a node that references external model files. The files will be loaded asynchronously
via DatabasePager once the
Hello Sajjad,
On 28/3/09 10:00 PM, ami guru wrote:
The following snippet may elaborate more:
**'
mtLeft-setUpdateCallback(new RotateCB);
osg::Matrix m;
m.makeTranslate(-6.0f,0.0f,0.0f);
mtLeft-setMatrix(m);
*'
On the above
Hi Sajjad,
On 28/3/09 11:55 PM, ami guru wrote:
So you mean that the setMatrix() function after the callback is not
making any difference to the scene.
But i get different scene when i toggle the matrix setup after the callback.
With setMatrix() after the callback i get two cows side by
Hello Ami,
On 28/3/09 8:50 AM, ami guru wrote:
virtual void operator()(osg::Node *node,
osg::NodeVisitor *nv)
{
osg::Matrix mR;
mR.makeRotate(m_angle, osg::Vec3(0.0f,0.0f,1.0f));
mtLeft-setMatrix(mR);
...
osg::Vec3f teapotTransVec = osg::Vec3f(5,2,-12);
On 28/3/09 11:14 AM, Martin Beckett wrote:
* As you get mouse drag events, update the vertices/corners of the line loop to
reflect the rectangle that the user is defining.
That's the sticking point - the Hud camera is attached to the scene as a geode,
how do
I change the vertices in a node
Hi Sajjad,
On 28/3/09 12:01 PM, ami guru wrote:
With callbacks we dynamically modify the node during the update
traversal.So any node that has already gone through some affine
transformation will be replaced in the call backs, but not concatenated.
On the other hand if we specify any affine
On 25/3/09 1:07 AM, Paul Melis wrote:
graphics performance was on very expensive Unix workstations. These
days, the best performing graphics cards are for Windows and they are
relatively inexpensive. I think that's why some CAD packages are
dropping OpenGL support (Autodesk- I'm looking at you).
Hi Carlos,
On 21/3/09 3:17 AM, Carlos Sanches wrote:
the example was built again but .
running example with ./osgmovie -e ffmpeg video.avi or .mpg
the movie runs but the same error apears.
Warning: dynamic library
'/usr/local/lib/osgPlugins-2.9.1/osgdb_ffmpeg.so' exists, but an error
Hi Ricky,
On 19/3/09 4:36 AM, Ricky Do wrote:
I tried with many models but the shadow is not exact like in the pic:
http://i475.photobucket.com/albums/rr113/tek3D/shadow-2.jpg
Is there any problem with my code?
Look's like it (sorry ;-)
Please test osgshadow (with your model and its default
On 13/3/09 3:30 AM, Claudio Arduino wrote:
Hi, I need to place tire skid mark on track surface when my car brake.
the mark must to remain on the track for the lifetime of application.
How i can make this?
The way I once did it was just polygons splatted onto the ground geometry (using
Hi Daniel,
On 13/3/09 3:34 AM, Konkle, Daniel T AMRDEC/Dynetics wrote:
The strange thing is that the first triangle that I draw is the wrong
color and the second triangle is the correct color and they are both
drawn from the same geode.
...
osg::Vec3Array* tri = new osg::Vec3Array;
Hi Max,
Quoting Max osgfo...@tevs.eu:
I have a strange problem with osg::Image::setImage.
I use both osg and opencv and I want to convert an opencv image into an osg.
Could you please tell us what the actual problem is?
void updateTexture( IplImage *img, ref_ptrNode geode)
{
Hi Giovanni,
On 8/3/09 1:56 AM, Giovanni wrote:
I want to build an animated HeightField (Heights of certain cells changes
during the
execution). I try with a callback that modify the heights ( with setHeight()
function). The data are modify but the shape no. I tried to set the data
variance
Hi Robert,
On 4/3/09 12:37 AM, Robert Osfield wrote:
Undefined symbols:
_img_convert, referenced from:
osgFFmpeg::FFmpegDecoderVideo::yuva420pToRgba(AVPicture*, AVPicture
const*, int, int)in FFmpegDecoderVideo.cpp.o
Not quite familiar. The code uses img_convert rather than
Hi Robert,
On 4/3/09 7:54 PM, Robert Osfield wrote:
It seems like 'img_convert' (and img_resample and others which also are in a
similar
#if LAVC_VERSION_INT block) is just not in libavcodec... I'm investigating that.
Curious the svn version of ffmpeg has img_convert built in, but not
Hi Robert,
On 4/3/09 9:23 PM, Robert Osfield wrote:
I've just updated to the latest svn/trunk of ffmpeg and it's now
doesn't contain the img_convert at all, but it does build the
libswscale so I'll now implement the swscale code path as well as the
old img_convert path.
Have you comitted? I
Hi Robert!
On 4/3/09 10:07 PM, Robert Osfield wrote:
I have just checked in the swscale code path. Could you do an svn
update and let me know how you get on.
Success!
It compiles! And runs (with osgviewer --movie -e ffmpeg aliensong.mpg)!!!
Okay, it's upside down but hey!
:-D
The #else
On 4/3/09 11:10 PM, Robert Osfield wrote:
Great news. I'll go have a look at the inversion issue.
What happens when you run:
osgmovie -e ffmpeg aliensong.mpg
It's right-side up and playing nicely.
(The aspect ratio isn't always right and lots of 'Using sws_scale' messages but that's not
a
Hi all,
is anyone else using DarwinPorts ffmpeg/avcodec/avformat and was successful in compiling
the plugin?
Apparently there's a problem between pkg-config and cmake, cmake is giving me:
FFMPEG_INCLUDE_DIRS = /opt/local/include/opt/local/include/dirac
FFMPEG_LIBRARIES =
Hi Robert,
On 3/3/09 7:51 PM, Robert Osfield wrote:
The print out of the FFMPEG_INCLUDE_DIRS and FFMPEG_LIBRARIES is a bit
misleading, as
it is actually composed on separate strings like CMake picks up on correctly
when
Thanks for that! (Cmake is still a bit of a black box to me.)
cd
Hi Robert,
On 3/3/09 8:50 PM, Robert Osfield wrote:
it appears that the required #include (in FFmpegHeaders.hpp) would be:
#include ffmpeg/avformat.h
rather than what it is now:
#include vavformat.h
Can we change that without breaking compiles on other systems?
This change would break other
Hi Robert,
On 3/3/09 9:58 PM, Robert Osfield wrote:
Thanks for the changes, these are now merged and submitted to svn/trunk.
So with these changes do we have a compiling and working ffmpeg plugin under
OSX?
Not quite, no. Compiling is OK (with a bunch of warnings from the ffmpeg header
On 3/3/09 10:53 PM, Robert Osfield wrote:
On Tue, Mar 3, 2009 at 11:38 AM, Ulrich Hertleinu.hertl...@sandbox.de wrote:
The libraries (-lavcodec etc) are all there but the library path
(-L/opt/local/lib) is not and I'm struggling to find a way to tell cmake to
use FFMPEG_LIBRARY_DIRS.
I've
Hi Francesco,
Quoting Francesco Argese osgfo...@tevs.eu:
Still: the resolution you mentioned (1440x1050) requires ~108 MB/s
for 8-bit RGB @ 25 fps (and over 140 MB/s for 10-bit or RGBA).
You need a few drives to do that...
What do you mean with You need a few drives to do that...? That
Hi Art,
Quoting Art Tevs osgfo...@tevs.eu:
Why would you read from disk into a RAM disk, then read from RAM
disk into, err, RAM again? Instead of reading straight from disk
into your
RAM cache?
...
you mentioned exactly the same what I told by using RAM-disk and
external application
Hi Francesco,
Quoting Francesco Argese osgfo...@tevs.eu:
Yes, I load a certain number of images (a lot of images, for example
20.000 at 1400x1050 resolution-jpg or tga) with readImageFile at the
initialization of the application and I load them in memory (inside
std::vectorosg::Image*) at
Hi Omar,
Quoting Omar osgfo...@tevs.eu:
works fine. But when I display it in osg I just see all the points
displayed across a line.
...
where Pt has three float and 3 unsigned integers for storing color ...
osg::Vec4Array* cloudVertices = new osg::Vec4Array;
...
Hi Francesco,
On 24/2/09 8:48 PM, Francesco Argese wrote:
I'm trying to stream high resolution images in real-time. My problem is that
performance degenerate after some time; this is due to the complete
occupation of the
ram and to the slow process of loading an image in memory that is
On 25/2/09 1:35 AM, Art Tevs wrote:
you can even stream from a RAM disk, which will increase the performance as
well. An
external application could stream from the hdd to the ram disk in parallel to
your
application. For a multicore cpu this shouldn't be a big problem. So you will
use the
Quoting Simon Loic simon1l...@gmail.com:
And what about performance? Is there any difference for the culling
traversal for example?
PAT would be slightly slower since it has to create the transform
matrix from the translate, rotate, scale components.
/ulrich
Hi all,
have I overlooked something or doesn't OSG have methods to control sync-to-vblank at
runtime? GraphicsContext has a 'vsync' member but the only location where that is used is
in GraphicsWindowCarbon and is only checked once during context setup (realizeImplementation).
Effectively
On 14/2/09 1:13 AM, Robert Osfield wrote:
On Fri, Feb 13, 2009 at 2:00 PM,suky0...@free.fr wrote:
Very nice :) However, the blog says ...will be a place for OpenSceneGraph
developers/contributors to post news. But who have write access?
Just me and Jose L. right now. It does look I can add
On 4/2/09 7:46 PM, Filip Holm wrote:
I've figured out a way to reoute all osg::notify messages to my
logger, but I can't seem to find a way to get the osg::NotifySeverity
mapping. Any thoughts on how this could be done is greatly
appretiated.
I don't believe it is possible to capture the
Hi Davide,
Quoting Davide Bacchet davide.bacc...@gmail.com:
is ignored or handled differently (maybe by the graphics board driver or by
the OS itself). The main consequence is that the same application runs 15-20
times slower on OSX, and I cannot use the same code across the platforms.
...
On 30/1/09 8:20 AM, Jean-Sébastien Guay wrote:
I don't understand The more the merrier, but I guess it means
agreed...
Plus on est de fous, plus on rit!
Could you translate that? My french got a bit (sorry, a lot) rusty...
Something ... the more you laugh?
/ulrich
On 22/1/09 6:30 PM, Stephan Huber wrote:
renderbin affairs will not hide but turn blue as I expected. The only
difference between these two is the renderbin. I'm a little confused.
This is because Renderbin 10 enables GL_BLEND automatically, so the
Whoah! Wait! Is this true?
So I don't
Is anyone else having problems with the svn server? I'm getting:
quote
svn: OPTIONS of 'http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk':
Could not read status line: Connection reset by peer
(http://www.openscenegraph.org)
/quote
___
Hi Vincent,
On 9/1/09 9:15 PM, Vincent Bourdier wrote:
But, an other problem appear. Disabling culling, my Geode looks like bad now...
that
seem logical... no culling, so all faces are rendered...
You have to be careful what you mean by culling: in your example code you're turning off
node
Hi Rusty,
On 24/12/08 5:38 AM, Ryan Morris wrote:
I understand what you are saying about mapping to each vertex but I'm
unclear how you get the vertex arrays from a node (not a geod etc).
Only Drawables have vertices/normals/texcoords so you have to walk you way down the
hierarchy from Node
Hi ?
On 24/12/08 12:58 PM, lg wrote:
OpenSceneGraph-2.6.0, In function bmp_load , there are code to
complete swap BGR to RGB. code like this:
if (ncomp2) { // yes bill, colours are usually BGR aren't they
could you try svn trunk and see if that works for you? The bmp loader was completely
On 17/12/08 10:56 AM, Jason Daly wrote:
Ulrich Hertlein wrote:
I agree that the implementation is hacky but the functionality is
definitively useful (speaking for zip files only):
- they are a common way to distribute a complete model (non-OSG objects,
textures, etc.)
- they can be easily
Hi all,
Quoting Robert Osfield robert.osfi...@gmail.com:
The tgz, osgtgz and zip plugins have been part of the OSG from the
very early days, but they are really hacky using a system(..) call to
unpack the archive file into a temporary directory, then call
readNodeFile on the files enclosed,
On 15/12/08 6:45 PM, Andreas Goebel wrote:
TheGeometry-addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,numCoords));
...
I ask myself if this will give a memory-leak, or if this is ok, as the
pointer is directly passed to the TheGeometry-object (which lives in a
ref_ptr).
On 13/12/08 2:16 AM, Robert Osfield wrote:
OpenSceneGraph-2.7.7 dev release. Could users check svn/trunk and do
a build and test and let me know if any problems arise/or if the build
works fine for your platform.
Mac OS X 10.5, cmake-2.6.2, Makefiles
compiles fine (w/o wrappers)
Hi Christian,
On 9/12/08 7:34 PM, [EMAIL PROTECTED] wrote:
What me confused is, that the point sprite is rendered correctly (on the right
side of
the coordinate system with a positive x value*) if i add any reference model to
the
scene (in my case a simple osg shape). If i remove the model,
Hi Robert,
Quoting Robert Osfield [EMAIL PROTECTED]:
My quick look at benchmarking also hinted that hyper threading may be
hurting performance, or at least the current CPU affinity strategy
employed by osgViewer may be hurting performance on a hyper threading
CPU. Until I get an optimitized
Hi Vincent,
Quoting Vincent Bourdier [EMAIL PROTECTED]:
I just need to set a node to be always rendered (or not).
It needs to not depend on the Zbuffer/culling.
...
*osg::ref_ptrosg::StateSet state = node-getOrCreateStateSet();*
*state-setMode(GL_CULL_FACE, osg::StateAttribute::ON);*
Hello Sukender,
Quoting Sukender [EMAIL PROTECTED]:
Has anyone *benchmarked* the difference between a dynamic_cast and a virtual
call to identify the type of a class? Before my benchmark, I guessed the
virtual call was cheaper, but how much? I just knew it depends a lot on how
types are
Quoting Ryan Morris [EMAIL PROTECTED]:
I see what you're saying, but sadly I don't have as good of grasp on how to
actually code it using OSG. Just to clarify I have an animated model that I
am loading with osg::Node(), I am not manually controlling the movement, I
have previously done that in
Hi Can,
On 30/11/08 9:59 PM, Can T. Oguz wrote:
Thanks everybody. I'm so glad that you've shared a couple of minutes to guide
me. As an
IDE addict (MSVC), I'm right about to make some tough decisions such as moving
on to
Linux. I was thinking of Eclipse CDT but now I think I'm going to end up
Hi Olfat,
Quoting olfat ibrahim [EMAIL PROTECTED]:
iam new to OSG i set up it with VC++ 2008 under win XP
i am now tring to run any of the examples given but it gives my a run time
error
iam attaching a pic with the exception generated with the example
osgviewerCocoa
- did you try Retry,
Hi Martin,
On 29/11/08 10:32 PM, Martin Großer wrote:
How can I set the texture environment color?
osg::TexEnv::setColor(const osg::Vec4 color);
/ulrich
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On 30/11/08 9:17 AM, Steven Saunderson wrote:
If I setComputeNearFarMode to DO_NOT_COMPUTE_NEAR_FAR the HD background
(white in my case) appears but not the black text. Reversing the colours
doesn't help so it looks like the background is appearing on top of the
text. Is there any way (perhaps
Hi Martin,
On 29/11/08 8:46 AM, Martin Großer wrote:
I used an object of osg::TexEnv and the mode Blend. But I don't know how
the texture color and the object color are combined?
Mode: add - object color + texture color
decal - object color - texture color
That would be subtract;
Quoting Jean-Sébastien Guay [EMAIL PROTECTED]:
Also, I've noticed the osg::Texture::_clientStorageHint, what does that do?
I'd guess that relates to GL_CLIENT_STORAGE_HINT_APPLE and such functionality.
It allows you to skip some copying of the image data on it's way through the
framework and
Quoting Don Leich [EMAIL PROTECTED]:
My experience with Mac development has not quite so smooth. Getting cmake to
build was a battle and beyond the scope of this thread. OSG itself has some
appearant rough edges with OSG and X11 integration. I am working with
Odd, it was a complete breeze
Hi Eduard,
if you look at Geodes Mesh6 Model and Mesh7 Model you'll notice that they don't have
any normals whatsoever. I'd suspect they're just picking up normals from one of the
previous nodes.
/ulrich
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Hello Ugras,
Quoting Ugras Erdogan [EMAIL PROTECTED]:
For the purpose of thread synchronization, I use Windows OS
synchronization objects. This is also needed because in the lack of
synchronization the original frame rate of the application and the
yaw/pitch/roll values acquired from
Quoting Peter Wraae Marino [EMAIL PROTECTED]:
like you said just to forums instead.. every descent forum has thread
notifications. So no need to track down forums, you will get an email when
someone has
answered or posted in your forum thread.
Oh great, so not only do you get swamped with
Hi Paul, hi Dusten,
On 1/11/08 5:44 AM, Dusten Sobotta wrote:
Thanks a lot; this has been incredibly useful. What is the eta for the
first release of your library? I've also solved a few problems with
integrating osg + bullet, and might be able to contribute a few things
if you're up to it.
Compiled fine on Mac OS X 10.5.5, gcc 4.0.1, intel 32-bit
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Hi Ed,
On 4/10/08 3:16 AM, [EMAIL PROTECTED] wrote:
/usr/local/lib64/libosgViewer.so.48
/usr/local/lib64/libosgViewer.so
/usr/local/lib64/libosgViewer.so.2.6.1
My question is where to the libs/bins get put when 'make install' is
done, and what do I need to put in my path(s)
You need to add
Hi Vincent,
Vincent Bourdier wrote:
If if do a nodevisitior, I've the problem that the operator() takes a
nodevisitor in parameter and so I can't obtain the cull state with that.
(method isCulled() not aviable from a node visitor)
The way I understood Robert, the fact that your operator() is
Hi Vincent,
Vincent Bourdier wrote:
Vincent Bourdier wrote:
If if do a nodevisitior, I've the problem that the operator() takes a
nodevisitor in parameter and so I can't obtain the cull state with that.
(method isCulled() not aviable from a node visitor)
The way I understood Robert, the fact
Vincent Bourdier wrote:
_mainChild-getDrawable(0)-setCullCallback(new tileVisibleCallback());
***
tileVisibleCallback::tileVisibleCallback(){
_cull = false;
};
void tileVisibleCallback::operator()(osg::Node* node, osgUtil::CullVisitor*
nv){
_cull = nv-isCulled(*node);
Hello Oren,
oren david wrote:
I've a mesh onject I've build from a .STL file. how do I get it colored
using a gradient colors?? and how do I specify which color I want in the
gradient ( I dont want all the range between blue and red).
The STL loader creates a Geometry with per-primitive
Hi J-S,
Jean-Sébastien Guay wrote:
Here's the DDS plugin for the GIMP:
http://nifelheim.dyndns.org/~cocidius/dds/
Seems pretty complete. It says it can do automatic mipmap generation on
save, I hope it gives you options on which filtering algorithms to
use... It also says it can load mipmap
Hi guys,
Jean-Sébastien Guay wrote:
Possible solutions, once again:
1. Generate the mipmaps yourself using better filtering, so that they're
less blurred. Store the resulting texture with mipmaps in a DDS file and
use that on your models at runtime.
Is the use of DDS files the only way to
Hi Alan and Robert,
Robert Osfield wrote:
The sounds very much like a bug where the pause code is being broken
by changes in the multiplier. Have a look at the
AnimationPathCallback implementation to see if you can spot what might
amiss.
I believe this behaviour is due to the way the
Hi Janusz,
Janusz wrote:
To play AVI from within OSG, I wrote a simple app. that plays (or should
play) AVI files in OSG. The app. proceeds frame by frame displaying the
AVI contents on a quad inside OSG.
My problem is that only the first frame is generated and shown on the
quad. As soon as
Hi Louis,
Louis Bouchard wrote:
it's a osg::Program*. The thing is, after the call to
removeAttribute(), the osg::Program* is still valid. The object has
not been deleted, and the pointer is certainly not null. I checked.
Unless something inside the osg::Program structure has been screwed
Ralf Stokholm wrote:
One of my cameras is a targetingpod(TGP) camera with a very high zoom
factor, to compensate for this I set the cameras lodscale to fit. This
all works fine but the range based loading of lods could be optimised
for the Targeting pod camera by basing it on the frustrum. The
Ralf Stokholm wrote:
Havent tried that, is this a camera setting or will it affect my pilot
view camera as well?
Can't say for sure but it should since the screen area of the LOD (bounding
sphere I
assume) changes with the projection matrix.
/ulrich
Ulrich Hertlein wrote:
Ralf Stokholm wrote:
Havent tried that, is this a camera setting or will it affect my pilot
view camera as well?
Can't say for sure but it should since the screen area of the LOD (bounding
sphere I
assume) changes with the projection matrix.
Sorry, I meant
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