Hi Oscar,
Oscar De Leon wrote:
I've tried to add a slave camera using setViewMatrixAsLookAt to an
example but i cannot get the desired result. I try to view a boat from 2
different points. Here is the code:
...
for(unsigned int i=0; inumCameras;++i)
{
Hello Hagen,
Kaiser, Hagen wrote:
In my Application I have rooms and fixed camera-positions.
...
I once load all Objects in a room. Then I look whether the object is
visible from a camera-viewpoint.
I mark them in our database.
The next time I try to load a Camera-Viewpoint I don't have to
Hi Sébastien,
Sébastien Champmartin wrote:
I tried this (with osg variables as class member) but it doen't display
the grid :
Are you saying it makes a difference whether 'gridGeode' is a member or not?
You should also ensure you create the Drawables and DrawElements only once; with the
Hi Sébastien,
Sébastien Champmartin wrote:
void GmlOsgObject::createGrid()
{
osg::ref_ptr osg::PositionAttitudeTransform root =
CameraManager::getSingletonPtr()-getRoot();
osg::ref_ptr osg::Geode gridGeode = new osg::Geode();
if(/*!gridGeodePtr*/gridDisplayed==false )
{
Hi Shayne,
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Ok, I updated the transform node as given below for position changes and
this seems to work. However, when I add an orientation update (i.e. multiply
the translation by a rotation) my model disappears completely. Any idea on
Hi Franclin,
the code you're using looks correct.
I believe we can ignore ShapeDrawables for now as they're not part of this problem (but
they are a problem onto itself apparently...)
What exactly is the error you're seeing? Is it
a) 'geometryd' is 0 (what do you mean by 'dangling'? In my
Paul Melis wrote:
Can't comment about your file size, but you could save yourself a step
by doing osgconv My3DSFile.3ds MyIVEFile.ive directly...
The increase in size might be because of textures that get included in
the .ive, while the .3ds refered to them by file name only.
And you can
Hi Dieter,
Dieter Pfeffer wrote:
I supposed that it has s.th to do with the missing material paramters; my
idea was to change the original material of the node, therefore I set:
osg::StateSet *ss = loadedModel -getOrCreateStateSet();
osg::Material* blendMaterial =
Hello stranger,
GMD GammerMaxyandex.ru wrote:
I decided my issue. I removed the code from the file. (as was the case
previously in 2.5.2). The problem disappeared! Make it please in the next
version.
LineSegmentIntersector.cpp
removed the code from the file: line 290 ..
double epsilon =
Franclin Foping wrote:
I would like to turn a Drawable object into a Geometry counterpart in
order to retrieve its texture coordinates.
I have tried to use both the asGeometry method of the Drawable class
and the dynamic cast operator but both attempts ended up delivering a
NULL pointer. I
Hi Franclin,
Downcasting from a derived class to a parent class is possible with the
dynamic_cast operator. From what you have written in your mail, it looks like
the snippet won't compile at all, I can bet something it will as I tried it a
couple of hours ago. Try it yourself and let me know.
Hi Rahul,
Rahul Jain wrote:
Color matrix in OpenGL is used for color space conversion, for example
using color matric you can convert RGB to BGR , RGB to CMY.
Unfortunately i do not have any screen grabs for the moment, but i am
trying to achieve night vision effect using this code ,
Hi Dieter,
Dieter Pfeffer wrote:
I am trying to set the object transparency from 1.0 - 0.0 and vice versa;
but when I start changing the alpha of the material the object becomes
dark.
I have changed the material parameters but without success; when I look
in the loaded model (for example
Hi Bob, hi Robert,
Robert Osfield wrote:
The code was written under the assumption that filenames wouldn't have
spaces... to handle this one would need to add an extra method into
the parser to get from a specified position to the end of the line,
and do the stripping or extraneous spaces that
Ulrich Hertlein wrote:
SVN builds fine on MacOS X 10.5.4 with cmake 2.6.
However when running osgwidgetframe I'm getting errors from the image
loader:
osgwidgetframe(4187) malloc: *** error for object 0xbfffc3d8:
Non-aligned pointer being freed
*** set a breakpoint in malloc_error_break
Hi Robert!
Robert Osfield wrote:
Could someone on OS X please try the file under OpenSceneGraph-Data/Images?
It appears that at least jpg, tga, gif are causing problems. They result
in garbage or a fully transparent quad.
Have there been any changes in that area?
I did introduce a new
Stephan Maximilian Huber wrote:
Could someone on OS X please try the file under
OpenSceneGraph-Data/Images? It appears that at least jpg, tga, gif
are causing problems. They result in garbage or a fully transparent
quad.
Have there been any changes in that area?
I am using the
Paul Melis wrote:
Ok, got it. I'm not sure what the expected output of the multitude of
osgwidgets tests is supposed to be, but most seem to be doing something
sensable...
SVN builds fine on MacOS X 10.5.4 with cmake 2.6.
However when running osgwidgetframe I'm getting errors from the image
Hi Vincent,
odd... could you save the scene and post it?
/ulrich
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Hello Rick,
[EMAIL PROTECTED] wrote:
Is there a way to use image maps with some of the other material
properties, like emission or specular or diffuse? I am working on
...
how to use a reflection map, so I think I am ok there. Any way to use a
map to define the emission, specularity, and
Vincent Bourdier wrote:
I do exactly the same things, on Nodes...
stateset-setMode(GL_BLEND, osg::StateAttribute::OVERRIDE |
osg::StateAttribute::ON );
stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
Are you sure you're doing this last line? It's not in the code snippet you
Peter Wraae Marino wrote:
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 suggestion: osg::Geometry::setTexCoordArray() is not for
multitexture coordinates, so I can't really use that.
Yes,
Hi,
James Dickson wrote:
I have been trying out osg with wxwidgets, specifically playing with the
osgViewerWX sample, and was wondering if it is possible
to somehow maintain rendering whilst the wxFrame is resized. At the
moment when the wxFrame is made bigger the rendering area
is not redrawn
Andrea Martini wrote:
Hi,
i get 2 errors in tha last two line of log reported in :
http://pastebin.com/m74380111
I have compiled with -Wno-multichar , but i still continue get the same
warnings and error.
Can you paste the entire output of mingw32-make VERBOSE=1 including stdout
and
Hi Steve,
[EMAIL PROTECTED] wrote:
What do you mean by getting a nice image from that is a b??ch? Is the image
quality reduced?
No, I'm just talking about the problem that the bayer image is missing two
channels for every pixel and you have to somehow come up with those values.
Also,
CG wrote:
Thanks for your help, I've narrowed it down to my terrain, when I use
Joseph's terrain, the particles look good. But when I switch over to my
terrain, some of the particles will get culled. How does a terrain
Are you sure it's actually a culling problem and not maybe depth buffer
Judie wrote:
In your .osg file, look for TexCoordArray?
I want my metal machined piece to look like the cow.osg in the viewer.
cow.osg uses an environment map so that it looks reflective.
The texture coordinates are auto-generated, so it doesn't contain texture
coordinates; look for TexGen
[EMAIL PROTECTED] wrote:
I've already set up an orthographic2D view that will look at a quad
which will display the texture. The shader will then convert the texture
into RGB and do the whitebalance. I am also able to swap the texture
back and forth and maintain decent frame rates but the
Art Tevs wrote:
sorry, it seems there is something wrong with my email account. Every time I
write something to the list my mails are forwarded to some Swedish Defence
Research Agency, FOI
That must be the new Swedish mini-Echelon intercepting Internet traffic?!?
;-)
/ulrich
Eric Pouliquen wrote:
i'm trying to put a node in my scene, and making it following the
cameraNode... for example a textured plane which is always facing the
cam, centered in the viewport and always at the same distance from the
cam... i can't use classical pre-render options do to that
Mike Greene wrote:
Trying to modify the osgscribe example. I want to display the scribe
lines, without the underlying model beneath it.
...
loadedModel-setNodeMask(0), nothing appears. Intuitively, I would have
thought this would show the scribe lines only. How do I achieve this
effect?
The
Hi Robert,
the ReaderWriterCURL.h is missing from the repository r8325.
/ulrich
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Hi Dominik,
it looks like you have a problem with reference counting:
{
osg::NodePath fullNodePath = nv-getNodePath();
osg::ref_ptrosg::Nodex = fullNodePath.back();
...
fullNodePath.push_back( x.get() );
}
assigns an 'osg::Node*' (from 'getNodePath') to a smart pointer.
You later get
Neusch, Dominik, SDGE1 wrote:
I absolutely agree with your suggestion and I modified my application. But
when I change the osg::ref_ptrosg::Node to an osg::Node* it has no effect.
I still have the same problem.
You mean it still crashes?
Have you tried to operate on a copy of the nodepath in
Hi Philip,
Philip Lowman wrote:
Can you do an svn update to the latest and configure a fresh build tree
on your OSX system (either nuke your out-of-source build tree or delete
CMakeCache.txt) then try building osgUtil again? I believe this issue
All good now. I cleaned my build directory
Mike Weiblen wrote:
(ab)using the curl plugin for up-to-the-minute gold quotes, see attached :-)
OMG!
Sell! Sell!!! ;-)
/ulrich
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Hi all,
after updating to the current SVN r8313 (OSG-2.5) I'm getting a compile error
for osgUtil/Tesselator.cpp:
/Users/uli/Projects/osg/OpenSceneGraph/src/osgUtil/Tessellator.cpp: In member
function 'void osgUtil::Tessellator::beginTessellation()':
Apparently GLU_TESS_CALLBACK_TRIPLEDOT isn't defined under MacOS X 10.4 (maybe
on 10.5?) but needs to be...
The last change regarding this is from 4/10/2007 so I don't know what changed.
/ulrich
Ulrich Hertlein wrote:
after updating to the current SVN r8313 (OSG-2.5) I'm getting a compile
Paul Martz wrote:
drive. Unfortunately, CMake doesn't appear to find the librsvg/cairo
dependencies, and consequently, building OSG does not build the SVG
plugin. The real odd part is that I don't see any CMake variables for
controlling where CMake searches for librsvg/cairo.I'm trying this on
Hi J-S,
Jean-Sébastien Guay wrote:
I seem to remember traffic regarding this error on MacOS X on the
mailing list but [...]
... haven't checked the archives? :-)
No I didn't though I should've. I've seen too many archives that don't allow
searching (not the OSG archive) which makes them
Robert Osfield wrote:
downside is that rendering once built into the display lists won't be
updated automatically. To get ShapeDrawable to update the display
list simple do drawable-dirtyDisplayList(false).
Would it make sense to dirty the ShapeDrawable automatically when the shape is
Zoltán wrote:
zSim-data directory, where the zSim wrapper-script is. I'll
change to your suggestion (exec ./zSim.bin), it's better.
On my system it works, even if zSim.bin is not in the
$PATH. Strange.
Even better would be to make it independent of where the wrapper script is
executed from.
Hi Santosh,
santosh wrote:
how to do zoom in and out in orthographic projection? As I zoom in the
detailed geometry should be loaded .
LOD is calculated based on the distance from the eye to the object. So if you
move the camera a different LOD level will be selected.
But as you've
Quoting hesicong2006 [EMAIL PROTECTED]:
I think another way should be possible:
Only one RTT camera, under it there are 256 pieces of slice to render.
When render Nth slice, change RTT camera's Z index to N. Is it possible
to use osg::StateSet to do so?
I was actually wondering whether the
Hi,
Quoting hesicong2006 [EMAIL PROTECTED]:
But I found it has very slow performance. In this example, with
256*256*256 3D texture, only 8 fps was show on my 8800GTS 320M. I see
Keep in mind that you're rendering 256 cameras (i.e. separate images) every
frame.
Apart from maybe re-using Geodes
Hi Erf,
Quoting [EMAIL PROTECTED]:
i did get a runtime error at _localStateSet-setAttribute(getViewport());
when calling SceneView-draw if not calling SceneView-cull first. dont have
Makes sense doesn't it? If you don't call cull() then draw() is kind-of in an
indeterminate state.
You're
Quoting Bryan Berg [EMAIL PROTECTED]:
osg::ref_ptrImage image = osgDB::readImageFile(lz.rgb);
...
I'm getting the following compile errors:
c:\src\MocuTree\MapFlex\MapFlex3D\MapWindow.cpp(1756): error C2262: 'image'
: cannot be destroyed
c:\src\MocuTree\MapFlex\MapFlex3D\MapWindow.cpp(1756):
Hi Robert and Wojciech,
I have difficulties in imagining the situation when one calls
setAttribute( SOME_NON_DEFAULT_VALUE ) and does not change inheritance mask.
It does not make much sense to me, because not setting mask does effectively
ignore the attribute.
This is actually the same
Quoting Michele Bosi [EMAIL PROTECTED]:
Just one last question: DepthSortedBin is just a name as the
documentation seem to suggest or is misteriously interpreted in some
way by OSG internally?
DepthSortedBin is hard-wired internal to OSG. It's the name given to the
default back-to-front
I'm getting a build error for r7942 in osgPlugins/osgSim on MacOS X:
[ 41%] Built target osgdb_osgparticle
Linking CXX shared module ../../../lib/osgPlugins-2.3.5/osgdb_osgsim.so
/usr/libexec/gcc/i686-apple-darwin8/4.0.1/ld: Undefined symbols:
osgSim::ObjectRecordData::FLAT_SHADED
Hi Renan,
Renan Mendes wrote:
what I mean with that. A snap is basically a sudden transformation of
the shape on the screen to a certain orientation and position in space
Sorry, missed that the first time.
As I understand it you want to scale the Drawable to a given size, place it in
a
Ulrich Hertlein wrote:
Renan Mendes wrote:
what I mean with that. A snap is basically a sudden transformation of
the shape on the screen to a certain orientation and position in space
Sorry, missed that the first time.
As I understand it you want to scale the Drawable to a given size
Jean-Sébastien Guay wrote:
m_osg_shape = new osg::ShapeDrawable( new osg::Box(
osg::Vec3f( 0, 0, -0.005f ), 29.7f, 21.0f, 0.01f ) );
...
but the setWrap() command doesn't seem to have any effect for me. I
guess I have to specify the relative alignment for the texture manually
Quoting Melchior FRANZ [EMAIL PROTECTED]:
X11 does, of course, tell you which modifiers are active. But only
which modifier level (shift), not which modifier key (shift_l, shift_r),
so you'd still release keys that were never pressed before. (I'm not
sure if that's really a problem, but it
Quoting Robert Osfield [EMAIL PROTECTED]:
The key to understanding is looking a the signature of the methods -
one is static method and one is a normal member. The static method,
static void setThreadSafeReferenceCounting(bool), sets the default
value, the non static, virtual void
Hi Renan,
Quoting Renan Mendes [EMAIL PROTECTED]:
Well. I've got a question here. I've addapted that code you've given me so
that it was supposed to create a sphere. You can deduce that it didn't (it
just draws the original circle). I was wondering if you could point out my
...
Quoting Wills Alan [EMAIL PROTECTED]:
I am running a class which uses a CompositeViewer and a setup with 2
monitors. If I run my scene with one window on one screen (either 0 or 1, it
doesn't matter which) it works fine.
However, if I add a second view (so there is a window on screen 0 and a
Hi Hans,
have you tried other values for start/end, things like start=10, end=1000?
From what I can see you're setting up a grid of objects in the range
x=-50..50, y=-50..50 so the grid is merely 100x100 units in size. Depending on
where your camera is (probably determined by the manipulator
Hi,
you're setting up a texture on your geode without actually setting texture
coordinates. OpenGL will helpfully ;-) pick up coordinates from the last
textured object for you.
Quoting Shawn Cook [EMAIL PROTECTED]:
// create Geometry object to store all the vetices and lines primtive.
Hello Christian,
Quoting Christian Muschick [EMAIL PROTECTED]:
My last request concerning this question didn't get any reply, so let me
try this reformulated version:
...
osg::Array* array = *vitr;
if (!array-getVertexBufferObject()) vbo =
array-getVertexBufferObject(); ///
Quoting James Dickson [EMAIL PROTECTED]:
I have been trying to write to various file formats, and whilst I am able to
read from different formats, writing doesn't seem to be possible for some
formats.
Only a few file formats actually support writing at all. These include:
ac dae ive obj osg
Hi Jan,
Quoting Jan Flasar [EMAIL PROTECTED]:
application based on OSG library I get incorrect result. The lighting on
surface has only
two state - full enlightened or benighted. I get the same result with
model exported as obj format.
Is there any problem with normals,etc.?
As far as I can
Hi Adrian,
Quoting Adrian Egli [EMAIL PROTECTED]:
i am working on a KD-Tree based line intersection test. First result are
quite better, event for the cow object with 5804 and passed 1000.0 lines
trought the object with 2 real intersection we have just to check against 33
triangles instead of
Hi all,
I'm getting the following error:
/home/uli/projects/osg/OpenSceneGraph/src/osg/Image.cpp: In member
function 'void osg::Image::readImageFromCurrentTexture(unsigned int,
bool, GLenum)':
/home/uli/projects/osg/OpenSceneGraph/src/osg/Image.cpp:537: error:
'GL_TEXTURE_BINDING_2D_ARRAY_EXT'
Donald Tidrow wrote:
That said, if these drivers really are as good as everybody is hoping,
it'll make buying a laptop a lot easier, given how prevalent ATI is in
the laptop market.
Speaking of which, can anyone recommend a good Linux/nvidia laptop?
It seems like most of the laptop you get
Robert Osfield wrote:
HI Sherman,
I can't think of any problem with doing this. If it works great! And
please send in the changes so I can get it in OSG svn :-)
And can you *please* remove that embarassing '// UH' comment now that it
works? :-}
Thanks,
/ulrich
Mike Weiblen wrote:
No. Even the largest size would fit only a osgHottie.
At least no one admitted to it. ;-)
/ulrich
On 8/10/07, *Robert Osfield* [EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
Hi Mike,
One has to ask... was the OSG Thong worn :-)
As a general note,
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