Hi all,
Trying for hours to create a new geode, I'am having a bug I can't fix
Doing
_root-addChild(createSun(config-Sunpath));
the program crashes
This is the code of createSun
osg::Geode* createSun(std::string texturePath)
{
int nb_edge = 30;
float radius =
Hi David
You're write, it's my ref_pr !!
I was searching in another direction, so I haven't saw it.
thanks a lot David and Alberto.
Regards,
Vincent.
2008/4/30 David Callu [EMAIL PROTECTED]:
Hi Vincent,
2008/4/30 Vincent Bourdier [EMAIL PROTECTED]:
Hi all,
Trying for hours
Hello
First, use dynamic_castT(node) it is done for this kind of cast...
Next, if you don't find any FXnode, try to save your graph as an osg file
and have a look in it... maybe Bump mapping isn't represented by a osgFX
node ? (don't know I haven't already used it)
Regards,
Vincent.
2008/4/29
Hello
it is just an idea, but maybe your camera's frustrum is not good...
Regard,
Vincent.
2008/4/24 Steven Powers [EMAIL PROTECTED]:
I'm experiencing some weird problems with my point cloud.
I have a fairly large terrain and a point cloud that expands the whole
terrain. When I build
throughout the OSG.
Robert.
On Mon, Apr 21, 2008 at 10:16 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi All,
Looking for TextureCubeMap I didn't found example or tutorials...
I'm looking for applying a second texture on a geode, not depending on
old
texture coordinates
Hi All,
Looking for TextureCubeMap I didn't found example or tutorials...
I'm looking for applying a second texture on a geode, not depending on old
texture coordinates...
I've tried this but it render a single color (pixel ?) of the texture...
osg::TextureCubeMap* texcube = new
Hi all,
This is my new dilemma :
I got a geode. It can be a sphere, a cube, or a more complex geometry...
I made a texture, and I need to put it on the node, as a second texture.
The dilemma is : how to configure texture (coords, wrapping,
texturecubemap, TextureRectangle, ...) to get a good
Hi All,
I've a new problem, which is about Geometries.
this is simple : I've a node, already with a texture, and I want to put a
second texture on it. BUT, the second texture have to be well positioned on
the node, without depending on the Geometry's texture coordinates...
I've tried
texture unit 0 and the second should use
texture unit 1.
Brian
[EMAIL PROTECTED] wrote: -
To: osg osg-users@lists.openscenegraph.org
From: Vincent Bourdier [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 04/18/2008 10:17AM
Subject: [osg-users] Geometry
Hi All,
I've a new problem
Hi Jean-Sébastien,
This is a very clear and complete explanation.
I'll will try all these to get the best in my case.
thanks a lot for these quick answers !!
Regards,
Vincent.
2008/4/18, Jean-Sébastien Guay [EMAIL PROTECTED]:
Bonjour Vincent,
ok so if I understand well, i can set a
^^ they are not updated...
Any idea ? why the operator() is never called ?
Thanks a lot.
Vincent.
2008/4/15, Alberto Luaces [EMAIL PROTECTED]:
El Martes 15 Abril 2008ES 16:26:21 Vincent Bourdier escribió:
Thanks for ideas and help, because It looks unused and complicated for
me...
I don't think
Miércoles 16 Abril 2008ES 10:33:28 Vincent Bourdier escribió:
Hi,
Thanks Alberto, I've made some reading in the OSG source code to
understand
better...
After that I made my own test, but I don't have the good result : the
operator() is never called on the geometry
You can see my code
Hi,
image-setImage(width, height, 0,... ) can be a problem... because 0 in the
depth or the image... so if it is a simple 2D image, put 1.
Vincent.
2008/4/16, [EMAIL PROTECTED] [EMAIL PROTECTED]:
I use osg 2.3.7 on vista in a ref class
the following lines:
osg::Image * image = new
Hi all,
No one have any idea ? Because I'm a little bit lost on how to get the
Delaunay Triangles..
Thanks.
Regards,
Vincent.
2008/4/14, Vincent Bourdier [EMAIL PROTECTED]:
Hi All,
Using osgUtil::DelaunayTriangulator, I'm looking for obtaining the
triangle list... but for the moment
can use the
osg::TriangleFunctor. Have a search through the OSG sources for examples of
this in action.
Robert.
On Tue, Apr 15, 2008 at 9:59 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi all,
No one have any idea ? Because I'm a little bit lost on how to get the
Delaunay
Hi All,
Using osgUtil::DelaunayTriangulator, I'm looking for obtaining the triangle
list... but for the moment, I haven't already found it.
The getTriangles() method return a DrawElementsUInt, but no way to find a
triangle list or something approaching...
Is there a (simple) way ?
Thanks,
mean by an error append?
In your code have both a allocateImage and a setImage, you should just use
one or other.
Robert.
On Thu, Apr 10, 2008 at 5:46 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi All,
I'm making a loop which compute each pixel color for a RVB image
solution, how can I compute the right size for a
RGB image ?
thanks
Regard.
Vincent.
2008/4/11, Thibault Genessay [EMAIL PROTECTED]:
HI Vincent
On Fri, Apr 11, 2008 at 9:04 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
I have a VS bug :
Windows a déclenché un point d'arrêt dans 3DEM.exe
, GL_UNSIGNED_BYTE, data,
osg::Image::USE_NEW_DELETE);
osgDB::writeImageFile(*image, Z:/autres/Gradient.jpg);
Thanks for help.
Vincent.
2008/4/11, Stephan Huber [EMAIL PROTECTED]:
Vincent Bourdier schrieb:
If x*y*3 is not the good solution, how can I compute the right size for
a
RGB
, GL_UNSIGNED_BYTE,
data, osg::Image::USE_NEW_DELETE);
Do you see USE_NEW_DELETE? it tells the image to do cleanup using
delete [] data;
You should allocate your data using
unsigned char *data = new unsigned char[size];
regards Ralph
Vincent Bourdier schrieb:
Ok
Hi All,
I have a problem concerning writing image data.
My code is simple :
const long size = _x*_y*3;
unsigned char* data = (unsigned char*)calloc(size, sizeof(unsigned
char));
for(long i=0; i size ; i+= 3)
{
data[i] = 0;//red
data[i+1] = 0;
Yes, but GL_UNSIGNED_CHAR doesn't exist.
so I don't know what to use...
2008/4/10, J.P. Delport [EMAIL PROTECTED]:
Hi,
sizeof(unsigned char) != sizeof(GL_UNSIGNED_SHORT)
try GL_UNSIGNED_CHAR
jp
Vincent Bourdier wrote:
Hi All,
I have a problem concerning writing image data
Yes It works better now !!
Thanks a lot !
Regards,
Vincent
2008/4/10, [EMAIL PROTECTED] [EMAIL PROTECTED]:
use GL_UNSIGNED_BYTE
a char is 1 byte
*From:* [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED] *On Behalf Of *Vincent
Bourdier
*Sent:* 10. april 2008 13:33
Hi All,
I'm making a loop which compute each pixel color for a RVB image...
but sometimes, wen runing, an error append in :
osg::ref_ptrosg::Image image = new osg::Image;
image-allocateImage(_x, _y, 1, GL_RGB, GL_UNSIGNED_BYTE);
image-setOrigin(osg::Image::BOTTOM_LEFT);//start
Hi All,
I'm trying to make a osg::Image, but in allocateImage(...) and setImage(...)
I need :
Pixel format,
Internal texture format,
AllocationMode...
But I didn't find any possible values ?!
Where can I find it ?
thanks
Regards,
Vincent.
___
,
USE_NEW_DELETE,
USE_MALLOC_FREE
};
Good luck,
Guy.
--
*From:* [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED] *On Behalf Of *Vincent
Bourdier
*Sent:* Tuesday, April 08, 2008 2:55 PM
*To:* osg
*Subject:* [osg-users] Glenum pixelFormat
Hi All,
I'm
Hi all,
I have made some NodeCallback.
for the moment, 2 NodeCallback are running at the same time... they use the
osg::Timer..
But when I've added the second one, the first seems to do nothing...
Is there any recommendation to add some Callbacks on the same scenegraph ?
Thanks.
Regard.
, or use the NodeCallback::traverse method. See other
examples of NodeCallbacks in the OSG to see this in action.
Robert.
On Mon, Apr 7, 2008 at 3:18 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi all,
I have made some NodeCallback.
for the moment, 2 NodeCallback are running
Ok,
Thanks, the Handle method is already implemented, and it is a particular
situation, so I'll try an other way...
Thank you very much.
Vincent.
2008/4/2, Robert Osfield [EMAIL PROTECTED]:
On Wed, Apr 2, 2008 at 5:03 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi Robert,
I don't
Hi all,
I'm trying to put a callback on my manipulator, inherited from
MatrixManipulator.
but a the line :
myManipulator-setUpdateCallback(...)
I got a error of compilation :
error C2039: 'setUpdateCallback' : is not member of 'MyManipulator'
I don't understand why I cannot set my callback
an form of event handler,
which itself is a form of callback. Now you can override the handle(..)
method if you wish...
Robert.
On Wed, Apr 2, 2008 at 4:08 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi all,
I'm trying to put a callback on my manipulator, inherited from
Hi all,
For my application, I use the picking. but there is something strange :
When I pick a node (geode) I get a list of node path... so all is good...
but in the list, the same nodepath can appear more that one time, sometimes
two, sometimes four...
Is there any reason for that ? Or what
IntersectionVisitor is a general purpose
utility class so has to provide a the full spectrum of results rather
than prefiltering it.
Robert.
On Tue, Apr 1, 2008 at 9:31 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi all,
For my application, I use the picking. but there is something strange
Hi,
osg25-osgviewerD.dll : debug version...
osg25-osgviewer.dll : release version...
maybe you have to put the configuration of your visual project in debug
mode...
Regards,
Vincent.
2008/3/31, Sébastien Champmartin [EMAIL PROTECTED]:
Hi !
When i execute the program visual studio says to
))
and its world orientation ( the first 3x3 block, equal to identity since
the
two transforms were translation ones).
Try changing m1 and m2 to see the changes in the global position and
orientation.
El Jueves 27 Marzo 2008ES 17:31:51 Vincent Bourdier escribió:
In your example you are using
Hi,
I make a new topic I think it is more clear
I'm looking on getting absolute rotation from a osg::Transform
If my node is a PAT i do
quat = pat-getAttitude();
if my node is a MatrixTransform i do
quat = mt-getMatrix().getRotate();
But in the second case, it looks doing nothing...
camera position based on the position of the
node in the scene on each frame.
Robert.
On Thu, Mar 27, 2008 at 8:38 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi all,
I'm currently making a new Manipulator inherited from MatrixManipulator.
The specificity is : On the call of a function
tracking each frame. The osgGA::NodeTrackerManipulator does this.
Robert.
On Thu, Mar 27, 2008 at 8:57 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi Robert,
For the moment I use a relative calculation (I compute on each frame
depending on the last frame's position).
I suppose
*(_node.get());
quat = pat-getAttitude();
Do you know why I don't have the same result ?
Thanks
Vincent.
2008/3/21, Vincent Bourdier [EMAIL PROTECTED]:
Hi,
So I've made some tests and now I have some questions about the
differences between two methods to get tranformations on one node
are
completed, just use them directly.
Robert.
On Thu, Mar 27, 2008 at 1:53 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi all,
I make a little up of this topic because I'm now looking on it a last
time
(I hope)
To be more clear,
I have a difference between getting the transform quat
understand well I must use something like
:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/CameraControlFindingWorldCoordinates
There is no other way ?
Thanks,
Regards.
vincent.
2008/3/27, Alberto Luaces [EMAIL PROTECTED]:
El Jueves 27 Marzo 2008ES 15:24:48 Vincent
++)
{
for(int j=0; j4; j++)
{
std::cout ml[0](j,i) \t;
}
std::cout \n;
}
return 0;
}
El Jueves 27 Marzo 2008ES 16:24:47 Vincent Bourdier escribió:
Hi Alberto
Thanks for help, I
Hi all,
I'm trying to get a node's parent as Transform (PAT or MatrixTransform) but
I have to get the transformation in ABSOLUTE_RF...
For the moment, I've done a recursive method to get Parent as Transform. It
return me the first parent as Tranform it encounter.
I've tried this :
Hi,
I don't understand why you want to destroy the particle...
A particle System works great without killing particle manually... what do
you expect from it ?
Vincent.
2008/3/20, Serge Lages [EMAIL PROTECTED]:
Hi,
The best way I found is :
for (int i = 0; i
Hi all,
I just have a little question, because I'm not sure of something about quat
:
I have to quat q1 and q2
To pass form q1 to q2 I've made q = q1.inverse()*q2
But even if the result angle looks correct... the vector or rotation looks
very little :
vec : 2.71051e-020, -2.71051e-020,
what you are asking...
Vincent Bourdier wrote:
Hi all,
I just have a little question, because I'm not sure of something about
quat :
I have to quat q1 and q2
To pass form q1 to q2 I've made q = q1.inverse()*q2
But even if the result angle looks correct... the vector
]
mailto:[EMAIL PROTECTED]:
Hi,
I'd like to help, but don't know what you are asking...
Vincent Bourdier wrote:
Hi all,
I just have a little question, because I'm not sure of something
about
quat :
I have to quat q1
), a NULL rotation will be
computed.
*From:* [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED] *On Behalf Of *Vincent
Bourdier
*Sent:* Thursday, March 13, 2008 12:55 PM
*To:* osg
*Subject:* [osg-users] Matrixf and Quat problem
Hi,
I am trying for hours to make a rotation with two vectors
Hi,
I'm not sure to understand you problem...
First of all, if you make a setScale(1,1,1) it is normal that nothing
changes...
After, your problem is not clear... you use a PAT for moving and scaling...
and you scale the object separately ?
Please be more precise... what does your scenegraph
? or there is a real problem ?
Thanks,
Vincent
2008/3/14, Vincent Bourdier [EMAIL PROTECTED]:
Hi,
You're right !! cross product is null ... I don't know why but now I know
where is the problem.
Thanks :)
Vincent.
2008/3/13, Vican, Justin E. [EMAIL PROTECTED]:
What are the values
Yes !!!
thank you very much :-)
Vincent.
2008/3/14, Ralph Kern [EMAIL PROTECTED]:
Vincent Bourdier schrieb:
I've located my problem, and this time I don't know why it doesn't
change anything...
osg::Matrixf MR = osg::Matrixf::identity();
MR.rotate(angle*osg::PI/180.0, rotaxis
Hi,
Have you checked all the variables ? I have encountered the problem because
my Node was not good... sometimes you get an error but it is another bug in
your code...
Try to verify each variable (in debug mode for example (step-by-step)) and
you'll find your problem.
I don't think it is an OSG
Hi,
I am trying for hours to make a rotation with two vectors...
The code is :
osg::Matrixf MR = osg::Matrixf::identity();//matrix rotation
MR.rotate(angle*osg::PI/180.0, _NodeTranslation^_NodeTranslationStart);
osg::Quat qrotation = osg::Quat();
qrotation.set(MR);
_rotation *= qrotation;
Hi,
No one have already had this problem ?
Thanks.
Vincent.
2008/3/7, Vincent Bourdier [EMAIL PROTECTED]:
Hi,
I'm using osgFX::Cartoon to obtain an effect on the edges. I want to
highlight edges of a node. (geode)
I've already tried osgFX::Scribe, but I prefere Cartoon edges because
that triggers that behaviour in your machine I would test it
on mine (x86_64,Linux 2.6.22 , OSG SVN HEAD).
Cheers,
Nicolas.
2008/3/11, Vincent Bourdier [EMAIL PROTECTED]:
Hi,
No one have already had this problem ?
Thanks.
Vincent.
2008/3
Hi,
I think it doesn't exist yet... (perhaps I make a mistake writing this)...
But counting time left before stoping the particlesystem is not very
difficult... just make a time difference and switch off your particleSystem
(or remove it) from the graph...
Vincent.
2008/3/11, Kim C Bale [EMAIL
and color.x/y/z for a float numbers but
apart from that I used the same code.
Are you sure edge_width is set to the value you want? If yes may be the
is a bug in the OpenGL driver or something.
Hope it helps.
Cheers,
Nicolas.
2008/3/11, Vincent Bourdier [EMAIL PROTECTED]:
Hi
Hi,
I work on complex models, and I use the osgFX to put in relief some nodes.
However, I am asking myself if it is possible to render a node through the
others ... ? What I would like to obtain, is to see a node (geode) in relief
(with osgFX) through the hole model (and so through the other
Hi Jon,
If your light is in the model at (0,0,0) it is normal, because in the graph,
the position is always relative (depends on the parent node) (if you let it
by default).
try something like :
-ROOT
---lightsource
---tranform
--geode
In this case light source will be in relative
Hi ,
I don't know if an easy way exist, but you can get your normalArray and
correct it... but you have to know exactly the vertices number to get
normal and invert it...
Vincent.
2008/3/7, lorenzo bronzin [EMAIL PROTECTED]:
hi robert,
loading a wavefront .obj file is there a way to
Hi,
I'm using osgFX::Cartoon to obtain an effect on the edges. I want to
highlight edges of a node. (geode)
I've already tried osgFX::Scribe, but I prefere Cartoon edges because it
compute only the necessary edges and not all.
So, my problem is when I use Cartoon, I can't set LineWidth. I can
Hi Jon
If you add your transform to the camera, it is normal that the light follow
the camera..
If you want to keep the light at the same position, you have to attach it
near the root node, and attach the rest of the scene a lower levels than it.
Each child inherit from its parents, so if you
like
0x. Hence with your current setup you still
will be able to see all the nodes.
Cheers,
Art
--- Vincent Bourdier [EMAIL PROTECTED]
schrieb:
toggle the earthGroup NodeMask between 0 and
0x.
it is not what i done here : ?
earthGroup-setNodeMask(0x1);
Is my
Hi Aurora,
With his proposition, you can create the color that you need.
Setcolor(vec4) uses RGBA (Red, Green, Blue, Alpha) color (if i remember
well) so put A to 1.0 (opacity) , and the RGB can be defined using the
function he gives to you... you can use it for each component if you want a
));
terrainNode-setColorTransferFunction(0, tf.get());
}
}
how can I color every altitude with different color?
I apologize for the trouble
Thanks
Aurora
Vincent Bourdier ha scritto:
Hi Aurora,
With his proposition, you can create the color
Hi,
I am working on a hide/show function, and I've read some examples concerning
NodeMask.
It looks like a good and easy solution to do that, but I don't understand
why it doesn't work
on my application :
int inheritanceMask =
(osg::CullSettings::ALL_VARIABLES
toggle the earthGroup NodeMask between 0 and 0x.
it is not what i done here : ?
earthGroup-setNodeMask(0x1);
Is my code good concerning the camera ? is it a viewer parameter ? (to set
cullMask)
I preferer avoid using switch node for the moment, it would add nodes to the
graph, and if
Maybe just a setnumlight(0)... to replace default light by yours.
Vincent
2008/2/29, Wojciech Lewandowski [EMAIL PROTECTED]:
Sounds like default Light Model ambient Look at OpenGL docs for
glLightModel GL_LIGHT_MODEL_AMBIENT.
Cheers,
Wojtek
- Original Message -
From: Necdet
. Delport [EMAIL PROTECTED]:
Hi,
Vincent Bourdier wrote:
Hi,
I'm trying to make a Particle System.
It looks easy but I have a little problem : my ModularEmitter, my
ParticleSystemUpdater and my geode are on the same group.
To have the particles on the viewer, I must add this group
Hi,
I'm trying to make a Particle System.
It looks easy but I have a little problem : my ModularEmitter, my
ParticleSystemUpdater and my geode are on the same group.
To have the particles on the viewer, I must add this group as a child of the
root group. If I put it child of another group,
exist. (Be carefull to the depth of the Image)
If someone have anther solution, I'll be interested.
Thank you.
2008/2/21, Vincent Bourdier [EMAIL PROTECTED]:
Hello
I am trying to put 2 Texture2D on the same geometry.
The backgroud texture is a .jpg file and the foregroud texture is a .png
it in an awkward way that is confusing things.
Robert.
On Mon, Feb 25, 2008 at 8:26 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hello,
I will make my own answer :
I used osg::Image to obtain the unsigned char* data array, and i use it
to
melt the two pictures in one.
data[n
.
Robert.
On Mon, Feb 25, 2008 at 9:01 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi Robert.
Perhaps i'm not very clear in what i intend to do :
I want to create a sphere to simulate the earth. for texturing it, i use
2
textures : one of the sea and lands, one of the clouds. the second
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