Zachary1234 wrote:
> Not quite, unfortunately, it seems. I can't install linux at this time.
>
> I was wondering if someone over there has a file tree of libraries that
> exists on a Windows 64 bit filesystem? I figure that OSG was programmed and
> tested on Windows, and that hoefully
Hi Catalin,
oso::Geode has been deprecated. Replace it with osg::Group.
Thanks, Sam
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https://github.com/openscenegraph/OpenSceneGraph/blob/master/examples/osgposter/osgposter.cpp
On Tue, Apr 16, 2019 at 12:22 PM Catalin Flower wrote:
> Hi,
>
> What is the canonical way to capture an image of a view to memory with
> different resolutions?
>
> Thank you!
>
> --
>
/sbrkopac/2ea619b90573c4cb25af639589c31e2d
It's possible my understanding of osgAnimation is incorrect. Any insight would
be greatly appreciated.
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Hi Rodrigo,
The Camera::setViewMatrixLookAt function is equivalent to the gluLookAt. You
can find more documentation on the inner workings here
(https://stackoverflow.com/questions/21830340/understanding-glmlookat).
If you don't set a camera manipulator prior to viewer.run() and move the
Hi Michael,
The portable way is to define a byte array.
See this stackoverflow for more detail:
https://stackoverflow.com/questions/7288279/how-to-embed-a-file-into-an-executable
Sent from my iPhone
> On Jan 21, 2019, at 4:02 AM, Michael Maurus wrote:
>
> Hi guys,
>
> is it possible to
After you set the home position try:
viewer.getCameraManipulator()->home(1);
Sorry I'm not right in front of my computer right now.
On Mon, Jan 7, 2019 at 7:26 PM Rodrigo Dias wrote:
> Hi Sam,
>
> By "home" I think you mean
>
>
> Code:
> viewer.getCameraM
Hey Rodrigo,
You have to set the home position of your camera manipulator and make a
call to home(1). You can force the delta time with a 1.
Sam
On Mon, Jan 7, 2019 at 6:48 PM Rodrigo Dias wrote:
> Hi,
>
> I'm able to change the camera's position with TrackballManipulator.
> Howev
Use event handlers, node masks or a switch.
Sent from my iPhone
> On Dec 20, 2018, at 5:28 PM, Diego Mancilla wrote:
>
> Hello ravi,
>
> Thank you for your your answer.
>
> What you suggest can be accomplish by the use a visitor or a callback?: Lets
> say that I want to change show/hide the
questions or feedback,
I'd love to hear it.
Thanks, Sam
On Wed, Dec 5, 2018 at 3:16 AM michael kapelko wrote:
> Hi.
>
> It would be good to know what that format is all about, never seen it
> before.
>
>
> On Tue, 4 Dec 2018 at 23:46, sam wrote:
> >
> > Hi All,
&g
to do the mapping? Or
will it be parse -> set settings -> and then parse.
Ideas are welcome.
Thanks, Sam
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Just for clarity, it wasn't causing me any issues. Thanks for looking into it,
Robert.
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::NotifySeverity::INFO);
osgViewer::Viewer viewer;
viewer.setUpViewInWindow(50, 50, 640, 480, 0);
viewer.setCameraManipulator(new osgGA::MultiTouchTrackballManipulator);
return viewer.run();
}
Thanks, Sam
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e scene graph from within a NodeVisitor.
Understood. Is there a best practice I can align myself with? Should I be
handling that all in the plugin loader and potentially use something like
osg::Switch to turn them on and off?
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from the plugin? I guess what I'm asking is why is it odd to
have a geode attached to a geode.
Thanks, Sam
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drawable. Please note that I do see
the proper geometry drawing when the visitor is applied.
https://gist.github.com/sbrkopac/45b4e9d7d35a979e7e0dd7eebbd2a061
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Jinh
Are they 1000 unique meshes? You might want to look into the osgdrawinstanced
example.
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mean? Provide examples.
*/
virtual void init(const GUIEventAdapter& ,GUIActionAdapter&) {}
Does anybody have the update documentation or perhaps some notes on when / how
the init function is being called?
Thanks, Sam[/code]
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Not really sure what you mean by memory leaks. If you don't want the cache to
cache any objects then disable it. This will have the trade off of having to
parse / upload a node every time you remove it and then re-add it.
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Hi Robert,
It seems to work okay. I wasn't sure how to do it in my original post and that
is what I came up with. I haven't tried this on a large scale map consisting of
around ~1700 of the nodes. I'll post back if there are any performance issues.
Thanks, Sam
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ibute::OVERRIDE | osg::StateAttribute::ON);
geode->getOrCreateStateSet()->setAttributeAndModes(polyMode,
osg::StateAttribute::OVERRIDE | osg::StateAttribute::ON);
flags->addChild(geode);
}
}
If you have any feedback on the methodology, I'd love to hear it.
T
is rendered
to view the flags. Solid colored triangles would be preferable.
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Hi Robert,
Regarding SceneGraphTestBed are we looking to have a library to help
facilitate testing? What is the current vision for the test repository.
Thanks, Sam
On Tue, Jun 5, 2018 at 1:35 AM Robert Osfield
wrote:
> Hi Julien,
>
> On 4 June 2018 at 18:03, Julien Valentin
> wro
If you're generating the cmake file through the cmake application then it
should be generated in your build folder. If you are using cmake on the
command line then you will need to pass cmake -G "Visual Studio XX" to the
command line, where XX is your Visual Studio version.
On Sun, Jun 3, 2018 at
Hi Peter,
Not sure how you're attempting to compile OSG but I'd recommend you'd do
the following:
[image: osg1.png]
>From here I would hit Configure and then Generate. Open up the ALL_BUILD
project and right-click OpenThreads and hit build. This will ensure all the
dependencies are in place.
/library/ms173499.aspx
Looks like most of the projects now force it on in CMAKE.
Thanks, Sam
On Thu, Apr 19, 2018 at 1:14 PM, Robert Osfield <robert.osfi...@gmail.com>
wrote:
> Hi Jason,
>
> On 18 April 2018 at 20:59, Jason Beverage <jasonbever...@gmail.com> wrote:
> &g
>
>> I manipulate my scene with a Mouse Manipulator (Trackball), hence the
>> view is refreshed and I can see my nodes, but if I zoom in they disappear
>>
>> 2017-06-22 18:23 GMT+01:00 Sam Brkopac <brko...@gmail.com>:
>>
>>> Hi Bruno,
>>>
Hi All,
Is there a simple way to display the bounding box of Geode or Geometry? Or
will I have to write up something to do it?
Thanks, Sam
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Hi Guys,
Sorry to hijack this thread a little bit. What would you guys consider the
best source of information for Vulkan? Primarily focusing on the
fundamentals.
Thanks, Sam
On Mon, Feb 13, 2017 at 5:43 AM, Robert Osfield <robert.osfi...@gmail.com>
wrote:
> On 13 February 2017
Hi,
I'm trying to get the osgViewerWX example to work. I am using wxWidgets 3.1.0
and OSG 3.4.0. Everything has been compiled under VS2015 for x86.
When I first attempted to compile the example there were two errors, the
signatures for two functions had changed. One was easy to fix
Hi Gianni,
Does 3.0.2 still have the deprecated functions that are used in OSG 3.4? I
check against 2.8.6 and I don't get any unidentified function errors. I
will try 3.0.2 and give an update.
Thanks, Sam
On Wed, Nov 16, 2016 at 11:51 PM, Gianni Ambrosio <g.ambrosio+...@gmail.com>
wrote:
Hi Guys,
What was the version of FFmpeg that OSG 3.4 was developed against?
Thanks, Sam
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Hi Alberto,
No. I was hoping to avoid hacking the CMakeFiles up. I will give this a try.
Thanks!
On Tue, Nov 8, 2016 at 5:07 AM, Alberto Luaces <alua...@udc.es> wrote:
> sam writes:
>
> > Hi All,
> >
> > Is there a simple way to disable the plugin project files fr
Hi All,
Is there a simple way to disable the plugin project files from being
generated via CMake?
Thanks, Sam
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If you need to rotate your entire scene you can add a single transform to the
root node and do the rotation. Then can treat that transform as the new root
node.
> On Aug 2, 2016, at 10:27, Antoine Rennuit wrote:
>
> Hi all,
>
>
> My problem is solved my I flip my
to anything useful. It could just be that I've done something else
wrong somewhere else, but I was wondering if any of you had any pointers on
Collada with OSG in VS2013.
Thank you!
Cheers,
Sam
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axis, the further offset it turned out along its shorter axis.
Thank you guys for the suggestions!
Cheers,
Sam
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Hi,
I have been having an issue with the display of text for a few days now (where
the correct font is not used), while updating a project from pre-3.0 OSG to the
latest version.
I know about this bug fix from 3.2 where, now, creating a camera and assigning
it to the viewer without
Hi All,
Is there a simple way to disable the plugins from building in OSG? I'd like
to be able to just build the OSGCore without having to uncheck the boxes in
visual studio.
Thanks, Sam
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gt; limitations.
>
> Glenn Waldron
>
> On Fri, Apr 15, 2016 at 6:09 PM, sam <brko...@gmail.com> wrote:
>
>> Would there be a big performance difference between using a TextureBuffer
>> Object and a UniformBuffer object?
>>
>> Thanks, Sam
>>
>> On
Would there be a big performance difference between using a TextureBuffer
Object and a UniformBuffer object?
Thanks, Sam
On Fri, Apr 15, 2016 at 1:15 PM, sam <brko...@gmail.com> wrote:
> Doh! Thanks, Glenn. Unfortunately I still have some holes in the map but
> its starting to look
Doh! Thanks, Glenn. Unfortunately I still have some holes in the map but
its starting to look considerably better. I will definitely looking to
using a TextureBuffer.
On Fri, Apr 15, 2016 at 12:50 PM, Glenn Waldron <gwald...@gmail.com> wrote:
> Sam,
> I think you are not calling se
Any insight or help would be greatly appreciated.
Thanks, Sam
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dget const *)"
(?createTraits@GraphicsWindowQt@osgQt@@SAPAUTraits@GraphicsContext@osg@@PBVQGLWidget@@@Z)
Any help is greatly appreciated.
Thank you!
Sam
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_
using
DEEP_COPY_ALL - this feels incorrect. Ultimately I'd like to be able to
share the geometry across all the meshes in the scene but still have them
animate independently. Is there an example that can point me in the right
direction?
Thanks, Sam
Hi Robert,
The issue was with our image loader and not with the GUI itself. Once we
managed to track that down the fix was pretty straight forward. Thanks.
On Mon, Oct 26, 2015 at 1:02 PM, Robert Osfield <robert.osfi...@gmail.com>
wrote:
> Hi Sam,
>
> On 26 October 2015 at 1
Hi All,
We are looking to do multi-texturing on OSG Widgets. For example we have a
button with a left texture, a center texture, and a middle texture. What is
the best way to go about applying all 3 to the button?
Thanks, Sam
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Hi Robert,
What is the best way to send a small example through the mailing list?
Pastebin? Inline? I'm not very familiar with how the mailing lists formats.
Thanks, Sam
On Mon, Oct 26, 2015 at 4:25 AM, Robert Osfield <robert.osfi...@gmail.com>
wrote:
> Hi Sam,
>
>
> It's
color based on what is below it. I have tried to turn off
blending and change the blend function but no luck thus far. Any help would
be greatly appreciated. Here is the original texture image:
[image: Displaying b_gui_cmn_button5_center_up.png]
Thanks, Sam
Hi All,
When dealing with the osgWidget is it only intended to have one canvas? So
when I create my window manager and other components is safe to also create
the canvas? I guess some clarify of the canvas is what I'm after.
Thanks, Sam
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Hi Robert,
I'm attempting to use the latest git build of ffmpeg (
http://ffmpeg.zeranoe.com/builds/). I am going to try with 2.5.2 next.
Would it be possible to get ffmpeg added to the dependencies package for
OSG? I'll let you know how it goes.
Thanks, Sam
On Wed, Sep 9, 2015 at 7:45 AM
Using ffmpeg 2.5.2 cleans up the compilation issues. I used a precompiled
version of ffmpeg which was compiled with a prior version of VS so I do get
a SAFESH warning.
On Wed, Sep 9, 2015 at 9:26 AM, sam <brko...@gmail.com> wrote:
> Hi Robert,
>
> I'm attempting to use the l
What version of ffmpeg is required to use the plugin for OSG 3.2.3? When
trying to use the latest build of ffmpeg; I get some undeclared identifier
errors which seem to be caused by deprecation of some functions within
ffmpeg.
Thanks, Sam
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Hey All,
This isn't directly related to OSG but hopefully someone has the quick fix
for this. How do I get visual studio intellisense to pick up the OSG header
files and treat them as hpp files. Currently they are just treated as plain
text.
Thanks, Sam
Thank you, Chris.
> On Sep 4, 2015, at 13:50, Chris Hanson <xe...@alphapixel.com> wrote:
>
> http://trac.openscenegraph.org/projects/osg//wiki/Support/FAQ#WhatcanIdotomakemyeditorrecognizeOSGheadersasCfiles
>
>> On Fri, Sep 4, 2015 at 2:47 PM, sam <brko...@g
So I should keep it out of the viewer then? I guess I'm still a little
unclear on how to integrate the rest of the systems so they get updated
every frame.
On Sun, Aug 30, 2015 at 7:50 PM, Tony Vasile ming...@gmail.com wrote:
Hi Sam
You probably don't want all you networking code in the same
this override?
Thanks, Sam
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.
Thanks, Sam
On Thu, Aug 27, 2015 at 12:48 AM, Voerman, L. l.voer...@rug.nl wrote:
Hi Sam,
I once solved this with an sequence of textureMatices, (example attached).
Wat solution did you find?
Regards, Laurens.
On Thu, Aug 27, 2015 at 12:12 AM, sam brko...@gmail.com wrote:
Nevermind! As always
Nevermind! As always, simply searching OSG popped up what I needed. Thanks!
On Wed, Aug 26, 2015 at 3:10 PM, sam brko...@gmail.com wrote:
I can appreciate your stance on going to shaders, and I completely agree.
I'd like to quickly prototype this up and swapping to shaders will,
unfortunately
of is manipulating the
UV coordinates in an update callback.
Thanks, Sam
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to
the state set itself?
Thanks, Sam
On Wed, Aug 26, 2015 at 3:04 PM, Sebastian Messerschmidt
sebastian.messerschm...@gmx.de wrote:
As always I'd suggest shaders, as fixed function pipeline has been
deprecated 10 years ago ;-)
You could use the osg_SimulationTime uniform to modify the uv-coordinates
Hi Robert,
I successfully compiled OSG-3.4 RC 8 with Visual Studio 2015. I'll be sure
to report let you know if I find any issues with the build.
Thanks!
On Sun, Aug 2, 2015 at 12:16 AM, Robert Osfield robert.osfi...@gmail.com
wrote:
Hi Sam,
Fixes these compile errors and warnings
==
Is this an OSG issue or Visual Studio 2015?
Thanks, Sam
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Hi All,
I have a gui that I'm trying to convert over to the osgWidget system and
I'm having an issue with understanding exactly how this will work. My 2d
elements are stored as:
rect = left, top, right, bottom
rect = 0,449,640,480;
How would I go about converting the above into the proper 3d
Hi All,
I seem to be having an issue with texturing a mesh. The file format is not
my own and its pretty obscure. I've gotten the format to load in a few
other engines, but I'm struggling with the texturing in OSG. I've noticed
the texture coords on the mesh don't clamp to [0,1]. Could this be
Hi Sebastian,
Is this approach still valid with lots of little nodes that have no LOD
detail against them? Or should I just tell my brain that the LOD part of
the node isn't really applicable for what I'm doing and continue with your
advice?
Thanks, Sam
On Mon, Jul 6, 2015 at 8:14 AM
When running the example osgViewerQt there is some serious lag /
performance issues. Is there something I have to tweak or change in order
to get a smooth QT + OSG integration? I'm running QT 5.4.1 and OSG 3.2.1.
Thanks.
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Hi All,
I'm attempting to formulate the best way to stream in nodes that make up
regions. These regions normally consist of anywhere between 4,000 to 6,000
nodes and end getting stitched together. My question is: Is the PagedLOD
node what I want to use? I'm a little confused as to how the paging
When it comes to OSG, is there a reader type class that will handle all the
endianness of a file for you? Or is it up to the responsibility of the
programmer creating the plugin to do the data reading?
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Hi All,
I have a snippet of code that I am trying to reproduce using OSG, it was
originally written in pretty raw gl with glm. You can view it here:
http://pastebin.com/PYphHLYE
I currently have the following snippet and the geometry references are all
over the place. If somebody could take a
: SHA1
On 25/06/15 00:13, sam wrote:
Ah, I see. Throwing the parent matrix at the end of the
multiplication puts the debug data in the correct place! Thanks,
Jan. Only other issue is the model is coming in on its side
compared to the basic viewer camera.
OSG uses z-up convention, likely
:
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On 24/06/15 22:50, sam wrote:
Hi All,
I have a snippet of code that I am trying to reproduce using OSG,
it was originally written in pretty raw gl with glm. You can view
it here: http://pastebin.com/PYphHLYE
I currently have the following
:/Users/Sam/Debby.obj);
return 0;
}
I'm thinking this might have to do with the plugins not activated or linked
somehow? I'm attaching the obj file if anyone wants to test it.
I also tried to run any other .osg files that come with the distribution, but
with the same error.
Thanks a lot
location 0x7453C7EC.
...
Thank you!
Cheers,
Sam
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it with internal format
GL_RGB5_A1 and datatype GL_UNSIGNED_SHORT_5_5_5_1 (any other 16-bit
format/datatype pair would do) and manually unpack it in the shader to get the
full precision.
Cheers
Sam
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glDrawPixels() with GL_DEPTH_COMPONENT if I was
doing it in OpenGL, but how do I achieve this in OSG?
I'm also open to a better way of using the Kinect to occlude geometry if anyone
has any ideas.
Cheers,
Sam
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Hi all,
I'm fairly new to osg and graphics programming in general, so please bear with
me :)
I am looking to retrieve the pixels from my scene after everything (except the
post processing/overlay stuff) has been rendered. I need to get this every
frame to perform some simple image analysis
This would require the user to be aware of the fact that the Visitor has not
finished its work after dtor is called.
This is even more user unfriendly in my point of view.
Sam
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. This finish method could then perform the
necessary removal operation (or any other).
Thank you!
Cheers,
Sam
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);
v.doTheJobActually();
So there is a discrepancy between what I would except from a visitor after it
was passed to accept and what a visitor is able to do in it's apply method
Greetings
Sam
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they are not
by the limitation of the apply methods
Regards
Sam
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on the user. Never the less would a finalize
method decrease any flexibility and power of it.
(Btw: I have never experienced that handing over responsibility to the user
(which is the developer at this point) produced any good results, but this is
only my experience)
Thanks,
Sam
.
This works so far but if I do not call the getter no extraction code is
executed and nothing really happened.
What am I doing wrong?
Thank you,
Sam
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Hi Yurii,
I followed your instructions and rebuilt OSG libraries. Then I rebuilt my app
and tried it. It worked.
Thank you!
Cheers,
Huron
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Hi,
I am converting an application that uses Performer to work with OpenSceneGraph
in place of Performer. In my application, the paging is done by adding a
Callback using pfDBaseFunc in which all paging is performed. I looked for a
similar Callback in the DatabasePager class and could not find
Hi Robert,
I am linking with OpenThreads.
About the Makfile:
The application that I am trying run with intersection checks from OSG has its
own Makefile that I do not want to change other than adding the includes and
libraries from OSG. Since, that procedure is giving me the undefined symbol
Hi,
When I run my application (on Linux Debian) which has call to do intersection
tests, I get:
undefined symbol: ZN11OpenThreads6AtomicmmEv
when the application is trying to call addIntersector() function of the
osgUtil::IntersectorGroup. In my application's Makefile I only link with
Hi Robert,
My debian version is 5.0.2. When I type gcc -v on my system the response is
(along with bunch of other information):
gcc version 4.3.2 (Debian 4.3.2-1.1).
Thank you!
Cheers,
Huron
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Hi Robert,
The problem may be in the way I am linking with OSG libs in my Makefile. To
check that I tried to create a Makefile for the osgintersection example. when I
run cmake I get the following:
The C compiler identification is GNU
-- The CXX compiler identification is GNU
-- Check for
::Group;
foo(myGroup);
// now I need myGroup to point to MatrixTransform without noticing it
}
Is this going to work?
I have no compiler on this maschine to test right now so I am just assuming and
browsing the docs.
Thank you!
Cheers,
Sam
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Hi,
passing a ref_ptr by reference.
This sounds somehow strange to me.
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Hi,
I spent the whole day chasing a weird memory leak on my GPU.
The following code is part of a (not working well) FBO render solution.
Code:
#include osg/CameraNode
#include osgViewer/ViewerEventHandlers
void foo()
{
osg::ref_ptrosg::Camera c = new osg::Camera();
Hi,
Thanks Paul, just a question - where you are loading cow.osg - how do i
define where this is kept? Ive just got the pdf you linked so will have a read.
...
Thank you!
Cheers,
Sam
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nothing, just the
default blue background with no model. Ive tried different .osg and .obj files
but no luck.
Thanks for your help to a newbie!
Sam.
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Hi all,
I've recently been trying to get my head around OSG, been trying the inbuilt
examples and am not getting very far. I thought i'd check out the OSG tutorials
but the site seems to have been down for the last few days now. Is there any
specific example that I should be looking at just
Hi, thanks for all the reply
like colin noted, the render problem vanished as i stripped off the offsets
which caused the large coordinates and work now with localized coordinates.
if i ever need to display the real coordinates in an text-insert, i can re-add
the stripped offset before display
i forgot three things to mention:
1.)
as i mentioned above, i place adjacent trees into one geometry.
e.g. a geometries' vertex-array has numberOfAdjacentTrees*8 (=double quads )
entries. but i use only one primitiveSet to construct the geometry. i hope this
is okay.
Sorry, for another posting:
i just tested the original one drawable per tree implementation with such
large coordinates again and noticed that it also tends to flicker, as well
hidden faces were revealed also. i couldn't encounter the outer mentioned
problems.
thanks in advance,
christian
Hi james,
regarding your last post, did you mean that you also tried to extract angles
from a rotation with the website's matrixToEuler or a similar approach, but
you encountered problems that were depended on your current
camera-orientation?
i think the same happened to me: i wanted to get
Hi james,
thanks for the quick reply, now everything is clear.
Best regards,
Christian
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