Hi Robert,
I've tried to reproduce the issue with a minimal example, without success
so far, even though the essential bits should be the same.
I'm also thinking it might have something to do with the data variance of
the affected geometries, I'll double check.
If I find something I'll report back
Hi Ricard,
Both the RTT Camera and the main Camera should both be traversed in the
cull traversal within the same frame and accumulated modelview matrices
cached in the rendering backend to sent to the GPU as part of the draw
traversal together. Ordinarily this system should prevent problems like
Hi all,
I'm facing an issue when using multiple cameras and different threading
models.
In my scene I have a slave camera which renders to a texture (using FBO +
texture attachment) in PRE_RENDER order; the texture is then attached to a
geometry which in turns is rendered by the main viewer camera
Hi Nick,
It's not known to be broken, and works for me on both windows and linux.
As a blind guess: you might be trying to set the LODScale on the viewer,
and we set it on the main Camera(s).
Laurens.
On Tue, Mar 31, 2020 at 11:20 PM OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote
Hi Community,
I have some PagedLOD database (small one, willing to share), and I can not
make the LODScale to work, with osgviewer. Is this known to be broken? OSG
3.6.3 - I can update to latest, not an issue
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On Wednesday, 22 January 2020 05:12:31 UTC, Ravi wrote:
>
> We have got the camera panning by calculating the resultant of two
> vectors(previous vector before panning and changed vector after panning)
> and compared its magnitude with a value to restrict its position in camera
> view. But when
We have got the camera panning by calculating the resultant of two
vectors(previous vector before panning and changed vector after panning)
and compared its magnitude with a value to restrict its position in camera
view. But when we zoom in and zoom out the magnitude of the vector that
geometry
How far have you got? What problems do you have?
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Could you change you user name to a human name, it helps the community to
converse respectively.
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I am trying to create a camera functionality that pans the camera side by
side but when it reaches the bounds of geometry we shouldn't be able to pan
camera anymore. The functionality also includes zoom in and zoom out
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Hi OSG guys,
last setMode call is wrong.It works with/without the following
stament:masterCamera->getOrCreateStateSet()->setMode(GL_SCISSOR_TEST,
GL_TRUE);I am confused.Any way it works.
Best regards,Deping
- Original Message -
From:
To: "osg-users"
Subject: Camera clear color
Date: 201
Hi OSG developers,
I am using OSG a lot now. OSG is great indeed.But I encountered a problem:There
are one active master camera and one active slave camera which has its own
scene graph.The 2 cameras shares the same GraphicsContext.Slave camera's
viewport is contained in master camera's viewport
Hi Julien,
On 21 April 2018 at 13:16, Julien Valentin wrote:
> Doing some RTT serialization I came into an issue:
> I just saw that only inheritedmask is the only CullSetting serialized.
> Neither CullMode neither NearFarComputeMode
> I also set Node::ActiveCulling to false (does it even do anyt
Hi,
Doing some RTT serialization I came into an issue:
I just saw that only inheritedmask is the only CullSetting serialized. Neither
CullMode neither NearFarComputeMode
I also set Node::ActiveCulling to false (does it even do anything) but nothing
do the trick: some of my Geometry are never dra
On 24 February 2017 at 15:18, Ravi Mathur wrote:
> Thanks Robert. But still, why does resize() not accept x/y arguments? As it
> is now, it cannot be used with CompositeViewer where Cameras are distributed
> around the window with various Viewports. Is it just intended for use with
> the regula
Thanks Robert. But still, why does resize() not accept x/y arguments? As it is
now, it cannot be used with CompositeViewer where Cameras are distributed
around the window with various Viewports. Is it just intended for use with the
regular osg::Viewer?
robertosfield wrote:
> Hi Ravi,
>
> The
Hi Ravi,
The resize is primarily for responding to window resize events where
you need to adjust the viewport and projection matrix to provide
sensible on screen behaviour.
The setViewport() method just sets the viewport, it doesn't try to do
anything with any other paramters such as the projecti
Hi all,
In osg::Camera, there exist two resize functions: Camera::resize(width, height)
and Camera::setViewport(x, y, width, height). I'm confused conceptually as to
when to use which one. Some examples use resize (osgdistortion), whereas others
use setViewport (osghud).
Looking at the Camera.
Hi James.
On 4 January 2017 at 17:20, James Turner wrote:
> Hi,
>
> I have just been surprised to learn that Camera::resizeAttachments doesn’t
> handle TextureRectangle. Would a patch to change this behaviour be accepted?
> Or is it intentional for some reason?
I am a bit surprised as well, ju
Hi,
I have just been surprised to learn that Camera::resizeAttachments doesn’t
handle TextureRectangle. Would a patch to change this behaviour be accepted? Or
is it intentional for some reason?
(Yes the texture coordinates have to be adjusted for a rectangular texture but
I still prefer that o
Ah ok .. That makes sense then .. Thanks Robert
On Mon, Oct 17, 2016 at 9:46 AM, Robert Osfield
wrote:
> HI Nick,
>
> Culling works on the bound volumes of objects so if the objects have
> any point of their bounding box/sphere the eye side of the far plan
> they won't be culled.
>
> Robert.
>
>
HI Nick,
Culling works on the bound volumes of objects so if the objects have
any point of their bounding box/sphere the eye side of the far plan
they won't be culled.
Robert.
On 16 October 2016 at 23:31, Trajce Nikolov NICK
wrote:
> Hi Commuity,
>
> I have RTT camera and for some reason the cu
Hi Commuity,
I have RTT camera and for some reason the culling is not working as
expected. Here is the code:
camera->setProjectionMatrixAsPerspective(70, 1, 5, 10);
camera->setCullingMode(osg::CullSettings::FAR_PLANE_CULLING);
camera->setComputeNearFarMode(osg::CullSettings::DO_NOT_COMPUTE_NEAR_F
Hi,
I reverted the y axis by adjusting the camera projection matrix:
Code:
camera->setProjectionMatrixAsPerspective(30.0f,
static_cast(traits->width) / static_cast(traits->height), 1.0f,
1.0f);
auto originalProjection = camera->getProjectionMatrix();
osg::Matrixd reverseYMat;
reverseYMat.ma
Hi all,
I have a scene with large terrain where a node starts moving from a given
arbitrary location on the terrain.
As the starting location of the node is known, i set the camera's target to
look as the node's starting position.
My problem is I want to set the initial camera eye to get a nic
Thanks for the clarification Robert!
Nick
On Sat, Sep 10, 2016 at 6:27 PM, Robert Osfield
wrote:
> Hi Nick,
>
> On 10 September 2016 at 11:47, Trajce Nikolov NICK
> wrote:
> > anyone knows what is the order of the camera pre-render and the cull
> > traversal in a frame?
>
> Cull and Draw are s
Hi Nick,
On 10 September 2016 at 11:47, Trajce Nikolov NICK
wrote:
> anyone knows what is the order of the camera pre-render and the cull
> traversal in a frame?
Cull and Draw are separate and for the same frame always done in the
order Cull then Draw. Draw contains all pre rendering, main rend
Hi Community,
anyone knows what is the order of the camera pre-render and the cull
traversal in a frame?
Thanks a bunch as always!
Cheers,
Nick
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Hi Jay,
There isn't an osgGA::CameraManipulator for doing specifically what you
want so you'll need to write your own CameraManipulator to do this or
simply set the viewer's Camera's view matrix each frame within the frame
loop. This shouldn't be difficult, the OSG has Matrix/Vec3 classes to help
I'm just starting to play around with openscenegraph and I'd like to know if
what I'm describing is possible. I have two nodes, which may both have paths.
I'd like to attach a line of sight camera between the two nodes in such a way
that the camera is aiming at node 1 from node 2 at all times. I
yes That is what I was look for !! Thanks a bunch Robert!
Nick
On Mon, Jan 12, 2015 at 12:28 PM, Robert Osfield
wrote:
> Hi Nick,
>
> On 12 January 2015 at 09:54, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> yes, I know that, but thanks. I was looking for some setDefau
Hi Nick,
On 12 January 2015 at 09:54, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> yes, I know that, but thanks. I was looking for some setDefaults or
> something similar. I can not clearly recall the change you made in the
> later osg to explicitly set some defaults so I was sho
Hi Robert,
yes, I know that, but thanks. I was looking for some setDefaults or
something similar. I can not clearly recall the change you made in the
later osg to explicitly set some defaults so I was shooting in the fog
hoping someone will remember it better.
Thanks again
Nick
On Mon, Jan 12,
Hi Nick,
osg::Camera is just an Node so to set the state that you want to get
inherited to everything below it you simple do:
osg::StateSet* ss = camera->getOrCreateStateSet();
ss->set*();
Robert.
On 11 January 2015 at 20:48, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> H
Hi Community,
I remember there was a change in the later OSG for calling explicitlly the
setting of some defaults for the Camera (not sure though) stateset?? or
something like that?
If you know what I mean can you point me to the right thing? I tried to
find it in the archive with no luck
Thanks
HI John,
As the Camera has Initial/Pre/Post and FinalDrawCallbacks having
add/remove/getNum/get methods rather than just set/get will mean a lot
of extra new methods expanding an already large API.
To avoid a big expansion in the API it would probably be best to push
the list of callbacks onto Dr
Hi Robert,
> Providing similar support for Camera::DrawCallbacks would be possible,
> there isn't the same imperative for controlling traversal, but it'd
> keep the public Camera API simple - it's complicated enough as it is
> so am reluctant to add further API to it.
Sorry, I am not native Engli
Hi John,
Original Node callbacks didn't support multiple callbacks, but I
worked out that I could add the functionality relatively
non-intrusively by nesting callbacks. The key advantage with nesting
is that it enables a callback retain data on the stack within the
local scope of the callback - wh
Hi,
I very like the capability of osg::Node to register any number of update,
event and cull callbacks. This allows for a nice modular approach with each
module registering callbacks for anything they wish without disturbing others.
I came to a problem that Camera can register just one Initial-
Hi Drew
The TrackballManipulator is overriding your setting of viewmatrix! The
call to frame will (in the updatetraversal) update the ViewMatrix
local to the TrackbalManipulator, then your viewer goes and collects a
currect ViewMatrix from an attached CameraManipulator (which is the
TrackballManipu
Hi Everyone,
I'm new to using OSG so please forgive me if some of my terms or ideas are
incorrect. My overall goal currently is to simply rotate the camera(x-axis,
y-axis, and/or z-axis), based on the users mouse position(i.e. when the user
moves the mouse in any direction, camera rotates - rat
Thank you so much Robert, will give it a try!
Cheers,
mots
On Tue, Oct 8, 2013 at 3:36 PM, Robert Osfield wrote:
> Hi Mots,
>
> It sounds like inserting osg::CameraView nodes within the subgraphs you
> wish to track, then using a osgGA::CameraViewSwitchManipulator would be the
> easiest way for
Hi Mots,
It sounds like inserting osg::CameraView nodes within the subgraphs you
wish to track, then using a osgGA::CameraViewSwitchManipulator would be the
easiest way forward.
Robert.
On 8 October 2013 03:29, Mots G wrote:
> Hi,
> I'm trying to add cameras to the scene (dropping models acro
Hi,
I'm trying to add cameras to the scene (dropping models across the scene)
and the user could drag them or rotate them and change its parameters.
All works good for the first time, however, I lose track if the user
rotates the camera representing object. I'm banging my head with simple
math but
Yes I guess we could do via an EventHandler (which we have done for other
things interested in events) except all our various extended 'camera
manipulators' are added (i.e. set active) via the
View::setCameraManipulator(osgGA::CameraManipulator*) ... so sticking to the
pattern this particular s
Hi Nick,
On 19 July 2013 00:08, Nick McEvoy wrote:
> Excellent, the new updateCamera() method on the trunk sounds exactly what
> we need ! :)
>
> We are on osg 3.0.1 so for now, so until we update to the latest, I've
> just put in our work around which connects our active manipulator to the
> ca
Excellent, the new updateCamera() method on the trunk sounds exactly what we
need ! :)
We are on osg 3.0.1 so for now, so until we update to the latest, I've just put
in our work around which connects our active manipulator to the camera's update
callback and that seems to work ok.
Also just t
HI Nick,
The svn/trunk and recent dev releases of the OSG have a
CameraManipulator::updateCamera(osg::Camera&) method that allows you to set
any properties you want on the View's Camera rather than pulling the view
matrix as was done previously.
The other bit of the jigsaw for you specific implem
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Hi Nick,
On 07/17/2013 03:56 AM, Nick McEvoy wrote:
> I'm writing a camera manipulator but have an issue where I need the
> manipulator to be visited during the update traversal (& after the
> scene graph has been updated). Without going into too much
I'm writing a camera manipulator but have an issue where I need the manipulator
to be visited during the update traversal (& after the scene graph has been
updated). Without going into too much detail ... the basic reason I require
this is ... that my manipulator needs to set the orthographic pr
Hi Judson,
On 29 May 2013 15:01, Judson Weissert wrote:
> My fault, I performed an invalid test. My osgviewer.cpp source was modified,
> and I did not realize it. It was still overriding checkNeedToDoFrame(). I
> retested, and it appears to be working as expected.
>
> Sorry about that.
>
> I will
Robert,
My fault, I performed an invalid test. My osgviewer.cpp source was
modified, and I did not realize it. It was still overriding
checkNeedToDoFrame(). I retested, and it appears to be working as expected.
Sorry about that.
I will continue testing and report back my findings if I find a
Hi Judson,
On 28 May 2013 20:36, Judson Weissert wrote:
> I just got the 3.1.7 developer release built. Running the osgviewer
> application with arguments "--run-on-demand --screen 1 dumptruck.osgt"
> results in a regression where the viewer does not respond to mouse or
> keyboard input (does not
Hi Robert,
I just got the 3.1.7 developer release built. Running the osgviewer
application with arguments "--run-on-demand --screen 1 dumptruck.osgt"
results in a regression where the viewer does not respond to mouse or
keyboard input (does not render any new frames, does not allow me to
exit
Robert,
This is great news! I will try out the new code as soon as possible and
report back my findings.
Thanks,
Judson
On 5/24/2013 5:42 AM, Robert Osfield wrote:
Hi Judson.
I have refactored the Viewer/CompositeViewer::checkNeedToDo() method
so that it now calls a new Viewer/CompositeVie
Hi Judson.
I have refactored the Viewer/CompositeViewer::checkNeedToDo() method
so that it now calls a new Viewer/CompositeViewer::checkEvents()
method that checks for available events rather than rely upon the more
heavier weight eventTraversals() method.
The eventTraversals() method design is f
Hi Judson,
On 23 May 2013 21:57, Judson Weissert wrote:
> I just realized that the modification to osgViewer::Viewer is not actually
> required to reproduce the problem in the osgviewer application since there
> are no update callbacks installed anyway. Originally, I could not get the
> behavior
Thanks Robert.
I just realized that the modification to osgViewer::Viewer is not
actually required to reproduce the problem in the osgviewer application
since there are no update callbacks installed anyway. Originally, I
could not get the behavior to happen in the unmodified osgviewer
applica
Thanks for the code reproducing the problem, I'm just turning in for
the day so will have a look at trying to reproduce the issue tomorrow.
On 23 May 2013 18:32, Judson Weissert wrote:
> Robert,
>
> I figured out why my case diverges from the osgviewer application. I
> override osgViewer::Viewer:
Robert,
I figured out why my case diverges from the osgviewer application. I
override osgViewer::Viewer::checkNeedToDoFrame(), member function, and
call eventTraversal() on a code path where it would otherwise not be
called. Specifically, I don't want the default behavior where a new
frame is
Hi Judson,
Great detective work. The change to the frame() was done to avoid
issues with events being given times that aren't in sequence -
previously we'd get time delta's that could be negative.
Do you have an idea of how to reproduce the problem now? Once I can
reproduce it I'll be able to wo
Robert,
I found the revision that caused the regression. Ironically, it occurred
way before the 3.1.6 release...
See r13092 associated with
http://svn.openscenegraph.org/osg/OpenSceneGraph/trunk/src/osgViewer/Viewer.cpp
The 3.1.2 behavior returned when I reverted that revision. A notable
b
Robert,
I have made some progress. The problem appears to be caused by an
eventTimeDelta of zero which is calculated within
StandardManipulator::performMovement(). It eventually results in a
divide by zero and the propagation of non-finite value(s) through the
remainder of the call chain. Spe
Hi Judson,
It's a curious set of circumstances but as yet I can't think of a
specific cause.
Is there any chance you can create a small example that illustrates
the problem so that I can try it out and see if I can spot the
problems.
Cheers,
Robert.
On 22 May 2013 18:31, Judson Weissert wrote:
Robert,
The viewer I am running has ON_DEMAND frame updates. When I remove the line
viewer->setRunFrameScheme (osgViewer::ViewerBase::ON_DEMAND);
the disappearing geometry behavior goes away. However, I was not able to
replicate the problem by applying ON_DEMAND frame updating to the
osgviewe
Robert,
On 5/22/2013 10:23 AM, Robert Osfield wrote:
HI Judson,
I have done a refactor of osgViewer's internally handling of mouse
events to allow for seamless handling of distortion correction set
ups, there is chance that this might have broken something that I
haven't yet observed in my own
HI Judson,
I have done a refactor of osgViewer's internally handling of mouse
events to allow for seamless handling of distortion correction set
ups, there is chance that this might have broken something that I
haven't yet observed in my own testing. Other than this there hasn't
been any changes
Hello,
I have recently upgraded to the 3.1.6 development release of the OSG
library (from 3.1.2) and encountered some behavior changes when
manipulating a model using the Trackball Manipulator (I did derive from
it though and modify some non-mouse related
features).
Compiled by VS2010, runni
Hi Jamie,
To use a wii remote with the OSG I'd either write a custom
CameraManipulator to do this integration and provide the appropriate
view matrix (via the getInverseMatrix() method) or just directly set
the viewer's Camera's ViewMatrix directly and not use a
CameraManipulator at all. Either o
Hello!
I am trying to navigate around my scene using the following code which works
for pitch and roll (read from a wiimote using the wiiuse library) but when
forward motion is applied, the camera only travels along one axis, not along
the vector of it's facing direction. Is there a way of maki
I am sorry about the useless topic.
I was searching the property on a wrong object
manipulator->setWheelZoomFactor()
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Hi,
Is there an easy way to invert the wheel zoom factor on
TrackballCameraManipulator? I have a feeling that once I've seen a property
where you can set this, and if you set it to -1, the zoom scrolling will behave
opposite.
I have a cameraManipulator derived from TrackballCam..Man.. the secon
Hi Peterakos,
There isn't any way a third party will be able to diagnose the problem
with your code with such a tiny extract of code. The best I can
suggest is develop your own skills of hunting down and fixing bugs.
Using a debug to see the flow of control, or add debug message that
output resul
Hello.
I try to make my own camera manipulator in which the push events with
X lower than the half of the window will be ignored.
I created a class, which derives trackball manipulator.
Here is the handle method
virtual bool handle( const osgGA::GUIEventAdapter& ea,
osgGA::GUIActionAdapter& us )
Hi everybody,
I have an ECEF terrain and I use standart terrain manipulator class
(osgGA::TerrainManipulator) on this terrain.
Everything is fine but when I rotate the camera, in some cases, the camera
makes a roll rotation on the terrain.
I tried to change the terrain manipulator's rotation m
You can find it from the settings.
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Hi Robert,
Thanks alot, yes what you said is 100% correct :) thanks for your time
Thank you!
Cheers,
Laith
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Hi Laith,
On 12 September 2012 11:03, Laith Dhawahir wrote:
> How can I change or set the camera default light ?
You don't set a Camera's default light, rather you can set a View's
default light, see include/osg/View or provide the appropriate Light
via an osg::LightSource placed into the scene
Hi,
How can I change or set the camera default light ?
Thank you!
Cheers,
Laith
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On 8/27/2012 3:14 PM, Jeremy Moles wrote:
> A Drawable can have a special ComputeBoundsCallback() (something like
> that, I'm on my phone right now and can't look it up), so you could use
> that as well...
Here is the code I came up with after your suggestion that does resolve
my problem (I attach
On 8/27/2012 2:22 PM, Jeremy Moles wrote:
> On Mon, 2012-08-27 at 13:54 -0400, Judson Weissert wrote:
>> Hello,
>>
>> I was hoping someone could help me with a camera manipulator/scaling
>> problem that I have been having.
>>
>> I have a scene graph that contains geometry representing a hydraulic
On Mon, 2012-08-27 at 15:12 -0400, Judson Weissert wrote:
> On 8/27/2012 2:22 PM, Jeremy Moles wrote:
> > On Mon, 2012-08-27 at 13:54 -0400, Judson Weissert wrote:
> >> Hello,
> >>
> >> I was hoping someone could help me with a camera manipulator/scaling
> >> problem that I have been having.
> >>
>
On Mon, 2012-08-27 at 13:54 -0400, Judson Weissert wrote:
> Hello,
>
> I was hoping someone could help me with a camera manipulator/scaling
> problem that I have been having.
>
> I have a scene graph that contains geometry representing a hydraulic
> fracture. The fracture length is of the order 1
Hello,
I was hoping someone could help me with a camera manipulator/scaling
problem that I have been having.
I have a scene graph that contains geometry representing a hydraulic
fracture. The fracture length is of the order 1000ft, the height is of
the order 100ft, and the width is of the order .
Hi Zak,
I would recommend writing your own CameraManipulator to do exactly
what you want, or simply set the Viewer's Camera's ViewMatrix directly
yourself on each new frame.
Robert.
On 3 August 2012 16:42, Zak Stromquist wrote:
> Hi,
>
> I'm trying to create a camera at a fixed location that ca
Hi,
I'm trying to create a camera at a fixed location that can be rotated using a
manipulator.
>From what I've read, it looks like a trackball manipulator might be the way to
>do this. The only problem is that when I set it up, in order to keep the
>camera at the fixed location, the eye and c
Hi Robert,
I agree that the Camera& as an argument makes more sense.
Thanks for merging the submission.
Cheers,
Ricky
On Mon, Jul 9, 2012 at 7:38 PM, Robert Osfield wrote:
> Hi Riccardo,
>
> On review of the submission I've decided that passing in a Camera&
> rather than a pointer would make
Hi Riccardo,
On review of the submission I've decided that passing in a Camera&
rather than a pointer would make it clear that a valid Camera object
should be passed in rather than a pointer which could be NULL or
pointing to a valid Camera object. This brings the method more into
line with how t
Hi Riccardo,
Sorry for the very long delay in getting to review your suggested
changes, I've now done the review and the changes look good, the only
amendment I made to rename the parameter name Camera* pCamera to
Camera* camera as from the context it's obvious that camera is a
Camera* one doesn't
Never mind. I'm an idiot. Spherical Manipulator.
Cheers,
Braden
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Hi all,
I am new to osg and 3d graphics in general and I need a little advice on how to
adjust the camera based on a matrix. I need a camera that will always be
focused at (0,0,0), but has the capabilities to rotate around the origin so
that it moves in a circular motion.
This is my code so fa
Hello -
I am attempting to use the output from an attitude & heading reference
system to orient the Camera over some terrain which I created using the
National Elevation Dataset and VirtualPlanetBuilder. When I view the
terrain database using osgviewer, I see everything as I expect.
However.
Hi Riccardo,
On 5 April 2012 11:37, Riccardo Corsi wrote:
> I just wanted to know if the proposal I made some weeks ago doesn't seem to
> fit some requirements,
> or simply passed unnoticed.
I'm afraid I haven't had a chance to review it yet.
Robert.
Hi Robert and All,
I just wanted to know if the proposal I made some weeks ago doesn't seem to
fit some requirements,
or simply passed unnoticed.
Thank you,
Ricky
On Wed, Mar 14, 2012 at 15:42, Riccardo Corsi wrote:
> Hi all,
>
> sorry that it took long to setup the proposal...
> Eventually th
Hi, Sergey
I cannot get the right result.
Please help me if you can.
79250103663
...
Thank you!
Cheers,
Sergey
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Hi Sergey,
in computeNodeCenterAndRotation
take a look at
coordinateFrame , I expect it should be unit matrix to be at center of
object.
Regards
Sergey
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Hi, Sergey
Я уже голову сломал с этими матрицами.
;-)
Cheers,
Sergey
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Hi Sergey,
>Anyone knows how to do this?
just a suggestion
you may take a look at osg code ( nodetrackermanipulator),
and adjust it to your needs as you would get desired camera out of existing
codebase for camera matrix manipulation.
Regards
Sergey
On Tue, Mar 20, 2012 at 11:50 AM, Sergey Boch
Anyone knows how to do this?
Thank you!
Cheers,
Sergey
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zonk wrote:
> Hi Sergey,
>
> why don't you use OSGs standard nodetrackermanipulator?
> You can track a node and configure which DOF are controllable via the
> manipulator.
>
>
> Cheers,
> Torben
Hi Torben nodetrackermanipulator allow to sen node as point of view and camera
flying around thi
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