Hello Carlos!
We use a TriangleRecorder (it's a NodeVisitor) and applies that to our
terrain nodetree. It records vertices and triangles on all drawables.
We then memcpy those into ode::dVector3[numVertices] (vertices) and
int[3*numTriangles] (triangles). Then run
dGeomTriMeshDataBuildSimple(
Hi again,
i tried using vertex attributes like this:
void PartialTreesDrawable::drawImplementation(osg::RenderInfo
renderInfo) const {
const osg::Drawable::Extensions* extensions =
osg::Geometry::getExtensions(renderInfo.getContextID(),true);
if ( extensions _drawable.valid()
Hi Paul,
I haven't recently updated the wiki page on osgVolume, but here it is:
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/osgVolume
The work would still roughly following the above.
Robert.
On Sun, Aug 17, 2008 at 10:22 PM, Paul Martz [EMAIL PROTECTED] wrote:
Hi
Hi Tonym
It would certainly be useful have reference material for other
implementations. Licensing would limit how much could be directly
used. The expertise and testing will be very useful, perhaps even the
most useful thing that we can leverage from the community.
Robert.
On Sun, Aug 17,
Hi Richard,
This is roughly the way I tackled the task with PrecipitationEffect,
although I don't go via extension structure, refactoring things to
avoid the extension function looks ups would help speed.
Another possible speed up would be to look into implementing the
instancing extension as
?mit Uzun wrote:
[...] I will try VPB on
PagedLOD and converstion to OpenFlight. If OF support PagedLOD it will be
good start I think :)
Oh, please report your experience on this list !
Thanks,
Martin.
--
Unix _IS_ user friendly - it's just selective about who its friends are !
We have recently been moved in to the corporate network and thus thrown
behind a gaggle of walls/issues etc including an Autoproxy and I cannot
seem to figure out how to get to the OSG SVN repositories thru this
autoproxy
The errors we are getting are ( all was fine before the moved to the
Hi All,
I have just tagged the OpenSceneGraph-2.7.0 developer release.
Details can be found at:
http://www.openscenegraph.org/projects/osg/wiki/Downloads/DeveloperReleases
OpenSceneGraph 2.7.x latest development release: ¶
* OpenSceneGraph-2.7.0, released on 18th August 2008.
Qt 4.4 includes a QGraphicsView class, this class can be used to perform
OpenGL drawing,
instead of using the QGLWidget. This might open up some new possibilities
for
embedding osg in the QGraphicsView. I will take a look at the possibilities.
Rene
2008/8/17 René Molenaar [EMAIL PROTECTED]
Hi,
I am compile openscenegraph version 2.6.0 with VS 2008 and not compiler plugin
freetype for open fonts ttt.
Has anyone else had a similar problem?
_
Receba GRÁTIS as mensagens do Messenger no seu celular quando você estiver
Did you compile the free type library ?
You will have compile all 3rd party libraries in VS 2008, as the pre-built
3rdparty libs are built with VS2005
Gordon
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
Hi Eric,
Thanks for the example.
We are using OSG in QT application with some GUI over the OSG 3D rendering widget. QT version is 4.3.X but we want to
move to QT 4.4.X.
With your code, I will spare time. Thanks.
Johan.
Eric ZAREMBA a écrit :
Hi all,
Since Qt 4.4, we are able to mix
I'm using pre-built 3rdParty_Win32binaries_vs80sp1_2008-04-28.zip . I'm not
recompile all plugins with VS2008. How I can compile all plugins with VS2008?
Adonai
Date: Mon, 18 Aug 2008 10:50:51 -0400From: [EMAIL PROTECTED]: [EMAIL
PROTECTED]: Re: [osg-users] plugin ttf
Did you compile the
Note vs80 refers to VS2005
One way to get the 3rd party plug-ins, is look at the dependency list on
www.openscenegraph.org grab the sources from were they live and build.
You might also try searching the OSG list archives or visit mew.cx to find Mike
Wieblens details/files on building the
thank you
Adonai
Date: Mon, 18 Aug 2008 11:14:49 -0400From: [EMAIL PROTECTED]: [EMAIL
PROTECTED]: Re: [osg-users] plugin ttf
Note vs80 refers to VS2005
One way to get the 3rd party plug-ins, is look at the dependency list on
www.openscenegraph.org grab the sources from were they live
Tomlinson, Gordon wrote:
We have recently been moved in to the corporate network and thus
thrown behind a gaggle of walls/issues etc including an Autoproxy and
I cannot seem to figure out how to get to the OSG SVN repositories
thru this autoproxy
The errors we are getting are ( all was fine
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Kim C
Bale
Sent: Saturday, August 16, 2008 11:40 AM
To: OpenSceneGraph Users
Subject: Always on top rendering.
I'm having difficultly getting a some geometry to always render infront
of a
Hi,
There is a new release of animtk, you can find a full description on the
website at http://animtk.plopbyte.net/#[[release%200.0.8]]
Animtk is an animation library for openscenegraph, have a look and dont
hesitate to report.
Cedric
--
+33 (0) 6 63 20 03 56 Cedric Pinson mailto:[EMAIL
On Mon, 2008-08-18 at 19:48 +0200, Cedric Pinson wrote:
Hi,
There is a new release of animtk, you can find a full description on the
website at http://animtk.plopbyte.net/#[[release%200.0.8]]
In some e-mail clients, this link may be broken because of the brackets.
If so, just copy/paste the
Have you tried adding the following lines to your svn servers file?
http-proxy-host = your.proxy.server.here
http-proxy-port = yourproxyportnumber
If your proxy requires name/password you also set the lines:
http-proxy-username = defaultusername
http-proxy-password = defaultpassword
-Ken.
I m doing a rain with particles and I want to press one key and the rain
disapear.
I m doing this with osgSwitch and is working very well , but , I 'd want
that the rain disapear with something like a FADE OUT .
to do this I need to change the color of particles after your creation only
when I
Hi Ken/Paul
Thanks for the reply, I had already tried out proxy but that failed as
its something called an Autoproxy ( no idea ) that returns a JavaScript
file (PAC File) that the client must run to determine the real proxy
server so I'm told ;), and all the SVN clients cannot handle this, and
Hi Gordon, Robert, Umit,
FYI OpenFlight(tm) does not directly support PagedLOD
OK, that's what I thought. So my suggestion to convert to both a
Blender-readable format *and* .ive (with PagedLODs), use the former to
add features to the terrain, then save only the added features and load
Hi Adrian,
I've already perused the osgmovie code and true, it would certainly be
an avenue to a solution. But, I'm looking for a solution that will involve
the stock osgviewer app using a standardize (to blender osg) format. It
was my thought that this could be achieved by using a blender
Hi Robert,
Thanks for the putting up the notes, this is really useful - certainly
far more concise and usable than the actual OGL spec!
My pleasure.
Might this be possible? I guess it's all down to the nesting of the
conditional renderer tests...
Thoughts?
I admit most of what you said
Hi all,
I put up a page on the wiki with (some of) the presentations that were
done at the OSG BOF at this year's Siggraph.
http://www.openscenegraph.org/projects/osg/wiki/Support/SIGGRAPH2008
A few items are missing but should come soon, and it's mostly complete.
If anyone took pictures at
Nice, thanks for sharing
Gordon
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien
Guay
Sent: Monday, August 18, 2008
thanks
Tomlinson, Gordon wrote:
Nice, thanks for sharing
Gordon
__
Gordon Tomlinson
Email : gtomlinson @ overwatch.textron.com
-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jean-Sébastien
Hi all,
I was at Siggraph last week, and I figured since I had access to all
these NVIDIA and ATI people on the show floor, I should take the
opportunity to talk to them about their OpenGL drivers and tools. Most
of the high visibility people are the game developers who mostly use
DirectX,
On Mon, 2008-08-18 at 01:43 +0300, Ümit Uzun wrote:
Hi All;
I have high resolution data and want to create high fidelity virtual
terrain with them in OpenFlight format. I mean, my terrain will have
buildings, street with pavements and sidewalk's parts that traffic
signs, lights, vents and
Hi Jean, Robert and Gordon,
I have examine the Trian3D tool which is using pagedLOD virtual terrain in
OpenFlight and OSG. And I see that in example database, I think they use
Jean's suggested method in creation of terrain. They save the terrain in
separeted database in PagedLod and the other
Hi Ümit
as I said OpenFlight(tm) in itself does not inherently support PagedLOD's, the
format only directly supports LOD's
That does not mean a PagedLOD system such as OSG or Train cannot use an
OpenFlight(tm) file directly for a geometry leaf, OSG and VPB by default use
IVE and OSG/IVE
Hi,
I just had a couple of questions about the desired usage of the fog
state attribute.
1) What does it mean to have different fog states on different branches
of the scene graph? Would this have any effect?
2) Is the desired usage to set the fog attribute on the root node?
Thanks,
When rendering to a texture, what determines the RenderBuffer (internal)
format? I would have thought it should use the texture's internal format to
define the RenderBuffer format, but I don't see this in the code. However, I do
see this in
I have an external library that wants to create a frame buffer object into
which I render something using osg, then it will do post-processing on it. I
have a specific camera that I want to have render into that buffer, but I
can't seem to find any way that I can assign an externally created
Hi Carlos,
On Mon, Aug 18, 2008 at 8:44 PM, Carlos Sanches [EMAIL PROTECTED] wrote:
I m doing a rain with particles and I want to press one key and the rain
disapear.
I m doing this with osgSwitch and is working very well , but , I 'd want
that the rain disapear with something like a
Hi all,
Enough of these posts already :) I compiled the bulk of the dependencies
with msvc90 Express this weekend using Mike Weiblen's build scripts. Could I
zip those and put them on the web site? I've asked Mike off list to put them
on his site(or even a branch in his svn) but I guess he's
Hi,
I was wondering if there are any known problems with using osgShadow
with a stereo setup. I'm using a Quadro with stereo enabled, but the
osgShadow example crashes, as does my own code that uses shadows. The
other OSG examples run fine, and my code works if I comment out the
shadowing.
Hi Paul,
Unfortunately it seems to me that OpenGL support is
still just a checkbox requirement on a list of
requirements, and that the actual *quality* of the support
doesn't matter that much, so I hope that will change by
talking to these people when we have the chance to.
The hardware
Hello Julian,
I was wondering if there are any known problems with using osgShadow
with a stereo setup. I'm using a Quadro with stereo enabled, but the
osgShadow example crashes, as does my own code that uses shadows. The
other OSG examples run fine, and my code works if I comment out the
You could query OpenGL during the draw traversal, note the result, then
modify the scene graph during the subsequent update traversal (if you can
accept the 1-frame latency).
Note that while you have a single update traversal per frame, you could have
potentially multiple draw traversals per
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