Hello Robert, I use your technique based on osg::ComputeBoundsVisitor (starting
from the J-S example).
osg::ComputeBoundsVisitor cbbv;
root-accept(cbbv);
osg::BoundingBox bb = cbbv.getBoundingBox();
It works very well for what I want.
Matthieu.
-Message d'origine-
De : [EMAIL
Hi Cedric,
On Thu, Oct 2, 2008 at 9:31 PM, Cedric Pinson [EMAIL PROTECTED] wrote:
anyone knows if the source distribution has been changed from the first
2.6.0 release ? I mean with the same filename ?
I'm not entirely clear on what you mean by filename. The .zip file is
now named
Hi J-S,
These methods should call dirtyBound(). I'll go have a look at the code.
Robert.
On Thu, Oct 2, 2008 at 9:22 PM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hi all,
I was wondering why osgSim::DOFTransform::setCurrentHPR/Translate/Scale
don't call dirtyBound()?
The question was
Hi all,
I'm currently looking at a way to allow me changing the color of a geode,
from a model 3D done under 3dsmax. This geode ha no texture, and is composed
by 18 primtiveset. No color array seems to be in the datas, but it appear in
the color applicated in 3dsmax.
I make this :
Display list are most likely on by default try this
drawable-setUseDisplayList( false ); or if your only doing once
dirty() the drawable
( http://www.vis-sim.com/osg/osg_faq_1.htm#f24 )
Gordon
__
Gordon Tomlinson
Product Manager
Hi Gordon
I make this :
if(geode.valid()){
geode-setDataVariance(osg::Object::DYNAMIC);
osg::ref_ptrosg::Geometry geom =
geode-getDrawable(0)-asGeometry();
if(geom.valid()){
geom-dirtyDisplayList();
Hi Chuck,
Curious results, I wouldn't have expected such a disparity, and I'd
guess this is down to driver issues as the GPU's are essentially the
same across Quadro and Geforce lines. What hardware and OS were you
using in these comparisons?
Robert.
On Fri, Oct 3, 2008 at 1:26 PM, Cole,
Up !
I anyone have a solution or and idea, I take it, otherwise I have to draw my
geometry mysefl in OSG and it will be more complicated and less beautiful.
Thanks a lot.
Regards,
Vincent.
2008/10/3 Vincent Bourdier [EMAIL PROTECTED]
Hi Gordon
I make this :
if(geode.valid()){
Check out osgPPU.
Brian
Date: Fri, 3 Oct 2008 22:08:53 +0800
From: [EMAIL PROTECTED]
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] HDR in osg
Hi:
I try to implement HDR render pipline in osg.Ater I render the scene to FBO
as a texture,I do not konw how to apply this texture
Is the code doing what we want?
// now apply all uniforms which are in the database
for (osg::StateSet::UniformList::const_iterator it = mUniforms.begin();
it != mUniforms.end(); it++)
{
if (it-second.second osg::StateAttribute::ON ==
osg::StateAttribute::ON)
Hi Wojciech,
I was building against 2.6.0 so I had not seen your code. Having looked
at it now it certainly seems a more sophisticated approach! It also
looks like you avoid killing the ambient light which ShadowMap does!
Going back to your comments, can you confirm that some architectures
I'm by no means an expert in this area but you should dump your loaded
.3ds file as a .osg file and look and see what is causing it to be
colored. As I recall, the 3DS is loaded with materials for anything
that is colored... so setting vertex colors isn't going to help you.
-Paul
Vincent
Let's try this again... I hit the wrong dang key... fat fingers
laptop keyboard don't always work together...
So after I did all the things listed below...
sudo find / -name 'libosgViewer*' produces the following results
/usr/local/lib64/libosgViewer.so.48
Hi Robert,
These methods should call dirtyBound(). I'll go have a look at the code.
That's what I would have thought. Then again, no one ever complained
about it, and I think that code has been there for a very long time...
I assume if you go look at the code, I don't have to submit
Hi Roger,
I tested my code on GeForce 6200. First I tried using integer uniform like:
uniform int stage
[..]
vec4 texcolor = gl_TexCoord[ stage ];
Such code was causing GLSL compilation errors suggesting that in this
profile uniform indices cannot be used. I was however assured by others that
No problem, but append some parentheses to be sure that the compiler
understand well what you are doing or what you like to do
adrian
2008/10/3 Art Tevs [EMAIL PROTECTED]
Hi Adrian,
I think it should. This is just a quick test if a program attribute is
enabled. I haven't found a best
yeah, i had this warning (add parenthesis to disambiguate intention of
the ) as well. so, i think you're saying the expected code is:
if ( ( it-second.second osg::StateAttribute::ON ) ==
osg::StateAttribute::ON )
b
On Fri, Oct 3, 2008 at 4:07 PM, Adrian Egli OpenSceneGraph (3D)
[EMAIL
Hi All,
I once again checked operator precedence to be sure. == operator has higher
precedence than bitwise . So it looks like parentheses are needed.
Cheers,
Wojtek
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Bob Kuehne
Sent: Friday, October 03, 2008
Hi Ed,
On 4/10/08 3:16 AM, [EMAIL PROTECTED] wrote:
/usr/local/lib64/libosgViewer.so.48
/usr/local/lib64/libosgViewer.so
/usr/local/lib64/libosgViewer.so.2.6.1
My question is where to the libs/bins get put when 'make install' is
done, and what do I need to put in my path(s)
You need to add
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