Martin,
The most I have seen is four screens on one (Windows) PC powered by two SLI
graphic cards, where each card has two video outputs. To go beyond this is
possible with a linux os using remote displays (DISPLAY 0:0 etc) but you
don't get something for nothing. The network traffic is high and
Hello guys !
Im playing a movie with no problem .The movie I want to play only once time
and stop in the last frame . this is going very well !
but I want to return to begin of the movie . I m using rewind function to
do this.
When I use rewind some time after that the movie is stoped in the
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Jean-Sébastien Guay wrote:
That, and the fact that OSG now supports a newer version of the COLLADA
plugin which also has a dependency on boost, so there's precedent... I'm
not sure the argument is valid anymore, and I'm pretty sure that if
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Philip Lamb wrote:
Hi all,
...
Of course, the bigger issue with the VRML plugin is that it doesn't
support any sort of animation. OpenVRML 0.14.3 supports animation
including animated textures. Does anyone here have a good knowledge of
the VRML,
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Jason Daly wrote:
I think Delta3D does this with Cal3D and ReplicantBody, but I'm not sure
exactly what their art path is.
Cal3D and Replicant use Cal3D exporters for 3DS Max, Blender or Maya
(not sure about that one). The animations are exported
We worked on an animation-capable version of the VRML plugin back when
Coin was the library used for that plugin. I don't know if it would
work with OpenVRML, but I can share it if there is any interest in
re-vamping that plugin.
-Todd
On 5/15/2009 2:32 PM, Jan Ciger wrote:
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Hi Shayne,
You won't be able to just swap cameras as the threading and associated
renderer objects will all be assign to certain windows. To swap them
you'll need to stop threading.
Rather than swap camera's I would have though the swap the
manipulators or just reset the reviews so your just
Actually, what I mentioned is referred to here (Andrew Fischer's plugin):
http://www.openscenegraph.org/projects/osg/wiki/Community/Plugins
-Todd
On 5/15/2009 2:39 PM, Todd J. Furlong wrote:
We worked on an animation-capable version of the VRML plugin back when
Coin was the library used for
Hi Guy,
Please study the osghud example, it shows you exactly what is required
to set up the Camera to do hud. Expecting us to second guess what you
code might being doing wrong is rather expecting us to be clairvoyant.
Robert.
On Fri, May 15, 2009 at 6:16 PM, Guy Volckaert
On Fri, May 15, 2009 at 7:24 PM, Jan Ciger jan.ci...@gmail.com wrote:
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Jean-Sébastien Guay wrote:
That, and the fact that OSG now supports a newer version of the COLLADA
plugin which also has a dependency on boost, so there's precedent... I'm
I dont use collada everyday, but I could help with osgAnimation.
Today to give an example i use the osg blender exporter, it export
animation with osgAnimation and i am able to replay character animation
in my program.
The blender exporter to do that is located here
Robert,
Thanks for the input.
The state between cameras is markedly different so I need something like a
context switch to accomplish what I need.
How do you add and remove cameras? That sounds like something that might fit
my purposes. Also is stopping the threading controlled at the viewer
When I try to run osganimationtimeline on my machine, I get an error
that says:
This example works only with osgAnimation/nathan.osg
Does anybody have a copy of this file? I think it should probably be
distributed with the example, or the example should be removed from the
distribution. I'm
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Robert Osfield wrote:
Yes, green light to porting across to the latest version of OpenVRML
at all it's dependencies...
OK, great!
Hopefully it'll have the use the same version of boost
OpenVRML uses only little from Boost - mostly the smart
Hello Cory,
When I try to run osganimationtimeline on my machine, I get an error
that says:
This example works only with osgAnimation/nathan.osg
Does anybody have a copy of this file? I think it should probably be
distributed with the example, or the example should be removed from the
I'd like to add be able to move the camera to a predefined location at
the click of a toolbar button (e.g. top, bottom, front, side, etc...). I
don't want to change the up direction or the center (at) location, so I
think all I need to do is change my eye location.
I'm thinking about adding a
Hi Robert
Thanks for your comment, it would be very helpful.
Regards
Moji the Great
--- On Fri, 5/15/09, Robert Osfield robert.osfi...@gmail.com wrote:
From: Robert Osfield robert.osfi...@gmail.com
Subject: Re: [osg-users] Question about osgViewer::View::EventHandlers
To: OpenSceneGraph Users
Hi Robert,
Good to see you're feeling better.
After a long delay - health, submissions backlog and other work all
got in the way of a quick turn around on this rc4, I've finally got
tagging OpenScenGraph-2.8.1-rc4. You can download it from:
Hi Cory,
I'm thinking about adding a handler for GUIEventAdapter::FRAME to my
event handler callback and move the eye a fraction of the way towards
the destination. Successive FRAME events would eventually get the camera
in the right place and it should be a smooth move. Is this a reasonable
Jean-Sébastien,
Thanks. I had the data from the 2.6 release... :(
Cory
Jean-Sébastien Guay wrote:
Hello Cory,
When I try to run osganimationtimeline on my machine, I get an error
that says:
This example works only with osgAnimation/nathan.osg
Does anybody have a copy of this file? I
J.P. Delport wrote:
Hi,
did you build your DB with --geocentric?
I didn't. I hadn't explored that option. Is that necessary, and can you
comment on
exactly what that does? I figured that would put my data in geocentric
coordinates, which
is not what I want. I want the data in lat/lon (as it
dimi christop wrote:
Or you could just use a billboard glow texture, disable depth sorting and
testing and render the glowing billboard last on top of everything else.
This is the way we used to do it when we had no shaders and post
processing
Yep. Works great with blend mode set to
Jason Beverage wrote:
Hi Chris,
I'd say JP is right, an elevation of 0.0253 sounds like you have a
geographic map (x = lon, y = lat, z = meters scaled to degrees).
I never imagined Z would be meters-as-degrees. Thanks.
Rebuilding with --geocentric should get you geocentric coords.
I'll
Hi,
Im trying to get shadows and SPHERE_MAP effect working together without
success. Infact if i even just apply a texture to a osg node i just get pure
black.
What do I have to do to get textures working with osg nodes with shadows and
will this work with SPHERE_MAP effect?
heres the code
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