As I said it at the beginning, I didn't make the osg code, that explain maybe I
have miss something. :-*
How can I make sure that the camera position corresponds to my model?
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=16811#16811
I have seen on another forum:
osg_viewer-getCamera()-setProjectionMatrixAsPerspective(90.0, 1.333, 0.001,
100);
the FOV and aspect ratio parameters are working, but no matter the values i
write in the last two parameters, the clip planes distance remains the same.
any idea?
Try:
Hi Alex,
On Fri, Aug 28, 2009 at 1:26 AM, Alex Malhaofranciskovi...@gmail.com wrote:
I've compiled the openscenegraph source files (I already tried the new camera
position, and it's working well). But, there is one thing that i don't know
how to solve. When I try to load a osg map the
Hum,
I try to test the near and far values, with getProjectionMatrixAsPerspective
and no setComputeNearFarMode. I have values like 1.29547e+08(Near) and
2.36171e+08(far). I think it's really strange, it isn't it?
--
Read this topic online here:
Yeah ! I found the solution :D
I don't know why, but the coordinate system was created with vector's values
like 3000 :/ Maybe to fix a problem in ortho mode.
It's wokrs now :) And surfaces doesn't blinking anyway ;)
Thanks a lot.
--
Read this topic online here:
the png plugin is based on 3rd party libs. If you have used CMAKE make sure
the path for the 3rd party libs is correct. To me it looks like the png
plugin has not being compiled
Nick
http://www.linkedin.com/in/tnikolov
On Fri, Aug 28, 2009 at 2:26 AM, Alex Malhao franciskovi...@gmail.comwrote:
Hello,
I've got a proposal to make changes in OSG for better compatibility with QT.
Method's name emit needs to be replaced in namespace osgParticle.
The thing is that emit is a name of the macros in QT. Of course, we can
redefine emit like that:
#ifdef emit
#define MACRO1_SAVE emit
#endif
What about using osg widgets instead?
-- A.
Sent from my iPhone
On Aug 28, 2009, at 6:01 AM, Maxim Gammer maxgam...@gmail.com wrote:
Hello,
I've got a proposal to make changes in OSG for better compatibility
with QT.
Method's name emit needs to be replaced in namespace osgParticle.
The
hi,Paul Martz
Your reply is blank,I hope you can give me some advice.
Thanks
regards,
houxl
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Which one is better ?
Adapter Widget + QT is more universal
2009/8/28 Sajjad dosto.wa...@gmail.com
Hello
Which one is better ?
Adapter Widget or OSG Widget ?
Sajjad
On Fri, Aug 28, 2009 at 1:39 PM, Alex Sierra algsie...@gmail.com wrote:
What about using osg widgets instead?
-- A.
Hi all,
Did anyone worked on a CityGML (even partial) support? I mean a reader/writer
or anything related.
Of course CityGML is not a scenegraph-like file format, but I guess a
conversion for visualization may be interesting.
Sukender
PVLE - Lightweight cross-platform game engine -
Hi Maxim,
What was the result of adding -DQT_NO_EMIT to the compilation flags that
Antonin Linares suggested?
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg27183.
html
Tom Jolley
From: Maxim Gammer
osghxl wrote:
hi,Paul Martz
Your reply is blank,I hope you can give me some advice.
Thanks
regards,
houxl
Interesting... In my 'sent' folder it appears fine. I've cut and pasted
my reply below. This time sending as plain text.
-Paul
I have not compiled osgEphemeris, but based on my
Hi,
I am trying to move the camera using the osgviewer. The user robertosfield
already gave me the tipo to change the CameraManipulator, but I am still trying
to figure out how to do that, is there any tutorial or example that I can see
to help me? Where (among the source files) can I find
Look in the source YOU HAVE IT,
do a simple search for files with the word 'Manipulator' in the name or
used with in
See the examples theres over 140 of them out the box with OSG in
[OpenSceneGraph]\examples\
Look on the osg web site ( www.openscenegraph.org ) there are many more
examples link
HI
I'm looking to start add support for CityGML and other OGC parts in the
coming months,
Sadly if we do this it will be in house and no open source (Sorry) , our
company is does not allows at this time, to contribute things like this
open source projects.
One reason of the last couple of years
Hi Alex,
If you want to create your own viewer manipulator you should look at the
other manipulator, for example look at TrackballManipulator and as you can
see it inherits MatrixManipultor and you will do same operation and overload
existing functions which will manipulate your expected viewer
I have seen the several times in Outlook
1) If you use a reading opening the message up many times makes the
text appear
2) Sometime is a color theme problem were the text becomes invisible
selecting all and and the Format-Style-Normal show the text
3) Outlook or other reader has issues with
Hello
I'm trying to build a 2D scene with orthographic projection. My problem
is that each time I execute the program, the viewport seems to be
different. I mean each time the quad has different size in the screen.
I'va always used the default viewer before and touching cameras and
What I did was make my own manipulator derived from MatrixManipulator, then
add it to the switch manipulator in the view. Then set it to be the one I
want. Then in the handle for the events (my event of interest is each
FRAME) I set the matrix by grabbing computePosition from the original
ximo o + wrote:
while(!viewer.done()) {
viewer.getCamera()-setViewMatrix(osg::Matrix::identity());
viewer.getCamera()-setViewMatrixAsLookAt(osg::Vec3(0, 0,
-10), osg::Vec3(0, 0, 0), osg::Vec3(0, 1, 0));
viewer.frame();
}
Hi -- Try changing your main loop to this:
while(
Loic Cayou wrote:
Yeah ! I found the solution :D
I don't know why, but the coordinate system was created with vector's values
like 3000 :/ Maybe to fix a problem in ortho mode.
It's wokrs now :) And surfaces doesn't blinking anyway ;)
Glad you figured it out. :-)
--J
Hi all,
I believe you should use the last version from openscenegraph svn:
http://www.openscenegraph.org/svn/osgEphemeris/
You have maybe tried the oldCVS from Don's AndesEnginnering version...
Cheers, Pierre
2009/8/28 Tomlinson, Gordon gtomlin...@overwatch.textron.com
I have seen the several
Hi Tom,
this solution won't let us use signal/slot stuff (
2009/8/28 Jolley, Thomas P thomas.p.jol...@boeing.com
Hi Maxim,
What was the result of adding -DQT_NO_EMIT to the compilation flags that
Antonin Linares suggested?
Someone contacted me (off-list) about a job doing Linux OpenGL driver
development,
full-time, location: flexible/work at home. If anybody is interested in this
job, contact
me privately and I'll put you in touch.
--
Chris 'Xenon' Hanson, omo sanza lettere Xenon
Hi, Maxim,
Qt can be built and used with a no_keywords flag so that Qt does not
redefine the names emit, signal, or slot. One uses Q_EMIT, Q_SIGNAL,
and Q_SLOT instead.
The no_keywords flag exists so that Qt doesn't cause interference with
3rd party signal/slot mechanisms, but I think it
Hi, everyone.
I'm sorry, no_keywords may be more than some people bargin for. What
I mentioned is true, but there are other side effects. Specifically,
Qt may redefine foreach and forever unless no_keywords is used (they
provide Q_FOREACH and Q_FOREVER as alternatives).
I'm not trying to
thanks!
config += no_keywords
all works fine!
2009/8/29 D.J. Caldwell dlcaldwel...@gmail.com
Hi, everyone.
I'm sorry, no_keywords may be more than some people bargin for. What
I mentioned is true, but there are other side effects. Specifically,
Qt may redefine foreach and forever
Hi,
I have been working with osg for a bit. For my project, I am loading a file
and then going through the nodes and reading the vertex information in order to
render the model for a game plugin. I know, killing a cricket with a nuke.
I have it working well, but have hit a stumbling block and
While poring over thread after thread dealing with build dependencies on
Windows I had a weird thought a while back: computers are fast these days,
why not just build everything (including 3rd party dependencies) from
source?
The way I see it, issues on Windows are going to get worse far before
Stephen Nelson wrote:
Hi,
I have been working with osg for a bit. For my project, I am loading a file
and then going through the nodes and reading the vertex information in order to
render the model for a game plugin. I know, killing a cricket with a nuke.
I have it working well, but have
I build *everything* from source. I use Python scripts to automate the
process too. It's relatively straightforward to setup and is very
reliable. Fully automated. I can call one Python script that will
check out all source code, compile all OSG and project specific
dependencies, compile OSG,
We also build every thing including all third party and all their dependenacies
from source both 32 bit and 64 bit.
in the end it simply makes life easier
From: osg-users-boun...@lists.openscenegraph.org on behalf of sherman wilcox
Sent: Sat 8/29/2009 12:49
33 matches
Mail list logo