Hi Dj and Tim
thanks for the answers, I made a little hack, but it works for me ;-) In
the operator() method I just set the pre draw callback of the camera to
zero, so the method never gets called again later.
void GameViewOSG::GameViewOSGDrawCallback::operator()(const Camera) const
{
Hi,
osgViewer does not support for turn right and left in the screen and only ESC
key functions other keys does not function.
Thank you!
Cheers,
Behlul
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22317#22317
Hello Robert:
After researching and talking with some others there is a way to make
ffmpeg thread safe but you need to add a call back via the lock
register api found in libavcodec and compile ffmpeg with thread
support enabled. Internally they use the lock callback to allow for
global
Hi,
(sorry for my bad English)
i am new on OSG and i have a little problem with our project on the University.
My OpenScneneGraph is Version 2.9.6 and the project was created with 2.8.0, i
think.
I generate the project with Cmake 2.8.0 for Mac OS X 10.6.2 and build with
Xcode 3.2.
When i
Hi,
OSG_PLUGIN_EXTENSION is not an environment variable, but compiler option.
-DOSG_PLUGIN_EXTENSION=.so is needed when building osgDB.
I don't use cmake myself but there might be some cmake option for clearing
specify it.
BTW, I believe osgDB code must be changed so that we get compiler
Hi John -- Do you want to step up and be organizer? Wang Rui and I
exchanged emails, and with him in China, perhaps it'd be better to have
someone stateside organize the BOF. So the job is yours, if you'd take it.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_
Hi,
I am executing a frame loop such as
while (!viewer.done())
{
//get pressed key
viewer.frame();
}
Within this code I want to get pressed arrow keys but I could not find any
comprehensible example or source.
Thank you!
Cheers,
George
--
Read this topic online here:
Hi George,
this is handled by EventHandlers. There are plenty of them for different
purposes. Have a look at osgViewer/ViewerEventHandlers
Nick
http://www.linkedin.com/in/tnick
Sent from Izmit, 41, Turkey
On Sat, Jan 9, 2010 at 7:53 PM, George Forest gfc...@hotmail.com wrote:
Hi,
I am
Now, i find the answer for my problem.
I`ve lost so many time to install OpenSceneGraph on my system, so i vorget
i have two versions now.
The first version is in OS X style with Frameworks, the other in unix style.
My Problem was i`ve used both. The OS X Version does not need .so files (see
Hi Robert,
while ago you mentioned this is something upcoming. I am talking about
composition of shaders in the osg core - something like the osg candidate
virtual program. Any news about this?
Thanks
Nick
http://www.linkedin.com/in/tnick
___
Now, i find the answer for my problem.
I`ve lost so many time to install OpenSceneGraph on my system, so i vorget
i have two versions now.
The first version is in OS X style with Frameworks, the other in unix style.
My Problem was i`ve used both. The OS X Version does not need .so files (see
I'm also interested. Just about to start using VirtualProgram intensely,
with the hope that whatever the final solution is will be an easy port
from VirtualProgram.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ http://www.skew-matrix.com/
+1 303 859 9466
Trajce Nikolov
On 1/8/2010 11:58 PM, Behlul Haznedar wrote:
Hi,
osgViewer does not support for turn right and left in the screen and only ESC
key functions other keys does not function.
Look into the various manipulators discussed here in early 2009:
On 8/01/10 12:26 AM, Dominic Stalder wrote:
is it possible to check if the given hardware is able to render the
shader in hardware instead of a software shader?
Not through OpenGL, this is a platform specific issue.
I remember seeing some code to check for this on OS X; no idea about other OSs.
Hi Danny,
On 9/01/10 3:32 AM, Danny Lesnik wrote:
np = npl.front();
osg::Matrixd localToWorld = osg::computeLocalToWorld(np);
grp = new osg::Group();
grp-addChild(node);
matrixtransform = new osg::MatrixTransform();
matrix-setMatrix(localToWorld);
Or you could multiply each of the vertices in the node by the matrix to put it
into a world coordinate, and then just ignore the matrix.
Martin
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=22335#22335
Hi,
I added these DoomLikeManipulator.h and DoomLikeManipulator.cpp into my project
but when I build it gives error.
Error 1 error LNK2001: unresolved external symbol
__declspec(dllimport) const osgGA::DoomLikeManipulator::`vbtable'{for
`osg::NodeCallback'}
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