Hi!
I think I found a little issue with ffmepg plugin. According the source
files Xine plugin supports .ogv extension (only) and ffmpeg plugin
supports .ogg (only).
It seems that .ogv is now official extension for video.:
http://wiki.xiph.org/index.php/MIME_Types_and_File_Extensions
Hi Torben,
I have replied on the osg-user list rather than submissions, hope that's ok.
I cant say exactly what Roberts plan for optional layers was / is but I can
tell you how I am using them.
Optional image layers have their images stored in a separate directory
structure from 'normal'
Hi Paul,
On Thu, Jul 1, 2010 at 2:35 AM, Paul Palumbo paul1...@yahoo.com wrote:
I have a two (triangle) polygon scene with a z value of 0 for all vertices.
When I use osgpick on this scene, it reports the z coordinate as being a
relatively small number 7.5e-5 but NOT zero. Why doesn't this
Hi,
you'll have to give me more details on your coordinate system. If your
object default to pointing in +X, to move it backward you will need to
use Q*-X. How are you rotating the object? About which axis?
jp
On 01/07/10 01:22, Sanat Talmaki wrote:
Hi jp,
Thanks for those suggestions. I
Hi All,
I've been thinking about the various classes and relationships that
we'll need to support both the front end API for shader composition,
and the backend implementation of it, and my current thoughts are:
1) The ShaderSet I've been discussing over my last few post should be renamed,
Hi Akhtar,
On Thu, Jul 1, 2010 at 3:39 AM, Akhtar Shamim sham...@gmail.com wrote:
I am trying to compile OSG as a static library. I am using the latest
updates (as of 29th June, 2010) from SVN. I used CMAKE to create the Visual
Studio solution file. I think all the setups are fine. However, I
Hi Ari,
Just add the supportsExtension(ogv,Theora movie format); into the
ReaderWriterFFmpeg.cpp and see if that works fine for you. If it
does then send the change to osg-submissions ;-)
Robert.
On Thu, Jul 1, 2010 at 8:18 AM, ari.hayri...@jyu.fi wrote:
Hi!
I think I found a little
Hi Ulrich,
Hi Sebastian,
On 1/07/10 1:18 , Sebastian Messerschmidt wrote:
I would suggest reading up on previous discussions about UserData
class that supports various generic attribute representation. It does
seem like there would be a big overlap with what you are after. What
a callback is
Thanks Nick,
I implement it but some modifications caused another problem I don't understand.
In the old code I created a cross axes with size=1.5 for each axis. The ortho
camera was defined as follows:
camera-setProjectionMatrix(osg::Matrix::ortho2D(-1.7, 17.75, -1.7, 13.86));
Then I had to
could you post a working code of it? I will have a look at
-Nick
On Thu, Jul 1, 2010 at 1:35 PM, Gianni Ambrosio ga...@vi-grade.com wrote:
Thanks Nick,
I implement it but some modifications caused another problem I don't
understand.
In the old code I created a cross axes with size=1.5 for
Hi,
I have successfully obtained the vertex Array with :
Code:
osg::ref_ptrosg::Vec3Array m_aVertexList =
dynamic_castosg::Vec3Array*(prGeometry-getVertexArray());
and indexes with a functor.
Now i would like to create a new drawable, with index of vertices, which are
outside a bouding box
Hi,
Sounding great so far. A lot to digest! I have a couple of questions.
One thing I am not clear on is how the rules for injecting a Shader into a
ShaderMain would work. This is an area I have had difficulty with in my own
shader assembly approach. For example, how will it be possible to
I understand discrete math but I'm still confused.
Shouldn't intersections just retrieve the hit polygons so why should this be a
mathematical calculation? Also, I'd expect a double to be able to represent
a 0.0 value without loss of precision.
Paul P.
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Hi Sebastian,
On 1/07/10 19:15 , Sebastian Messerschmidt wrote:
Thank you anyways for giving me an appropriate pointer the UserData class.
I'll will dig
deeper into it.
Comments from other people are welcome.
I was doing some work on something similar a while ago to associating
Nick, here is a working code showing the label disappearing problem:
Code:
#include osgViewer/Viewer
#include osgText/Text
#include osg/LineWidth
#include osg/Geometry
#include osgGA/TrackballManipulator
osgText::Text* createAxisLabel(const std::string iLabel, const osg::Vec3
iPosition)
{
Hi Brad,
On Thu, Jul 1, 2010 at 11:18 AM, Christiansen, Brad
brad.christian...@thalesgroup.com.au wrote:
One thing I am not clear on is how the rules for injecting a Shader into a
ShaderMain would work. This is an area I have had difficulty with in my own
shader assembly approach. For
On Thu, Jul 1, 2010 at 11:27 AM, Paul Palumbo paul1...@yahoo.com wrote:
I understand discrete math but I'm still confused.
Shouldn't intersections just retrieve the hit polygons so why should this be
a mathematical calculation? Also, I'd expect a double to be able to
represent a 0.0 value
Hi Paul,
there's a calculation that returns you the exact point picked inside the
polygon.
You have the primitive index to extract the picked poly from the drawable.
HTH,
Ricky
On Thu, Jul 1, 2010 at 12:27, Paul Palumbo paul1...@yahoo.com wrote:
I understand discrete math but I'm still
cool. I ll have a look later today and get back to you
-Nick
On Thu, Jul 1, 2010 at 2:51 PM, Gianni Ambrosio ga...@vi-grade.com wrote:
Nick, here is a working code showing the label disappearing problem:
Code:
#include osgViewer/Viewer
#include osgText/Text
#include osg/LineWidth
Hi Gianni,
I had a similar problem in the past, and it was related to the camera
clipping.
In my case it was enough to move the axes inside the screen, as shown in
the following code snippet:
// create a camera to set up the projection and model view matrices,
and the subgraph to drawn
nobody see an error?
i think i have to use PRE_RENDERING and to do something in the rest of the
scene but what?
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Hi,
I'm trying to add some glow to a scene controlled by osgART, and I was
wondering if someone could point me in the right direction. I used osg version
2.8.2, and osgPPU 0.4.2-rc1, and everything is fine except that I see my
glowing scene on a black background instead of the web cam video. I
Hi,
How do I draw QT controls over my 3D rendering?
I am using OSG 2.9.8 and QT 4.7.0
I must to drawing qt contols similary as in example openglcanvas. (trolltech)
Thank you!
Cheers,
John
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Hi,
Well, I actually made it work, using additive blending. :)
And I found out that the shaders from the osgPPU svn trunk work fine with ATI
cards, so all is good :)
Thank you for your time though!
Norbert
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I have bought some models of motor vehicles and found that some have the
X axis as forwards and some the Y axis, which can cause confusion when
you are tryiong to orient and move a model.
If you load up a model on its own in osgviewer you will see the rear of
the model if the Y axis is forwards,
Hi Stephan/All
Sorry I've been gone so long, I've been dying of glandular fever for the
last two months :(
Nice one for getting this repository set up, I'm very keen to get IPhone
version done and dusted. I can start looking into the CMake support,
although I'll be starting from scratch as my
Hello John,
How do I draw QT controls over my 3D rendering?
I am using OSG 2.9.8 and QT 4.7.0
I must to drawing qt contols similary as in example openglcanvas. (trolltech)
See the example osgQtWidgets that was part of 2.9.8. Also see the
modified files I attached to my post here:
robertosfield wrote:
On Thu, Jul 1, 2010 at 11:27 AM, Paul Palumbo wrote:
I understand discrete math but I'm still confused.
Shouldn't intersections just retrieve the hit polygons so why should this
be a mathematical calculation? Also, I'd expect a double to be able to
represent
Hi,
I tried a slightly different approach from using Quaternions and so far its
working. After using the debugger in visual studio and checking the angle
returned by the function-
PAT- getAttitude().getRotate(angle, vector);
angleDegrees = osg::RadiansToDegrees(angle);
The angle always pointed
Hi Rob,
Yes I have faced that situation that you're talking about. Infact I had to
rotate my model by 90 in the initial PAT while placing my model in the scene.
Else the front of my model was facing the +ve x-axis in osg.
I understood the pos vector which I'll get from my PAT but wasn't clear
No, it will be (1,0,0) if the X axis is forwards, (0,1,0) if the Y axis
is forwards.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sanat
Talmaki
Sent: 01 July 2010 13:46
To:
Thanks Davide. I considered that but since I would prefer to fix the axes
origin to (0,0,0), I tried setting big values for zNear/zFar parameters for
camera as follows:
setProjectionMatrixAsOrtho(-80, 1280-80, -80, 1024-80,-800, 800);
but nothing changed.
Gianni
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Gianni, I would follow Davide's hints and see if it works
-Nick
On Thu, Jul 1, 2010 at 5:36 PM, Gianni Ambrosio ga...@vi-grade.com wrote:
Thanks Davide. I considered that but since I would prefer to fix the axes
origin to (0,0,0), I tried setting big values for zNear/zFar parameters for
Hey all,
I'm using the latest trunk (2.9.8) and encountering problems rendering just
about all of the examples and the ones that do display anything show up
strangely. On the console I get the errors like:
Code:
Warning: gluTesselation not supported.
Warning: gluTesselation not supported.
Hi Markus,
It sounds like you are still building against the GL3 target doesn't
have the old fixed function pipeline support. Try removing your
CMakeCache.txt and then re-running CMake.
Robert.
On Thu, Jul 1, 2010 at 3:00 PM, Markus Lacay markus.la...@gmail.com wrote:
Hey all,
I'm using the
Hi jp,
I missed your earlier post. But here's what I'm doing:
The coordinate system for my object is pointing to the +ve Y-Axis (into the
screen). When I hit the UP key I increment Y value by 1 and DOWN decrement by
1.
I use the LEFT and RIGHT keys to rotate about (0,0,1).
I am able to get
Hi All,
in my scene I have many drawables that share the same settings/glsl
program - the needed params to render the different drawables are
already passed in as vertex attributes at geometry level.
I'd like to know it there's any difference, with respect to
performances, if I share the common
Hi Ricky,
The cull performance will be very slightly higher for method 2 as the
cull traversal will have to push/pop more state, but the draw
traversal will be identical between the two. There will be so little
difference in measurable performance I would suggest going for what
makes most sense
The various methods we're talking about for figuring out a forward vector are
rotating in different directions - here's a bit of test code to confirm.
Code:
FILE* fp = fopen(printout.txt, w);
osg::Vec3 f(0., 1., 0.);
osg::Quat fq(0., 1., 0., 0.);
osg::Quat
OK, I used what Davide suggested + a modification of my NodeCallback
implementation and now it works fine.
Thanks
Gianni
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Hi,
I'm currently working on adding shadows to my scene using
osgShadow::StandardShadowMap. Everything is working fine except for my biped
animations (using osgAnimation and hardware implementation of RigGeometry). The
problem is that a shadow map is not being generated for geometry shadowed
Hey Robert,
Yes this worked, thanks! I guess it was caching my GL3 option afterall.
-Markus
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Hi Wojtek,
Thanks for the input, good to know we aren't the only ones seeing issues. We
rolled back the drivers to 10.4 and all the issues magically disappeared. I'm
disappointed that ATI's QA process doesn't test for such basic feature support
with their latest driver releases. We'll have to
Hi,
When I run the app without taking the screenshot it works fine, thats why I
dont get it ... I can see correctly my scene in the viewer , but when I take
the screenshot with the callback there is this effect ..
Thank you!
Cheers,
Thomas
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