Hi All,
On Tue, Aug 10, 2010 at 9:29 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
I'm off on a trip for the rest of this week and should be back online
next Monday.
I'm back. I'll trawl through the email traffic over the last week and
then do a purge of pending submissions.
Robert.
Hi Ricky,
On Tue, Aug 10, 2010 at 6:34 PM, Ricky Flintoff rickyflint...@gmail.com wrote:
So there is no way I can capture focal length effects in OSG using the
Prespective projection matrix?
By focal length effects do you mean depth of field? Where you have
the foreground and background
Hi Alexander,
This filter on rbg (0,0,0) value is done to enable VPB to problem
merge reprojected imagery that no longer aligns along regular
boundaries of the image but instead is surrounded by an irregular
black border. The reprojection itself is done by GDAL.
Robert.
On Wed, Aug 11, 2010 at
Hi Padmini,
With VPB databases there is a CoordinateSystemNode placed at the top
of the scene so you don't need to create your own one to decorate it.
Instead search the root of the scene graph for this node. See the
osgsimulation example for how you can do this.
As for the heights not be
Hi John,
When the cull traversal encounters a Transform node it has to
transform the view frustum (and associated culling properties wrapped
up in the CullingSet class) it the new local coordinates of the
subgraph before it can continue traversing the subgraph. Entering and
leaving the subgraph
- Robert Osfield a écrit :
Hi Ricky,
On Tue, Aug 10, 2010 at 6:34 PM, Ricky Flintoff
rickyflint...@gmail.com wrote:
So there is no way I can capture focal length effects in OSG using
the Prespective projection matrix?
By focal length effects do you mean depth of field?
One can
HI Alex,
On Wed, Aug 11, 2010 at 2:28 PM, Alexander Irion alexander.ir...@xse.de wrote:
Hi,
shouldn't the line
bool inlineImageFile = _dataSet-getDestinationTileExtension()==.ive;
be expanded to:
bool inlineImageFile = _dataSet-getDestinationTileExtension()==.ive ||
Hi,
i want to render several textured meshes. For each mesh the texture is filled
with some polygons via a render-to-texture Camera.
Now, to save some video memory i want to reuse the same texture for each mesh.
Looking into the code i think i would need to create 2 render stages for each
Hi,
Does OSG provide a Callback (preFrame callback) which is called at the
beginning of each frame, prior to the event callback or any osg calculation?
Of course I could place my preFrame calls in the main rendering loop prior to
any traversal, but it would be more clear to use such a
Hi Torben,
There isn't a pre callback, and there really isn't any need as you
have complete control over the frame loop - and you can subclass from
osgViewer::Viewer/CompositeViewer and override the various
*Traversal() methods. Personally I'd just expand the frame loop to
look like:
Igor Lebedev wrote:
Hi,
Oh, i thought indexed vbo is fastest. I just wanna try alternate, faster method.
For Indexed VBO's, you don't use IndexArray's at all. Instead, you'll
use one of the DrawElements primitive sets (look in the osggeometry
example for how these work). These allow
Hi Dženan,
The osgViewer library by default will create RGB framebuffers unless
there are hints to do otherwise. You don't mention anything about how
you create your graphics windows so I can't give you further guidance.
See osgcamera example.
Robert.
2010/8/16 Dženan Zukić dzen...@gmail.com:
Hi,
I have AdapterWidget embedded in my Qt main window. Instance of it is called
vis. This is the relevant code:
Code:
MainWindow::MainWindow(QWidget *parent)
:QMainWindow(parent)
{
setupUi(this);
osg::ref_ptrosgGA::KeySwitchMatrixManipulator keyswitchManipulator =
new
Sanat Talmaki wrote:
I am interested in knowing if there is some tool in osg that I can use to
perform proximity queries between a pair of objects. I looked at osgbullet.
But it offers a lot more than what I basically need.
osgBullet doesn't do collision detection -- that would be
You might need to explicitly ask for alpha when you create the context. Grep for
DisplaySettings / read through its header.
-Paul
Dženan Zukić wrote:
Hi,
I am using the following code to save contents of the framebuffer into a file:
Hi,
Has anyone tried gotten a microsoft flight simulator X terrain database into
OSG? What was the conversion path?
Thanks,
Brett
--
Brett Wiesner
Product Manager, Visualize Products
VT MAK
www.mak.com
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Hi,
I changed the window creation code, but the resulting png still has alpha=1.
Code:
AdapterWidget::AdapterWidget( QWidget * parent, const char * name, const
QGLWidget * shareWidget, WindowFlags f)
:QGLWidget(parent, shareWidget, f)
{
osg::ref_ptrosg::DisplaySettings
Hi Dženan,
You can't use GraphicsWindowEmbedded and expect any of your traits to
be honoured - it's essentially a non-op class designed to make it very
easy to integrate the OSG with 3rd party graphics contexts, it doesn't
provide any graphics context support itself deferring it all to the
3rd
Hi all,
I am currently having some troubles with particles, I am trying to make them
local to a model (for example, imagine a scene with the earth rotating
around the sun, and a model moving on the earth, I don't want my particles
to take into account the earth movement, only the model one). I've
Hi Robert,
of course this solution is possible. But the software hast many modules, and
some of them requre some actions prior to the first traversal. Adding all of
them manually to the frameloop is'nt very modular because the maintainer of the
loop has to take care of every module. If there
Hi,
I found the solution now. The only change needed was in the main window
constructor:
Code:
MainWindow::MainWindow(QWidget *parent)
:QMainWindow(parent)
{
QGLFormat f;
f.setAlpha( true ); //enables alpha channel for this format
QGLFormat::setDefaultFormat( f ); //set it as
Hi Jean,
I am looking at osgBullet but for some reason all the binaries dont run after
building it.
Also, is there any tutorial that explains how to link osgbullet with an already
existing osg project ?
Thanks
Sanat
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Hi Paul,
That is the method I had initially thought of (i.e. the distance between
centres of spheres obviously :) and not the other one !)
I was building osgbullet and am able to build the projects in visual studio
successfully. All my dependencies are built right as osgWorks' binaries run
Hi,
I am trying to build osgBullet and while the projects build correctly in
VisualStudio, when I try to run the binaries created, they hang on me.
I hav the binaries from osgBullet and osgWorks copied into the binaries folder
for osgBullet.
When I opened the dll for osgdb_osgbBullet.dll in
Hi,
often you can see in depends that some registered dll are loaded dynamically.
This shouldn't cause any arm because the error is usually catched.
What you should do to really find your problem is to start your test
application inside depends and do a profiling. You can do that by loading
I like to set an event handler for osgGA::GUIEventAdapter::FRAME, which is
fired near the beginning of the whole frame traversal.
Tim
On Mon, Aug 16, 2010 at 5:57 PM, Torben Dannhauer
z...@saguaro-fight-club.de wrote:
Hi Robert,
of course this solution is possible. But the software hast
Hi -- Note that osgBullet has its own Google group, so there's no reason to use
osg-users for this discussion. I'll copy the group on this post, and also set it
as reply-to.
I'd hate to see you waste time trying to get osgBullet built, when it is very
unlikely that it will help with your
Hi all,
as the bug is still in the reader, I would like to submit a fix that deals with
2 more cases of how to format the material names. The current version crashes
when encountering materials as mentioned by Judy.
I think, the format supported in the current version of mesh.cpp is not
Hi Robert,
I have started to add some hook in osg::Referenced to be able to catch
information about instanciation and destruction, My idea was to add an
InstanceHandler like the DeleteHandler.
i have tried to use thos two mecanism to be able to catch creation and
destruction without more
Hi Serge,
You may want to research the following posts and see if they are relevent to
your particle problems.
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2009-April/027011.html
Thank you Jason,
It works very well.
Alice
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Hi, Robert
Thank you for your advice.
I managed to use a prerender camera which helps me to attach the frame buffer
content to an image each frame.
My only concern now is since I have two cameras now, one prerender, one normal,
how can I control these two at the same time?
I do it by
Hi Fred,
I'll try that out. THanks.
Sorry Paul, I didn't realize there was a google groups separately for
osgBullet.
Thanks,
Sanat.[/quote]
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Hi,
In getPrimitiveSet() function there is pos argument. How should i use it?
Thank you!
Cheers,
Igor
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