Hi,
Can someone help me out on this.Its a bit urgent.
Thanks,
Siddhi
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Hi,
I was trying to compile Collada-Dom on Ubuntu.For this i downloaded
collada-dom-2.2.zip and compiled the same as per the instructions given on
http://www.openscenegraph.org/projects/osg/wiki/Support/KnowledgeBase/Collada;
for linux.
But when i do make os=linux project=minizip the compiler
To the stereo mode issue: This morning I had a quick look at the colladaread
example in osgBullet. I just set OSG_STEREO to ON and I am getting quite the
same picture in the colladaread example like in my environment. The distance
between the left and right eye images is wrong somehow
Dear list members,could you please help me with the issue how to get the position of my object?I have developed a class, which is derived from the class "PositionAttitudeTransform" and this class encapsulates within its constructor some other classes/objects. These are namely "Switch" (to be able
Hi Tom,
One wouldn't normally change the viewer's master Camera while the
viewer is running, if you do this you'll been to stop all threading,
assin an Renderer and the get the viewer to rewire the threading.
In you case I would just take the subgraph below your own Camera and
then attach this
Hi Siddhi,
I have never compile Collada-Dom with Cg. Perhaps something has
changed in a recent rev of Collada-Dom. Might I suggest you go visit
the Collada project website for most up to date details on compiling
the DOM and any dependencies.
Robert.
On Mon, Sep 6, 2010 at 1:19 PM, Siddhi
Hi, all
I successfully compiled the osgAL project, but the examples in osgAL solution
didn't work. They all notify me that:
No Generic Hardware in :
OpenAL++: couldn't open sound device.
It seems that osgAL cannot find my sound device. However, my sound device
actually works well in my
Hello,
I would like rotate a image. Because I want to rotate the separate images from
my sky box. I think it is difficult to change the texture coordinates of my
sphere. I my idea is to rotate the images at the beginning.
Example
::osg::Image* image = osgDB::readImageFile(c_posX.Filename);
pDevice = alcOpenDevice(NULL);
pContext = alcCreateContext(pDevice, NULL);
alcMakeContextCurrent(pContext);
it work in windows and linux.
2010/9/7 ting zhang bee...@sina.com
Hi, all
I successfully compiled the osgAL project, but the examples in osgAL
solution didn't
what do you mean by rotating an image? Could you tell what you are
actually trying to do? More info you provide more chances to get some advice
-Nick
2010/9/7 Martin Großer grosser.mar...@gmx.de
Hello,
I would like rotate a image. Because I want to rotate the separate images
from my sky
Ok, also I have create a sky box like the sky box in the vertexprogramm example
of osg. But in my scene the up vector is in the z direction and not in the y
direction. Now I have rotate my sky box 90 degrees around the x axis.
Is it understandable?
But now, the images on the sky box are in the
Hi Martin,
If you follow the vertexexample closely then then rotation can be simply
added (or removed because its already there) to TexMat in TexMatCallback.
Look at R matrix in TexMatCallback::operator(). Multiply this R matrix by
neccessary rotation. If you don't know what rotation exactly,
so yo have a skybox model (probably a dome). and you want to render
something in cube map and apply that to the skybox, correct?
-Nick
2010/9/7 Martin Großer grosser.mar...@gmx.de
Ok, also I have create a sky box like the sky box in the vertexprogramm
example of osg. But in my scene the up
:)) .. Let make the easy way :)
Here is the code with the proper setup
if (!mEnvironmentGroup.valid()) mEnvironmentGroup = new osg::Group;
mEnvironmentGroup-setName(ENVIRONMENT);
mEnvironmentGroup-setNodeMask(0x0);
int tex_width = 256;
int tex_height = 256;
double range = 4.0;
Dear Lucie,
at the Graphics Group at Delft University of Technology we use our
VRmeer toolkit, basically some Virtual Reality and Data
Visualization extensions combining OSG, VRPN and VTK. You can download
our source code for use or inspiration at
http://graphics.tudelft.nl/VRmeer
The default
Hi,
Thank you for your reply.
How can I download the sources of VRMeer in your site?
He asks me for a login and password.
Thank you!
Cheers,
lucie
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Hi Gerwin,
On Tue, Sep 7, 2010 at 1:07 PM, Gerwin de Haan gerwindeh...@gmail.com wrote:
We do use the osgUtils SceneView callbacks right now (as indicated in
the other posts) , but it seems this is deprecated and I plan to
convert this to the Compositeviewer.
Just a small note, the way to do
Paul,
For HAT, you only need one point. LOS requires a start and end point. Both
require that the points be specified in the database coordinates (i.e.
geocentric Cartesian coordinates for round earth databases).
I haven't worked with .flt databases but the osgSim methods appear to work
for
Robert,
You are right, although vectorbool is slow, it is apparently not the
bottleneck. In my case, the bottleneck was basically, a deep and complex
hierarchy of osg::Switch groups.
I did some frame rate testing, replace all the osg::Switch with osg::Group,
then frame rate tested again.
Hi Tat,
I have been able to run osgOcean by modifying the shaders, but the frame rate
was not acceptable (15 FPS). I have also applied the patch to Texture.cpp, but
it didn't resolve the FBO errors.
Given the framerate is too low, I stop trying to run the software on that
graphics card.
On 9/7/2010 1:42 AM, ting zhang wrote:
I successfully compiled the osgAL project, but the examples in osgAL solution
didn't work. They all notify me that:
No Generic Hardware in :
OpenAL++: couldn't open sound device.
It seems that osgAL cannot find my sound device. However, my sound device
ting zhang wrote:
Hi, all
I successfully compiled the osgAL project, but the examples in osgAL solution
didn't work. They all notify me that:
No Generic Hardware in :
OpenAL++: couldn't open sound device.
If you're using Vista or later, there will be no Generic Hardware
device because
Just as background, the model is a CAD model of a fairly typical part.
When broken down to the component CAD entities, there are a total of about
19,000 groups in a hierarchy about 4 levels deep. Of course the geometry could
be coalesced to any level, but users expect visibility control and
Hi all,
i've happily developed an application based on osg/osgART and i was proudly
giving it to my friends. Unfortunately, noone of them is able to run it.
The main problem is the inability to find the plugins. i get the error:
plugin -1 unknown
no matter where i put the plugins, in the same
Bonjour Jean-Claude,
I have been able to run osgOcean by modifying the shaders, but the frame rate
was not acceptable (15 FPS). I have also applied the patch to Texture.cpp, but
it didn't resolve the FBO errors.
Given the framerate is too low, I stop trying to run the software on that
Hi Andrew,
On Tue, Sep 7, 2010 at 4:25 PM, Andrew Cunningham o...@a-cunningham.com wrote:
Just as background, the model is a CAD model of a fairly typical part.
When broken down to the component CAD entities, there are a total of about
19,000 groups in a hierarchy about 4 levels deep. Of
Hi,
I am still facing an issue with this effect. I tried my model (a chair) with
osgoutline (2.9.8) and it looked just fine. I integrated the code of
osgoutline.cpp into my application and I integrated Outline* into my build
(still using 2.8.3).
Note the attached image. The first chair has no
Hi,
I'm using an osg::Camera to do a render to texture. My setup looks like this
:
osg::Camera * rttCamera = new osg::Camera();
rttCamera-setReferenceFrame(osg::Transform::ABSOLUTE_RF);
rttCamera-setRenderOrder(osg::Camera::PRE_RENDER);
Hello Florian,
Note the attached image. The first chair has no effect, the second chair has
the outline effect, and the third chair has the scribe effect. As you can see
with the middle chair, the legs seem to be working but then the seats polygon
lines get exposed? May this be an issue due
Johannes Scholz wrote:
To the stereo mode issue: This morning I had a quick look at the colladaread
example in osgBullet. I just set OSG_STEREO to ON and I am getting quite the
same picture in the colladaread example like in my environment. The distance
between the left and right eye images
I have a set of nodes in the scene. I implemented an UpdateCallback class and
set it to each node of the scene to animate it. The UpdateCallback
implementation basically uses the current system time to get the values of
position and rotation from the corresponding array.
Now the problem. Since
On 9/7/2010 9:25 AM, Andrew Cunningham wrote:
Just as background, the model is a CAD model of a fairly typical part.
When broken down to the component CAD entities, there are a total of about
19,000 groups in a hierarchy about 4 levels deep. Of course the geometry
could be coalesced to any
Paul Martz wrote:
Thanks for the reproducer case. Can you open an issue at the osgBullet
wiki?
This isn't an osgBullet issue, I see the same behavior in the osgWorks amt test
program. So discussion / issue tracking / patch submission should occur in the
osgWorks related pages:
Hi all,
I have released an open source plug-in for Maya that allows to export
Maya scenes to OSG and import them back from OSG to Maya. In case
someone is interested, you can find it at:
http://maya2osg.sourceforge.net/
It is a preliminary release. I am currently testing it, but I think
Thanks Robert/Shayne, turns out I was computing HAT correctly but was
using wrong texture filtering ( I store the positions in a texture ).
thus the computed heights were displayed incorrectly in the vert shader.
Thanks again.
On 09/08/2010 12:27 AM, Tueller, Shayne R Civ USAF AFMC 519
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