Hi Paul,
please have a look at the thread on osg-submissions where I explain the
details and concepts of multi-touch to Robert:
Am 03.02.11 02:56, schrieb Paul Martz:
I'm working on a project that needs to generate multitouch events, and I
have a question about the current (2.9.10)
Hi Paul,
(sorry for the previous truncated mail, hit the send button by mistake)
please have a look at the thread on osg-submissions where I explain the
details and concepts of multi-touch to Robert:
http://forum.openscenegraph.org/viewtopic.php?t=7137
I hope this helps for getting started. If
All compiles correctly now!
Thank you!
Cheers,
Aitor
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Hi Bill,
You can only merge Geometry objects that share the same type of array
usage and bindings.
Robert.
On Wed, Feb 2, 2011 at 7:17 PM, Poirier, Guillaume
guillaume.poir...@nrc-cnrc.gc.ca wrote:
Hello OSG community !
Just a quick question on the MergeGeometryVisitor. What is it supposed
Hi Kumar,
For plugins like the vrml one I'm just the one merge submissions, I'm
not the original author and rely on members of the community for
maintenance of it. This means I don't have the low level knowlege of
OpenVRML lib to answer your question.
Robert.
On Wed, Feb 2, 2011 at 9:33 PM,
On 3/02/11 3:47 , Bob Youmans wrote:
What will the users do, who current utilize the userData in the node for
their own
specialized purposes? Is this going to break our models?
I don't see a reason why user-data shouldn't be stored as another type of
meta-data.
So it should be fully
Hi Silveira,
I had almost the same problem, rather than specifying the frames to be
played, I choosed to use FBX Model with multiple animations, the animation
Manager took care of the rest.
I hope I helped a little bit
*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à
Hello
I've got trouble by using the computeIntersections function with OSG.
In my whole application I use a callback when the user clicks in the current
window. With this callback, I receive two integers (x y), corresponding to
the mouse cursor position.
Afterwards, I compute two floats X Y
Hi,
I want to interface with a simulation host. but before going to the interface
part, I want to see the terrain. is there any API in osg through which the
camera can be set. If there any, can you please tell me how to use it. I have a
test program. I'll try in that. I'm just starting the osg
Hi,
that seems strange to me too. Why nobody have any idea about that? Is it simply
a bug?
Regards
Gianni
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Hi,
Thats quite easy: You can manipulate the camera with so called camera
manipulators :)
Please ask google or this forum for details
One reference could be:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials
Section : control camera
Thank you!
Cheers,
Torben
Hi Bob,
Ulrich is right: you could move your data as a metadata. However I guess that
we should not break existing code. (De)Serializers should NEVER overwrite
existing userData, they should only be allowed to add metadata it userData
points to a meta container. So if you already use userData,
I concur, in order to avoid disrupting existing users, metadata should
only be read/written to if UserData is empty or already contains a
metadata object. Possibly we could have an abstract metadata or
de/serializable interface so that users could retroactively support
their existing UserData
I'm resending this with a new Subject: line. Worried that it was a little too
cryptic.
I'm trying to understand how the threading works in OSG when
DrawThreadPerContext with respect to which process is on which frame at which
time. It appears to me that the draw frame is skipping values in
Hi Anna,
I've looked into the NodeTrackerManipulator::validateNodePath()
implementation and can confirm that the itr !=
_trackNodePath.begin() is an error.
When reviewing the implementation I decided that the code would be
better off using the new osg::ObserverNodePath rather than it's own
local
Hi Brad,
I couldn't make sense of your original email and same with this one,
I'm confused by the role of your map and would suspect that your
method is the cause of the odd output.
The way I'd check the current frame number is to simply have a draw
callback directly output the frame number.
Thank you! You really help me.
I thought it was not possible. How can you save your FBX file with multiple
animations? I'm using 3DS Max 2010 and I do not see a way to save multiple
animations. I'm not familiar with modeling ...
How can I split the animations?
Thank you!
Renato
On Thu, Feb
On 2/3/2011 1:34 AM, Stephan Huber wrote:
(sorry for the previous truncated mail, hit the send button by mistake)
please have a look at the thread on osg-submissions where I explain the
details and concepts of multi-touch to Robert:
http://forum.openscenegraph.org/viewtopic.php?t=7137
Sorry
It was a bit hard to describe. Let me try to take one more crack at it.
I have an object derived from an osg::Node for which I've implemented my own
virtual void traverse(osg::NodeVisitor nv).
Inside that traverse I keep track of the frame number as reported from the
CullVisitor.
In a
Simplifying my example, my PostDrawCallback now simply prints the pointer value
of *this (to determine that it's the same PostDrawCallback instance) and the
frame number and I get the following (snipet):
0x2a9a400:896
0x2a9a400:896
0x2a9a400:898
0x2a9a400:899
0x2a9a400:899
0x2a9a400:901
One more update:
I modified the code slightly in both the Pre and Post draw callbacks to compare
frame numbers. I would expect that they would have the same number, but they
do not at times.
I also added a bit of code to the PostDraw to compare the last frame number to
the current. The
Hi Brad,
What happens when you run SingleThreaded or CullDrawThreadPerContext?
Robert.
On Thu, Feb 3, 2011 at 6:27 PM, Brad Colbert bcolb...@rscusa.com wrote:
One more update:
I modified the code slightly in both the Pre and Post draw callbacks to
compare frame numbers. I would expect
Hi,
I'm experiencing a strange segfault with an inherited osg::Drawable.
Unfortunately I'm currently unable to provide an example demonstrating
this. The application is a clustered rendering system and for various
reasons I have to (un-)load scenes during runtime. These scenes are
SingleThreaded and CullDrawThreadPerContext behave as I would expect.
SingleThread output:
Pre 0x2b63900 : 1692
Pos 0x22e5fa0 : 1692
Pre 0x2b63900 : 1693
Pos 0x22e5fa0 : 1693
Pre 0x2b63900 : 1694
Pos 0x22e5fa0 : 1694
Pre 0x2b63900 : 1695
Pos 0x22e5fa0 : 1695
-B
-Original Message-
Hi Mathias,
This sounds rather like you've got a dangling pointer somewhere in
your app. The OSG uses reference counting for all the internal scene
graph objects which is specifically to avoid dangling pointers and to
leverage this safely you are best to use ref_ptr to all OSG objects.
Lots has
Hi Brad,
Could it be simply that the same FrameStamp is used by the Viewer for
all frames with the frame number + time being updated rather than it
creating a new FrameStamp every frame. Have a tweak of the osgViewer
code that updats the FrameStamp on each new frame so it assigns a new
Hi Paul,
Am 03.02.11 19:00, schrieb Paul Martz:
On 2/3/2011 1:34 AM, Stephan Huber wrote:
(sorry for the previous truncated mail, hit the send button by mistake)
please have a look at the thread on osg-submissions where I explain the
details and concepts of multi-touch to Robert:
Robert,
I'm not sure. I'll try making my own frame stamp and see what I get.
-B
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday, February 03, 2011 11:30 AM
To:
Ok, that is strange ;) I get the same results with my frame number
(DrawThreadPerContext). The second number on the line is my frame number which
is a global unsigned integer that I increment in an overridden frame() call in
my osgViewer derived class:
Pre 0x2b63230 : 1318 1318
Pos 0x147a230
Hi Robert,
thanks for your quick reply. I really appreciate your afford on OSG!
I'm aware of osg::ref_ptr and the application uses them everywhere it can.
I'll review the code but I think there is no tricky pointer stuff going
on there.
Is it safe to modify the SG after the updateTraversal()
Hi Mathias,
On Thu, Feb 3, 2011 at 7:56 PM, Mathias Buhr mathias...@gmx.de wrote:
Is it safe to modify the SG after the updateTraversal() in SingleThreaded
mode?
Yes it's safe to do update before or after the updateTraversal(), you
can even do updates in cull and draw when running
Hi Mathias,
This may be an obvious question, but did you make sure that the
destructor of your drawable class is declared as protected? I ran in
to this very situation and it was all because I didn't declare my
destructor as protected. It cost me hours upon hours of debugging.
Chuck
On Thu,
This is an interesting thread of discussion.
In terms of communicating with a simulation host, are there any plans to
support CIGI for communicating between the host and osgVisual? I would think
that would be a good thing to support...
-Shayne
-Original Message-
From:
On 2/3/2011 12:31 PM, Stephan Huber wrote:
No problem, perhaps we should add it to the wiki :)
Having it in the wiki wouldn't hurt. It's here now, along with your link
pointing to the osg-submissions discussion, so anyone scanning osg-users for
multitouch will find it.
You might consider
Hi,
I downloaded the latest vpb and build in visual studio 2005. I'm using OSG
2.9.11 and GDAL 1.7.3. Build completed successfully but when I use osgdem to
generate a database from srtm3 hgt file and a georefernced tiff imagery(WGS84),
the entire process is completed within seconds and when i
Hi S2LR,
Yes, there were plans to create a CIGI implementation of extLink. Unfortunately
for more than one year the project is not funded so all developments are
competetive to my job. Therefore I can't spend as many hours as I would like to
and CIGI support ist not on top of my todo stack..
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