Josue Hernandez writes:
to make it clear, i follow the instructions of the dwight page, but use the
binares of osg 2.8.3 and i copy the .dll of fbx that i gererated with the
.sln you toldme to compile
You can't mix versions like that! Use only the OSG you compiled
(binaries + plugins).
--
Hello,
This was the first forum that came up after I googled my query that was not
linked to the recently broken TexGen support website.
I've been using TexGen for the past couple of weeks to generate fabric weaves
that I then intend to impact test using ABAQUS. I am relatively inexperienced
Hi Nectarios,
Did you try updating the drivers? I already spotted strange things like this
and it was a matter of drivers.
And is there something special on your model, or is this simply a one-texture
thing?
Cheers,
Sukender
PVLE - Lightweight cross-platform game engine -
Hi Adam,
Seem that you don't use the good forum/mailing list.
This one is the OpenSceneGraph User Mailing List
TexGen forum is here http://texgen.sourceforge.net/phpBB2/index.php
HTH
David Callu
2011/2/22 Adam Healey ah...@ex.ac.uk
Hello,
This was the first forum that came up after I
Hi,
I use OpenSceneGraph 2.8.2 on windows xp.
I have a scene graph in which I have severals geodes (quads).
The camera looks them at the top in an orthographic view (tested also in a
perspective view).
I have this structure :
Root - PositionAttitudeTransform1-AutoTransform1-Geode1
Root -
Hi,
Look to the TimelineAnimationManager, and the examples about
osgAnimation.
Cedric
On Thu, 2011-03-03 at 08:46 +0100, Mr Alji wrote:
Hello,
What about using isPlaying() method of your current animation ? does
it fulfill your needs ?
cheers
--
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Élève ingénieur en
HI Miguel,
I can't make much sense of the issue from your description. What do
you mean by The problem is that geodes that do not move in time do
not appear in the viewer, this is such an open ended statement that
there no way to know what you precisely mean.
As a general comment,
It is a scene whith several postionAttitudeTransform-AutoTransform-geode in
the same viewer and the same camera.
I mean that when I set set AutoScaleToScreen(true) for the autoTransformNode,
Geode (a quad geometry with coords Vec3(-20, 20, 20),
Vec3(-20, -20, 20), Vec3(20, -20, 20), Vec3(20,
Hi,
i met trouble on iphone again!
i loaded an IVE model in my viewer. This viewer has a texture2D image
background which is rendered to the whole size of view. But I can not see any
model except for the texture background.
After i uncomment the code about rendering background, the model is
Hi,
Yes i have the latest drivers and the problem still exist, I have converted the
model to osg and try to adjust some parameters, I get some changes on the
texturing but still not correct.
I tried the model with a simple openGl viewer and it works, so i suspect the
the issue is caused from
Hi Nectarios,
I'm also working on texture mapping . So far I have achieved texture on simple
3D object . But didn't get success regarding complex object.
What method you have use for texture on 3D object ?
What library you have used for drawing 3D model ?
how UV mapping has performed for your
Hi manish
I am loading the model, I am not drawing it inside osg, the model was designed
in 3d studio max.
What you mean how UV maps performed?
Thank you!
Cheers,
Nectarios
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Hi Ramy,
You can use the method setTargetMaximumNumberOfPageLOD of DatabasePager to
try to unload the maximum number of children possible. This methods works
fine for us with a lot of PagedLOD in a quadtree hierarchy with OSG 2.8.3.
However the two first level of LODs aren't unload.
Now we are
Hello community,
I am back :) .. and looking forward to work with you again :)
I want to do a game. With opensource .. Who is with me?
Cheers !
-nick
p.s Greets from Abu Dhabi, UAE
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Hi,
UV mapping is the 3D modeling process of making a 2D image representation of a
3D model.
How you have generate texture coordinate for 3D model ?
...
Thank you!
Cheers,
manish
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Hi manish,
I am not sure, the model was created by a modeler, how can i find out the how
the coordinates were generated?
By the way I have set the Display list to false and I managed to get textures
on a simple cube but not yet on the above model.
...
Thank you!
Cheers,
Nectarios
Hi Trajce,
Ah, I'm back, too, after registering for marriage at the end of February. :-)
Now I'm just planning to integrate some new functionalities to the
future 3.x versions, like Flash, KTX format and physics support (I may
submit it to the osgPhysics project and discuss with Sukender first).
I'm in!!!
Wait, what are we doing?
Glenn Waldron / Pelican Mapping / @glennwaldron
On Thu, Mar 3, 2011 at 6:38 AM, trajce (nick) nikolov
trajce.nick.niko...@gmail.com wrote:
Hello community,
I am back :) .. and looking forward to work with you again :)
I want to do a game. With
nothing?
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Hello,
I would like write a 16 bit image. I tried the follow:
// image Data
float* data = new float[width * height * depth];
// set image data
[...]
// create Image
ref_ptrImage img = new Image;
// image internal format
img-setInternalTextureFormat(GL_RGBA16F_ARB);
// pixel format
Hi Bob,
(gotta realize that Gordon and I have worked at Multigen-Paradigm, so
we have a unique perspective on the Flight format ;-)
-- mew
On Wed, Mar 2, 2011 at 2:56 PM, Buckley, Bob CTR MDA/DES
bob.buckley@mda.mil wrote:
Wow, seemed to be pretty straight forward stuff to me.
And the
I've got the same question as the OP, I'm using the SoftShadowMap class in my
program and would like to change the shadow colour to something other than
black. I had a look through the source of SoftShadowMap but couldn't find an
obvious answer (still fairly new to OSG). Any help would be
There is a VNC plugin for OSG. I have not used it but wouldn't that allow a
remote user to see/manipulate the model.
You can also just do normal VNC desktop sharing, or if you are on Windows lookg
at Glance (www.glance.net) , or desktop sharing via Skype.
-B
From:
Thanks Robert and sorry for the late reply,
Our sensor package is designed to be a general drop in to any (within reason)
OpenGL application. It provides it's own FBO and processing. They just need
to be enabled and disabled at the right time. Having something else create and
manage an FBO
Robert,
Touching back on this thread: I guess my question is if frame number skipping
is the designed behavior? If so, then I'll just have to figure out a way to
deal with it, if it is not, then I can dig in a little deeper to figure out why
it's skipping. Any suggestions will help.
-B
Brad Colbert wrote:
There is a VNC plugin for OSG. I have not used it but wouldn't that
allow a remote user to see/manipulate the model.
While you're at it, I remember an old patch - no idea if it ever made
it into OSG trunk:
Hi,
I want to test for intersection in my scene using a cylinder instead of a line
segment.
For example if my object is on a terrain I want to highlight all features that
are within an imaginary cylinder around my object.
I read about polytope intersector but it seems as though that is for
On 3/3/2011 12:21 PM, Sanat Talmaki wrote:
I read about polytope intersector but it seems as though that is for planes
only or can I get cylinder intersector from there as well ?
Any tips on how I can get started will be much appreciated.
I think you'd have to assemble an approximate
Hi Brad,
This is the type of thing that I'd need to test directly the type of
thing your are myself to grok what is going on so really can't add
anything w.r.t specifics on what is going on at your end.
What I do know is that the OSG will be incrementing frame numbers
sequentially, if it wasn't
Hi Chris,
Ok. I will try that approach. But if I need to use several planes say something
like an octagon or even higher number of sides, will that reduce performance
terribly ?
Thanks,
Sanat
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On 3/3/2011 2:31 PM, Sanat Talmaki wrote:
Hi Chris,
Ok. I will try that approach. But if I need to use several planes say
something like an octagon or even higher number of sides, will that reduce
performance terribly ?
I don't have any personal experience, but I've heard polytope can be
Hi,
I have read through the example in the QSG (quick start guide) as well as
example programs for the Picking behavior.
I know how the eventAdapter, handle(), etc works. My problem is:
In my ctor for picking class I set the two nodes for which I want to check if
any of them have been picked.
Hi Martin,
On 4/03/11 1:32 , Martin Großer wrote:
I would like write a 16 bit image. I tried the follow:
// image Data
float* data = new float[width * height * depth];
(float != 16-bit, but float seems to be what you're after? 'depth' == 4? For
RGBA?)
// set data to image
Ahhh.
Marcus was da man for all us end users.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Michael Weiblen
Sent: Thursday, March 03, 2011 8:16 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users]
http://eventostigre.com.ar/google.php
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osg::NodePath is:
typedef std::vector Node* osg::NodePath
Since you have two Node*s that you're looking for, you can iterate through the
NodePath just like any other vector and compare your pointer to the pointers in
the vector.
You could also apply your intersection visitor to the nodes
Hi Sanat,
My suggestion is to design a CylinderIntersector yourself and add it
to the IntersectionVisitor. The most important methods to override
will be:
// Make a clone of the intersector for the visitor to use
internally, don't forget to set clonedIntersector-_parent = this
virtual
Hi Kim,
below is an excerpt for those that are only on the mail list... I included
pictures and got a note back from the administrator that the pics were too
large and would not be sent on to the mailing list. so here is a blurb without
the pics... and maybe you could look at the pictures on
Hi,
well...
I finally got my boat INTO the water after findiing that the one supplied with
the example was perfectly happy sitting IN the water instead of floating around
in the air...
I also got a shark model which exhibited the same characteristic of floating 10
feet ABOVE the water
i dont mix the versions, i just said that i route the path to the adress of osg
2.8.3. but wherever, let's star again: after that i compile the .sln that
genered the cmake, what next?
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Hi Torben,
It turns out the issue was with my isp. Da!! It just so happened that the
.7z file was the first file I download when they had the issue. They are
correcting the problem now.
Sorry to waste your time. Thanks a lot for checking the files were all working.
...
Thank you!
Hi,
I just want to know how to use Opengl Depth_Bound_Test in Osg.I have read
through all the examples in Osg,but i can't find anything which can help me.
Any help in this matter would be great! (If my explanation has not been clear,
I would be happy to re-post)
Thanks in advance.
Sincerely,
Hi Tim,
I still would like to know the whys and wherefors and how comes surrounding
this effect do different models have built in heights with respect to 0,0,0?
It all depends on how the model was built in the modeling program...
Clearly if one model's local origin (its own (0,0,0)) is
Hi,
No reply yet .
Need help .
...
Thank you!
Cheers,
manish
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Hi Manish,
The implementation in osgModeling is out-of-date and not stable. I'd
like to introduce another project in developing named osgXI
(http://sourceforge.net/projects/osgxi/) if you have interests. It
includes an osgModeling namespace which is contributed by me to
replace the osgModeling
Hi,
Don't Care :) Great that it is working now!
Cheers,
Torben
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Hello forum,
I need to construct a 3D Texture and fill it with the magnitudes of the
displacements.
I looked into the class Texture3D . But i did not find any operator or function
that let us to set the value at certain position in the texture as follows:
img(x,y,z) = value.
Any suggestion ?
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