Peter Hrenka wrote:
Do you set the initial Bounding Box?
I think with generic Vertex Attributes
OpenSceneGraph has no chance calculate
the Bounding Box by itself.
I calculate the bounding box myself and I set up a bounding box calculation
callback for every geometry that I create through
Things work if I call setVertexArray. I mean that I have to call
setVertexArray, in addition to setVertexAttribArray, even though my shader is
solely based on vertex attribute data and doesn't use GL2-style dedicated
vertex coordinates data.
Code:
// This line should not be needed but seems
Hi Peter,
I think your FLT file is invalid. There doesn't seem to be any push
record between the header node with its ancillary records and the
following group node. Where does test.flt come from?
Regards,
Andreas Ekstrand
On 2011-03-25 11:45, Peter Wraae Marino wrote:
Hej osgUsers,
I
Hi,
when I open some collada file, created with maya, in osg 2.9.11 I've this
error:
osg Dae plugin error: Texture coordinate set 0 not found
and the result is that the texture isn't loaded.
why??
thanks
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Hej Andreas,
the test.flt comes from TerraVista export :(
regards,
Peter
On Fri, Mar 25, 2011 at 12:28 PM, Andreas Ekstrand
andreas.ekstr...@remograph.com wrote:
Hi Peter,
I think your FLT file is invalid. There doesn't seem to be any push record
between the header node with its
Hi,
i'm looking for give to an 3d object, some transparent value (not completely
transparency) . So, i'm starting from osgclip example, to make trasparent (with
0.5 opacity) the wireframe part of the cow.
part of the c++ code :
osg::Node* decorate_with_clip_node(osg::Node* subgraph)
{
...
Hi,
I solved. The Problem is a null pointer of material, after :
osg::Material * material = (osg::Material *)
wireframe_subgraph-getOrCreateStateSet()-getAttribute(osg::StateAttribute::MATERIAL);
command.
I solved simply in this way :
osg::Material * material = new osg::Material();
ok, but what means an in the follow line?:
finder._am-playAnimation( animations[an].get() );
and where i can see how can i do this:
Finally, you can do what ever you want: play the animation on the
osgViewer, get the Duration, the StartTime, the Name of the animation...
forget what i say about the an jeje
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Hi Fred,
Am 25.03.2011 11:52, schrieb Fred Smith:
Things work if I call setVertexArray. I mean that I have to call
setVertexArray, in addition to setVertexAttribArray, even though my shader is
solely based on vertex attribute data and doesn't use GL2-style dedicated
vertex coordinates
Peter Hrenka wrote:
On the GL trace side I don't see anything wrong when I don't call
setVertexArray:
glVertexAttribPointer(...);
glDrawElements(...);
When I also specify a vertex array the glVertexPointer call obviously seems
superfluous:
glVertexPointer(...); //
I don't believe my problem comes from the bounding box, but out of curiosity:
the osgvertexattributes sample does not seem to specify a compute bounding box
callback, so how come the camera is set up correctly?
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Hi Jason
I would expect Creator to handle things better than OSG as Creator has a
quite a robust and forgiving FLT file reader ( as it should : ) ) , and it
can handle malformed files quite well, it will skip records it does not know
etc. and try to create usable structure, you might see issues
On 03/25/2011 03:00 PM, Gordon Tomlinson wrote:
I would expect Creator to handle things better than OSG as Creator has a
quite a robust and forgiving FLT file reader ( as it should : ) ) , and it
can handle malformed files quite well, it will skip records it does not know
etc. and try to create
Hi Jason
I looked at the file in an older version (3.0)
It had no Material palette and the Color palette look pretty hosed as well
so I suspect that is malformed as well,
I think the file is just not really Open Flight compliant and thus why the
OSG reader is struggling
Hi -- Is anyone successfully building OSG, either 2.8.3 or svn trunk, for 64bit
OS X? I've got a report from an associate that this is broken (sorry, no
additional information at this point) and just wanted to see if this was known
to either work or not work...
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Hi Paul,
I successfully made a build but you need to set some cmake variables
(maybe we should set up this variables by default)
OSG_WINDOWING_SYSTEM=Cocoa
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX=imageio
Doing this I don't have any problem building it.
Rafa.
2011/3/25 Paul Martz
Hi Paul and Rafa,
I have also built 2.8.3 on MacOS X, without problems. The build I did
was Intel 32 and 64 bit universal. No ppc at all. Perhaps it's the ppc
64-bit build that fails? I seem to remember reading that ppc 64 bit was
pretty uncommon anyways.
I was having CMake generate normal
Hi Paul,
Am 25.03.11 20:32, schrieb Paul Martz:
Is anyone successfully building OSG, either 2.8.3 or svn trunk, for
64bit OS X? I've got a report from an associate that this is broken
(sorry, no additional information at this point) and just wanted to see
if this was known to either work or
Thanks for all the replies, folks. I understand 64bit OS X builds are working.
-Paul
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Hi all,
this is a short demo of my terrain integrated with a wiimote :
www.youtube.com/watch?v=cGbD5bpu2uY
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Very cool...:)
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Massimo
Tarantini
Sent: Friday, March 25, 2011 4:57 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] [vpb] short video flying
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