Hi Nilton,
Neither osg::BoundingBox or osg::BoundingSphere will be sufficient for
the purpose of collision detection against polygon wall geometries,
these bounding volumes are just suitable for very coarse grained
intersections tests like required for culling.
The
HI Nilton,
I think you might be misunderstanding the use of the word traverse in
the context of scene graph traversal. When the NodeVisitor traverse
the scene graph they are consider the internal data structure links
between parent nodes and their children. In the case of the cull
traversal a
On Tuesday 21 June 2011 04:36:05 Nilton Paulo wrote:
Hi, everybody:
I am writing a software to walk into a 3D image from a 3DS file.
[...]
The issue is that I need to walk thru the scene always at 6 feets, for
exemple. Does anybody know how to do so?
Hi Nilton,
Have a look at how
Hi all.
osgExp expects specular in range 0...1000, that is range you can set in 3ds max
for specular intensity. It's looks different in 3ds max then in osg though.
Sergey.
17.06.2011, 18:53, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com:
Hi Farshid,
I'm not sure who the original
Hi, Linda
ss-setTextureAttribute(1, tileImgLay);
This line is actually does not do anything because default value for 3rd
parameter is osg::StateAttribute::OFF
You should use either
ss-setTextureAttributeAndModes(1, tileImgLay);
or
ss-setTextureAttribute(1, tileImgLay,
Hi,
I have just been pondering the idea of extending the curl plugin so that it can
perform http upload for write operations. In principle at least, it seems like
this might be relatively easy to implement using existing functionality within
the curl library.
So, my questions are:
1. Has
Hi,
maybe writing to disk or to ramfile and then uploading it via CPP Code?
Cheers,
Torben
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Hi Robert,
thanks for the warning list. I believe I've now fixed them but please let me
know if any remain.
On 16 June 2011 19:48, Robert Osfield robert.osfi...@gmail.com wrote:
Hi FBX users/developers,
I have been doing a warnings purge of the OSG in prep for the OSG-3.0
branch to be made
Hi Torben,
Well, I'd like to avoid writing files on the local system (as I'm running
inside a multi platform web browser plugin), but I suppose it would be possible
to get the object format's plugin to write the object to a memory based
std::ostream, then use curl library to upload the content.
Hi,
thanks for your reply!
The attach-call with the new Texture has to be placed inside this callback as
well, right?
Thank you!
Cheers,
Daniel
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Hi chris,
If you have a use case:
Feel free to implement it, I'm sure others could use it too. Just take care to
make interface definition changes as small als possible.. ;)
Thank you!
Cheers,
Torben
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Hi All,
I have just tagged the second 3.0.0 release candidate, you can get the
source from:
source package : OpenSceneGraph-3.0.0-rc2.zip
svn tag: svn co
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-3.0.0-rc2
OpenSceneGraph
Feedback from the community on the
Tell me please, why doesn't work function readImageFile?
In OpenSceneGraph examples it is called like
osg::Image * img = osgDB::readImageFile (filename);
I get exception - heap allocation error. The size that function tries to
allocate is ~ 3458768586 bytes (picture size is 4 KB).
Hi, Daniel
Either inside this callback or before callback called (in update\event
traversal or between frames). Camera must have new texture attached before
camera setup in renderstage.
Cheers,
Sergey.
21.06.2011, 14:07, Daniel Melzer osgfo...@tevs.eu:
Hi,
thanks for your reply!
The
Hi Robert,
On Monday 20 June 2011, Robert Osfield wrote:
It's over a decade since I used an IRIX system so apart from fond memories
of a bigone era I don't think we need to worry about IRIX. I do suspect if
one did resurrect an IRIX it wouldn't too difficult to get the OSG working
on it.
Hi Robert,
I tested yesterday with my worst test machine Ubuntu 10.04 with mesa drivers
and toggling fullscreen was working well. I think my X11 version it's not
affected by the workaround.
I am compiling now on MacOS for i386 and x86_64. By now it gives me some
warnings in
Hi All,
This might have been discussed in the past but it's the first confirmation I
have personally had. My first IOS app using OpenSceneGraph was approved for
the app store today. I was using 2.9.15, so a pretty recent version (not
recent enough to be a test of the 3.0 rc1). OpenSceneGraph was
Hi Robert,
I wanted to have a brief feedback on osg for the UNIX dinosaurs.
The beginnings of this thoughts were triggered by the 'Testing a workaround
for fullscreen toggling issues under modern X11 window managers' thread.
On Monday 20 June 2011, Robert Osfield wrote:
2011/6/20 Mathias
LinkedIn
I'd like to add you to my professional network on LinkedIn.
- 石兴
石兴 杨
Engineer at Huawei
China
Confirm that you know 石兴 杨
https://www.linkedin.com/e/-qywqtf-gp6seg18-17/isd/3286485044/tMhTS6_g/
--
(c) 2011, LinkedIn
HI Sergey,
There isn't anyway anyone in the community can answer your question as
there just isn't a fraction of the required information for us to
guess.
Details that would be useful are:
file type you are trying to load
An example of the image that causes the failure.
What version of
Hi Mathias,
2011/6/21 Mathias Fröhlich m.froehl...@science-computing.de:
Initially I get a full screen window *with* decorations.
Pressing f gives a small window as expected.
Press f again gives the previous huge window including decorations as before
Thanks for the explanation. It sounds
Hi, Magnus Kessler:
Thanks a lot for your help. I will try it.
Best Regards:
Nilton
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Hi Robert,
On Tuesday 21 June 2011, Robert Osfield wrote:
[...]
Ok!
Greetings
Mathias
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Hi,
Wikipage is updated already.
Cheers,
Torben
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On 6/20/2011 8:44 PM, Nilton Paulo wrote:
Hi, everybody:
Into my code, I am trying to set sample ratio as half, for example, same as
written bellow:
osg::ref_ptrosg::Node model3ds =
osgDB::readNodeFile(C:\\OpenSceneGraph-2.8.0\\Z_File_To_Test\\Casa_Pronta.3DS);
osgUtil::Simplifier
Hi Nilton,
This test does not work properly and IF always return TRUE.
In addition to what Robert said, I'll add that the reason your test
returns true is that you're using the camera's bounding sphere. Since
the camera is the root of the scene graph, its bounding sphere contains
the
Hi Mathias,
2011/6/21 Mathias Fröhlich m.froehl...@science-computing.de:
Yes, I was erasing my initial comment on that some minutes ago :).
From my personal point of view, I think that our code touches too much
internals of osg.
So, I think we need to change that in some way to make that more
Hello Sergey,
I get exception - heap allocation error. The size that function tries to
allocate is ~ 3458768586 bytes (picture size is 4 KB).
Pre-complilated examples work well. Compilator VC++ 2010 Express.
It sounds like you're mixing debug/release libraries / executable. You
need to
Did the warnings highlight any bugs?
The warnings about unhandled enumerators weren't bugs so I just put in some
empty default: statements, but the warning about comparing different types
of enums looked like a genuine bug.
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Hi Sergey,
osgExp expects specular in range 0...1000, that is range you can set in 3ds max
for specular intensity. It's looks different in 3ds max then in osg though.
OK, that explains it, I thought the max was 100. I'll adjust my shaders
so the result looks the same in Max and in OSG.
Hi everybody
¨
I'm using a Qt framework and i have to integrate an OSG widget to render a 3D
scene, in a QGraphicsScene, but my code doesn't work.
(I'm using OQG 3.0 and i'm working on Windows XP)
I have seen on the forum that the example osgViewerQt can help to integrate OSG
in a QWidget. I
I've started a continuous Jenkins build on the 3.0 branch, so you should be
seeing those build results hitting CDash soon. I think I even got it to pass
along build warnings, etc. now, which should be helpful. I'm blowing away
the build directory every midnight my timezone, so that should also
Hi all,
tested OpenSceneGraph 3.0-rc2 on Ubuntu 10.10 with NVidia 270.41.19,
which builds and runs just fine.
However, I noticed that (at least on my system) trying to run e.g.
'osgviewer --run-on-demand cessna.osg' renders the first frame just
fine, but then apparently frame updates aren't
On 6/21/2011 9:44 AM, Tamer Fahmy wrote:
Anyone else able to reproduce that behavior, too?
This appears to have similar issues on Windows 7. No response from mouse
interaction, and also the 'esc' key doesn't cause the app to exit.
-Paul
___
Hi Paul,
This appears to have similar issues on Windows 7. No response from mouse
interaction, and also the 'esc' key doesn't cause the app to exit.
Same here on trunk, so it's not limited to the 3.0 branch.
J-S
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Hello Benoit,
The only way i got QGraphicsView worked with OSG and still have the full
functionality of both was:
1. make an offscreen graphic context for OSG
2. create a QGLWidget
3. share textures between those 2 contexts
4. set the viewport of QGraphicsView to the QGLWidget
5. find a way
Robert,
Builds fine with OSG 3.0rc2 on Mac OSX 10.6.7 64 bit.
Martins
On 6/21/11 9:13 AM, Robert Osfield wrote:
Hi All,
OpenSceneGraph-3.0.0 release seems to be going smoothly so it looks
like I might have a little time this week to squeeze in getting
VirtualPlanetBuilder to 1.0 as well.
Hi,
it is not easy to explain the nature of the issue I'm experiencing anyway
I'll try.
I have an OSG application (on Mac OS X) that, on startup (no viewer realized
and not in the application loop yet), opens a video device in order to
display a webcam stream inside the application itself (the
On 6/21/2011 11:55 AM, abhishek agarwal wrote:
Hi,
I want to extract information from .dgn files and i cannot find dgn2osg
plugin. Is there anyway i can use dgn files with osg. Can you help me?
http://www.lamce.coppe.ufrj.br/grva/data/labcogsdk/download/extras/dgn2osg/
I think there may be a bug in the collada importer, or at least it doesn't
behave the way I expect. I'm importing a cube from blender through collada. The
definition in the file comes out with a point list of 24 items (which makes
sense, 8 points of 3 elements each). After import, I wind up
Hi,
first of all I apologize if this is a duplicate post, I first tried to send a
mail to the mailing list, but then I could not find it in this forum, so I'm
trying again here by creating a new topic.
It is not easy to explain the nature of the issue I'm experiencing anyway I'll
try.
I have
Hello OSG users,
I extract geometries from the scene graph and perform some line intersections
directly on them. If there are some transformations above in the tree then the
intersections will not take them into account. I'd like to use
osgUtil::Optimizer::FLATTEN_STATIC_TRANSFORMS so that the
Hi Alessandro,
Am 21.06.11 22:35, schrieb Alessandro Terenzi:
If this can help, when I built OSG I chose 'Carbon' as windowing system, I
built OSG as frameworks and I'm building my OSG application as a console
application. If I build my application as an app bundle (instead of a
try
Hi Robert,
builds fine in Release mode against OSG 3.0 RC2, using Debian Testing
x86_64 and g++ 4.6.
Best wishes
Stephan
On 21.06.2011 15:13, Robert Osfield wrote:
Hi All,
OpenSceneGraph-3.0.0 release seems to be going smoothly so it looks
like I might have a little time this week to
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