Hi Su,
please refer to any of the (many) threads that already discusses the topic
you're interested in (building for iOS), anyway in order to build (anything)
for iOS you need at least a Mac, then Xcode and so you'll be able to develop
for the simulator, finally if you need to build for a real
Hi,
I think maybe computeLocalCoordinateFrame just assumes you want a
coordinate frame at 0 height. The separate functions
convertXYZToLatLongHeight [1] for going from ECEF to LLA and
computeLocalToWorldTransformFromLatLongHeight work fine AFAIK.
You can also modify the transform so you
Hi Stuart,
On 8 November 2011 22:13, Stuart Mentzer stuart_ment...@objexx.com wrote:
Just updated to Fedora 16 running the nouveau video driver and now my app
using OSG and osgviewer give this on exit:
Inconsistency detected by ld.so: dl-close.c: 759: _dl_close: Assertion
Thank you Shayne for the explanation. It does make sense.
Gianni
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Hi guys,
After spending some time getting up to speed on osgQt, I wrote a minimal
QOsgWidget which you can use inside Qt Designer to make the OSG-Qt integration
for non-single-window apps easier. It's similar to what I later discovered was
published on the mailing list by Roni in April.
I also
It looks like you disabled the paint event.
I just posted a Qt example in another thread - perhaps that is a better
starting point for you.
-Marius
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Hi all,
Reading through the source code of osgQt, I realized that it should be possible
to compile OSG using Qt as the primary GUI toolkit and run all the examples
using Qt without modifying them.
In reality, this doesn't actually work.
However, I started on patching up osgQt to be able to do
Hi Marius,
enabled the paintEvent, nothing changed.
Cheers,
Patrick
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This is what I think:
o You're creating a new QWidget; QTOSG - this is your toplevel Widget
o You're then creating a new GLWidget (created by
osgQt::GraphicsWindowQt(traits), but it's not connected to the QTOSG widget.
- You now have two twolevel widgets.
Try modifying your code so that you
Yes, I'm using one thread per context, which works fine. Although I must
admit that I run a single context most of the time. On the other hand, it
seems to be the default setting for the example in the OSG source.
Nico
On Tue, Nov 1, 2011 at 10:02 AM, Aurelien Albert
aurelien.alb...@alyotech.fr
So, comes the hard part of my asignment. I'm now tasked with taking the
wonderful viewer that I've written using OSG and making it play nice with
CAVElib. Well, CAVElib does not like to play nice. It must own the OpenGL
context and controll everything except the drawing of the objects.
If I attempt to use the UFOManipulator like so, it does not move the camera.
osg::ref_ptrosgViewer::Viewer viewer = new osgViewer::Viewer;
osgGA::UFOManipulator *fm = new osgGA::UFOManipulator();
fm-setHomePosition(osg::Vec3d(0,100,0),osg::Vec3d(0,0,0),osg::Vec3d(0,0,1),false);
Hi,
I have downloaded the hgt format file from the dds.cr.usgs.gov
and I used the osgdem to generate the terrain(ive format),
I use osgDB::readNodeFile to get a node from the terrain file and I can get the
lat,lon information everywhere in the terrain right.
But the terrrain does not have the
Can you provide an example of how you're using the osgdem command (i.e.
flag settings, etc.)?
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Xiaofeng Yang
Sent: Wednesday, November 09, 2011 3:48
Hi,
I am trying to improve the consistency between the rendering of our terrain and
the objects that interact with it.
What I want to achieve each frame is the following (NB: all objects are under a
single camera):
1) Do the update then cull traversal on the terrain.
- Doing this first allows
Hi,
I have had issues gettign geo-reference jpegs to work correctly. I would
suggest exporting the file from global mapper, making sure the coordinate
system is the same as the terrain file, as a geotiff and trying to use that
instead of the jpeg.
Cheers,
Brad
-Original Message-
Hi,
I don't claim this is the ultimate solution, but I've got this piece of
hacky code to work around an autotransform limitation when multiple
views are present. Maybe you can experiment with it a bit.
I think I originally got it from one of the examples that did some
manual terrain
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