Hi Joshua,
I don't know CAVElib personally so can't answer specifics about
integration with it.
A couple of general comments though:
1) Is the CAVElib creating multiple graphics contexts? If so there you'll
need a GraphicsWindow on the OSG per context you can't reuse the
same
Hi Andrew,
You don't need to add a camera manipulator as an event handler, as the
viewer will automatically call the manipulator on each frame.
I also wouldn't recommend using GLUT, the OSG has far more powerful
windowing support out of the box, no need to go complicating things
with an ancient
Hi,
Does anyone have a code snippet for building a simple window on windows?
Thank you!
Cheers,
Paul
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43813#43813
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ive created a window but cant draw anything 3d. any ideas why not?
Code:
#include osg/io_utils
#include osgWidget/Util
#include osgWidget/WindowManager
#include osg/ShapeDrawable
const unsigned int MASK_2D = 0xF000;
int main(int argc, char** argv) {
osgViewer::Viewer viewer;
Hi Paul,
The osgWidget NodeKit is just for placing gui elements into the scene
graph so that they can be part of the 3D graphics window, it's not for
creating the windows. osgViewer is the library that creates graphics
windows and manages the viewer.
For examples of how to create windows see
Dear all,
A while back I had to write a dual depth peeling routine to deal with some
particularly troublesome transparency issues.
The effect worked well. However, in order to render this in stereo I had to
create separate frame buffer objects for each eye and then use node masks
control which
Hi,
#pragma once
#include QtOSG.h
#include osg/ShapeDrawable
osg::Camera* createCamera(int x, int y, int w, int h, QTOSG* myQTOSG, const
std::string name=, bool windowDecoration=false)
{
osg::DisplaySettings* ds = osg::DisplaySettings::instance().get();
Hi Robert-
Yeah no worries, I just ended up mucking with the bits directly, I was just
wanting to use built-in functions if they were available.
For anyone searching with a similar issue (this was in Windows btw), I ended up
just setting all of the alpha elements to 0xFF within my GL_BGRA
Hi Robert-
I built and tested the shiny new ViewDependentShadowMap code yesterday from
trunk (r12877), in the hope that it would alleviate some issues we are seeing
in a large scene with the LispSM technique (which works great most of the time,
but from some camera angles the light source
Hi Kim,
On Thu, Nov 10, 2011 at 6:21 AM, Kim Bale kcb...@googlemail.com wrote:
Is there a way of reusing the FBOs so that I don't need to duplicate them
all for each eye?
I couldn't seem to find a way of doing that without the previous data
being overwritten.
Which stereo mode are you
Hi Farshid,
Thanks for your reply. Fortunately I'm working with quad buffered stereo so
I'll have a dig around in the SceneView code and see if your idea works.
Cheers,
K.
On 10 November 2011 16:14, Farshid Lashkari fla...@gmail.com wrote:
Hi Kim,
On Thu, Nov 10, 2011 at 6:21 AM, Kim Bale
I just wanted to mention that we've now added osgEarth binary builds to the automated
build system and now have them available in 32 and 64-bit flavors for Linux, Mac and
Windows (VC++ 2008 and 2010).
It was quite labor intensive to produce and maintain these, given the number of complex
Hello all,
I am planning to write some code to allow blitting of gstreamer buffers into
osg textures. Eg for playing a video file or a network stream on to OSG
primitives. I did a preliminary search and did not see anyone having gone
down this path before.
I thought I would post a
On Thu, Nov 10, 2011 at 04:17:55PM -0700, Brad Huber wrote:
I am planning to write some code to allow blitting of gstreamer buffers into
osg textures. Eg for playing a video file or a network stream on to OSG
primitives. I did a preliminary search and did not see anyone having gone
down this
Wrong calculation a bounding box of model which contains biped or bones. I'm
used this code to calculate bounding box:
Code:
model = (osg::Geode*) osgDB::readNodeFile(testmodel.fbx);
//calculating bounding box of model
osg::ComputeBoundsVisitor cbbv;
model-accept(cbbv);
osg::BoundingBox bb
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