I want to built my osg app statically linked to avoid copying DLLs all along. I
found a how-to on the website
http://www.openscenegraph.org/projects/osg/wiki/Community/Tasks/Win32StaticLink
but it seems to be history, because it only works with osg 1.2.
If I generate with CMake the osg 2.2
I am not an expert at all, but may be you could mark the view for deleting
in some way (inserting a reference in a list or something else), and in a
callback when the update traversal has finished delete the views that are
marked.
Hope it helps.
Nicolas
2008/3/12, Roni Rosenzweig [EMAIL
Look at Polytrans from www.okino.com or Deep Exploration from
www.righthemisphere.com
For a legacy format such as the old 3ds and not 3dsMax you may have to go
through an intermediate format to get to 3ds, from osg - Poltrans/DeepEx
supported format - 3ds ( both offer batch conversions, I have
Hello,
I have been trying to get CEGUI to work using OSG 2.2, and it does not
work for me. It almost works, but all I see is white shapes. I
remember having this issue using OSG 1.2, I believe it was solved by
moving viewer.realize() in front of CEGUI init... So yes it definitely
worked in
On Wed, Mar 12, 2008 at 10:13 AM, Kama [EMAIL PROTECTED] wrote:
Yeah...it is so cool !!! It must be a stirring project !
Well, how are you going to hold the project, only for commercial or else ?
I'm still a fresher to LLMozLib, would you like to give me some
suggestions how to work with it
Just do a viewer.renderingTraversal before initialising CEGUI and it should
work. :)
On Wed, Mar 12, 2008 at 4:48 PM, Leontyev, Sergey [EMAIL PROTECTED]
wrote:
Hello,
I have been trying to get CEGUI to work using OSG 2.2, and it does not
work for me. It almost works, but all I see is
Hi guys,
So I'm playing with the example osg apps, but I don't seem to have an Images
folder, which many of the examples assume I do.
Did I miss something with the download?
Thanks!
Bryan
___
osg-users mailing list
Hi Bryan,
So I'm playing with the example osg apps, but I don't seem to have an Images
folder, which many of the examples assume I do.
Did I miss something with the download?
Did you download the OpenSceneGraph-Data distribution?
Hi Roni,
You can't remove an object while its being operated on, so you need to
change you code so that the event handler sets an operation that you
main loops does at a safe time. You'll need to stop and start
threading as well to avoid threads still using the view when you
remove it, so do
I was wondering if someone could help me with the structure of my program. I
am trying to animate an assembly of a pulley using callbacks. My osg
experience only goes as far as the nps tutorials and am not sure how to
reference the parts of the assembly in the callback. I am not using DOF
Thank you very much, I will try it asap.
Guy.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of J.P.
Delport
Sent: Wednesday, March 12, 2008 8:32 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Z buffer resolution
Hi,
Guy wrote:
Hello all.
I
It depends on the level of control you need with positioning objects and
any dynamic geometry.
One way would be to put each object under it's own MatrixTransform and add
an update callback that positions/orients the object from time history data
known by the callback.
You could also use
At the moment I'm using a lot of post/pre render passes to generate a
series of effects and was looking toward cleaning up my code. I was
browsing the osgUtil lib and came across the renderstage class, it
sounds like I could use it to tidy up the structure of my graph. But I
don't really
Hello,
I am looking for more elegant way of doing this. My Display HUD is
directly under the root (just as in the example). Is there a way I can
turn off its visibility or make it non-renderable?
You were asking about node masks and picking a few days ago, right? You
can use node masks for
Hi Kim,
RenderStage/RenderBin/StageGraph/RenderLeaf are a collection of
classes used to manage the OSG's rendering backend, controlling both
the draw order and state inheritance. The cull traversal reads items
like StateSet::RenderBinDetails and in scene graph osg::Camera's as
guide of how to
Hello J-S,
Thank you for the detailed explanations.
The pickup mask answer you have given earlier worked like a charm :)
Couldn't thank you at that time though, because I am unable to follow
the mail sequences properly on these user lists. If I opt for
receiving mails, my mail box get flooded
Thanks so much for quick responses !
I downloaded the image files and set the OSG_FILE_PATH to point to it. I
previously didn't even have such an environment variable.
Unfortunately I'm still getting:
Warning: Could not find plugin to read objects from file Images/lz.rgb
I built osg from
Hi Bryan,
Warning: Could not find plugin to read objects from file Images/lz.rgb
Do you have the OSG binaries on your PATH? Where you installed, you
should have a osgPlugins-(version) subdirectory. In there you should
have an osgdb_rgb.dll file, which is the plugin it's looking for. Note
Hello all,
I am working on few NURBS classes and would like to know design
guidelines to make them work effectively with rest of OSG. As a start
one simple renderer class (based on GLU) and two tesselator classes
are on the plate. After reviewing many comments in various articles
and forums, it
I downgraded to the latest Linux NVidia legacy driver and the problem
went away.
...go figure...
Full speed ahead!
On Tue, 2008-03-11 at 13:19 -0700, Mark Sciabica wrote:
Check that new text code I posted. I initially had problems handling
the space character because it's implemented as
Hi, everyone.
I wrote the following code:
case(osgGA::GUIEventAdapter::KEYDOWN):
{
if(ea.getKey() == ea.KEY_Delete)
{
if(!vprim.empty())
{
vprim_itr = vprim.begin();
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