Hi Paul,
thanks a lot you're right ! adding a stateattribute made my callback beeing
traversed...
just one last question : my callback is a structure, and there is no
traverse() method to call... is it a problem ?
Thanks
Regards,
Vincent.
2008/8/7 Paul Melis [EMAIL PROTECTED]
Hi,
Try
Hi, I have a question about osgParticle::Particle.
I get code from example osgParticle. It works, but there is one problem:
after adding particles into scene group (root) I lost ability to change some
properties - methods setLifeTime, setSizeRange, setAlphaRange, setColorRange,
setRadius don't
I think I got it working... I compiled wx myself and then osgviewerWX.
Strangely, it exits on startup and refuses to print anything to console.
Stepping through it with a debugger I could see it wasn't able to load any
models, while any other program can.
However, I created a dummy scenegraph
You can insert an explicit cast to unsigned int if you really need to
remove the warning. If an int is defined as 32 bit in your 64 bit
system you are safe as long as you keep number of children for one
group node less than 4 194 304..
The alternative would of course be to change the return type
Hi,
the following code displays a grid when we enter in the 'if' part, but if i
press the key which displayed the grid before the else doen't delete this
object.
How can i do ?
void GmlOsgObject::createGrid()
{
osg::ref_ptr osg::PositionAttitudeTransform root =
Hi Sébastien,
Sébastien Champmartin wrote:
void GmlOsgObject::createGrid()
{
osg::ref_ptr osg::PositionAttitudeTransform root =
CameraManager::getSingletonPtr()-getRoot();
osg::ref_ptr osg::Geode gridGeode = new osg::Geode();
if(/*!gridGeodePtr*/gridDisplayed==false )
{
Hi,
I need to automatically check the rendering capabilities of the current
hardware and chose rendering techniques from that. I want to find the best
practical way to do this.
I have looked into the OSGShaderTerrain example.
It uses a osg::GraphicsOperation class to do actual capability
Hi,
I tried this (with osg variables as class member) but it doen't display the
grid :
if(/*!gridGeodePtr*/gridDisplayed==false )
{
gridGeode-addDrawable(gridGeometryV.get());
gridGeode-addDrawable(gridGeometryH.get());
root = CameraManager::getSingletonPtr()-getRoot();
Hello YangXiao,
2. I have another question, when viewer.frame() which thread
listening windows message(example mouse clicked,keyboard down ,up etc)
,and when
i update my scene node in updatecallback,How threads guarantee sequence?
To avoid threading problems I suggest you use an
Hello John,
Lastly, I will bring chocolate to the BOF.
All that AND chocolate? :-)
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
http://www.cm-labs.com/
Hi Vincent,
just one last question : my callback is a structure, and there is no
traverse() method to call... is it a problem ?
It overrides a base class which has a traverse() method, so just call that.
J-S
--
__
Jean-Sebastien Guay
Hi all,
Here is what to do :
1) Launch osgviewerMFC sample
2) open a model
3) reduce window size (not maximised)
4) open an other different model
5) reduce second window size (not maximised)
6) close first window
7) try to resize second window
This is also reproducible with stock osgviewer on
Hi John,
Open Scengraph is
sort of the Open Inventor functional clone that has a totally free
license and is a Web3D technology
[hope this assessment is reasonably correct].
For that last part, I think I saw someone doing a web browser plugin
that uses OSG to display objects/environments
James Turner wrote:
On 6 Aug 2008, at 22:22, James Turner wrote:
Anyway, thanks for pointing this out. I will go and try a CMake build
now.
With a Cmake based build of 2.6.0, I can build OSG fine, but again at
runtime things don't seem at all happy. (In a different way to the
problems I
Right
Thanks a lot for your help.
Regards,
Vincent
2008/8/8 Jean-Sébastien Guay [EMAIL PROTECTED]
Hi Vincent,
just one last question : my callback is a structure, and there is no
traverse() method to call... is it a problem ?
It overrides a base class which has a traverse() method, so
On 8 Aug 2008, at 14:43, Eric Sokolowsky wrote:
Hmm. This is very strange. I do not get this problem. The only thing
that I do differently is that I don't install into /usr/local. Can
you try running osgviewer from the directory where it is built? You
may need to set OSG_LIBRARY_PATH to
Does anyone know of a good 3d ocean and wave library that is either
opensource or has a nominal liscense fee?
Thanks
Kevin O'Malley
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osg-users mailing list
osg-users@lists.openscenegraph.org
Hi Max,
I don't know if this is related but take a look at the attached email.
There appears to be quite a few issues with the osg::Sequence class and
you are probably encountering one of them.
Please try my suggested fix as it seems to work for me.
Regards,
Andy
James Turner wrote:
On 8 Aug 2008, at 14:43, Eric Sokolowsky wrote:
Hmm. This is very strange. I do not get this problem. The only thing
that I do differently is that I don't install into /usr/local. Can
you try running osgviewer from the directory where it is built? You
may need to set
[EMAIL PROTECTED] wrote:
So, if anyone out there has experience of mapping from WTK to OSG, specifically
in regards to what should happen to rotation angles, and quarternians, I would
be most grateful - and perhaps my wall could then be repainted beige instead of
red ;-(
I don't know
I have good news as far as Cygwin and OSG. Cygwin has been doing a lot
of work on max file name lengths and the like and with a recent cvs
update of Cygwin and a recent svn of OSG it appears the hangs at the
termination of some of the examples has gone away. They appear to be
closing
Hi Brian,
So to test a theory it was socket problem I put the
line back and rebuilt - still no hang - examples terminate normal and
still no net plugin - plus others. So now I wonder if something else
change in OSG that would keep these from building or what setting(s)
might have something
Dear All,
I would like to know if it is possible to convert a 3Ds model to the X
counterpart with the osgDB library.
My first attempt is as follows:
1 - Load the model with the readNodeFile(nameofthemodel.3ds) method
2 - Create the X model file with the writeNodeFile(*node, nameostheXmodel.x)
Here is to announce the first release of *osg4web project*.
OSG4web is the result of a CINECA and CNR ITABC effort to provide a
framework for in-browser opengl-based application wrapping.
The framework allow the development of Opengl and OSG based applications tha
open windows within the
Thanks! Jean-Sebastien I write originally code as you descripe.But
case(osgGA::GUIEventAdapter::PUSH):
{
// ... do what you want here
I modify my scene node example , node-removechild(1);
node-addchild(new node);
return
Hello,
I'll bring the CTK (cloning toolkit) to Siggraph.
John F. Richardson
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sébastien Guay
Sent: Friday, August 08, 2008 6:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Siggraph Web3D and
Hello YangXiao,
But this code sometimes success,sometimes fail! I means code run sequence:
1: PickHandler's pick() code;
2: draw scene code;
or they run parallel?
Yes indeed, they may run in parallel depending on your threading model.
What you can do is set your node's datavariance to
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