Hi Yafes;
Have you looked at OSG tutorials? If not, you should really examine much of
them (http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials).
You will grasp how could be used texturing and so on.
And your texture coordinates looks wrong because you should trace the line
while de
Hi @ all,
as you maybe know fro my previous posts, i was tryieng to build some stairs,
which i already did.
Know the attached files show the vertex Points and the faces, how they are
arranged. I would like to put a texture on it, so that i use just one
"texture.jpg" which is a line and shoul
See the FAQ
http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ
See the answer to question:
> I have two or more views sharing a scene graph, but I want to limit what part
> of the scene graph is shown in one or more of the views. How do I do that?
>
--
Roland
--
Re
Hi,
i am trying o add dependency but when i do that it gives add_dependencies
Adding dependency to non-existent target:pluginTest
I am using:
add_dependencies(pluginTest N3DApp)
plz help!!
:? ...
Thank you.
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Sorry for posting this here on osg-users, the osgEphemeris List is
rather quiet.
My understanding was that the skyDome centre would always be the camera
eye point - however
having tried setSkyDomeCenter at init and calling it every frame the
user can still traverse outside the skydome.
Perhaps
I have multiple shaders. I attach one shader to the root of the scene graph. I
then load in objects and attach one of another set of shaders to the root of
the object and attach it to the main scene graph. When I say "attach a shader",
I'm loading a fragment and vertex shader from a file and at
Folks,
I want to render slave cameras with different shaders. It doesn't seem to
work (osg 2.2). They are all rendered the same way as the main camera.
Can I do this?
Brian
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Alan Ott wrote on Monday, April 27, 2009 4:40 PM:
> I'm using PagedLOD to load terrain tiles off disk. The problem I have
is
> that before I want the tile to actually render, I want to do a setup
of
> the tile (to look up certain control nodes and set switches according
to
> the current state of th
Hello,
I'm using PagedLOD to load terrain tiles off disk. The problem I have is
that before I want the tile to actually render, I want to do a setup of
the tile (to look up certain control nodes and set switches according to
the current state of the system (eg: day/night mode, etc)).
So on m
Hi All,
I am running my application on multiple displays (0.0 & 0.1). I am using
two slave cameras for rendering on to both the displays. The GUI of the
application is written using osgWidget. When I run my application the
same menu is replicated on both the displays. Is it possible to render
I need to align two data sets in OSG by fitting a small number of key points
and calculating the translation/rotation matrices.
Normally this is done with a Helmert transform, that defines 7 parameters (xyz
translate, xyz rotate, linear scale) to convert between map coordinates.
GDAL seems to
Hi Mangu,
If the the center is what I look at, so basically it's the normal of the plane
( described by the screen) isn't it??
Both eye and center are points, not vectors. So center can't be the
normal of the screen's plane... (center - eye).normalize() is.
J-S
--
_
Thank you, I miss-calculated the normal so I wasn't sure about it. now it
works. I tried some croos product but a simple 'center - eye' did the work.
thank you Robert.
If the the center is what I look at, so basically it's the normal of the plane
( described by the screen) isn't it??
Mangu
-
Hello Tanguy,
FFmpegDecoder.cpp :
-> bool FFmpegDecoder::readNextPacketNormal() [Line 246 to 308]
-> bool FFmpegDecoder::readNextPacketEndOfStream() [Line 312 to 320]
More precisely, I wonder about the API validity of the following code in the
case of a streaming video. FFmpeg documentation
Peter Amstutz wrote:
> Is there a way to use an axis-aligned bounding box (AABB) for the coarse
> bounding volume rather bounding spheres, for line segment
> intersections? In my application my primary geometry is made up of
> terrain tiles which are naturally axis aligned and buildings which tend
Hello Peter,
In both cases, my intuition is that even the
worst-case AABB is still going to represent a much tighter bound than
the best-case bounding sphere, leading to unnecessary and expensive
tests against the actual geometry.
Actually, the osg::Node hierarchy uses bounding spheres, but
Thanks robertosfield, it works.
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Is there a way to use an axis-aligned bounding box (AABB) for the coarse
bounding volume rather bounding spheres, for line segment
intersections? In my application my primary geometry is made up of
terrain tiles which are naturally axis aligned and buildings which tend
to be rectangular prisms
Hi Robert,
Sorry about this. Trying to fix Windows build warnings reported on
CDash remotely and without the ability to directly test... looks like
I made typo in the function name. I've now fixed this typo,
hopefully it'll now work. Could you do an svn update?
Yep, that did it, thanks.
J
Hi J-S,
Sorry about this. Trying to fix Windows build warnings reported on
CDash remotely and without the ability to directly test... looks like
I made typo in the function name. I've now fixed this typo,
hopefully it'll now work. Could you do an svn update?
Robert.
On Mon, Apr 27, 2009 at 5
Hi Robert,
Your checkin to src/osg/GLExtensions.cpp today is missing something I
guess, because I'm getting the following errors trying to compile:
1>..\..\..\src\osg\GLExtensions.cpp(115) : error C3861:
'setGLExtensionsFuncPtr': identifier not found
1>..\..\..\src\osg\GLExtensions.cpp(119) :
On Mon, Apr 27, 2009 at 4:08 PM, Paul Martz wrote:
> Using a keyword in the description string would allow the exporter to filter
> these strings out before writing Comment records. Great idea.
>
> Back when I first started using OSG, I suggested replacing the current
> UserData and DescriptionLis
Hi Romain,
if you followed the thread I initiated on osg-submissions list, you'd realize
that the current code can only show the left arrow.
So in other words, don't change your code, and apply the patches I submitted.
I am sure Robert will take care of this soon.
Regards,
-Fred
- "Romain
RC3 seems OK to me on Win32, linux 64, and Intel mac 32.
thanks,
andy
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Thursday, April 23, 2009 10:41 AM
To: OpenSceneGraph Users
Subje
Hi,
I've seen some discussions about the mouse cursor, but it doesn't answer my
question.
How can I set a cursor with the function setCursor. When I make a setCursor :
Code:
osgViewer::GraphicsWindow::MouseCursor mouseCursor;
mouseCursor = osgViewer::GraphicsWindow::DestroyCursor;
gw->setCur
Using a keyword in the description string would allow the exporter to filter
these strings out before writing Comment records. Great idea.
Back when I first started using OSG, I suggested replacing the current
UserData and DescriptionList mechanisms with some type of key-value std::map
based schem
Hi Brett,
On Mon, Apr 27, 2009 at 3:35 PM, brettwiesner wrote:
> Good stuff.Limit frame rate (ie, frame rate capping) is good. But how about
> Fixed frame rate though? Where the OSG renders at a specified frame rate no
> matter what.
It all depends on exactly you mean by "no matter what".
What
Hi Julio,
The TrackballManipulator now has support for mouse wheel, but as it
was added in March you'll need to grab one of the 2.9.x dev release
series or svn/trunk to get access to it. Potentially you could
backport it to the version of the OSG you are using if it's not one of
the above.
Rober
I haven't looked at how DescriptionList is used in other parts of OSG,
but my thought was to use it with a key prefix, so the record type and
other metadata would be stored like "OpenFlight_Record=Geometry" or
"OpenFlight_Record=Road" or "OpenFlight_isTerrain=True". To avoid the
problem you de
Robert,
Good stuff.Limit frame rate (ie, frame rate capping) is good. But how
about Fixed frame rate though? Where the OSG renders at a specified
frame rate no matter what.
Thanks,
Brett
Robert Osfield wrote:
Hi All,
When following up on a bug report about the pager not handling on
demand/
Hello,
I'm trying to use the mouse scroll button as if it was the right mouse
button. All I want to do is move the camera closer and further with the
mouse scroll button...
The problem is that I don't receive the events by just moving the
scroll. In order to get the event I need to press a button
HI Mangu? Liok? Could you please sign your posts with your name so we
know how to address you.
On Mon, Apr 27, 2009 at 12:00 PM, Mangu Liok wrote:
> Hi,
>
> If I want to know the normal of my screen (for lighting issues) does using
> viewer.getCamera->getViewMatrixAsLookAt(eye,center,up) will g
I am not sure about matrix layout convention used in OSG, but if it uses
OpenGL convention you can take third row of camera's view matrix (or third
column otherwise).
PS. Supposing that row (column) index starts with 1.
2009/4/27 Mangu Liok
> Hi,
>
> If I want to know the normal of my screen (f
Hi all,
I hope this will help many in the future, I figured out the missing piece for
this case.
Code:
void MyWidget::paintGL()
{
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
glPushAttrib(GL_ALL_ATTRIB
I compiled OpenSceneGraph 2.9.4 on window XP and linux (RHEL4) with QT 4.5.1
. Tried out osgViewerQT.
I get a crash on both platform with the following command:
osgviewerQT --QOSGWidget cow.osg --MTCompositeViewer
(Segmentation fault)
(This command works fine with QT 4.5.1 in combination with Ope
Hi,
If I want to know the normal of my screen (for lighting issues) does using
viewer.getCamera->getViewMatrixAsLookAt(eye,center,up) will give it to me as
'eye'??
Thank you.
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drorlawa : OSG is very different from Vega Prime. frankly the only thing I miss
in OSG is the LynX editor you have with Vega Prime. I believe someday such
editor will be added to OSG.
To your question, afte you setup osgUtil::PolytopeIntersector to you r entire
screen you will get all the polygo
Hi Max,
I'm not sure, but when you run your program, can't you see a line like :
"Scaling image '../Data_Calibrage/Image/IMG_5316_small.jpg' from
<640,480> to <512,512>" ?
Otherwise, to do projective texture mapping, personaly I'm using
shaders since I have back projection problems with Ope
Hi all,
I know this issue has been discussed a lot.
I just started to play with multiple screen (two screens)
I tried the examples (osgcompositeviewer, osgviewer, osgcamera) with the
different command arguments.
I use osg2.8 have NVIDIA 8800, windows XP and just installed the latest
driv
Hi, I'm not currently using multisampling in the window, as we have an option
in the application where we can switch to an older OpenGL renderer for the
viewport, and this older implementation doesn't like multisampling. I'm however
not having any problems with OpenGL state, as I don't use any d
Hi Jesper;
As I can see from attached codes you didn't used traits->samples = (any int
value); but you may be set multisampling in your code from using
osg::DisplaySettings* ds = new osg::DisplaySettings();
ds->setNumMultiSamples( 4 );
or osgUtil namespaces function(I have forgotten the name of
Thank you, Robert, for your advice, I appreciate it.
I'll probably take the cull traversal mask approach, since I don't have much
spare time and it seems easier to implement. I'll post my results as soon as I
have them if someone else deals with the same problem.
Regards, Jirka.
--
Hi all (again), and thanks for your help in the past.
We have now shipped an application using OpenSceneGraph for the 3D viewports of
a model. We are now receiving a couple of bug-reports (2 so far) from users
running the application on laptops with Intel integrated graphics (GMA 950 and
3100).
hi Paul
You have an UserData property in osg::Object and so in osg::Node by
inheritance.
You can assign any osg::Referenced based class to it.
Another solution could be to use std::map >
or boost::bimap >
HTH
David
2009/4/27 Paul
> Hi,
>
> Im using the code from osgpick example. How do I iden
Hi all,
I beg your pardon for being that boring, but no one's got a solution for this?
Max wrote:
>
> 3)It seems I can't do the PTM using osg::TextureRectangle but osg::Texture2D
> works.
> I'm running OpenSceneGraph 2.6 maybe this have been fixed since that version.
> Thus I need to know the
Hi Akilan,
It might be that your .ive database was built from a different version
of the OSG than your OSG version.
The OSG is now at 2.8, is there a reason why you are using 2.2 over
2.8, the later has many bug fixes applied to it over 2.2 as well as
more refined API and functionality.
Robert.
Hi Sajjad,
A lot has been written about shaders and OSG over the years, so rather
than me waste time going over old ground please could you search the
archives.
Robert.
On Mon, Apr 27, 2009 at 2:47 AM, ami guru wrote:
> Hello Robert,
>
> After going through several source code regarding shaders
HI Jirka,
Post processing generated the RenderStage/RenderBin's after the cull
traversals has complete on a subgraph can be a useful way to manage
techniques like your are suggesting, it does require you to understand
the details of the rendering backend though so it's not something I
would recomm
Hi Jaeyong,
Sounds like you have Inventor installed on your system so the OSG's
Cmake build system is picking up on this and enabling the build of the
Inventor plugin (to be able to read .iv and .wrl files.) Alas once
the build start going on this plugin it compiles by fails on link due
to the In
Hi,
Im using the code from osgpick example. How do I identify the object being
picked as refering to it by name has little use.
Can I assign some user data to the objects such as an id? or extra information
Thank you.
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