Hi,
Maybe http://jeux.developpez.com/faq/matquat/?page=transformations#Q37 can
help you.
Regards,
Vincent.
2009/6/30 Guy Volckaert
> I think there is a constructor in osg::Ang() that takes a quaternion as
> well.
>
> --
> Read this topic online here:
> http://forum.openscene
Hi Paul,
ViewerBase::Threads threads;
viewer.getAllThreads(threads);
Robert.
On Tue, Jun 30, 2009 at 6:53 AM, Paul
Pocock wrote:
> Hi Everyone,
>
> Just a quick one,I want to set up a flag where you can assign cpu
> affinity for the cull, draw, update threads.
> Is there a way I can get a handle
Hi Randolf,
On Tue, Jun 30, 2009 at 1:45 AM, R Fritz wrote:
> Since there's no 2.8.1 Mac binaries yet, I need to build from source. What
> do people recommend for build practices in the Mac OS X environment?
When I work on a Mac I always use the CMake generated makefiles and
just build like it's
Hi Guy,
To set the size and position of a window you use the
osgViewer::GraphicsWindow method:
/** Set the window's position and size.*/
void setWindowRectangle(int x, int y, int width, int height)
The GraphicsContext::resized() method only informs the context that
the window has
Hi Rabbi,
On Mon, Jun 29, 2009 at 10:22 PM, Rabbi Robinson wrote:
> How do I get current accumulated transform in a nodeupdatecallback?
> Specifically
> virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
>
> What does NodeVisitior->apply(something) mean?
The NodeVisitor has a NodePat
Hi Everyone,
Just a quick one,I want to set up a flag where you can assign cpu
affinity for the cull, draw, update threads.
Is there a way I can get a handle on these threads? is there a
getDrawThread method?
Best Regards
Paul
IMPORTANT: This email remains the property of the Australian Defence
i think i've got it. the emphasis is scalling down and moving towards camera,
right?
but my sky sphere seems not properly to be moved, because i set its center to
the camera pos per frame, so maybe i should scale it according to somethig like
far plane depth
thank you
--
Read th
Yes, two different groups in the scenegraph under the same camera, but I
cheat the large object part by scaling it and moving it closer to the
camera, so there is no risk of clipping due to the cull settings.
On Mon, Jun 29, 2009 at 7:39 PM, Ren Liwei wrote:
>
> rpingry wrote:
> > Something that
rpingry wrote:
> Something that I have done (please let me know if this is not a good way to
> do it or if there is a better way), is to break up my scene into parts. I
> have the "large distant" things in one part of my scene graph, and then
> everything else in another part. I then render t
I think there is a constructor in osg::Ang() that takes a quaternion as well.
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h
Since there's no 2.8.1 Mac binaries yet, I need to build from source.
What do people recommend for build practices in the Mac OS X
environment?
Randolph Fritz
design machine group
architecture department
university of washington
rfr...@u.washington.edu
Also I would recommend searching the OSG mailing archives this topics has
come up many times with several different solutions being offered
__
Gordon Tomlinson
gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.co
Hi,
I've implemented the osg::GraphicsContext::ResizedCallback to get notified when
the user resizes the window via the mouse. That work perfectly.
However, I also need to change the window size programatically (when the user
presses a button, for example). I tried calling osg::GraphicsContext
http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles
On Mon, Jun 29, 2009 at 5:47 PM, Rabbi Robinson wrote:
> Hi,
>
> The animation supports euler but not quaternion. Is there any easy way to
> convert quaternion to euler?
>
> Thank you!
>
> Cheers,
> Rabbi
>
> --
Hi,
The animation supports euler but not quaternion. Is there any easy way to
convert quaternion to euler?
Thank you!
Cheers,
Rabbi
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o
"You want capital o, "O", as in: 'osgconv -O GoogleMode' to set the
options string"
It worked! But...it didn't work at the same time. Two problems arise with this
new success.
1. The model itself loses all of it's textures, leaving it a blank white series
of shapes.
2. Every attempt I make at
Hi,
How do I get current accumulated transform in a nodeupdatecallback?
Specifically
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
What does NodeVisitior->apply(something) mean?
Thank you!
Cheers,
Rabbi
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Jonathan Richard wrote on Monday, June 29, 2009 2:19 PM:
>> How did you test that setting both to 4 didn't work?
>
> This is how I tested it:
...
> // code in MyCameraDrawCallback
> glReadBuffer(GL_COLOR_ATTACHMENT0_EXT);
> float* tempbuf32Bits = NULL;
> tempbuf32Bits = new float[500*500];
> glRe
>How did you test that setting both to 4 didn't work?
This is how I tested it:
// Reading back the FBO does not work when it is disabled after render -->
set this property of the
// renderStage to false. A workaround is to enable
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, frameBufferObjectID) in t
James Buckthorpe wrote on Monday, June 29, 2009 1:25 PM:
> Yes I am already using the osgUtil::PolytopeIntersector to work out
whether
> the object is inside the FOV. However I am finding that the list of
> intersections includes my node of interest regardless of whether it
has been
> culled or not
Hi,
Yes I am already using the osgUtil::PolytopeIntersector to work out whether the
object is inside the FOV. However I am finding that the list of intersections
includes my node of interest regardless of whether it has been culled or not
due to another object or objects being in the way.
How
On Mon, Jun 29, 2009 at 7:06 PM, Dorosky, Christopher
G wrote:
>
> Please unsubscribe temporarily.
Christopher you can disable the posting of mailing list posts to your
account my logging into the osg-users admin page:
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Please unsubscribe temporarily.
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Adam Wise wrote on Monday, June 29, 2009 12:14 PM:
> I tried your suggestion, osgconv -o GoogleMode [model 1.flt] [model 2
.dae].
> Didn't work. All osg did was post up the list of all the available
options
> OSG_DATABASE_PAGER_PRIORITY etc etc etc. Is it safe to assume
that
> GoogleMode is not a
I tried your suggestion, osgconv -o GoogleMode [model 1.flt] [model 2 .dae].
Didn't work. All osg did was post up the list of all the available options
OSG_DATABASE_PAGER_PRIORITY etc etc etc. Is it safe to assume that
GoogleMode is not available?
http://www.openscenegraph.org/projects/osg/wik
Hi,
I've been struggling with configuration names on the Xcode project that comes
with OSG.
The problem I have is that it causes "no such cnfiguration" errors when I use
xcodebuild
from a helper shell script because the configuration names contains white
spaces (like Deployment 32bit Carbon.)
Something that I have done (please let me know if this is not a good way to
do it or if there is a better way), is to break up my scene into parts. I
have the "large distant" things in one part of my scene graph, and then
everything else in another part. I then render them in separate render
bins
Hi Claudio,
n Mon, Jun 29, 2009 at 3:02 PM, Claudio Arduino wrote:
> is it possible tu call setNumMultiSamples at runtime? i have tried but
> nothing appear to change
You have to re-create the graphics context if you want to change the
number of multi-samples.
Robert.
__
Hi J-S,
On Mon, Jun 29, 2009 at 2:33 PM, Jean-Sébastien
Guay wrote:
> If you end up setting the threading model to SingleThreaded, please only do
> it for these two techniques, and make it clear (perhaps in comments) that
> it's only a temporary workaround. The other techniques work well in any
>
Hi James,
Do you want to testing culling from within the cull traversal itself,
or do you wish to just test against the view frustum polytope
independently from the cull traversal? For the later I'd just use an
osgUtil::PolytopeIntersection in conjunction with
osgUtil::IntersectionVisitor.
Rober
Hi Robert,
I’ve have now tagged the OpenScneGraph-2.8.2 release candidate 2, and
as very few problems were reported in testing of 2.8.2-rc1 there is
just a couples of changes required:
My nightly build on the CDash page is the 2.8 branch so you can follow
how it goes on Windows. I'll test our
El Lunes 29 Junio 2009ES 12:16:56 Robert Osfield escribió:
> Please test this rc2 on as many platforms as you can get your hands
> on. If testing goes well we will move to a full release of 2.8.2 in
> the next few days.
Hi Robert, 2.8.2-rc2 compiles fine on Cygwin. I have also run osgviewer with
Adam Wise wrote:
I think a possible solution to this is
osgconv -o googlemode [model 1.flt] [model 2 .dae]. Is this valid? I think this might be the solution.
>From memory I think it is case sensitive i.e. -o GoogleMode. One of
these days Google may fix this and actually obey the Colla
I was using the Windows close button in the title bar or alt-f4.
It does not happen with osgwindow because (as far as I can see), it
closes down via a different route. In that example, osgwindow gets a
WM_CLOSE message which is handled by the event handler as a
CLOSE_WINDOW message and everyth
hild(ls.get());
>
>osgViewer::Viewer viewer;
>
>viewer.setCameraManipulator(new osgGA::TrackballManipulator());
>viewer.setSceneData(shadowedScene.get());
>viewer.addEventHandler(new osgViewer::WindowSizeHandler() );
>viewer.realize();
>
>dou
Thank you Maria, your method should work well in most circumstance. But, my sky
sphere whick has a very large radius would surely be cliped by the far plane in
that, and that's not what i want to see. Any ideas to solve it?
Thank you,
RenLiwei
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ht
Hi Robert,
* osgshadow --pssm : the complete scene seems to flash between shadowed and
unshadowed state. I remember it working before, so this flashing seems new.
Also the default shader does not support transparency in textured polygons
properly, as you can see running it with the -4 scene, on
Hi,
You can disable the auto-compute near far and give a fix value for near and
far.
If this method don't solve your problem you can add a callback to your root
node in the scene using the setClampProjectionMatrixCallback method of the
cullvisitor and override the clampProjectionMatrixImplementat
Hi,
I do need to know whether or not the node has been culled, not just whether it
is inside the view volume. I am a bit stuck as to how to do this.
As part of the application I am developing I am planning on moving a node
around the scene and testing whether it is visible from different locati
Hi All,
I’ve have now tagged the OpenScneGraph-2.8.2 release candidate 2, and
as very few problems were reported in testing of 2.8.2-rc1 there is
just a couples of changes required:
* fix of the parsing of ascii floating point numbers in plugins
and env var parsing so that it always uses the
Hi,
In my scene there is an earth and some small models on it. Sometimes i've
got a screenshot like the attachment when i turn auto-compute near far on.
I known that's becuase the auto-computed near plane is too far to let nearer
primitives in. So i tried giving a very little nearfarratio a
Hi J-S et. al,
On Mon, Jun 22, 2009 at 6:55 PM, Jean-Sébastien
Guay wrote:
> Small problems (but probably there before...)
> * osgshadow --pssm : the complete scene seems to flash between shadowed and
> unshadowed state. I remember it working before, so this flashing seems new.
> Also the default
This morning I came across a new article about the newly released
Android 1.5 Android Native Development Kit (NDK):
http://developer.android.com/sdk/ndk/1.5_r1/index.html
What this looks like is that we'll be able to mix native C/C++ code
with a Java application. In the case of the OpenSceneG
Hia all,
I want to show small video with sound and if possible subtitles in an
OSG application.
I guess the best way is now to use ffmpeg plugin like in osgmovie...
I think, for the sound it needs some external tool like SDL to play the
audio part.
Have you got any feedback about the compression
Hi Massimo,
The resolution of each level depends entirely on the extents of the
source data, and the resolution chosen for the destination tiles. The
later default to 256x256 for imagery and 64x64 for DEMs, but extents
of the source data depends entirely on your data so it'd not something
I can c
Hi Gopal,
On Mon, Jun 29, 2009 at 8:33 AM, gopal
goenka wrote:
> now it is giving error
>
> undefined reference to `osg::ArgumentParser::ArgumentParser(int*, char**)'
>
> or there is another way to integrate it with QT...
You'll need to link to the OSG libraries to compile against the OSG.
Rober
Hi all,
i am building some terrains using Geotiff 1meter/pixel and DEM 40meter.
I use the option "-l 30": osgdem generates 6 levels, numbered from 0 to 5.
My question is: what is the resolution of last level 5? The same of the Geotiff?
And of the other levels?
Thanks
--
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Hi,
what I have done is I have imported the the QOSGWidget.cpp & AdapterWidget.cpp
and copied the code of the osgviewerQT.cpp main into the main of my QT4.4
project.
now it is giving error
undefined reference to `osg::ArgumentParser::ArgumentParser(int*, char**)'
or there is another way
Hello Ba(?),
On 29/6/09 6:38 AM, buidinhba5 wrote:
I know that OSG is extend library from Open GL but I don't find more
OpenGl command as Gl.GlSphere,Gl.GlLighting .. and more ^^
These certainly aren't GL commands, they might be additions from whatever library/language
that's from.
Hi Gopal,
you just need to pass a model to draw, like : osgViewerQT cow.osg
You can open any model supported by OpenSceneGraph...
Pierre.
Le lundi 29 juin 2009 à 06:47 +, gopal goenka a écrit :
> Hi,
>
> I am a newbie in osg.
>
> I am trying to run the osgViewerQT example in QT4.4 on the l
Hi,
you can also make another RTT camera that looks at a part of the first
camera's output and just renders to another texture at the time you
want. You can put cameras under a switch to turn them on and off. See
the osggameoflife example.
jp
Craig Bosma wrote:
Hi all,
I have an osg::Came
Hi,
I am a newbie in osg.
I am trying to run the osgViewerQT example in QT4.4 on the linux platform
but i am getting error such as undefined refferences to osg/srgumentparser
please help n tell me how to run the example
Thank you!
Cheers,
gopal
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