Hi,
does the osgviewerGTK example work?
jp
Natasha Westland wrote:
Hello,
I am having difficulties upgrading from OSG 1.0 to 2.8.2 (on CentOS) and
was hoping to tap into this wealth of knowledge
after failing miserably poking around the source code and attempting to
retrofit the example
OK, good optimization :)
So Maybe using the apply function is only a good point when defining custom
visitors, no ?
Due to the updateVisitor behavior, seems that it's better using NodeCallbacks
on predefined visitors... is it correct ?
Where do you think I can find info about visitors
Lanmeivr company is superior in solving system simulation problems,specializing
system simulation research and development under OSG platform. Lanmeivr’s has
owned 30 patents and our simulator and system simulation products has been
popular among more than 20 foreign countries such as France,
Hi Torben,
I'm not the author of genwrapper, just the maintainer of the OSG side,
and as yet I haven't tried using genwrapper outside the OSG, but it
should be possible to get it to build wrappers for your own C++
classes.
As inspiration I would suggest having a look at how
Hi Steven,
I think that this issue might have been resolved in 2.8.2. I would
strongly recommend upgrading to 2.8.2. The API changes should be
pretty isolated w.r.t 2.2 so porting should be quite straight forward
and you'll get lots and lots of bug fixes as well as general
improvements. And..
Is this spam? The website looks plain dodgy
Kim.
2009/9/4 Lulin Wang osgfo...@tevs.eu:
Lanmeivr company is superior in solving system simulation
problems,specializing system simulation research and development under OSG
platform. Lanmeivr’s has owned 30 patents and our simulator and system
On 3/09/09 9:32 PM, stefan nortd wrote:
Granted that different image types store pixels differently I would still
assume that
the image loader should nevertheless be consistent across different image
format. I
guess this is an assumption that depends how low-level one approaches pixel
data.
Hi Wyatt,
I don't know where to start as I don't understand your point of
confusion. The best thing you can do is go look at the
include/osg/Unform header, and the examples that use uniforms, just do
a search through the OSG sources for osg::Uniform to see how it's
used.
Robert.
On Thu, Sep 3,
Hi Brett,
On Fri, Sep 4, 2009 at 6:47 AM, Brett Thomas Leebrettle...@hotmail.com wrote:
Thank you very much for the reply sir.If I dont want to use viewer in my run
can I update the camera??If so how can i??
If you don't have a viewer then you won't be able to render anything.
It's the
Yes I agree you about this is spammer :)
Ümit Uzun
2009/9/4 Kim Bale kcb...@googlemail.com
Is this spam? The website looks plain dodgy
Kim.
2009/9/4 Lulin Wang osgfo...@tevs.eu:
Lanmeivr company is superior in solving system simulation
problems,specializing system simulation research
Hi All,
Is there a way to generate a solution that only contains the osg
Example projects with the current CMakeLists.txt configuration?
I've looked through the mailing list and the CMakeLIst files without
finding an answer. I'm working on MSVC80 and find that a solution
containing all the osg
Hi Filip;
This is impossible because all example uses generated library, includes and
dll's on your own platform so you have to compile OSG Core library too. Or
if you have latest OSG binary installed your system before and create
related environment variables you can create your sln normally and
Hi Ümit,
I don't see why it should be imposible to have two side by side
solutions generated by Cmake where one contains the osg Core projects
and one contains the Example projects (of course depending on the core
libs). I'm not trying to address the solution build time, but rather
the size of it
Hi guys,
Since this is already the third message by this user with the same content I
consider it a spammer too. I am sorry for this because I initially accepted
him/her on the forum, because he/she actually changed the profile after a
request by me.
User is now under moderation again which
Hi all,
I'm trying to simply project any 3D point ,which is already in world space,
into screen space.
I know how to do it without osg :
screen space coords = bias matrix * camera projection matrix * camera view
matrix * world space coordinates
Those coordinates are in [0, 1] range, so multiply
Hi Harold,
OSG uses standard C arrays to store matrices. Which means these are row major
matrices. This changes order of operands. You should multiply point by matrix
not matrix by point. In your code you should rather preMultiply the matrices.
example:
osg::Matrix viewMatrix =
Hi Wojciech,
Thanks for your answer.
I did what you suggest at my first try following an old topic about this
subject. But as i had not understand why it uses a premult i changed it,
thanks for explanation.
If i use this code, i get near good result, using Vec3d instead of Vec4d
with homogeneous
Dude enough already,
one post about your company is enough
__
Gordon Tomlinson
gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com
Hi,
I suspected that as well ... but I browsed the source code for 2.8.2 and it
looked like it would exhibit the same problem.
It might be a couple months before I am able to upgrade to 2.8.2.
Thank you!
Cheers,
Steven
--
Read this topic online here:
Hi, thanks for your reply.
I tryied to install quicktime sdk for windows how ever I has not able to
download it from
https://connect.apple.com/cgi-bin/WebObjects/MemberSite.woa/wa/getSoftware?bundleID=19910
. I need to have a specific account to do it.
I used the following link to get the
Hi Alex;
You only create an account that's it. And also I have already send SDK to
your mail address.
HTH.
Ümit Uzun
2009/9/4 Alex Malhao franciskovi...@gmail.com
Hi, thanks for your reply.
I tryied to install quicktime sdk for windows how ever I has not able to
download it from
Hi Harold,
osg::Vec3d screen Coords = _refPoint * viewMatrix * projectionMatrix *
windowMatrix;
If model matrix is identity, above formula should work. Are you sure your point
is in the frustum ? Do you see it ? If you do, then maybe you skipped model
matrix (are there any Transforms set as
Hi thanks again for the file!
Now that I installed quicktime sdk, I used CMake to configure and generate,
with the new quicktime links (like exposed in
http://www.openscenegraph.org/projects/osg/wiki/Support/PlatformSpecifics/VisualStudio/VisualStudioPlugins).
Then I open the project in
Hi Alex;
Yes you should rebuild OSG to use the QuickTime because to generate qt osg
plugin.
Regards.
Ümit Uzun
2009/9/4 Alex Malhao franciskovi...@gmail.com
Hi thanks again for the file!
Now that I installed quicktime sdk, I used CMake to configure and generate,
with the new quicktime
Wyatt Earp schrieb:
How would I
create/set the uniform struct?
You don't create/set the whole struct at once, but the individual
members of the struct. OpenGL recognizes struct members by the typical
dot notation name of struct.name of member.
regards Ralph
Ok thank you again!
Using this qt plugin am I going to hear any sound? Or just the video without
any sound?
Cheers,
Alex
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=17068#17068
___
osg-users
Hi again,
I did my test a application initialisation, i guess before any matrice
initialization or first update.
I got good results doing it after the application has been fully
initialized, so it's okay..
Thank you for your advices :)
Regards,
Harold
2009/9/4 Wojciech Lewandowski
Hi Alex;
If your mov type video has sound, you will hear sound too.
Regards.
Ümit Uzun
2009/9/4 Alex Malhao franciskovi...@gmail.com
Ok thank you again!
Using this qt plugin am I going to hear any sound? Or just the video
without any sound?
Cheers,
Alex
--
Read this
This is what I was getting at...
So if I have a struct in my app
struct MyStruct
{
float fMember;
int iMember;
} _myStruct;
And in my shader
struct MyStruct
{
float fMember;
int iMember;
} myStruct;
Then in my osg code I would do this...
I would suggest first make installing OSG somewhere. Then create a small
CMakeLists.txt file that uses the FindOpenSceneGraph.cmake that is released
with CMake 2.6.4 (see example in file).
It should be quite easy to make most of the examples compile outside of the
OSG's build system. For
Hi,
You can watch my old underwater simulation video which has quicktime plugin
and play video in it from
http://umituzun84.blogspot.com/2009/06/deepworker-submarine-simulator.html
Regards.
Ümit Uzun
2009/9/4 Ümit Uzun umituzu...@gmail.com
Hi Alex;
If your mov type video has sound, you
http://www.codenamezero.org/sites/default/files/20090901%20-%20vidports.txt
greetz,
michael
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Hi,
I have a small problem.
Imagine the following scene:
The viewer/cam can see two objects. One is very near and the other is very far
away from the viewpoint. Both will be textured using the same projection
source. The object that is very far away from the viewer is very near to the
Eric Pouliquen wrote:
OK, good optimization :)
So Maybe using the apply function is only a good point when defining custom
visitors, no ?
Due to the updateVisitor behavior, seems that it's better using NodeCallbacks
on predefined visitors... is it correct ?
In the case of the
What/Why ?
also this has gone to the submission list
__
Gordon Tomlinson
gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com
Hi,
I have a class derived from PositionAttitudeTransform. It's simply an Adapter
it contains no new variables but fixes up some methods for osg::PAT to be used
in an existing design for some navigation routines.
The existing navigation library is fixed I can't change it to understand
Martin Beckett wrote on Friday, September 04, 2009 5:20 PM:
Hi,
I have a class derived from PositionAttitudeTransform. It's simply an
Adapter
it contains no new variables but fixes up some methods for osg::PAT to
be
used in an existing design for some navigation routines.
The existing
Don't think so,
__
Gordon Tomlinson
gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
www.vis-sim.com www.gordontomlinson.com
[quote=Paul Martz]If you can (obviously) change your code to understand
instances of your new custom class, then I don't understand why you can't
change your code to understand instances of ref_ptrs to your new custom class.
Please explain this restriction further.
I have a complicated
2009/9/5 Martin Beckett m...@mgbeckett.com:
[quote=Paul Martz]If you can (obviously) change your code to understand
instances of your new custom class, then I don't understand why you can't
change your code to understand instances of ref_ptrs to your new custom
class. Please explain this
Thanks but not really - then I can't use the new class in the scene graph.
The idea was to have a 'location' object in the scenegraph which is a PAT as
far as OSG is concerned but has methods which reflect the interface I'm used to
and fit the needs of my problem domain. That I can do with an
Hi Martin,
2009/9/5 Martin Beckett m...@mgbeckett.com:
Thanks but not really - then I can't use the new class in the scene graph.
Yes, you can, can't you? Pass your objects to constructor. I wouldn't
do it, but you want if you want to.
class MyAdapter
{
typedef osg::ref_ptrosg::PAT
It appears that I forgot comments in constructors.
2009/9/5 Ismail Pazarbasi pazarb...@gmail.com:
[snip]
class MyAdapter
{
typedef osg::ref_ptrosg::PAT osg_pat_type;
osg_pat_type m_sppat;
public:
// here is missing part
// you will use this constructor to pass a osg::ref_ptrosg::PAT
Gordon Tomlinson wrote:
What/Why ?
also this has gone to the submission list
I thought you could use the information
__
Gordon Tomlinson
gor...@gordontomlinson.com
IM: gordon3db...@3dscenegraph.com
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