Thanks for your reply & giving info ,Martin Scheffler
I am trying avango.
Donlin
在2010-04-17 16:40:38,"Martin Scheffler" 写道:
>you can also check out Avango (http://www.avango.org/). It uses OSG and
>provides ways to replicate scene graph structures. i don't know if the network
>stuff is o
Hi Terry,
maybe you should explain your workflow more detailed.
What is your vpbmaster call?
My on is:
Code:
vpbmaster --geocentric --terrain --compressed -d -t -o /mydatabase/database.osgb
What would you like to do with .flt? convert the output DB to flt? Direct
output to FLT instead osgb
Thanks J-S for pointing out that leaf tiles have no PagedLOD nodes.
That changes things a bit; don't know how I missed it. Since then
I've tried to use VPB to output a good sample database. Right now I'm
stuck on a few more problems. Hopefully there are solutions for these
troubles that I just h
Thanks for the code snippet!! That is really pretty easy. I like the
structure (adding the model as a child of the transform). Its a pretty elegant
all in all.
...
Thank you!
Cheers,
Dave
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Hi
Sorry I'm not familiar with the FBX format or loader at this time so
will have to defer to those who know it
Gordon Tomlinson
Product Manager 3d Technology & Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegrap
My format is FBX that should not be triangulated...or am I wrong?
Tomlinson, Gordon wrote:
> Hi
>
> This may depend on the format your loading from, it maybe that the
> loader its self is triangulating the data, and if the loader is also
> passing the created nodes through the optimizer I believ
Hi
This may depend on the format your loading from, it maybe that the
loader its self is triangulating the data, and if the loader is also
passing the created nodes through the optimizer I believe that will be
trying to create triangular meshes by default. If it's just the
optimizer you should be
Hi,
in the osgtexture1d example the node construction is done like this:
root->addChild(loadedModel); // having attached a stateset using a 1d texture
root->addChild(texGenNode);
Why is this working?
I would expect an order like:
root->addChild(texGenNode);
texGenNode->addChild(loadedModel);
Hi Dario,
You can find osganimationviewer in the examples folder.
Mourad
On Mon, Apr 19, 2010 at 7:55 PM, Dario Minieri wrote:
> Hi,
>
> I have the same problem with some simple model from Cinema 4D. The FBX
> contains all animation takes but I see no movement with osgviewer. I'm using
> OS
Hi Gordon
Simply, if I have a model with mesh consisting of polygons with 4 vertices (no
others n-gons), it must necessarily be triangulated? The osgViewer always shows
the triangulated models even though they are not originally.
Many thanks
Best Regards
Tomlinson, Gordon wrote:
> What do yo
What do you define a 'untriangolate mesh' to be ?
Gordon Tomlinson
Product Manager 3d Technology & Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On
Hi,
I have the same problem with some simple model from Cinema 4D. The FBX contains
all animation takes but I see no movement with osgviewer. I'm using OSG 2.8.3
with, obviously, FBX support (SDK 2010-2).
You talking about an osgAnimationViewer, but I have only the osgViewer in my
binary dir.
Hi,
Sorry for my noob question: OSG is unable to handle untriangolate meshes?
Thank you!
Cheers,
Dario
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They probably have no normals, for lighting and standard shading you
need normals
Gordon Tomlinson
Product Manager 3d Technology & Project Wyvern
Overwatch(r)
An Operating Unit of Textron Systems
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From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun
Hi folks,
ok, I made some progress. As I was already thinking, the issue with resizing is
osg related. The main problem is that the FBO's textures are not really resized
when their size changed. So scalling osg::Texture2D::setTextureSize seems not
to have any effect, therefor resizing not work.
Hi,
I wanted to read in 3D Shapefile will PolygonZ features and then viewe it in
3D. The shape file contain a set of buildings.
I am able to read in the shapefile with SHP plugin and then view it correctly.
But the polygon faces are showing in flat bold color as shown in attached image.
But now
Hi,
you can also take a look at:
- Delta3D project, which is built on top of osg, and already provides
network communication (via dtNetGM all network and messaging system is
handled within the framework. There are options for relying on DIS/HLA as
well) - www.delta3d.org
- Enet: simpla network li
Hi All,
when usign a Texture2DArray I face a strange issue.
Loading images coming from png or jpg file format, everything works fine.
When I load the same images from other formats, like dds, tga or tif, I get
a GL warning
Warning: detected OpenGL error 'set img idx invalid enumerant0' after
Rende
Hi Altor,
On Mon, Apr 19, 2010 at 4:52 PM, Aitor Ardanza wrote:
> I managed to get Windows mobile + Opengl ES 1.0 running on my mobile device
> (Htc Diamond, only support gles 1.0), OSG support this version?
>
> Now I'm trying to compile the libraries 2.9.7 to get support OSG_GLES...
> Some code
I managed to get Windows mobile + Opengl ES 1.0 running on my mobile device
(Htc Diamond, only support gles 1.0), OSG support this version?
Now I'm trying to compile the libraries 2.9.7 to get support OSG_GLES...
Some code to start with this?
Thanks!!!
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Hi JS,
I don't believe removing newlines that exist in strings from
Ouput::wrapString() is appropriate. If a newlines are in a string it
really should be honored.
I believe we need to get to the bottom of what you are seeing at your
end and see if we can reproduce it elsewhere. I've tried a cou
Hi Paul,
I have now merged the namespace changes into svn/trunk.
Cheers,
Robert.
On Wed, Mar 31, 2010 at 9:25 PM, Paul Martz wrote:
> Robert Osfield wrote:
>>
>> If the code is C++ then I would be inclined towards using unique
>> namespaces for the different plugins. Some already do this. If
Hi J.P.,
Thank you for your help, I'll try this as soon as possible, it sounds very
intersing for me. At the moment I'm under heavy load at my job, and I use all
other time to write documentation and wikipages for my project to prepare
publication.
Thank you!
Cheers,
Torben
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