Hi Michael,
Thanks for the tip. I am completly replacing all of the selected areas in the
texture, so I will disable clearing of the buffers all together. I haven't
tested this properply in the actual app, but believe it will work.. I am
rendering a screen aligned quad that will completely
Hi,
Well, I managed to position the nodes to start, but I dont know how can I
update them, for viewing, each time step.
Code:
bone0 = new osgAnimation::Bone;
bone0-setInvBindMatrixInSkeletonSpace(osg::Matrix::inverse(osg::Matrix::translate(0,0,0)));
bone0-setName(right0);
Hi Paul,
Posted the osg file generated with command:
osgvolume --images *.dcm -o OSG_output1.osg
By opening it with a text editor you are able to see the entire structure
sholud be converted in another format together with the reference to the DDS
texture file autogenerated with osg file.
Hello,
I've read the example of how to use osgManipulator to move an object but I have
a few questions.
First, this is the structure used in the example (if I read well) :
[Image: http://img294.imageshack.us/img294/9664/screenshot20100506at110.png ]
I don't understand why there is
hi All,
I am trying to set 2D Camera in scene
i have write code for that
pScene-getCamera()-setProjectionMatrixAsOrtho2D(-1,1,-1,1);
but its coming 3D.
regards,
Nitin
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Hi All,
I have 2 Bounding Box one is having Texture and other is having Geometry
node
i want render geometry data in texture
for that i want 2 compare 2 bounding box and scale according to that
how can i get ratio of 2 bounding box.
regards,
Nitin
up please :/
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Hi Nitin,
Try with this code:
Code:
// create a camera to set up the projection and model view matrices, and the
subgraph to drawn in the HUD
osg::Camera* camera = new osg::Camera;
// set the projection matrix
camera-setProjectionMatrix(osg::Matrix::ortho2D(0,width,0,height));
Hi,
OpenAL (the original one by Creative) is unmaintained and almost
no-one uses it anymore. The only interest in it is the support for
hw accelerated spatialization (HRTFs), but almost no current drivers
support that for OpenAL anyway.
All Linux distros use OpenAL-soft these days and it has
Hi,
I'm trying out osgShadow and have encountered various problems that I can't
seem to find mentioned in the forum. The biggest one is shown in the attached
jpg. The shadow is rendered below the object (using SoftShadow), but it has a
bunch of light un-shadowed pixels appearing in the middle.
Hi Jaime,
I recommend doing some simple C++ test programs before you start trying
to use OSG. You will learn faster and better doing one thing at a time
than trying to do everything at once.
Anyways, the errors:
1.\MainThread.cpp(106) : error C2061: syntax error : identifier 'text'
This
Hi folks,
I have a single vertex array (in a VBO) that is shared by multiple Geometry
objects. The statistics are showing my Vertex count to be (vbo size)*(# of
geometries). Is this the expected behavior? I was expecting the vertex count
to be either a) the size of the single VBO, or b) the
Hey guys, I've only got until tomorrow, so if anyone can throw me a bone I'd be
greatful. I'm going to quit the course but I need to present this.
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Hi All,
does anyone know if it is possible to build a dynamic pipeline? I need to be
able to build a pipeline after my scene is already up and running and the first
frame loop has already occured.
Thanks!
Cheers,
Allen
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Hi,
Would you be able to post the fixed code to the osgcegui.cpp?
I would also like to use the same version of cegui for my osg app.
Thank you in advance. :)
Cheers,
MonkeyTank
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allensaucier wrote:
Hi All,
does anyone know if it is possible to build a dynamic pipeline? I need to be
able to build a pipeline after my scene is already up and running and the
first frame loop has already occured.
Thanks!
Cheers,
Allen
Hi Allen,
it shouldn't make any
Hi,
I can't help more without other details, i can just tell you to check
the osganimationskinning example.
My First advise should be to make it work with software implementation.
I could help but i would need to have a small example i could run and
debug to have a quick overview what's wong.
Luca Colombari wrote:
Attachments:
http://forum.openscenegraph.org//files/osg_output1_127.osg
The FLT plugin doesn't have a dependency on the osgVolume nodekit. You'll have
to figure out how to map osgVolume objects to FLT records. Good luck with that.
--
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Hi,
I've been looking at the example of osganimationskinning... but this example
uses a pre-generated animation, and in my case I change the position and
direction of the nodes with keyboard events.
For example, we apply a rotation to bone0Rot (OSG:: Quat) with a keyboard event:
Code:
Hi,
setMatrix in the Bone would update the bone, like a MatrixTransform. So
If you update the matrix and you dont see any update of children on the
screen then there is something wrong.
I suggest to read the UpdateBone.cpp in osgAnimation to see how bones
are updated in 'classical' way.
Another
Hi,
I am trying to build OSGEarth on my system and I'm almost there but for these
errors:
Error 1 fatal error C1083: Cannot open include file:
'osgGA/SphericalManipulator': No such file or directoryc:\tools\OSG
Earth\src\applications\osgearth_ocean\osgearth_ocean.cpp 44
Hi Sanat,
Try an update, SphericalManipulator was something added post 2.8.
I've removed the includes and usage of it as it's not really necessary
anyway, just a copy and paste from other OSG examples.
Thanks!
Jason
On Thu, May 6, 2010 at 12:48 PM, Sanat Talmaki sanat.sch...@gmail.com wrote:
Hi Jaime,
I'm replying on the mailing list. Please keep all replies on the list as
then other people can answer as well...
Hi there, I'd like to lable the planets, how can I do this?
You've been looking at using osgText::Text, that's the way to do it. You
position your text at the same
Jan Ciger wrote:
Hi,
OpenAL (the original one by Creative) is unmaintained and almost
no-one uses it anymore. The only interest in it is the support for
hw accelerated spatialization (HRTFs), but almost no current drivers
support that for OpenAL anyway.
All Linux distros use OpenAL-soft these
Thanks for your help.
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Chris 'Xenon' Hanson wrote:
Also, openAL doesn't do anything other than 2.0 sound (like, 5.1 is
unavailable) on
Vista or later. There's a Alchemy kit from Creative that restores this
ability, but only
for Creative Labs hardware.
We're getting a bit off-topic, but to be clear, modern
Hi,
I am trying to implement a code that detects collision between a PAT Node with
the geometry of a pyramid and multiple other fixed Nodes that are loaded with
ac3d models.
How do you determine which node (if any) falls within the geometry of the PAT
Node of the pyramid?
Thank you!
Albino Rodrigues wrote:
Hi,
I am currently in the process of doing a test port of an OSG application we
have here to Odroid - ODROID_WEBSITE. It is basically an entertainment device
built on top of Android 2.1.
While going through the Android toolchain documentation for the latest NDK
John Galt wrote:
Hi,
I am trying to implement a code that detects collision between a PAT Node with
the geometry of a pyramid and multiple other fixed Nodes that are loaded with
ac3d models.
How do you determine which node (if any) falls within the geometry of the PAT Node of the pyramid?
Hi Art,
hum, ok. Here is the problem I am having:
1. In my application, I build my scene display it.
2. In building my scene, I build my pipeline and associate it with my scene.
My blur effect is working at the start of my application.
3. My initial view camera is looking down at my
Hi,
I'm using osg 2.8.2. The next update is 2.8.3 and I didn't see the
SphericalManipulator in its include\osgGA folder.
Are you suggesting that I comment out the parts of OsgEarth that are using this
SpehricalManipulator ?
I guess I've not clearly understood what you were suggesting.
Hi Paul,
I only plan on detecting intersections between a PATNode and other Nodes.
I do not intend to write code for a reaction to a collision, I want the
intersection to happen and only want to know which objects are intersecting.
Do you suggest I still use osgbullet for that?
Thank you!
Hi Sanat,
You just need to either update to osgearth trunk (where Jason has removed the
offending lines). Or compile against OSG trunk (where SphericalManipulator
exists).
Hope that helps,
-Adam
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Hi Allen,
So, I assume you are using the same mechanism to turn blur effect on/off as in
the example you posted previously. You remember, the example which I have
included into the osgppu repository. In that example everything worked fine,
camera's texture is updated.
Could it be that you
John Galt wrote:
Hi Paul,
I only plan on detecting intersections between a PATNode and other Nodes.
I do not intend to write code for a reaction to a collision, I want the intersection to happen and only want to know which objects are intersecting.
Do you suggest I still use osgbullet for
Hi Adam,
Yes, that was certainly helpful. (though I had commented out the lines that had
sphericalmanipulator in them in both the .cpp files that were causing trouble)
So I'm assuming that after the update they would change the header files to :
.mine
//#include osgGA/SphericalManipulator
Hi,
Is there any example that demonstrates how to use osgUtil for doing this?
I caught some of the ideas of osgUtil in the quick start guide (pg 103) but
lost my way at
osgUtil::PolytopeIntersector* picker =
new osgUtil::PolytopeIntersector(
osgUtil::Intersector::PROJECTION,
x-w, y-h,
Hi Sanat,
Yes that is correct. If you want to be explicit, you can do a revert on those
files you changed before you do the update to avoid having to merge.
-Adam
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Hi Adam,
Yes that worked well. Its upto date now.
Sorry to trouble you again but I am having some trouble starting off with this
:-|
So I was able to build OsgEarth and have the libs and dlls.
For testing it, the site mentions trying something like:
osgviewer sample.earth
Is this the
Or do I need to copy my dlls to the osg binaries folder and run the viewer from
there ?
-Sanat
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Hi,
May I am not seeing something here, but using the NodeMask seems to be not able
to handle 'multiple' states.
For example, I am using a mask ,0x01 to control the 'visibility' of the nodes.
This works great.
I have another mask to control 'pickable' state of the node, say 0x02 when used
Hi,
Did you ever resolve this? My only solution will be to postprocess the pick
list to remove and hits outside the clipping planes.
Andrew
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Hi Jason,
Thanks for sharing your experience and your CMake :)
Yes, that's the modified NDK I was referring to.
Damn, I completely forgot about osgGA and didn't know about GLSurfaceView (I'm
new to the Android SDK).
Cheers,
Albino
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Andrew Cunningham wrote:
Hi,
May I am not seeing something here, but using the NodeMask seems to be not able
to handle 'multiple' states.
For example, I am using a mask ,0x01 to control the 'visibility' of the nodes.
This works great.
I have another mask to control 'pickable' state of the
Albino Rodrigues wrote:
Hi Jason,
Thanks for sharing your experience and your CMake :)
Yes, that's the modified NDK I was referring to.
Damn, I completely forgot about osgGA and didn't know about GLSurfaceView (I'm
new to the Android SDK).
Yeah, I had even read all the docs and done a
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