Hi,
maybe also have a look at osgGIS and osgEarth (by the same people).
jp
On 20/05/10 19:56, Jordi Torres wrote:
It rings a bell... I think there was a project called osgTDS. After a
googling a couple of minutes I've found this
http://andesengineering.com/Projects/TDS/ . But unfortunately it
Hi,
On 21/05/10 02:25, Paul Palumbo wrote:
This is a little off topic but how do I associate a global/static
data in a dynamic library (i.e. .so in LINUX) with a global/static in
a main application?
extern?
I'm attempting to do exactly the same things as the OSG Registry
class but with my
Hi,
please search the archives, this has been discussed many times...
Trackball uses changes in range to zoom. Changes in range in ortho
projection does nothing, you'll have to change the projection yourself.
jp
On 20/05/10 15:52, Nitin Rangari wrote:
Hi all,
I am trying to use
On Thursday 20 May 2010 20:01:26 Michele Fiorentino wrote:
Now it works!
thanks Magnus
p.s. please it's possible do document this somewhere in the code??
Have a look at how osgviewer loads its model files. AFAICT it's sufficient to
load both the logo and your main model through
Hello,
I try to build OSG in eclipse. And I have a error in the readwrite.cpp of the
3ds plugin.
In this function:
Lib3dsIntw
lib3ds_intw_read(FILE *f)
{
Lib3dsByte b[2];
ASSERT(f);
int result = fread(b,2,1,f);
if (result==0) return 0;
if (s_requiresByteSwap)
{
Hi Martin,
Could you try the svn/trunk version of the OSG as it doesn't use
swapButes2 anymore.
Robert.
2010/5/21 Martin Großer grosser.mar...@gmx.de:
Hello,
I try to build OSG in eclipse. And I have a error in the readwrite.cpp of the
3ds plugin.
In this function:
Lib3dsIntw
Hi,
I'll try downloading some public txp databases when i get a spare minute. I'm
not sure what sets it off though, whether its a performance issue where the
frame rate drops so it loads in a lower quality LOD, frame rate increases so it
loads in a higher LOD, but the loading slows things down
Hi,
I often see people asking about how to use VBOs, pass Vertex Attributes to GLSL
or update VBO at realtime. Since I recently had to cope with these problems,
I provided in the Tutorials section (at the External Examples) a small example
of a morphing cube which shows how to do these
Hi,
I have the following code:
Code:
osg::ref_ptrGeode geode=qe2osg(qe);
objWriteCell(qe, temp.obj);
grp-addChild(osgDB::readNodeFile(temp.obj));
grp-addChild(geode);
and it produces the attached result. The yellow object is geode (code below
assigns yellow color), while the node is gray (no
Hi Dzenan,
The difference is almost certainly down to you using the .obj plugin
for read and write. The .obj format is not native to the OSG, and if
fact is pretty crappy format alround, and certainly not a good base of
attempting read/write.
Please try your tests with a .osg or .ive file.
Hello everyone,
I have a really frustrating situation on my hands here. I've made a simple
application that loads a scene and then does something with it. When I try to
load certain scenes, my program crashes occasionally(!) in release mode and
gives me this error:
Code:
Unhandled exception
Hi Nick,
So here's what I did:
In my main, when we declare a new callback node for camera, passes the PAT node
of the object by modifying default ctor:
//setup the camera update callback to follow node.
viewer.getCamera()-setUpdateCallback(new
CameraFollowMyNodeCallback(backhoe1PAT));
Then
maybe StateAttribute::OVERRIDE|StateAttribute::ON
Yes, I think it's the 3rd person in the last month who assumes OVERRIDE
includes ON... But that wouldn't be flexible enough, because then you
wouldn't be able to override something OFF...
J-S
--
Hi,
Well thanks for narrowing things down (that means I am not immediately affected
by this). If I have some time to do more tests with this, I might try Inventor
format (because OSG's native format is not widely supported).
But I have noticed (by looking at a dump of scene graph) that during
Hi Robert,
thanks for the answer.
Currently I'm trying to get my shader working using osgPPU for the
rendertargets. I will post the results as soon as I'm making some progress.
Cheers,
Martin
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Hi,
I guess I'm missing something really obvious here.
I'm trying to render a simple scene (just a cube), keep the result in a texture
and use this texture as a state texture attribute. Only the backfaces of the
scene need to be rendered.
My approach so far is as follows:
1. Create the
ok .. now I am on the dev machine. Post your whole code so far I will have a
look
-Nick
On Fri, May 21, 2010 at 2:46 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:
Hi Nick,
So here's what I did:
In my main, when we declare a new callback node for camera, passes the PAT
node of the object
Hi Nick,
I've attached all the files that are part of the project. I'll also attach a
couple of the 3ds files that I am using to build the model.
Thanks,
Sanat
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Attachments:
I'm using lwo files and it is not allowing me to upload them.
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zip the project as well (are you on visual studio?) and send them to my
email.
-Nick
On Fri, May 21, 2010 at 3:16 PM, Sanat Talmaki sanat.sch...@gmail.comwrote:
Hi Nick,
I've attached all the files that are part of the project. I'll also attach
a couple of the 3ds files that I am using to
Does it work in debug? If it does not debug should give you much more
info to track why you
Does the scene load in osgviewer.exe ?
A couple of reasonable guesses would be that
* you're possible mixing release/debug libs/dlls
* or you're mixing libs/dlls built with different compiler versions
Hi Martin,
ok, first of all, it seems the way how you use osgPPU is not correct. Second,
this problem is actually osg related, since osgPPU has nothing to do with
back/front face culling.
Ok, now lets try to solve your issue:
- In your code I see you attach the UnitInOut directly to the
the NodeCallback .. it is overload operator() instead of apply method
-Nick
On Fri, May 21, 2010 at 3:20 PM, Trajce (Nick) Nikolov
nikolov.tra...@gmail.com wrote:
zip the project as well (are you on visual studio?) and send them to my
email.
-Nick
On Fri, May 21, 2010 at 3:16 PM,
Thanks Nick, it works fine now.
-Sanat.
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Hi Art,
thank you for clearing this up to me, it works perfectly now!
What I was trying to accomplish was the rendering of a cube frontface/backface
culled in order to generate a direction texture for a volume rayaster I'm
currently working on.
Thanks again!
Cheers,
Martin
Hi,
I've been using osg so far from the pre-built binaries. But I decided to build
from source and had a few queries along the way:
When I built the solution in VisualStudio 2005:
4 libraries got built (forgive any typos): osgd, osgAnimationd, osgUtild and
OpenThreadsd.
After that I started
Hi Gordon,
Thank you for your quick reply.
The scene loads in osgviewer.exe, it loads in Debug mode, and it sometimes
loads in Release mode, and then everything works fine. The program never
crashed in the middle of the session, only at the beginning, before anything is
displayed.
I've
Hi,
I Guess you have run Cmake and located the necessary libs to run OSG, png,
jpeg, etc...
Usually cmake-gui will highlight these in red on the output windows if they
have problem.
Also it could be the 3rd party libs you are linking with, mixing 32bit and
64bit or different VS versions, compiler
Hi Sanat,
After that I started getting a bunch of 1104 Linker errors as it could not find
a certain .lib file.
An OSG lib file? If it couldn't find a certain .lib file, it means one
of the previous projects failed to build. Look higher in the compile
log, you should see which one failed to
Art,
have you had a chance to look at this issue?
regards,
Allen
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I'm having an issue where some particular drawables aren't rendering
correctly. I'm pretty certain that the state at render time is not what I'm
actually wanting it to be. Does anyone know of a convenient way to inspect
the actual state at render time?
The problem is convoluted enough that
Hi,
I am new to OSG and am attempting to better understand ControlPoint. I have a
situation where I need to rotate an object around a pivot point
I know that if I were doing a matrix transformation, I would perform a
translation, then a rotation and then the opposite translation.
But, I
I'm seeing an interesting issue with an existing app upon upgrade from OSG
2.8 to the trunk (well 2.9.8).
A simplified version of the situation is like this: I have two drawables
both of which use texture unit 0.
In the stateset for both objects I have:
textureUnit 0 {
GL_TEXTURE_2D
Hi,
On 21/05/10 21:34 , Dženan Zuki wrote:
Code:
osg::ref_ptrGeode geode=qe2osg(qe);
objWriteCell(qe, temp.obj);
grp-addChild(osgDB::readNodeFile(temp.obj));
grp-addChild(geode);
and it produces the attached result. The yellow object is geode (code below
assigns
yellow color), while
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