Hi,
On 20/10/10 21:55, Cory Riddell wrote:
Tim
Thanks for the reassurance and the explanation. My code is working well
now and I'm very happy with it. I hardly had to change anything, so that
makes me think I got it right.
I do kind of wish I could always have my orbits be around the center
Hi all,
I download a file just like:
#include osgWidget/VncClient
#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers
class EscapeHandler : public osgGA::GUIEventHandler
{
public:
EscapeHandler() {}
bool handle(const osgGA::GUIEventAdapter
Hi Alberto,
On Wed, Oct 13, 2010 at 3:26 PM, Alberto Luaces alua...@udc.es wrote:
Sébastien Barthélemy writes:
1) when one presses the h key, the text appears (after several seconds
on my macbook pro) but is so small that it is unreadable
I think this is the default font when arial.ttf is
Hi Terry,
On Thu, Oct 21, 2010 at 12:40 AM, Terry Welsh mogu...@gmail.com wrote:
Is there any formal support for compiling on linux with -pg and using
gprof? I can only find support from before the cmake days.
I'm not familiar with gprof, but cmake build system is pretty flexible
and allows
Hi Jianfeng? Zhang? Could you sign with the name you wish to be
addressed as, thanks.
As for using the vnc support, you'll need the libvncserver dependency
and then reconfigure the build system to compile that OSG's vnc
plugin.
Robert.
On Thu, Oct 21, 2010 at 8:30 AM, Jianfeng Zhang
Terry Welsh writes:
Is there any formal support for compiling on linux with -pg and using
gprof? I can only find support from before the cmake days.
I think there is not any, but it should not be complicated. Just a
matter of calling
cmake -DCMAKE_CXX_FLAGS=-pg -DCMAKE_EXE_LINKER_FLAGS=-pg
Hello,
I'm generating collada 1.4 animations from a simulator. In order avoid
redundant information and generate smaller files, I tried to share
data between the animation channels. For instance, the timeline is
common to all the animation channels and could be stored once.
Are are two examples
Hi Sébastien,
Which version of the OSG are you using?
Robert.
2010/10/21 Sébastien Barthélemy barthel...@crans.org:
Hello,
I'm generating collada 1.4 animations from a simulator. In order avoid
redundant information and generate smaller files, I tried to share
data between the animation
Hi Robert,
On Thu, Oct 21, 2010 at 11:25 AM, Robert Osfield
robert.osfi...@gmail.com wrote:
Which version of the OSG are you using?
2.9.9.
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I haven't tried it, but wouldn't changing the order of multiplication in the
get(Inverse)Matrix methods do the trick:
return osg::Matrixd::translate(osg::Vec3d(0.0, 0.0, m_distance))*
osg::Matrixd::translate(m_center)*
osg::Matrixd::rotate(M_PI_2-m_elevation, 1.0, 0.0,
Hi Waldemar,
I found the samples pack on g-truc very instructing for opengl 4 related stuff,
including tessellation shaders:
http://www.g-truc.net/post-0333.html
Cheers,
Tassilo
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Hi Robert,
We finally solved the problem!! First sorry for the noise! :)
PagedLOD, DatabasePager and the rest of the 2.8.3 is working
perfectly.
The problem on our side was a Java object that kept references to an
osg::Texture2D after applied to the terrain. Java destruction policy
is .. well
Hi,
yes, it should use texture 0, but how do I specify this ? The 1 in this code
line :
stateSet - addUniform( new osg::Uniform( osg::Uniform::SAMPLER_2D ,
stTexture , 1 ) ) ;
does not choos a texture, but sets the number of elemets in the uniform ( one
sampler2D ).
The texture unit
Hello,
I search to understand how the ffmpeg plugin works. I use a video without sound.
If the thread is too fast for the video, there is a synchronisation before
publish frame : FFmpegDecoderVideo apply a delay with an internal timer.
But if the thread is late, is there frame dropping ? or
Hi Peter,
try
stateSet - addUniform( new osg::Uniform( stTexture , 0 ) ) ;
instead;
Regards,
-Fred
- Peter Wrobrl particlepe...@gmx.de a écrit :
Hi,
yes, it should use texture 0, but how do I specify this ? The 1 in
this code line :
stateSet - addUniform( new osg::Uniform(
Figured it out finally.
Need to use :
stateSet - addUniform( new osg::Uniform( stTexture , 0 ) ) ;
stateSet - setTextureAttributeAndModes( 1 , projTexture ,
osg::StateAttribute::ON ) ;
stateSet - addUniform( new osg::Uniform( projectionTexture , 1 ) ) ;
Instead of :
stateSet - addUniform( new
Hi,
that was classic, thx Fredric :-)
Thank you!
Cheers, searching for the Pivot of my Soul, PP !!!
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Hi All
After some googling I've discovered an AutoTransform node )) When
setting it's auto-rotate mode to ROTATE_TO_SCREEN and
setAutoScaleToScreen(true) it gives me exactly what I want. The only
problem is that after looking at AutoTransform node I noticed that it
does a lot of computation
Hi,
Just a recap:
We aren't using CompositeViewer- just a Viewer with 4 slave cameras each in
its own window. Each window is opened on a separate graphics card. We're
running X11 which has no issues with graphics card affinity. We aren't
using mosaic mode, twinview, xinerama or anything else
Hi John,
On Thu, Oct 21, 2010 at 5:35 PM, John Kelso ke...@nist.gov wrote:
At this point I've run out of OSG things to try, but am open to suggestions.
At this point I'm assuming it's either an Nvidia driver bug or an OSG bug.
(Latest Nvidia driver, OSG 2.8.3)
From the sound of the setup of
All,
I'm seeing some issues with VPB when attempting to build a very large
database. My command is the following:
vpbmaster -TERRAIN -PagedLOD -geocentric -whole-globe -t wholeearthtexture
-t detailtexture -d dted -l 24 -o database.ive
What I'm seeing is that vpbmaster creates the
On 10/21/2010 10:35 AM, John Kelso wrote:
I get similar results for setting serial draw to on or off.
Can you double check this, John? My understanding is that when you have
serialize set to on (the default), then you get a draw thread per window and the
per-thread draw time (from stats
On Thu, 21 Oct 2010, Paul Martz wrote:
On 10/21/2010 10:35 AM, John Kelso wrote:
I get similar results for setting serial draw to on or off.
Can you double check this, John? My understanding is that when you have
serialize set to on (the default), then you get a draw thread per window and
Hi,
I will try to build 2.9.9 with both mesa and the debugger- I've never done
either, so it'll be a learning experience.
I will be at Viz next week, and have a side panic project to work on too, so
I might not get this done until early November.
Thanks,
John
On Thu, 21 Oct 2010, Robert
Hi,
I want to have a particle effect that looks like falling dust/dirt. I was
thinking of using something like a smoketrail effect (with a different
texture), but I can't figure out how to make the particles go down instead of
up.
Amy I on the wrong track here? Any ideas how to best
What is the best way to rotate an osgParticle::FireEffect? It defaults to
spraying particles down the +Z axis, but I want the effect to spray down the +Y
axis. I tried modifying the class so that the emitter was added to a
positionattitudetransform but that does not seem to change anything.
Hi,
I'm back again with my terrain editing question :). I was serching forum for
some solution, but i didn't find any. If i have found at least terraintile
geometry and drawable associated with that how i could change this geometry?
I've tried to use dirtyDisplayList() method, but it doesn't
I'm writing a Qt applicaiton that uses the TranslateAxisDragger to move the
origin of my world and I've run into a problem. I draw a point, attach the
dragger to it and on the mouseReleaseEvent I emit a signal that is caught by
another class and that class post multiplies the inverse of the
Hi,
snip
Posted: Sun Oct 17, 2010 9:20 pmPost subject: Implementing a corner
window within a single main osgviewer canvas. I see two replies but for some
reason, I can't see the responses (I'm ahead of the game?). Sorry for the
trouble.:-*
snip
I would like to add a corner window
Hi guys,
On 27/07/10 18:23 , Stephan Huber wrote:
Am 23.07.10 18:25, schrieb Florian Kolbe:
Hi,
I am very delighted to see that the porting is making progress, and I would
like to
contribute. Here are my experiences so far:
I did the following to get the code:
Code:
git clone
Hi Stephan
perhaps all you have to do is this:
replace #define LOAD_FBO_EXT .. in FrameBufferObject.cpp (around line
42) with
#if defined(OSG_GLES1_AVAILABLE)
#define LOAD_FBO_EXT(name) setGLExtensionFuncPtr(name, (#name), (
std::string(#name)+std::string(OES) ).c_str() )
#else
Bit more info
I've tracked it down to lines 541-553 of FrameBufferObject.cpp
Texture::TextureObject *tobj = 0;
if (_ximpl-textureTarget.valid())
{
tobj = _ximpl-textureTarget-getTextureObject(contextID);
if (!tobj || tobj-id() == 0)
{
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