hello! I want to know ,How can I get osg help documentation?
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Hi Rob,
Of course, we don't need to
make osg::Matrix::transpose() part of the public API, if we don't want
to.
I personally think there's nothing *wrong* with having a transpose()
method, it's just that if the existing M*V would have fit your use case
then it would have avoided duplicating f
On 1/19/2011 10:09 AM, Paul Martz wrote:
On 1/19/2011 10:13 AM, Rob Radtke wrote:
Back to the original poster, then... Does this eliminate a need for a
transpose() function in the Matrix class?
I'm not 100% sure. My primary motivation for the transpose() function
was to
compute a normal matri
Firstly, I'd like to take this chance to say "Hello" to this community.
For the meat of this topic: I have compiled the 2.9.10 OSG library from the
svn source. In the comments for the osgviewerQtWidget example, it is clearly
stated that the ViewQOSG and QOSGWidgets can not be resized in a Wind
Hello for all.
Does anybody already had the experience of using osg inside a COCOA
application ?
Is there any example that i study to understand how to use both together ?
My machine configuration:
xcode 3.2 MAC OS Snow Leopard 10.6 OSG 2.9.10
Best Regards
Andre
Hi Guys
So I've made a little progress, mainly in learning about the ndk. Think I've
just got OpenCV building and think their method is defo the way to go.
Rafa, thanks or the example code, would love to get hold of your osg version. i
can offer some ftp space if you need it?
Jason, like the s
On 1/19/2011 10:13 AM, Rob Radtke wrote:
Back to the original poster, then... Does this eliminate a need for a
transpose() function in the Matrix class?
I'm not 100% sure. My primary motivation for the transpose() function was to
compute a normal matrix (so it could be passed to glsl as an osg
Hi Paul,
I'll try
to get to that today, but have a few other high-priority issues I need
to deal with...
Yeah, don't sweat it, I'm just curious and I think you've nailed it in
the previous message.
J-S
--
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Jean-Sebastien Guayjean-seb
On 1/19/2011 10:24 AM, Jean-Sébastien Guay wrote:
Hi Paul,
So my original code must have been flawed.
Just curious, trying to get to the bottom of this in case it's important... The
code you first posted used Plane::asVec4(), and your new code doesn't. Could it
be that p.asVec4() != v? i.e. t
Hi Paul,
So my original code must have been flawed.
Just curious, trying to get to the bottom of this in case it's
important... The code you first posted used Plane::asVec4(), and your
new code doesn't. Could it be that p.asVec4() != v? i.e. there would be
a bug in Plane::asVec4()?
{
On 1/19/2011 8:54 AM, Paul Martz wrote:
More info -- This is not an issue. "m * v" is equivalent to "v *
mTranspose".
I had previously written code that indicated this was broke for
vectors, but I recently rewrote the test case:
{
osg::Vec4 v( 1.0, 0.0, 0.0, 1.0 );
osg::M
Hi Sergey,
Thanks for the quick reply. Do you have a sample code or some documentation on
how to get transform feedback to work?
Greetings,
Oliver
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35772#35772
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More info -- This is not an issue. "m * v" is equivalent to "v * mTranspose".
I had previously written code that indicated this was broke for vectors, but I
recently rewrote the test case:
{
osg::Vec4 v( 1.0, 0.0, 0.0, 1.0 );
osg::Matrix m( osg::Matrix::translate( 3., 5., 0.
If its still not good enough then try transform feedback stuff... it's not that
hard to implement and works very fast even with insane amounts of points to
test, i've been using this approach for culling instanced objects like trees
and grass patches in large scenes with like 200k objects to tes
Hi, 9Volt
Solution that you can use actually depends of do you care about processing
speed or it is not that important. If speed is not concern then your approach
must be good enough.
You can actually try to use occlusion queries for that purpose, though you'll
need to generate drawables that
Hi Ulrich and Sergey,
the problem I need to solve is this: for an arbitrary scene loadable through
osg, detect which points in an array of points are visible (points are normally
on model surface, but not necesserily part of the original model).
Your solutions sound very complex. Currently I'm
Hi Robert,
In case you have like 3d movie - ofc its best do as you said, but if you using
something like video streams from two webcams for live stereo video you just
cant do it that way. Anyway its not that much related to osg, it's about how
would you sync your video streams in case streams f
Hi Sergey,
In my experience the best way to do stereo movies is to render the two
eyes into side by side to single video frame, this way you don't have
any sync issues.
Robert.
On Wed, Jan 19, 2011 at 2:41 PM, Sergey Polischuk wrote:
> Hi,
>
> AFAIK osgmovie dont work with stereo video. In my e
In a first step I would actually be okay if the terrain was infinite and flat.
It can be extended to do heightfield raycasting later. I have plenty
of papers about this topic (e.g. cone step mapping and more advanced
methods).
The main difficulty for me is how to cast rays from the screen aligned
Hi,
You can use opengl transform feedback with vertex and geometry shaders for that
purpose to check visibility of vertex vs frustum in shaders and emit only
visible vertices or their indexes or whatever you need to texture buffer
object, but since osg dont support transform feedback and tbo na
Hi,
AFAIK osgmovie dont work with stereo video. In my experience most difficulty
with video in stereo mode is syncronization left and right frames if video
streams for each eye is separated. Dont know if it will be problem with your
live video streams. Other stuff is same as with any osg based
Hi All,
Could you please test the build of OpenSceneGraph svn/trunk and test
it against your own applications. If you are successful and find
problems post your findings on this thread so we can access how things
are converging. All going well I'll tag 2.9.11 tomorrow.
Thanks,
Robert.
Hello
This is my question about the scene I use.
I currently use a OSG model, animated with 51 frames.
The problem:
- I have 2 inputs (2 number of frames, for example 20 and 40)
- I want to display the animation between frame No.20 and frame No.40 and stop
at this number 40
In the beginning the
I'm sending a simplified version of humanoid.fbx. I could remove animations
for all the bones but I kept just two: LeftArmRoll and LeftForeArm (I'm
sending the file just to Michael because it is quite huge).
I could just delete animation keys but not the bones themselves because
without them the m
Hi Michael,
I'll do my best to help in finding the problem and if you agree I will send
you a simplified version of the humanoid model with just 2 or 3 joints.
Cheers.
Alessandro
On Tue, Jan 18, 2011 at 7:08 PM, Michael Platings wrote:
> Great, I've bumped my submission so hopefully it'll be in
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