in fact, while i was writing last reply, i found one solution :
void CB_AnimationPonctuelle::operator() (osg::Node *node, osg::NodeVisitor *nv){
if (getPause()) {
traverse(node, nv);
return;
}
osg::AnimationPathCallback::operator()(node,nv);
Hi,
thank you, robert, for the advice.
i actually subclass AnimationPathCallback and rewrite operator as folows :
void CB_AnimationPonctuelle::operator() (osg::Node *node, osg::NodeVisitor *nv){
osg::AnimationPathCallback::operator()(node,nv);// méthode
originale (de la classe
Hello,
It seems like osgWidgets doesn't support double-click.
What would be a good way to implement it? Timing the clicks on my widget
manager doesn't work, because I always miss the second click. I think that
is because OSG's event handler is translating the second click into a
double-click and
Hello Werner,
I suggest altering one line of the shader code of StandardShadowMap into:
(_mainFragmentShader)
color*=mix(colorAmbientEmissive,gl_Color+gl_SecondaryColor,
DynamicShadow());\n"
Otherwise no specular light is shown.
Yes, Wojtek mentioned about a week ago that this was an oversi
Okay, I did some reading and I think this should be fairly easy! What we need
is 'combinatorial compatibility' between the two targets (i.e. a 1 to 1 mapping
between vertices and edges). The book by Gomes et al. describes several ways
to achieve this but the simplest one that doesn't require u
Hi,
I suggest altering one line of the shader code of StandardShadowMap into:
(_mainFragmentShader)
color *= mix( colorAmbientEmissive, gl_Color + gl_SecondaryColor,
DynamicShadow() ); \n"
Otherwise no specular light is shown.
Also it would be nice having a chance to using the existing
Hello all, hello Art :-)
I have been experimenting with osgPPU's HDR example, and it looks and
works great for my purposes, and was even easy to integrate into my own
app as a test. It's interesting how easy the code is to understand,
given what it would have been without osgPPU (i.e. using OS
Hi Serge,
Am 08.02.11 09:12, schrieb Serge Lages:
> Thanks for your replies, it confirms what I was thinking... The iOS way of
> sending events seems to be an exception, all the touch technologies I use
> (mostly MPX, Windows 7 and TUIO) send them separately, so I think it should
> be useful to ad
Well all right then!
I've got so much on my plate these days I have no idea if I'll get to this
right away (or at all) but if I do, I think doing it in OSG is the way to go.
I've got a good source on all the morphing research that came out of it's flash
in the spotlight back in the 90's (Warpi
Hi Jesper,
error C2079: 'asg::ASGContainer::m_osgroot' uses undefined class
'osg::ref_ptr'
Template classes/methods need to be completely defined when they are
used, so what you're trying won't work.
In addition to using the pimpl idiom which would completely solve your
problem but might t
Would the pimpl algorithm be applicable to your situation if you want
to minimize compile time dependencies?
On Tue, Feb 8, 2011 at 2:50 PM, Jesper D. Thomsen wrote:
> Hi all, I’m trying to prune out the number of includes in my headers, in
> order to keep from including OSG in all parts of my ap
Hi all, I'm trying to prune out the number of includes in my headers, in order
to keep from including OSG in all parts of my application.
I have a couple of places where I would like to forward declare osg::ref_ptr<>,
but so far I have had no success with that.
Specifically, I would like to forwa
You probably still want to implement osgDB::ReaderWriter. You can still
use a standalone import/export program that loads the IFC file using
osgDB::readNode() and saves to IVE using osgDB::writeNode(), such as
osgconv or your own specialized import and visualization tool.
On 2/8/2011 8:17 AM, Pet
Hello Sukender,
It is a standalone program that reads an IFC file, displays the spatial
structure tree and creates an OSG scene graph which can be output.
IFC files tend to be very large and take a long time to load so standalone
is better. The resulting .ive files are much smaller and load muc
Hi Peter,
Nice work! Is this a ReaderWriter or a standalone converter?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Peter Kilpatrick" a écrit :
> Hello,
>
> I am working on an IFC to OSG converter.
>
> There are some screenshots at www.scenescr
Hi,
Looks like I'm a bit of a latecomer to this discussion. I've actually
been working on a similar type of project (generic, non-intrusive,
callable reflection wrapper library) and nearing its completion. Now
that I look at osgIntrospection, I see many similarities but also some
significant diffe
Hello,
I am working on an IFC to OSG converter.
There are some screenshots at www.scenescript.com.
Regards,
Peter Kilpatrick___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegr
"Nan WANG" writes:
> hello
> As i am newbie in OSG. ...could you tell me how to use FirstPersonManipulator
> in my scene?
>
> I copied 'FirstPersonManipulator' from %SVN%\include\osgGA to my project
> folder, then add it in my project. then add '#include
> ' above main() functionthen
> view
hello
As i am newbie in OSG. ...could you tell me how to use FirstPersonManipulator
in my scene?
I copied 'FirstPersonManipulator' from %SVN%\include\osgGA to my project
folder, then add it in my project. then add '#include
' above main() functionthen
viewer.setCameraManipulator(new osgGA::
"Nan WANG" writes:
> Hi,
> I've created my 3D scene, and now I want to move camera's position in this
> scene, using keyboard controlling, like using some key lik A, S, W, D to move
> the camera...
>
> Is there any simple example of using keyboard handler?
> ...
Take a look at osgGA::FirstPer
Hi,
I've created my 3D scene, and now I want to move camera's position in this
scene, using keyboard controlling, like using some key lik A, S, W, D to move
the camera...
Is there any simple example of using keyboard handler?
...
Thank you!
Cheers,
Nan
--
Read this topic onl
Hi Seth,
The OSG doesn't have this "general morph" capability that you are
looking for. It's not something that is something that can easily be
done with blending geometries as you'd need as working out the
correspondence will be none trivial.
The way to tackle it would be to leverage the exisit
Hi Seth,
I implemented osgAnimation::MorphGeometry when I was working on the Collada
importer and needed a way to store the morphing data inside a Collada file. The
morphing algorithm is indeed very simple, but that's typically how morphing
animations are exchanged in the 3D content pipeline. F
Hi!
I have model of earth and 2 maps as texture on it - daylight and night texture.
I need to load one more texture - for example more detailed map of some region
or city.
How can I do it?
This is my code , which realizes 2 textures:
Code:
sPlanetSphere->setVertexArray(coords);
Hi,
Thanks for your replies, it confirms what I was thinking... The iOS way of
sending events seems to be an exception, all the touch technologies I use
(mostly MPX, Windows 7 and TUIO) send them separately, so I think it should
be useful to add to EventQueue a way to track the events to put them
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