Hi,
I'd like to know if there is possibility to write geometry of objects to file
for later use in 3D editor? I work on project where I create objects in virtual
reality engine (it uses osg). So I'd like to save these created object do .obj
or other file for use in 3D editor.
I've tried this:
Robert,
How do you arrange the camera setup so that two cameras share the same FBO ?
John Ivar Haugland
On Wed, Apr 20, 2011 at 10:00 AM, Robert Osfield
robert.osfi...@gmail.comwrote:
HI Martin,
2011/4/20 Martin Großer grosser.mar...@gmx.de:
Ok thank you. And what do you think about
Hahaha!
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- Chris 'Xenon' Hanson xe...@alphapixel.com a écrit :
On 4/22/2011 6:05 AM, Sukender wrote:
I think I'm going to hang myself...
That's a known side effect of FBX.
And COLLADA.
--
Maybe, do you mean i have to use the 2010.0.2 sdk version? (static or
dynamic)
No, I mean I do not know which SDK version will work with OpenSceneGraph
2.8.3.
You have demonstrated that it is neither 2011.3.1 nor 2010.0.2 so it could
be either:
a) 2010.2, or
b) 2011.2
However, if you can use
Hi,
I want to realize a scene (as solar system, same problem). As you can imagine,
I have a clipping problem. Here's an example :
1.
My first cube (foreground) is clip (the second is far : 10^12).
I have searched why and I have read information about Z-Buffer :
2.
and
3.
After, I have
Hi Lv,
On Fri, Apr 22, 2011 at 1:17 PM, Lv Qing donlvq...@msn.com wrote:
... use osg2.9.12 and vpb 0.9.10 ,it still fails。so desperate~~
There is little that others in the community will be able to help you
with. As I said before it's unlikely that the OSG has anything
specific to do with the
Hi Craig,
The best way to manage render bin is vis State::setRenderBinDetails(),
and in the 2.9.x dev series you can now select a render bin that sorts
on traversal order of a subgrpah which makes some techniques easier -
use the RenderBin string TraversalOrderBin to select this bin.
If you want
Ho Geoffroy,
On Sat, Apr 23, 2011 at 4:44 AM, Geoffroy Rivet-Sabourin
grsabou...@yahoo.ca wrote:
where is it possible to find an example for plane intersector? Is it possible
for someone to create an example with this feature.
The osgSim::ElevationSlice class uses a PlaneIntersector, so have
On Mon, Apr 25, 2011 at 11:26 PM, Jochen Saginet jmittna...@gmx.de wrote:
Can nobody tell me, why the two textures texturRG and textureB are shifted
against each other?
The texGen planes and texture Matrices of both are the same, only textureRG
is scaled by 16!!
I can't find my mistake in
Hi Tom,
There isn't an build option to enable multi-threading of the viewer,
the OSG will always build with OpenThreads and have a multi-thread
capable viewer, the only limitation is on how the graphics contexts
are created - you have to use the OSG's native creation of graphics
contexts to do
Hi Masoug,
Quite a few years back I saw online that someone had ported the OSG to
PS2, but the port never got submitted for inclusion with the OSG. I
don't know of any PS3 ports of the OSG, but in theory it should be
possible given GLES like implementation of the graphics API.
Robert.
On Sun,
Hi Matrin,
The shape drawable does not store or represent a mesh, rather
internally it creates the vertex and primitive data and display lists
it for rendering. Given this there isn't anything to export to a
format like .obj. Creating
conventional meshes is supported though, but .obj is very
Hi John,
On Tue, Apr 26, 2011 at 8:54 AM, John Ivar Haugland
john.haugl...@gmail.com wrote:
How do you arrange the camera setup so that two cameras share the same FBO ?
The osg::Camera API and backend implementation has been written with
the assumption that it'll create the required FBO's for
Hi Clem,
In svn/trunk and 2.9.11 onwards there is now support built into
osgViewer for doing depth partitioning, I haven't had a chance to roll
this into the old osgdepthpartition example yet though. You can see
the osgViewer depth partitition code in the osgshadow example so have
a look there,
Quite a few years back I saw online that someone had ported the OSG to
PS2, but the port never got submitted for inclusion with the OSG. I
don't know of any PS3 ports of the OSG, but in theory it should be
possible given GLES like implementation of the graphics API.
Robert.
I think with
Thanks Mattias, fix now merged and submitted to svn/trunk.
On Sun, Apr 24, 2011 at 9:48 AM, Mattias Helsing helsin...@gmail.com wrote:
Hi Robert,
Fixes two of the osgWidget examples that were broken due to changed
virtual function prototypes in osgWidget/EventInterface
Verified with g++
Thanks Robert, for your quick answer.
The problem seems to be ralated to TexMat and some ATI cards/drivers.
As I described, there are two textures. One with a small blue Image (16x16px)
that is clamped to border and one with a bigger red Image (256x256px) that will
be repeated.
When I use the
Does your application use Qt? If so, then that could be (at least) part
of the issue. It's been a while since I've tested it out, but I've
always had to use SingleThreaded with Qt.
On 4/25/2011 6:13 PM, Tom Appollo wrote:
Hi All,
I had been running my app based on OSG 2.8.3 on a VS2003
Hi,
Today I compiled the daily svn trunk using Qt 4.6 on Vs9 (2008) and
windows Xp and using the flag QtTreads. I crashed my test app
videobackground of OSGART and finish in debugging some FIXME code in
Opentreads ( possible evidence that Qt does not provide any automatic
thread
On Tue, Apr 26, 2011 at 3:39 AM, Jan Ciger jan.ci...@gmail.com wrote:
Quite a few years back I saw online that someone had ported the OSG to
PS2, but the port never got submitted for inclusion with the OSG. I
don't know of any PS3 ports of the OSG, but in theory it should be
possible
i want to use openAl with OSG v 1.2
any help in that :)
thanks in advance
omar khaled
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Hi,
i detail the error...
//-
//
// Description: set processor affinity for the thread
//
// Use: public
//
int Thread::setProcessorAffinity(unsigned int cpunum)
{
--- QtThreadPrivateData* pd =
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