Hi long yan,
You can refer to the class osgViewer::StatsHandler, it will show you how to get
the number of vertices and primitives.
Cheers,
Su
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http://forum.openscenegraph.org/viewtopic.php?p=42092#42092
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when i use:
node = osgDB::readNodeFile("cow.osg");
how can i get the number of points and faces in this model?
who can tell me ? Thanks a lot!
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Hi Jeremy and Robert,
In fact the osg::Image class can be derived and it is possible to
write serializers for the subclasses. In
osgWrappers/serializers/osg/ImageStream.cpp you will find an example
which has no difference from other serializers. I'm not sure if this
could work for osgCairo images,
Skai Ware wrote:
> Hi Brian,
> Compiling OSG 3 with cygwin is perhaps today not feasible due
> to the objectives from cygwin team to remove the WIN32 define.
> Have you tried to cmake OSG with
> cmake . -DCMAKE_LEGACY_CYGWIN_WIN32=1
>
Well that makes the X11 version perfectly with standard Cygw
Greetings all who attended!
I had allot of fun and got allot of my 3.0 questions cleared up.
Thanks for attending J-S and thanks for John for M.C.ing this BOF and the
simulation BOF that I tried to attend before I got interrupted.
Nice to see you all and putting a face on some of you on the Fo
Hi,
I am attempting to build OSG for iOS 4.3 using the latest source from trunk.
My build environment is CMake 2.8.5 on Mac OS X 10.7 Lion, with all OSG
dependencies installed via MacPorts.
My CMake build environment works for other projects, ex. OGRE for iOS.
To build OSG, I am using CMake l
Hi Jeremy,
I would have though it would be appropriate to support subclassing of
osg::Image in the serializers. I'll defer to Rui to answer the
specifics of how we might go about this.
Robert.
On Tue, Aug 16, 2011 at 5:42 PM, Jeremy Moles wrote:
> Hello everyone; this is probably a question on
On Tue, 2011-08-16 at 12:42 -0400, Jeremy Moles wrote:
> Hello everyone; this is probably a question only a few people could
> possibly, answer (Robert, Wang), but here goes:
>
> I have created a derived osg::Image class (osgCairo::Image), and this
> has worked just fine for the last few years. Ho
Hello everyone; this is probably a question only a few people could
possibly, answer (Robert, Wang), but here goes:
I have created a derived osg::Image class (osgCairo::Image), and this
has worked just fine for the last few years. However, I want to add
strong serialization support for my nodekits
I'm currently working on a better qt render thread integration that solves all
these problems. It is already possible to open render windows from the render
thread (using a qt blocking queued connection). Resize, minimize, close etc are
communicated using signal-slot connections. The only requir
Hi Thomas,
I think a bit more information would be useful. Werner is correct about Qt
paint events in that all QWidgets must be created in the QApplication thread
and cannot be moved to any other threads. If you're trying to use osg to
render into a Qt-based window, this will be an issue. Ho
Hi Thomas,
as far as I know Qt does not support painting in several threads.
Preparation of scene data in a separate thread is no problem. But the painting
process must be the GUI-Thread.
- Werner -
> Hi all!
>
> I am currently working on an application, that includes
>
> - an OSGViewer windo
Hi all!
I am currently working on an application, that includes
- an OSGViewer window, with a scene
- a QT window, where I would like to adjust parameters of the scene in the
other window (in real time).
Both windows are handled in a different thread.
The problem is, that if I make a window of
Hi,
I guess I posted this in the wrong section previously. So sorry for the repost.
My application loads a scenegraph where all children are OcclusionQueryNodes
and no geometry. Based on the spatial location of the camera I load and attach
the geometry to the respective OQNode and set the Queri
Hey,
You were right, it was unable to find the correct dlls.
I found I had not yet built the debug dlls of osgearth and was trying to run my
own application in debug. Causing it to search for those debug dlls, whilst
only the release dlls were available.
Thanks for the help,
ThaPear
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