Hi,
On 26/01/2012 01:20, Jason Daly wrote:
On 01/25/2012 04:59 PM, Jason Daly wrote:
Hi, all,
This is a general request to the community for some advice and
expertise. This is a bit lengthy, but if you can spare a few minutes to
look over this and send along your thoughts, we would really
appr
Hi again,
Thanks for following up. I've tried it before with an attached pbuffer, but was
- and still have been - getting unpredictable results. As before, if I simply
place a camera as a node in the scene and attach a texture with FBO
implementation, it will render the subgraph to the texture
Hi Jason,
Any thoughts on these issues or other thoughts you could provide would
be very valuable.
I don't have that much to add. I commend you on your investigations, you
really went to the crux of the problem and kept at it until you found
the answer.
The mesh optimizers I've mentioned i
osgdem --xx 10 --yy 10 -t ps_texture_16k.tif --xx 10 --yy 10 -d
ps_height_16k.tif -l 8 -v 0.1 -o puget.ive -a pegout.osga
Warning: archive option -a is temporarily disabled, building with archive.
--xx 10
--yy 10
-t ps_texture_16k.tif
ADD: ps_texture_16k.tif
loaded layer ps_texture_16k.tif
--xx 10
On 01/25/2012 04:59 PM, Jason Daly wrote:
Hi, all,
This is a general request to the community for some advice and
expertise. This is a bit lengthy, but if you can spare a few minutes to
look over this and send along your thoughts, we would really appreciate it.
I should also mention that the
Hi,
I use a camera to render my main graph to an FBO.
Then I render this FBO to screen with another camera and a quad.
Like this :
Code:
Main camera (render to FBO)
|
|-- Main graph
|
|--- Camera (render to screen)
|
|- Quad
I try to setup multisampling for the main camera :
Thanks for your kind reply.
I have found only 2 instances of
LOCAL_ARM_NEON := true
one in /PlatformSpecifics/Android/Android.mk.modules.in
and one in the Android.mk file of the example.
I commented them out but the final result is the same. Am I missing any more of
these?
Any other suggestion wou
Hi, all,
This is a general request to the community for some advice and
expertise. This is a bit lengthy, but if you can spare a few minutes to
look over this and send along your thoughts, we would really appreciate it.
I've been working on a project for NIST recently. For background, you
Hi, Martin,
the FBX plugin requires the FBX SDK:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Plugins<%20http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Plugins>
Regards
2012/1/25 Martin Haffner
> Hi,
>
> I wanted to convert a .fbx file to an .osgb,
Hi Philip,
On 25 January 2012 16:45, Philipp Moeller
> The copy is not the problem the assignment is (The operator= is needed
> here as this is not the point of declaration). osg::Objects operator= is
> private which default deletes the assignment operator in all base
> classes and I don't really
Robert Osfield writes:
> Hi Philipp
>
> On 25 January 2012 15:37, Philipp Moeller
> wrote:
>> I'd like to back-up some osg::StateAttribute for the simple purpose of
>> restoring it, if some dialog in my application is rejected.
>>
>> I'd would like to have something as easy as
>>
>> Light* light
Hi Philipp
On 25 January 2012 15:37, Philipp Moeller
wrote:
> I'd like to back-up some osg::StateAttribute for the simple purpose of
> restoring it, if some dialog in my application is rejected.
>
> I'd would like to have something as easy as
>
> Light* light;
> ref_ptr backup = new Light(*light,
I'd like to back-up some osg::StateAttribute for the simple purpose of
restoring it, if some dialog in my application is rejected.
I'd would like to have something as easy as
Light* light;
ref_ptr backup = new Light(*light,
osg::CopyOp(osg::CopyOp::DEEP_COPY_ALL));
//back up
*light = *backup;
T
Hi,
I wanted to convert a .fbx file to an .osgb, but unfortunately I always get an
error:
Warning: Could not find plugin to read objects from file
"Per3D05MaleAnimatedTx3.fbx".
Error no data loaded.
I check my osgPlugins-3.1.0 folder and it does not contain any osgdb_fbx.so
file.
Are there any
Howdy folks,
is there a way to control (or disable) the LOD in osgOcean? I am trying to
simulate a camera on a UAV that is tracking ships at very large standoff
distances and at very high zoom. Because of the large distance between the
camera and the ocean scene, the ocean looks way too flat ar
i did an other solution reproducing this problem, with a viewer reproducing
same simplified graph with only one camera and result is the good.
Code is :
GraphComplet.h
Code:
#pragma once
#include
#include
#include
class GraphComplet{
public:
GraphComplet();
osg::Node * ge
Hi,
you forget this
try:
Code:
class myKeyboardEventHandler : public osgGA::GUIEventHandler
{
public:
myKeyboardEventHandler(tankInputDeviceStateType* tids)
:tankInputDeviceState(tids) ;
{
}
virtual bool handle(const osgGA::GUIEventAdapter&
ea,osgGA::
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