Greetings!
Is the main OSG website up?
Tried to get on without any seccess!
D Glenn
David Glenn
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D Glenn 3D Computer Graphics & Media Systems.
www.dglenn.com
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On 03/07/2012 04:42 PM, Renato Oliveira wrote:
Hi,
sure i understand, sorry about that. i just wanted to know if someone already
experienced the same issue before. what i am actually doing is i created a obj
loader similar to the obj loader plugin from openscenegraph (the mojoraity of
the cod
Hi,
sure i understand, sorry about that. i just wanted to know if someone already
experienced the same issue before. what i am actually doing is i created a obj
loader similar to the obj loader plugin from openscenegraph (the mojoraity of
the code of copied directly just for test). once i have
On 03/07/2012 04:15 PM, Renato Oliveira wrote:
Hi,
I am having a problem in which i get an exception when OSG is trying to render my
manually created geode. The crash happens in sceneView.cpp when calling
cullVisitor->traverse(*_camera). Does anyone have any ideias what might be?
Hi, Renato,
Hi,
I am having a problem in which i get an exception when OSG is trying to render
my manually created geode. The crash happens in sceneView.cpp when calling
cullVisitor->traverse(*_camera). Does anyone have any ideias what might be?
...
Thank you!
Cheers,
Renato
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Read thi
OSG uses z-up...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Ethan
Fahy
Sent: Wednesday, March 07, 2012 9:08 AM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] [vpb] Placing an
I don'n understand how could I get the bone global matrix with target values.
In channels for each bone we have translate(osg::Vec3), rotateX(float),
rotateY(float),rotateZ(float) and scale(osg::Vec3)
How can we get the transformation matrix with all this data?
Thank you!
Cheers,
Aitor
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For the record, it looks like the camera "up" vector when using an
osgdem-generated terrain with UTM coordinates should be (0,0,1) as opposed to
the (0,1,0) that is often seen.
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Thanks Glenn that worked like a charm.
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If you are placing objects on a UTM terrain using UTM coords, then the
localToWorld matrix is a simple osg::Matrix::translate(x,y,z). If you're
trying to use lat/long coords, you need to reproject then to UTM before
creating this matrix. PROJ4 is the library for this, or something with
PROJ4 wrappe
Thanks for the advice, much obliged.
Jason Daly wrote:
> On 03/06/2012 11:58 AM, Ethan Fahy wrote:
>
> > Thanks for the info guys. I'll have to think about the best way forward a
> > bit. I'm still hesitant to add generic vertex attributes just because it
> > seems like it would add to a g
So I've been successfully placing objects using the methods in this thread for
geocentric terrains, but now I need to start using UTM terrains so I have to
rethink some of this object placement code. Before I was able to get my
local-to-world matrix by using
ellipsoid::computerLocalToWorldTran
Am 07.03.2012 13:22, schrieb Christian Buchner:
However, the computeBounds will check every node, thus recomputing the bounds
if a
children is changed, so every child has to be touched (not saying that all of
them have
to recompute their bounds).
So you're essentially saying by imlementing a s
Hi,
I have taken up the issue ... is very simple:
Code:
osgAnimation::Channel* channel = channelList[j];
osg::ref_ptr\osgAnimation::Vec3Target> posTarget =
dynamic_cast\osgAnimation::Vec3Target*>(channelList[j]->getTarget());
osg::Vec3 pos = posTarget->getValue();
Here is, for who needs it
HiYou should normalize it unless this is directional light and modelview matrix has no scale 05.03.2012, 19:00, "Peterakos" :Hello.I found this shader line in the book:float intensity = dot(vec3(gl_LightSource[0].position), normal );i was wondering why he doesnt normalize the light source position
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