2012/3/8 sqlserver_ok
> i want to know ,when i use osgearth to make a program,i can't use
> osgdb::readnodefile method to import a "*.earth" file to my scene .i just
> want to know why i failed to do this ,and i want to know which Plug-in is
> needed .my osgearth Version is the nearest version f
i want to know ,when i use osgearth to make a program,i can't use
osgdb::readnodefile method to import a "*.earth" file to my scene .i just want
to know why i failed to do this ,and i want to know which Plug-in is needed .my
osgearth Version is the nearest version from svn. thank you!__
Greetings!
Just wondering:
We had always assumed that if you set your setCharacterSize in the
SCREEN_COORDS mode that you set it the size of pixels (as told to me originally
by a friend) and the height in meters if you are in OBJECT_COORDS mode. I
assume Right?
D Glenn
---
Hi Thomas
> Is there a way to capture this programatically?
here is example from osgWorks where you have full control:
http://code.google.com/p/osgworks/source/browse/trunk/src/osgwTools/ScreenCapture.cpp
Regards
Sergey
On Fri, Mar 9, 2012 at 4:27 AM, Thomas Lerman wrote:
> I know I can c
I know I can capture a single screen capture with _keyEventTakeScreenShot in
the ScreenCaptureHandler. As long as I remember correctly, this writes it out
to some file. Is there a way to capture this programatically? How about capture
it to the clipboard or at least query what the file path is?
Hi Tobias,
Is there any chance you can post your cmake command that builds for OpenGL ES2?
I tried yours (had to change the SDK to 5.0) but I get a ton of compile errors,
starting with:
'glLoadMatrixf' was not declared in this scope
Thanks,
Mike
--
Read this topic online here:
Christian,
I looked into doing a quick fix based upon the type of the
vertex attributes but I decided that wouldn't be valid or safe.
The glVertexAttribPointer method that is currently used does
have defined behavior for when the vertex attributes are integer
types. Because of that there may b
robertosfield wrote:
> Hi David,
>
> On 8 March 2012 16:28, David Glenn <> wrote:
>
> > At a University? All this time I thought that since OSG is so user involved
> > in its development, I figured that it was controlled through some backwoods
> > Linux server some ware in Europe. Shows you h
Hi,
awsome, thanks again for the advice. will do that from now on HAHA
Thank you!
Cheers,
Renato
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=46113#46113
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Hi Renato,
A trick we use in the OSG to prevent problems like this is to place
the destructor of the class into the protected or private sections,
these prevents these classes being allocated on the stack, forcing the
user to use new. I would recommend using this approach on your Mesh
class as t
Hi,
i finaly solved the problem. I kind of feel stupid with this issue. I was
creating the my mesh class with out allocating memory for it.
Mesh mesh; //wrong
Mesh* mesh = new Mesh; //right
thanks again for the advices
Thank you!
Cheers,
Renato
--
Read this topic online here
Hi David,
On 8 March 2012 16:28, David Glenn wrote:
> At a University? All this time I thought that since OSG is so user involved
> in its development, I figured that it was controlled through some backwoods
> Linux server some ware in Europe. Shows you how much I keep up with things
> out he
Hi,
Using osgDB::writeImageFile you can save an osg::Image to you hard
drive, the format available will be depending on the plugins you have.
To make this image, just use the viewer/camera to get the pixel buffer.
Or simply use the screenCaptureHandler, you can find it in the examples,
to ob
Hi,
I want to be able to animate a scene and then write the images to an image
format such as mpeg or other format.
Is this possible using OSG?
If so, is there any documentation on how to do it or is this just one of those
"read the source code" things?
Thank you!
Cheers,
Zachary
--
On Thu, Mar 8, 2012 at 9:04 AM, Olivier Camus
wrote:
> Hi,
>
> Is there some of you who have already build Osgdem on Windows?
>
> I do not success to build it (from VirtualPlanetBuilder project).
>
I have. osgEarth as well. Contact me privately.
>
>
> --
>
Chris 'Xenon' Hanson, omo
robertosfield wrote:
> Hi Glenn,
>
> I'm afraid the whole university network is down right now. We'll need
> to wait till that get things back online.
>
> Robert.
>
> On 7 March 2012 23:23, David Glenn <> wrote:
>
> > Greetings!
> >
> > Is the main OSG website up?
> >
> > Tried to get on wi
Hi,
Thanks. I will do so.
Some report in the log file:
Type of eye.r is MESH
exporting object eye.r
mesh_object is Sphere.012
mesh eye.r with material eye.l
vertexes reduced from 60 to 24
faces 15
uvs channels 1 - dict_keys(['UVEye.l'])
WARNING update material animation not yet supported
WARNIN
Hi,
I'm trying to implement an OSG application using a TV remote control.
At the beggining I had my code prepared to detect keyboard events as follows:
AnimationEngine::keyboardEventHandler* keh = new
AnimationEngine::keyboardEventHandler();
keh->addFunction('a', AnimationEngine::keyboardEventHa
Hi,
Is there some of you who have already build Osgdem on Windows?
I do not success to build it (from VirtualPlanetBuilder project).
Regards,
Olivier.
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Hi all,
openscenegraph.org is up again.
Cheers.
2012/3/8 Robert Osfield
> Hi Glenn,
>
> I'm afraid the whole university network is down right now. We'll need
> to wait till that get things back online.
>
> Robert.
>
> On 7 March 2012 23:23, David Glenn wrote:
> > Greetings!
> >
> > Is the ma
Hi Glenn,
I'm afraid the whole university network is down right now. We'll need
to wait till that get things back online.
Robert.
On 7 March 2012 23:23, David Glenn wrote:
> Greetings!
>
> Is the main OSG website up?
>
> Tried to get on without any seccess!
>
> D Glenn
>
>
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