Hi,
apparently nobody has an answer.
I have tried to follow the links supplied in the code for
David McAllister's Particle System API at http://www.particlesystems.org, but
it seems that this site is dead... so documentation for the particle system
used by osg is almost non existent.
Thank
Hi Robert and Renaud,
Sorry for the delay. I have just finished one of my client work and
uploaded some pictures at www.openscenegraph.com (Gallery - Use cases -
City of Xining). Hope someone would enjoy it. :-)
Current serialization mechanism doesn't support writing to previous
versions. And as
Hi Evgeny,
On 29 March 2013 01:26, Evgeny Pereguda evgeny-pereg...@yandex.ru wrote:
I had downloaded OpenSceneGraph-3.1.5 and looked at listing of ffmpeg plugin.
It has the same problem. State FFmpegPacket::PACKET_END_OF_STREAM interrupts
synchronization between video and audio. I understand
Hi All,
With the work on integration of keystone distortion correction support in
osgViewer I have been thinking about the general Render To Texture (RTT)
approach that it uses I there are direct parallels to other effects, not
just distortion correction. Other areas that are potentially
Hi,
Perhaps I can't; are there any plans to allow this?
Thank you!
Cheers,
Lucky
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lucky_james wrote:
Hi,
Perhaps I can't; are there any plans to allow this?
Thank you!
Cheers,
Lucky
Hi James and all other interested in the topic.
If you want your forum account to be remove, then just let me know that over PM
or write me an email from the same email account you
Hi,
I started working at a new firm not so long ago and in my first project I have
to work with OSG.
Do you have some recommendations on how to get a thorough understanding for
working with OSG.
I have some experience with C++ but I have never worked with OpenGL or any 3D
applications.
For
Hi,
I just started working with OpenSceneGraph and ARToolKit and have already
installed OpenSceneGraph 3.0.1 and ARToolKit 2.72 on my windows 64 bit machine.
I know I am asking a very basic question; I have been having trouble
understanding how to properly configure and build OSGART under the
Hi,
I try to build a very simple shape, represented in sketch.png.
Code:
osg::Vec3Array *points = new osg::Vec3Array();
points-push_back( osg::Vec3( -0.5f, -0.5f, -0.5f ) );
points-push_back( osg::Vec3( 0.5f, -0.5f, -0.5f ) );
points-push_back( osg::Vec3( -0.5f, 0.5f, -0.5f ) );
Hi guys,
Sorry for the beginner question but I can't seem to find the answer in the
documentation.
How would one go about finding the level of a node in the tree, i'm presuming
that the node knows its level. Or is it something I would have to work out by
traversing the tree and then storing
robertosfield wrote:
I know that Rui has been thinking about introducing a more flexible
versioning scheme for the serializers so perhaps this capability could
be worked into this work. He has recently mentioned that he's too
busy with other work to get back to this right now but once he
That's part of the issue; I don't see a Cmake setting to change for the SVG
dependancy. The only mention I can find is in the CMakeList.txt file:
FIND_PACKAGE(RSVG)
And there's a couple mentions of QtSVG library, but by looking at the paths I
don't think that's the one the osgdb_svg library
Hi,
I use this to complie osgviewerQt eaxmple.But it show nothing...
The main code:
int main( int argc, char** argv )
{
osg::ArgumentParser arguments(argc, argv);
osgViewer::ViewerBase::ThreadingModel threadingModel =
osgViewer::ViewerBase::CullDrawThreadPerContext;
Hi,
Seems like no-one is interested in this question or I haven't explained it
correctly..
Are there any particle effect experts out there?
Cheers,
Lucky
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danoo wrote:
Problem solved, my last posted solution is working. It was a compile
problem...
Hey Daniel.
Please consider to create a pull request on osgPPuU github repository. This way
the whole community will benefit from your patch ;)
art
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Would supporting barrel predistortion for the Oculus Rift VR headset touch
this area of work as well? Mathematically speaking it's slightly more
advanced than keystoning, but both could be implemented with a distortion
mesh.
Christian
2013/3/29 Robert Osfield robert.osfi...@gmail.com
Hi
HI Alin,
On 28 March 2013 11:28, Alin Ionascu alin.ionascu...@gmail.com wrote:
1. We work with OSC 2.8.2 ATM. I need to port this to the latest version
(3.0.1 at the point of writing). Are there major changes between the
versions? What do I need to consider?
The main differences are
Well, I want to do it "in"
the frame.. Basically, I'm hoping to get OSG to do the scene traversal
for culling, etc, then read the znear/zfar values to be sent elsewhere
while the geometry is pushed down the pipe. I don't need perfectly
accurate znear/far, just the bounding box estimates.
Hi Max
If by level you mean how deep the node is in the graph, there are nothing
like this in OSG.
Indeed, you have to traverse the graph with a custom osg::NodeVisitor.
You could store information in osg::Object::setUserDataContainer(...).
osg::Object is the base class of osg::Node.
HTH
David
Hi Max,
On 27 March 2013 11:20, Max Ashton m...@half-a-pixel.co.uk wrote:
How would one go about finding the level of a node in the tree, i'm
presuming that the node knows its level.
Nodes don't know there level, and as they can have multiple parents the
level isn't necessarily unique.
One
Hi Gabriel,
OSG is a fine layer over OpenGL, so the vertex order rule
is the same as OpenGL. You code seem good.
Error is probably in the rest of the code we don't have.
HTH
David
2013/3/27 Gabriel Francu gabi.fra...@yahoo.com
Hi,
I try to build a very simple shape, represented in
Hi Chris,
On 26 March 2013 14:10, Chris Warner ch...@brilliantconcept.net wrote:
That's part of the issue; I don't see a Cmake setting to change for the
SVG dependancy. The only mention I can find is in the CMakeList.txt file:
FIND_PACKAGE(RSVG)
And there's a couple mentions of QtSVG
Hi Christian,
On 29 March 2013 13:30, Christian Buchner christian.buch...@gmail.comwrote:
Would supporting barrel predistortion for the Oculus Rift VR headset touch
this area of work as well? Mathematically speaking it's slightly more
advanced than keystoning, but both could be implemented
Hi Randall,
On 29 March 2013 14:18, Randall Hand randall.h...@gmail.com wrote:
Well, I want to do it in the frame.. Basically, I'm hoping to get OSG to
do the scene traversal for culling, etc, then read the znear/zfar values to
be sent elsewhere while the geometry is pushed down the pipe. I
I'm currently using the
viewer.getCamera()-setUpdateCallback() to assigna custom callback
that does stuff on a per-frame basis. Is it safe to retrieve the
camera-getRenderer()-getSceneView(0)-getCullVisitor()-getCalculatedNear/FarPlane()
? are those values valid and available at that point?
Hi Randall,
On 29 March 2013 14:55, Randall Hand randall.h...@gmail.com wrote:
I'm currently using the viewer.getCamera()-setUpdateCallback() to assigna
custom callback that does stuff on a per-frame basis. Is it safe to
retrieve the
So... I need to attach
instead to setCullCallback?
I'm looking in ViewerBase and I see the order is event, update,
rendering, and Rendering calls "renderer-cull()". I need to be
after a completed cull, but before rendering actually starts (or at
least as early into rendering as I can get).
Sorry for being unclear.
The svg plugin is independent from Qt, it just depends upon RSVG and Cairo.
In what context do you mean And there's a couple mentions of QtSVG library
are we talking about some discussion on osg forum/mailing list or something
that popped up on some 3rd party
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