Hi Robert,
there was recently a commit concerning epsilon in LineSegmentIntersector
that is now carried as class member. I can imagine motivation behind, but I
belive there is a better approach to the problem.
If the motivation is just to allow the setting bigger epsilon for bigger
objects
Hi,
I'm not giving up on this (but I'm sure am tired of failing).
I can see that that the bvh reader actually plays the animation and I can add
the option solids to the loader... this basically should show the bvh file
animating which it doesn't:
Code:
osg::Node* createScene()
{
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of PCJohn
Sent: 19 August 2013 07:38
To: OpenSceneGraph Users
Subject: [osg-users] LineSegmentIntersector numerical imprecisions
The correct solution in my
Hi John et. al,
I too am not too happy with the approach of a fixed epilson, adding the
ability for the user to set this value isn't much better.
Scaling the epsilon by the size of the bounding box may be an improvement
but I'm not yet convinced it's the best approach. The epsilon is there is
Hi Peter,
Since your questions were a bit confusion:
I had problems loading skeleton models with geometry and playing some
different animation on them as well.
In order to get this working (as skeletons and animations were not
matching) I had to build a set of visitors which would match the
Hi Sebastian Messerschmidt,
Thanks for your info.
it is correct that the model containing the geometry does not have the
animation,.. this is as designed.
the bvh file contains the animation but no geometry also as designed.
I don't want geometry and animation in the same files, because I
Peter,
Hi Sebastian Messerschmidt,
Thanks for your info.
it is correct that the model containing the geometry does not have the
animation,.. this is as designed.
the bvh file contains the animation but no geometry also as designed.
I don't want geometry and animation in the same files,
Hi Sebastian,
The bvh file should be able to play without having to rename anything. there is
no name matching in there. if you supply the option solids when loading they
you will see a stick figure of the bones.
so why the bvh files doesn't animate is what I'm looking into now...
Thank
Am 19.08.2013 13:28, schrieb Peter Wraae Marino:
Peter,
long story short: It will not simply work without some renaming. Most
exporters and the osg-importers simply don't agree on the same scheme here.
That is exactly why one should traverse the models and match the names.
(I had to match them
I'm just getting started with OSG and I know it uses the OpenThread library for
threading. I was wondering if anyone has explored the new C++11 threading
library as an alternative. If so how difficult would be to swap out and would
there be a benefit in doing so?
Alan
Hi Alan,
On 19 August 2013 16:15, Alan Jesser nigo...@hotmail.com wrote:
I'm just getting started with OSG and I know it uses the OpenThread
library for threading. I was wondering if anyone has explored the new C++11
threading library as an alternative. If so how difficult would be to swap
Hi,
I am attempting to load a 3D model (.osgb) in my application using
Code:
auto model = osgDB::readNodeFile(this-_modelFile);
After that, I immediately want to get the bounding sphere size:
Code:
osg::BoundingSphere bs = model-getBound();
While this generally works fine, there are
HI John,
Something is rather messed up for the track traces to appear in the way you
have posted - the Geometry::accept() method has no nested call
to Drawable::discardAllDeletedDisplayLists(). For this to appear I can
only assume something has got corrupted in memory or with the build.
Any
Hi John,
Do you know what version of OSG the model was created with?
I've noticed that older versions of OSG will crash when attempting to load
osgb files created with newer versions. I haven't pinpointed exactly which
version caused this issue, but it happened when I upgraded from 72 to 93. I
Hi,
Thanks for the quick response. I have used the same compiler (VS2012, x64,
SP3) for the libs and my application. I have also tested this in Release and
Debug configurations (Windows, CMake projects). The problem is 100% consistent
and repeatable. The stack trace looked odd to me as
Hi,
Do you know what version of OSG the model was created with?
The OSGB file and the application are using an identical copy of OSG 3.0.1.
And, like I mentioned, osgViewer runs the problem models just fine. (both
release and debug versions of osgViewer were tested.)
Thank you!
Cheers,
Hi,
Given Farshid's comments, I used osgConv to convert my .osgb model to .3ds. I
then converted it back to .osgb. The new .osgb model loads fine. I lost its
animation, but other than that, it seems to be good...now I just need to figure
out a way to do this little conversion dance and keep
Hi,
now I just need to figure out a way to do this little conversion dance and
keep the embedded animation!
So, perhaps, I posted too soon. I re-converted the model from the .lws
original into .osgb. It was a file of identical size, but a binary comparison
showed many differences. It
Hello List and Forum,
We're developing an application that aims to take the best advantages of
ultra-wide screen, which in our terms is basically using 3 widescreen
monitors.
Since our camera is to be of a kind of first person, I'd like to be able
to display a field of view of about 180 degrees.
19 matches
Mail list logo