dbouchard wrote:
>
> You said to set _shift to 0,0,0. But for what I'm seeing, doin that would
> leave the code as-is. I mean, performing a summation with a zero-vector would
> yield the same result as the original code. The same goes for the case of
> fovRatio equals to 1.
>
I meant I avoid
I just tried OSG versions 3.3.2 and the Trunk version..
I get the same error for all versions.
> Linking CXX executable Test.exe
> C:\osg-master\win32\mingw\lib\libosgDB.a(Registry.obj):Registry
> .cpp:(.text+0x186e): undefined reference to `osgGetVersion'
> C:\osg-master\win32\mingw\lib\libosg
a quote from Robert: "ABSOLTE_RF means that the when the cull traversal
encounters a Transform node it ignores the inherited modelview matrix so that
the local transform matrix on the Transform node becomes the new modelview
matrix. This means that the Transform nodes subgraph is placed in new
Hi everyone,
I have a 2D application that displays a triangular mesh and supports
selection and colouring of triangles and vertices. It can drag to select
both, and press a number on the keyboard to colour them. For vertices it
works fine. For triangles, however, the problem arises. I have a m
SMesserschmidt wrote:
> osgTerrain will create regular polygonal models while maintaining a
> relatively good performance.
Would you please advice, what are the differences between purposes of
osgTerrain and osg::HeightField?
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Hi STTrife (),
Yeah, I also thought of the POST_RENDER camera, but I wanted another opinion :D
About the cull masks, I switched them off. I thought it would be more efficient
using them, but that's not my main concern right now. The clear color was a
just a test to see what the specified viewpo
Hi Mikhail,
osgTerrain::TerrainTile can be used to render height fields.
I don't want any special rendering for my depth maps. I also have regular
polygonal 3D models and I need to convert depth maps to the same polygonal
models.
osgTerrain will create regular polygonal models while maintainin
Hi Gianni!
You said to set _shift to 0,0,0. But for what I'm seeing, doin that would leave
the code as-is. I mean, performing a summation with a zero-vector would yield
the same result as the original code. The same goes for the case of fovRatio
equals to 1.
You have a condition, 0!=getTrackNo
> osgTerrain::TerrainTile can be used to render height fields.
I don't want any special rendering for my depth maps. I also have regular
polygonal 3D models and I need to convert depth maps to the same polygonal
models.
Thank you!
Cheers,
Mikhail
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HI Mikhail,
osgTerrain::TerrainTile can be used to render height fields.
Robert.
On 28 July 2014 14:56, Mikhail Matrosov wrote:
>
> STTrife wrote:
> > Or use it in a heightfield:
> >
> >
> http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00364.html
>
> Very nice, now
STTrife wrote:
> Or use it in a heightfield:
>
> http://trac.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a00364.html
Very nice, now I know that depth maps might be called height fields, thanks :)
Are there any performance issues with osg::HeightField? In OSG beginners gide
it
Hi Desirée,
the _shift variable is a local osg::Vec3 member I added to my
NodeTrackerManipulator derived from OSG NodeTrackerManipulator.
Thare's also a fovRatio value in my code but you can discard it (see it as a
const 1.0 in your case).
Gianni
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Hi Gianni!!
Thanks for your answer, but I can't find that _shift var.
I'm using version 3.0.1 and the TrackballManipulator. I see that your code is
for the NodeTrackManipulator. I have checked the code in the repository but I
only found that _shift variable in the UFOManipulator.
...
Thank yo
Hi Desirée,
I have implemented a pan on a node tracker manipulator and it works fine.
Here is basically the code. A part fron that you just have to set _shift value
to 0,0,0 properly in some other methods.
Code:
void NodeTrackerManipulator::panModel(const float iDx, const float iDy, const
flo
Hello Robert,
I built the latest OSG version as you suggested (3.2.1) and everything is back
to normal. I used the exact same process to build and compile the programs, so
maybe a bug that was still present in 3.0.1 along with my system led to this
one.
Thanks a lot for your time!
Greetings,
Great advice. I'll just use shaders in place of osgParticle. Thanks!
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Hi,
I agree with Robert. The original osgParticle is very weird at some
points and would need a major rewrite. As found the structure and
facilities useful, I inherited from the ParticleSystem and overwrote the
render functionality to make it work better with geometry shaders and
some custom
Hi John,
It sounds like when you compute the position of the trail and when the
position of the emitter is updated is out of sync, what you need to do is
make sure your trail code is executed after the emiter update each frame.
As a general comment, if I were to write a smoke trail right now I'd
Hi,
I've noticed that the pan movement is too "little". I want that when performing
a pan, the model moves a greater distance.
I've checked the code and tried to modify the performMovementMiddleMouseButton
method:
Code:
float scale = -0.3f * _distance * getThrowScale( eventTimeDelta );
There are two reasons that extrapolation is not a fix for this problem. The
first is that the particle system does not CONSISTANTLY lag the object. Every
once and a while it will be in the correct spot for a frame and then go back to
lagging the object. The second reason is that I do not want
Hi Nicolas,
What happens is you run one of the OSG example like osgstaticviewer?
What happens when you using a dynamic library build of the OSG?
As a general note, I'd suggest using the recently released OSG-3.2.1 as a
base as it has a range of bug fixes and improvements over 3.0.1. There
aren'
Hello Robert,
Thank you for your reply. I am indeed not pointing the finger at OSG; you did
an awesome job. As I mentioned, before rebuilding, I could use OSG with no
problem, and rather painlessly! I would rather suspect an error in the way I am
building the core library.
My static build (fo
Hi Nicolas,
The OSG ref_ptr<>/Reference counting has been well tested over many years
and is very robust, it's been a very long time since memory errors could be
traced back to problems here.
The most likely causing of problems you are seeing is mixing OSG libs at
compile time vs. runtime. It's
Hi,
I have been using OSG for a month now, and everything was fine. Recently I had
to recompile the sources to include a new plugin, and since then I get a crash
everytime I use an object with a ref_ptr.
I am running a 64 bits debian with OSG 3.0.1. I am using two different builds
of OSG : on
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