Hi,
This is my first post to OSG. I'd like to thank all those that have
contributed - I'm liking what I'm seeing :-)
I'm doing some stenciling based on the examples (using svn trunk, with
ViewerCocoa (so, OSX)), but seeing strange results (what looks like a garbled
stencil buffer).
Upon
Hi All,
Not sure if this is in a FAQ someplace, but for XCode development, if:
1) You are using the dylib's (not the frameworks) and;
2) Have source included in the project for reference only (i.e: not part of any
target) because you are building via cmake
Then turn off Load Symbols Lazily
Hi Ulrich,
Thanks for the idea.
Unless I'm mistaken, the Cocoa viewer doesn't seem to use the DisplaySettings
for the stencil property - in this case the NSView derived class that is used
to embed a scene into a standard NSWindow via a nib. It's one I found while
still working with 2.8.x,
Thank you. That does help. I will take a look at node masks and see what I come
up with.
Cheers,
Neil
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Hi Everyone!
I'm learning how draggers work (using svn trunk btw).
The standard structure (in the osgmanipulator demo) is:
group - { dragger, transform [aka: selection] }
Where transform [aka: selection] - geode
Where - indicates a child relationship.
So the dragger geometry (it's own child
Hi,
I've been experimenting with two ways of setting up a simple node. Sorry for
the long post. I've tried to provide enough info so it isn't a why does this
one line of code work type post.
The root of the nodes in question is setup (in both cases) like this:
Code:
osg::Group *group = new
Hi,
I've modified a dragger node so that instead of drawing using GL_POLYGON, it
uses GL_LINE_LOOP.
When using polygon mode, I can click and drag the handle - and all is well.
When using any kind of LINE (Strip/Loop etc) the clicks are ignored.
Any idea why this might be? I added debug
Thank you!
This will work for what I'm doing :-)
Cheers,
Neil
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Hi,
I've a scene with only a handful of Geodes (under 200).
If I wanted to detect which objects were selected within a 2D rectangle on
screen (think clicking, holding, dragging out a rectangle over the view) -
would a PolytopeIntersector be a good choice?
Code:
osgUtil::PolytopeIntersector
Hi,
I don't understand why it's OK for the Dragger, when iterating the nodepaths
that were intersected, to just choose the first path.
e.g:
In Dragger.cpp - handle
Code:
for (osg::NodePath::iterator itr = _pointer._hitList.front().first.begin();
itr != _pointer._hitList.front().first.end();
Hi,
I'm looking for someone doing professional consulting in OSG. Particularly
useful would be someone with experience in manipulators, and video.
Manipulator experience is of more relevance to me right now.
If you're interested, can you please get in touch with me (Neil) at my first
name
Hi,
I'm wanting to update the contents of a texture on the fly, with content from a
Quartz Composition (Mac OSX). Apologies in advance if this is newbie-ish - I'm
new to OSG and it's big!
Quartz will render to an OpenGL context, so it'd make sense to render to an FBO
with an attached
Hi,
I'm trying to get retina support working with an embedded OSG context. I'm not
sure what to set, in order for the viewport to be 2x.
I've got the width/height values ready (and scaled according to the backing
store), but what's the right thing to set in OSG to get it to work?
I currently
Opps!
Turns out what I was doing was the right thing (tm).
I forgot however to pass the new size_in_pixels size to my camera animation
path, to have it reset as well.
So, for anyone else looking to do this, the code I posted is correct (it works
here).
Cheers,
Neil
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Read
Hi,
I've had success building for 10.8.x in the past, using a simple .sh script to
set cmake on its way. Upon switching to 10.9 and using XCode5-DP6, I'm having
problems getting cmake to see OpenGL.
Here's how I kick off cmake (where ARCH in this case is x86_64):
The magic gnomes visited.
I deleted my source tree and re-checked out.
Still no luck. Now it can't even find stdlib.h. Hmm.
I then tried various other versions of Xcode via xcode-switch, and found my old
xcode4.6.3 wasn't installed properly. Not that it worked when I fixed that,
because the
Hi,
I've successfully compiled trunk using cmake on 10.7.3. That's with Apple LLVM
3.0.0. No additional CXX flags passed into make.
With the implicit conversion to 32bit type enabled, I am seeing warnings to
do with precision loss. e.g:
In file included from
Having just upgraded to 4.3.1 myself, I can confirm that:
sudo xcode-select -switch /Applications/Xcode.app/Contents/Developer
does the trick.
I didn't install any newer version of cmake. Just deleted the old build
folder, did the switch, re-ran cmake and all was better.
Cheers,
Neil
Hi,
I'm seeing error 1286 (FB OP) error in my own separate context (just doing a
simple glClear) when in the middle of a OSG apply.
Let me provide the context.
a) I have my own overridden implementation of TextureRectangle that performs
rendering from existing textures (from AVFoundation under
Hi All,
I've a question or two regarding rendering contexts. While the usage is OSX
specific, the question is not.
I'm rendering into a CAOpenGLLayer (I can't render directly to a NSOpenGLView
because I'm also using CALayer objects within the view - and these conflict
with the NSOpenGLView,
Hi All,
I've a question or two regarding rendering contexts. While the usage is OSX
specific, the question is not.
I'm rendering into a CAOpenGLLayer (I can't render directly to a NSOpenGLView
because I'm also using CALayer objects within the view - and these conflict
with the NSOpenGLView,
Thank you!
It turns out that the reason was down to using an NSOpenGLView and CALayer at
the same time. It. Just. Doesn't Work.
That out the way, it works fine. I was only going ... slightly insane.
Cheers,
Neil
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Yup, well it's certainly possible (the shared context). It's what I'm doing now.
I'm going to investigate the use of deleteAllGLObjects when I get back to the
office and have a 2nd screen connected that I can test with (I'm using the
scenario of moving a window between two screens to force a
Hi,
I'm after someone with good OSG experience for a short term contract.
The work would require familiarity with draggers, picking, animation,
texturing/fbo's. Pretty simply stuff from what I can tell. Familiarity with
Objective-C would be beneficial but isn't required.
For further
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