Quoting Melchior FRANZ [EMAIL PROTECTED]:
X11 does, of course, tell you which modifiers are active. But only
which modifier level (shift), not which modifier key (shift_l, shift_r),
so you'd still release keys that were never pressed before. (I'm not
sure if that's really a problem, but it
Jean-Sébastien Guay wrote:
m_osg_shape = new osg::ShapeDrawable( new osg::Box(
osg::Vec3f( 0, 0, -0.005f ), 29.7f, 21.0f, 0.01f ) );
...
but the setWrap() command doesn't seem to have any effect for me. I
guess I have to specify the relative alignment for the texture manually
Hi Renan,
Renan Mendes wrote:
what I mean with that. A snap is basically a sudden transformation of
the shape on the screen to a certain orientation and position in space
Sorry, missed that the first time.
As I understand it you want to scale the Drawable to a given size, place it in
a
Ulrich Hertlein wrote:
Renan Mendes wrote:
what I mean with that. A snap is basically a sudden transformation of
the shape on the screen to a certain orientation and position in space
Sorry, missed that the first time.
As I understand it you want to scale the Drawable to a given size
I'm getting a build error for r7942 in osgPlugins/osgSim on MacOS X:
[ 41%] Built target osgdb_osgparticle
Linking CXX shared module ../../../lib/osgPlugins-2.3.5/osgdb_osgsim.so
/usr/libexec/gcc/i686-apple-darwin8/4.0.1/ld: Undefined symbols:
osgSim::ObjectRecordData::FLAT_SHADED
Quoting Michele Bosi [EMAIL PROTECTED]:
Just one last question: DepthSortedBin is just a name as the
documentation seem to suggest or is misteriously interpreted in some
way by OSG internally?
DepthSortedBin is hard-wired internal to OSG. It's the name given to the
default back-to-front
Hi Robert and Wojciech,
I have difficulties in imagining the situation when one calls
setAttribute( SOME_NON_DEFAULT_VALUE ) and does not change inheritance mask.
It does not make much sense to me, because not setting mask does effectively
ignore the attribute.
This is actually the same
Quoting Bryan Berg [EMAIL PROTECTED]:
osg::ref_ptrImage image = osgDB::readImageFile(lz.rgb);
...
I'm getting the following compile errors:
c:\src\MocuTree\MapFlex\MapFlex3D\MapWindow.cpp(1756): error C2262: 'image'
: cannot be destroyed
c:\src\MocuTree\MapFlex\MapFlex3D\MapWindow.cpp(1756):
Hi Erf,
Quoting [EMAIL PROTECTED]:
i did get a runtime error at _localStateSet-setAttribute(getViewport());
when calling SceneView-draw if not calling SceneView-cull first. dont have
Makes sense doesn't it? If you don't call cull() then draw() is kind-of in an
indeterminate state.
You're
Hi,
Quoting hesicong2006 [EMAIL PROTECTED]:
But I found it has very slow performance. In this example, with
256*256*256 3D texture, only 8 fps was show on my 8800GTS 320M. I see
Keep in mind that you're rendering 256 cameras (i.e. separate images) every
frame.
Apart from maybe re-using Geodes
Quoting hesicong2006 [EMAIL PROTECTED]:
I think another way should be possible:
Only one RTT camera, under it there are 256 pieces of slice to render.
When render Nth slice, change RTT camera's Z index to N. Is it possible
to use osg::StateSet to do so?
I was actually wondering whether the
Hi Santosh,
santosh wrote:
how to do zoom in and out in orthographic projection? As I zoom in the
detailed geometry should be loaded .
LOD is calculated based on the distance from the eye to the object. So if you
move the camera a different LOD level will be selected.
But as you've
Zoltán wrote:
zSim-data directory, where the zSim wrapper-script is. I'll
change to your suggestion (exec ./zSim.bin), it's better.
On my system it works, even if zSim.bin is not in the
$PATH. Strange.
Even better would be to make it independent of where the wrapper script is
executed from.
Robert Osfield wrote:
downside is that rendering once built into the display lists won't be
updated automatically. To get ShapeDrawable to update the display
list simple do drawable-dirtyDisplayList(false).
Would it make sense to dirty the ShapeDrawable automatically when the shape is
Hi all,
after updating to the current SVN r8313 (OSG-2.5) I'm getting a compile error
for osgUtil/Tesselator.cpp:
/Users/uli/Projects/osg/OpenSceneGraph/src/osgUtil/Tessellator.cpp: In member
function 'void osgUtil::Tessellator::beginTessellation()':
Apparently GLU_TESS_CALLBACK_TRIPLEDOT isn't defined under MacOS X 10.4 (maybe
on 10.5?) but needs to be...
The last change regarding this is from 4/10/2007 so I don't know what changed.
/ulrich
Ulrich Hertlein wrote:
after updating to the current SVN r8313 (OSG-2.5) I'm getting a compile
Paul Martz wrote:
drive. Unfortunately, CMake doesn't appear to find the librsvg/cairo
dependencies, and consequently, building OSG does not build the SVG
plugin. The real odd part is that I don't see any CMake variables for
controlling where CMake searches for librsvg/cairo.I'm trying this on
Hi J-S,
Jean-Sébastien Guay wrote:
I seem to remember traffic regarding this error on MacOS X on the
mailing list but [...]
... haven't checked the archives? :-)
No I didn't though I should've. I've seen too many archives that don't allow
searching (not the OSG archive) which makes them
Hi Philip,
Philip Lowman wrote:
Can you do an svn update to the latest and configure a fresh build tree
on your OSX system (either nuke your out-of-source build tree or delete
CMakeCache.txt) then try building osgUtil again? I believe this issue
All good now. I cleaned my build directory
Mike Weiblen wrote:
(ab)using the curl plugin for up-to-the-minute gold quotes, see attached :-)
OMG!
Sell! Sell!!! ;-)
/ulrich
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Hi Dominik,
it looks like you have a problem with reference counting:
{
osg::NodePath fullNodePath = nv-getNodePath();
osg::ref_ptrosg::Nodex = fullNodePath.back();
...
fullNodePath.push_back( x.get() );
}
assigns an 'osg::Node*' (from 'getNodePath') to a smart pointer.
You later get
Neusch, Dominik, SDGE1 wrote:
I absolutely agree with your suggestion and I modified my application. But
when I change the osg::ref_ptrosg::Node to an osg::Node* it has no effect.
I still have the same problem.
You mean it still crashes?
Have you tried to operate on a copy of the nodepath in
Hi Robert,
the ReaderWriterCURL.h is missing from the repository r8325.
/ulrich
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Mike Greene wrote:
Trying to modify the osgscribe example. I want to display the scribe
lines, without the underlying model beneath it.
...
loadedModel-setNodeMask(0), nothing appears. Intuitively, I would have
thought this would show the scribe lines only. How do I achieve this
effect?
The
Eric Pouliquen wrote:
i'm trying to put a node in my scene, and making it following the
cameraNode... for example a textured plane which is always facing the
cam, centered in the viewport and always at the same distance from the
cam... i can't use classical pre-render options do to that
Art Tevs wrote:
sorry, it seems there is something wrong with my email account. Every time I
write something to the list my mails are forwarded to some Swedish Defence
Research Agency, FOI
That must be the new Swedish mini-Echelon intercepting Internet traffic?!?
;-)
/ulrich
[EMAIL PROTECTED] wrote:
I've already set up an orthographic2D view that will look at a quad
which will display the texture. The shader will then convert the texture
into RGB and do the whitebalance. I am also able to swap the texture
back and forth and maintain decent frame rates but the
Hi Martin,
On 29/11/08 8:46 AM, Martin Großer wrote:
I used an object of osg::TexEnv and the mode Blend. But I don't know how
the texture color and the object color are combined?
Mode: add - object color + texture color
decal - object color - texture color
That would be subtract;
Hi Martin,
On 29/11/08 10:32 PM, Martin Großer wrote:
How can I set the texture environment color?
osg::TexEnv::setColor(const osg::Vec4 color);
/ulrich
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On 30/11/08 9:17 AM, Steven Saunderson wrote:
If I setComputeNearFarMode to DO_NOT_COMPUTE_NEAR_FAR the HD background
(white in my case) appears but not the black text. Reversing the colours
doesn't help so it looks like the background is appearing on top of the
text. Is there any way (perhaps
Hi Can,
On 30/11/08 9:59 PM, Can T. Oguz wrote:
Thanks everybody. I'm so glad that you've shared a couple of minutes to guide
me. As an
IDE addict (MSVC), I'm right about to make some tough decisions such as moving
on to
Linux. I was thinking of Eclipse CDT but now I think I'm going to end up
Hi Olfat,
Quoting olfat ibrahim [EMAIL PROTECTED]:
iam new to OSG i set up it with VC++ 2008 under win XP
i am now tring to run any of the examples given but it gives my a run time
error
iam attaching a pic with the exception generated with the example
osgviewerCocoa
- did you try Retry,
Quoting Ryan Morris [EMAIL PROTECTED]:
I see what you're saying, but sadly I don't have as good of grasp on how to
actually code it using OSG. Just to clarify I have an animated model that I
am loading with osg::Node(), I am not manually controlling the movement, I
have previously done that in
Hi Vincent,
Quoting Vincent Bourdier [EMAIL PROTECTED]:
I just need to set a node to be always rendered (or not).
It needs to not depend on the Zbuffer/culling.
...
*osg::ref_ptrosg::StateSet state = node-getOrCreateStateSet();*
*state-setMode(GL_CULL_FACE, osg::StateAttribute::ON);*
Hello Sukender,
Quoting Sukender [EMAIL PROTECTED]:
Has anyone *benchmarked* the difference between a dynamic_cast and a virtual
call to identify the type of a class? Before my benchmark, I guessed the
virtual call was cheaper, but how much? I just knew it depends a lot on how
types are
Hi Robert,
Quoting Robert Osfield [EMAIL PROTECTED]:
My quick look at benchmarking also hinted that hyper threading may be
hurting performance, or at least the current CPU affinity strategy
employed by osgViewer may be hurting performance on a hyper threading
CPU. Until I get an optimitized
Hi Christian,
On 9/12/08 7:34 PM, [EMAIL PROTECTED] wrote:
What me confused is, that the point sprite is rendered correctly (on the right
side of
the coordinate system with a positive x value*) if i add any reference model to
the
scene (in my case a simple osg shape). If i remove the model,
On 13/12/08 2:16 AM, Robert Osfield wrote:
OpenSceneGraph-2.7.7 dev release. Could users check svn/trunk and do
a build and test and let me know if any problems arise/or if the build
works fine for your platform.
Mac OS X 10.5, cmake-2.6.2, Makefiles
compiles fine (w/o wrappers)
On 15/12/08 6:45 PM, Andreas Goebel wrote:
TheGeometry-addPrimitiveSet(new
osg::DrawArrays(osg::PrimitiveSet::POLYGON,0,numCoords));
...
I ask myself if this will give a memory-leak, or if this is ok, as the
pointer is directly passed to the TheGeometry-object (which lives in a
ref_ptr).
Hi all,
Quoting Robert Osfield robert.osfi...@gmail.com:
The tgz, osgtgz and zip plugins have been part of the OSG from the
very early days, but they are really hacky using a system(..) call to
unpack the archive file into a temporary directory, then call
readNodeFile on the files enclosed,
On 17/12/08 10:56 AM, Jason Daly wrote:
Ulrich Hertlein wrote:
I agree that the implementation is hacky but the functionality is
definitively useful (speaking for zip files only):
- they are a common way to distribute a complete model (non-OSG objects,
textures, etc.)
- they can be easily
Hi Rusty,
On 24/12/08 5:38 AM, Ryan Morris wrote:
I understand what you are saying about mapping to each vertex but I'm
unclear how you get the vertex arrays from a node (not a geod etc).
Only Drawables have vertices/normals/texcoords so you have to walk you way down the
hierarchy from Node
Hi ?
On 24/12/08 12:58 PM, lg wrote:
OpenSceneGraph-2.6.0, In function bmp_load , there are code to
complete swap BGR to RGB. code like this:
if (ncomp2) { // yes bill, colours are usually BGR aren't they
could you try svn trunk and see if that works for you? The bmp loader was completely
Hi Vincent,
On 9/1/09 9:15 PM, Vincent Bourdier wrote:
But, an other problem appear. Disabling culling, my Geode looks like bad now...
that
seem logical... no culling, so all faces are rendered...
You have to be careful what you mean by culling: in your example code you're turning off
node
Is anyone else having problems with the svn server? I'm getting:
quote
svn: OPTIONS of 'http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk':
Could not read status line: Connection reset by peer
(http://www.openscenegraph.org)
/quote
___
On 22/1/09 6:30 PM, Stephan Huber wrote:
renderbin affairs will not hide but turn blue as I expected. The only
difference between these two is the renderbin. I'm a little confused.
This is because Renderbin 10 enables GL_BLEND automatically, so the
Whoah! Wait! Is this true?
So I don't
On 30/1/09 8:20 AM, Jean-Sébastien Guay wrote:
I don't understand The more the merrier, but I guess it means
agreed...
Plus on est de fous, plus on rit!
Could you translate that? My french got a bit (sorry, a lot) rusty...
Something ... the more you laugh?
/ulrich
Hi Davide,
Quoting Davide Bacchet davide.bacc...@gmail.com:
is ignored or handled differently (maybe by the graphics board driver or by
the OS itself). The main consequence is that the same application runs 15-20
times slower on OSX, and I cannot use the same code across the platforms.
...
On 4/2/09 7:46 PM, Filip Holm wrote:
I've figured out a way to reoute all osg::notify messages to my
logger, but I can't seem to find a way to get the osg::NotifySeverity
mapping. Any thoughts on how this could be done is greatly
appretiated.
I don't believe it is possible to capture the
On 14/2/09 1:13 AM, Robert Osfield wrote:
On Fri, Feb 13, 2009 at 2:00 PM,suky0...@free.fr wrote:
Very nice :) However, the blog says ...will be a place for OpenSceneGraph
developers/contributors to post news. But who have write access?
Just me and Jose L. right now. It does look I can add
Hi all,
have I overlooked something or doesn't OSG have methods to control sync-to-vblank at
runtime? GraphicsContext has a 'vsync' member but the only location where that is used is
in GraphicsWindowCarbon and is only checked once during context setup (realizeImplementation).
Effectively
Quoting Simon Loic simon1l...@gmail.com:
And what about performance? Is there any difference for the culling
traversal for example?
PAT would be slightly slower since it has to create the transform
matrix from the translate, rotate, scale components.
/ulrich
Hi Francesco,
On 24/2/09 8:48 PM, Francesco Argese wrote:
I'm trying to stream high resolution images in real-time. My problem is that
performance degenerate after some time; this is due to the complete
occupation of the
ram and to the slow process of loading an image in memory that is
On 25/2/09 1:35 AM, Art Tevs wrote:
you can even stream from a RAM disk, which will increase the performance as
well. An
external application could stream from the hdd to the ram disk in parallel to
your
application. For a multicore cpu this shouldn't be a big problem. So you will
use the
Hi Omar,
Quoting Omar osgfo...@tevs.eu:
works fine. But when I display it in osg I just see all the points
displayed across a line.
...
where Pt has three float and 3 unsigned integers for storing color ...
osg::Vec4Array* cloudVertices = new osg::Vec4Array;
...
Hi Francesco,
Quoting Francesco Argese osgfo...@tevs.eu:
Still: the resolution you mentioned (1440x1050) requires ~108 MB/s
for 8-bit RGB @ 25 fps (and over 140 MB/s for 10-bit or RGBA).
You need a few drives to do that...
What do you mean with You need a few drives to do that...? That
Hi Art,
Quoting Art Tevs osgfo...@tevs.eu:
Why would you read from disk into a RAM disk, then read from RAM
disk into, err, RAM again? Instead of reading straight from disk
into your
RAM cache?
...
you mentioned exactly the same what I told by using RAM-disk and
external application
Hi Francesco,
Quoting Francesco Argese osgfo...@tevs.eu:
Yes, I load a certain number of images (a lot of images, for example
20.000 at 1400x1050 resolution-jpg or tga) with readImageFile at the
initialization of the application and I load them in memory (inside
std::vectorosg::Image*) at
Hi all,
is anyone else using DarwinPorts ffmpeg/avcodec/avformat and was successful in compiling
the plugin?
Apparently there's a problem between pkg-config and cmake, cmake is giving me:
FFMPEG_INCLUDE_DIRS = /opt/local/include/opt/local/include/dirac
FFMPEG_LIBRARIES =
Hi Robert,
On 3/3/09 7:51 PM, Robert Osfield wrote:
The print out of the FFMPEG_INCLUDE_DIRS and FFMPEG_LIBRARIES is a bit
misleading, as
it is actually composed on separate strings like CMake picks up on correctly
when
Thanks for that! (Cmake is still a bit of a black box to me.)
cd
Hi Robert,
On 3/3/09 8:50 PM, Robert Osfield wrote:
it appears that the required #include (in FFmpegHeaders.hpp) would be:
#include ffmpeg/avformat.h
rather than what it is now:
#include vavformat.h
Can we change that without breaking compiles on other systems?
This change would break other
Hi Robert,
On 3/3/09 9:58 PM, Robert Osfield wrote:
Thanks for the changes, these are now merged and submitted to svn/trunk.
So with these changes do we have a compiling and working ffmpeg plugin under
OSX?
Not quite, no. Compiling is OK (with a bunch of warnings from the ffmpeg header
On 3/3/09 10:53 PM, Robert Osfield wrote:
On Tue, Mar 3, 2009 at 11:38 AM, Ulrich Hertleinu.hertl...@sandbox.de wrote:
The libraries (-lavcodec etc) are all there but the library path
(-L/opt/local/lib) is not and I'm struggling to find a way to tell cmake to
use FFMPEG_LIBRARY_DIRS.
I've
Hi Robert,
On 4/3/09 12:37 AM, Robert Osfield wrote:
Undefined symbols:
_img_convert, referenced from:
osgFFmpeg::FFmpegDecoderVideo::yuva420pToRgba(AVPicture*, AVPicture
const*, int, int)in FFmpegDecoderVideo.cpp.o
Not quite familiar. The code uses img_convert rather than
Hi Robert,
On 4/3/09 7:54 PM, Robert Osfield wrote:
It seems like 'img_convert' (and img_resample and others which also are in a
similar
#if LAVC_VERSION_INT block) is just not in libavcodec... I'm investigating that.
Curious the svn version of ffmpeg has img_convert built in, but not
Hi Robert,
On 4/3/09 9:23 PM, Robert Osfield wrote:
I've just updated to the latest svn/trunk of ffmpeg and it's now
doesn't contain the img_convert at all, but it does build the
libswscale so I'll now implement the swscale code path as well as the
old img_convert path.
Have you comitted? I
Hi Robert!
On 4/3/09 10:07 PM, Robert Osfield wrote:
I have just checked in the swscale code path. Could you do an svn
update and let me know how you get on.
Success!
It compiles! And runs (with osgviewer --movie -e ffmpeg aliensong.mpg)!!!
Okay, it's upside down but hey!
:-D
The #else
On 4/3/09 11:10 PM, Robert Osfield wrote:
Great news. I'll go have a look at the inversion issue.
What happens when you run:
osgmovie -e ffmpeg aliensong.mpg
It's right-side up and playing nicely.
(The aspect ratio isn't always right and lots of 'Using sws_scale' messages but that's not
a
Hi Giovanni,
On 8/3/09 1:56 AM, Giovanni wrote:
I want to build an animated HeightField (Heights of certain cells changes
during the
execution). I try with a callback that modify the heights ( with setHeight()
function). The data are modify but the shape no. I tried to set the data
variance
Hi Max,
Quoting Max osgfo...@tevs.eu:
I have a strange problem with osg::Image::setImage.
I use both osg and opencv and I want to convert an opencv image into an osg.
Could you please tell us what the actual problem is?
void updateTexture( IplImage *img, ref_ptrNode geode)
{
On 13/3/09 3:30 AM, Claudio Arduino wrote:
Hi, I need to place tire skid mark on track surface when my car brake.
the mark must to remain on the track for the lifetime of application.
How i can make this?
The way I once did it was just polygons splatted onto the ground geometry (using
Hi Daniel,
On 13/3/09 3:34 AM, Konkle, Daniel T AMRDEC/Dynetics wrote:
The strange thing is that the first triangle that I draw is the wrong
color and the second triangle is the correct color and they are both
drawn from the same geode.
...
osg::Vec3Array* tri = new osg::Vec3Array;
Hi Ricky,
On 19/3/09 4:36 AM, Ricky Do wrote:
I tried with many models but the shadow is not exact like in the pic:
http://i475.photobucket.com/albums/rr113/tek3D/shadow-2.jpg
Is there any problem with my code?
Look's like it (sorry ;-)
Please test osgshadow (with your model and its default
Hi Carlos,
On 21/3/09 3:17 AM, Carlos Sanches wrote:
the example was built again but .
running example with ./osgmovie -e ffmpeg video.avi or .mpg
the movie runs but the same error apears.
Warning: dynamic library
'/usr/local/lib/osgPlugins-2.9.1/osgdb_ffmpeg.so' exists, but an error
On 25/3/09 1:07 AM, Paul Melis wrote:
graphics performance was on very expensive Unix workstations. These
days, the best performing graphics cards are for Windows and they are
relatively inexpensive. I think that's why some CAD packages are
dropping OpenGL support (Autodesk- I'm looking at you).
Hi Steve,
[EMAIL PROTECTED] wrote:
What do you mean by getting a nice image from that is a b??ch? Is the image
quality reduced?
No, I'm just talking about the problem that the bayer image is missing two
channels for every pixel and you have to somehow come up with those values.
Also,
CG wrote:
Thanks for your help, I've narrowed it down to my terrain, when I use
Joseph's terrain, the particles look good. But when I switch over to my
terrain, some of the particles will get culled. How does a terrain
Are you sure it's actually a culling problem and not maybe depth buffer
Judie wrote:
In your .osg file, look for TexCoordArray?
I want my metal machined piece to look like the cow.osg in the viewer.
cow.osg uses an environment map so that it looks reflective.
The texture coordinates are auto-generated, so it doesn't contain texture
coordinates; look for TexGen
Andrea Martini wrote:
Hi,
i get 2 errors in tha last two line of log reported in :
http://pastebin.com/m74380111
I have compiled with -Wno-multichar , but i still continue get the same
warnings and error.
Can you paste the entire output of mingw32-make VERBOSE=1 including stdout
and
Hi,
James Dickson wrote:
I have been trying out osg with wxwidgets, specifically playing with the
osgViewerWX sample, and was wondering if it is possible
to somehow maintain rendering whilst the wxFrame is resized. At the
moment when the wxFrame is made bigger the rendering area
is not redrawn
Peter Wraae Marino wrote:
Yea doing it using a shader is easier and more flexible, but is there a
reason why we don't get access to do multitexture coordinates?
Jasons suggestion: osg::Geometry::setTexCoordArray() is not for
multitexture coordinates, so I can't really use that.
Yes,
Vincent Bourdier wrote:
I do exactly the same things, on Nodes...
stateset-setMode(GL_BLEND, osg::StateAttribute::OVERRIDE |
osg::StateAttribute::ON );
stateset-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
Are you sure you're doing this last line? It's not in the code snippet you
Hello Rick,
[EMAIL PROTECTED] wrote:
Is there a way to use image maps with some of the other material
properties, like emission or specular or diffuse? I am working on
...
how to use a reflection map, so I think I am ok there. Any way to use a
map to define the emission, specularity, and
Hi Vincent,
odd... could you save the scene and post it?
/ulrich
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Paul Melis wrote:
Ok, got it. I'm not sure what the expected output of the multitude of
osgwidgets tests is supposed to be, but most seem to be doing something
sensable...
SVN builds fine on MacOS X 10.5.4 with cmake 2.6.
However when running osgwidgetframe I'm getting errors from the image
Ulrich Hertlein wrote:
SVN builds fine on MacOS X 10.5.4 with cmake 2.6.
However when running osgwidgetframe I'm getting errors from the image
loader:
osgwidgetframe(4187) malloc: *** error for object 0xbfffc3d8:
Non-aligned pointer being freed
*** set a breakpoint in malloc_error_break
Hi Robert!
Robert Osfield wrote:
Could someone on OS X please try the file under OpenSceneGraph-Data/Images?
It appears that at least jpg, tga, gif are causing problems. They result
in garbage or a fully transparent quad.
Have there been any changes in that area?
I did introduce a new
Stephan Maximilian Huber wrote:
Could someone on OS X please try the file under
OpenSceneGraph-Data/Images? It appears that at least jpg, tga, gif
are causing problems. They result in garbage or a fully transparent
quad.
Have there been any changes in that area?
I am using the
Hi Bob, hi Robert,
Robert Osfield wrote:
The code was written under the assumption that filenames wouldn't have
spaces... to handle this one would need to add an extra method into
the parser to get from a specified position to the end of the line,
and do the stripping or extraneous spaces that
Hi Dieter,
Dieter Pfeffer wrote:
I am trying to set the object transparency from 1.0 - 0.0 and vice versa;
but when I start changing the alpha of the material the object becomes
dark.
I have changed the material parameters but without success; when I look
in the loaded model (for example
Hi Rahul,
Rahul Jain wrote:
Color matrix in OpenGL is used for color space conversion, for example
using color matric you can convert RGB to BGR , RGB to CMY.
Unfortunately i do not have any screen grabs for the moment, but i am
trying to achieve night vision effect using this code ,
Paul Melis wrote:
Can't comment about your file size, but you could save yourself a step
by doing osgconv My3DSFile.3ds MyIVEFile.ive directly...
The increase in size might be because of textures that get included in
the .ive, while the .3ds refered to them by file name only.
And you can
Hi Dieter,
Dieter Pfeffer wrote:
I supposed that it has s.th to do with the missing material paramters; my
idea was to change the original material of the node, therefore I set:
osg::StateSet *ss = loadedModel -getOrCreateStateSet();
osg::Material* blendMaterial =
Hello stranger,
GMD GammerMaxyandex.ru wrote:
I decided my issue. I removed the code from the file. (as was the case
previously in 2.5.2). The problem disappeared! Make it please in the next
version.
LineSegmentIntersector.cpp
removed the code from the file: line 290 ..
double epsilon =
Franclin Foping wrote:
I would like to turn a Drawable object into a Geometry counterpart in
order to retrieve its texture coordinates.
I have tried to use both the asGeometry method of the Drawable class
and the dynamic cast operator but both attempts ended up delivering a
NULL pointer. I
Hi Franclin,
Downcasting from a derived class to a parent class is possible with the
dynamic_cast operator. From what you have written in your mail, it looks like
the snippet won't compile at all, I can bet something it will as I tried it a
couple of hours ago. Try it yourself and let me know.
Hi Franclin,
the code you're using looks correct.
I believe we can ignore ShapeDrawables for now as they're not part of this problem (but
they are a problem onto itself apparently...)
What exactly is the error you're seeing? Is it
a) 'geometryd' is 0 (what do you mean by 'dangling'? In my
Hi Shayne,
Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC wrote:
Ok, I updated the transform node as given below for position changes and
this seems to work. However, when I add an orientation update (i.e. multiply
the translation by a rotation) my model disappears completely. Any idea on
Hi Sébastien,
Sébastien Champmartin wrote:
void GmlOsgObject::createGrid()
{
osg::ref_ptr osg::PositionAttitudeTransform root =
CameraManager::getSingletonPtr()-getRoot();
osg::ref_ptr osg::Geode gridGeode = new osg::Geode();
if(/*!gridGeodePtr*/gridDisplayed==false )
{
Hi Sébastien,
Sébastien Champmartin wrote:
I tried this (with osg variables as class member) but it doen't display
the grid :
Are you saying it makes a difference whether 'gridGeode' is a member or not?
You should also ensure you create the Drawables and DrawElements only once; with the
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