Hi,
I noticed Art by mail today, also encouraged people to participate in
moderation.
I'm trying to flush as many as possible posts waiting for approval, but since
I'm not an OSG active user I cannot be enough active here to make it work as
expected.
Waiting for Art having some time to spend
Hi,
Sorry, the moderation team approves the topics for each new users on their free
time, and according to the holidays and personal time usage, sometimes
moderation is very late.
I'm trying to be more efficient...
Cheers,
Vincent
--
Read this topic online here:
Hi,
I'm currently having some troubles in my code that I didn't understand.
Some help would be very apreciated :
I have a nodeCallback to animate a shader.
I set this callback as nodeCallback on a geode that is displayed, but
the callback operator() is never called.
I set the same callback as
,
Stephan
Am 23.08.12 08:42, schrieb Vincent Bourdier:
Hi,
I'm currently having some troubles in my code that I didn't understand.
Some help would be very apreciated :
I have a nodeCallback to animate a shader.
I set this callback as nodeCallback on a geode that is displayed, but
the callback
?
Cheers.
23.08.2012, 11:09, Vincent Bourdier vincent.bourd...@gmail.com:
Hi,
Nice idea, but there is no other callback antwhere in the code, so i
don't think so.
thanks,
Vincent.
Le 23/08/2012 08:55, Stephan Huber a écrit :
Hi,
any chance there's another updatecallback attached to one
Snippet There is not const, isn't it ?
Snippet
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv);
Vincent.
Le 23/08/2012 14:30, Jeremy Moles a écrit :
Is your method declared as const? I always forget that...
On Aug 23, 2012 8:28 AM, Vincent Bourdier
vincent.bourd
Hi,
Please have a look in osg example, there is one about robot using transforms if
I'm not wrong.
Thank you!
Cheers,
Vincent
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49375#49375
___
Topic moved to General forum, OSG [Forum] section is to talk about the forum,
not technical questions about OSG.
Hi,
I don't understand what I'm supposed to see on your picture.
If the rotation is not good, mabe check the rotation center : the center 0,0,0
in he object coordinate frame.
Hi,
Sorry I did not understood that this document was a final choice. I'm
interested in L-Systems more in than tree generation, so I don't think it will
be interesting to work together.
Good luck.
Cheers,
Vincent
--
Read this topic online here:
Hi,
I'm interested in procedural generation, more precisely in L-Systems (base
system of fractals).
I'd be interested to work on something like tree generation.
I also have some LOD / pagedLOD experiences.
Does this project is a personal one ? something industrial ?
Regards,
Vincent
Hin Dan,
Makerotate will compute a rotation from front vector P1 to front vector P2.
You can decompose the Quat after if you need the angles.
Regards,
Vincent.
Le 13/06/2012 17:29, dan marshal a écrit :
Hi,
My model is at point 2 and I want to rotate it to face Point 1.
Point 1 =
Hi Art,
I could be interested to be a moderator.
I've already been administrator and moderator on little privates forums
in French a few years ago, and I participate in osg user list/forum
since 2008 and I've been one on the Rui Wang's OSG 3 Cookbook reviewer
last year.
I would be interested
Hi Robert,
Thanks for you help too.
I'm very late on my osg posts but the mask were a good improvement,
sufficient for now.
But I'll keep in mind your suggestion for the future implementation.
Thanks again everyone !
Regards,
Vincent.
Le 18/04/2012 10:13, Robert Osfield a écrit :
Hi
,
Kim.
On 16 April 2012 16:19, Vincent Bourdier vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com wrote:
Hi all,
I'm currently trying to find a performance improvement in
osgWidget due to some lag we have in our application : We use
osgWidget to manage some things
for
picking so that only the pickable objects in the scene are considered.
I wonder if osgWidget has implemented one in it's pick handler.
Regards,
Kim.
On 16 April 2012 16:19, Vincent Bourdier vincent.bourd...@gmail.com
mailto:vincent.bourd...@gmail.com wrote:
Hi all,
I'm currently
Hi all,
I'm currently trying to find a performance improvement in osgWidget due
to some lag we have in our application : We use osgWidget to manage some
things at runtime, but we realized that performances were dropping in
big scenes.
Using profiler co, I found that the
Very nice job !
I already tried to make an OSG based game, this was not so beautiful !!
Regards,
Vincent
2012/3/21 Terry Welsh mogu...@gmail.com
Hi guys,
Thanks for the kind words. Unfortunately, the little people cannot
extinguish themselves. Life is hard for virtual fodder :( I
Hi,
Using osgDB::writeImageFile you can save an osg::Image to you hard
drive, the format available will be depending on the plugins you have.
To make this image, just use the viewer/camera to get the pixel buffer.
Or simply use the screenCaptureHandler, you can find it in the examples,
to
Hello,
If you use that in relation with the pick handlers, you'll see that
every intersector will return you the intersected node complete path, so
there is no issue with multiple parents nodes.
In other cases, managing nodes using the nodePath as reference is a
solution too...
Regards,
Hi all,
Just a few word to conclude this issue : I had to swap the BGR to RGB
colors by myselt, the following code was not enougth to make it :
I would naively expect that either
_image-setImage(width, height, 1, GL_RGB,
GL_RGB, GL_UNSIGNED_BYTE, data, osg::Image::NO_DELETE);
or
Hi Urich,
Le 03/02/2012 05:41, Ulrich Hertlein a écrit :
what errors/issues/non-results are you seeing? Black? Reversed colors?
Crashes?
The BGR become RGB without conversion, so the image is almost good,
unless the color component that are swapped between red and blue.
(As I
Hi all,
I'm currently trying to convert a bitmap image file to an osg::Image.
I get my Bitmap from the win32 api making a screenshot, but as specified
in the plugin bmp the internal format of the Bitmap is not RGB but BGR.
Is there any way to directly use the BGR data buffer in a new
Hi all,
Looking in the archives I didn't get any interesting answer so here is
the question :
Is there any way using OSG to compute the distance between a graph and a
point ?
(not just with the vertices but also with edges and the triangles)
I could implement my own visitor to traverse all
Hi Robert,
Sorry if I was not clear : I'm just looking for a way to compute the
smallest distance between a point and a geometry, not just a point to
vertex distance, but also a point to edge or point to face (orthogonal
projection).
Due to the few days I have I think this won't be possible
Hi Robert,
Le 16/01/2012 10:53, Robert Osfield a écrit :
You'd implement a NearestGeometryIntersector that holds a point that
you test your osg::Geometry against, using a osg::TriangleFunctor like
the LineSegmentIntersector would allow you to simply the work down to
just a test of the point
Hi Robert,
Thanks for you help.
I think I can do something not so bad with that.
Regards,
Vincent.
Le 16/01/2012 20:04, Robert Osfield a écrit :
Hi Vincent,
On 16 January 2012 14:55, Vincent Bourdiervincent.bourd...@gmail.com wrote:
Thanks for the idea I'll will start with that.
How
Hi,
The update callback is done to be updated each frame in the traverse()
method.
Rewriting it is necessary to update it.
So add a callback on the decorator and update it in traverse() method.
Regards,
Vincent
Le 18/11/2011 09:39, xbee a écrit :
Hi all,
I'm trying to make blinking a part
Hi,
Did you had a look on the result of the simplifier ?
I'm not OSG'simplifier master but sometimes simplifiers just cannot simplify
more, so the results remains nearly the same.
Maybe you could create your own simplified geometries for example a
(colored) cube for a building (6 faces, even 5
Hi Peter
Le 08/09/2011 09:40, Peter Hrenka a écrit :
The goal is to compute if a point is at less than a fixed distance from
a node, and to my mind the intersection is the best way but maybe there
is something more adapted ?
I think that should be possible.
I would recommend using a cube which
Hi Peter,
Yes this is a nice precision, the euclidian distance will be a second
pass to check the intersected results.
Thanks a lot :-)
Regards,
Vincent
Le 08/09/2011 10:21, Peter Hrenka a écrit :
Hi Vincent,
Am 08.09.2011 10:00, schrieb Vincent Bourdier:
Hi Peter
Le 08/09/2011 09:40
Hi,
Using a simple system equation you should find it.
Just google it...
Regards,
Vincent.
Le 07/09/2011 11:32, Andreas Roth a écrit :
Hi,
this maybe a stupid and simple question. I have two lines and i want to
calculate the intersection point of the two lines.
For both lines is have a
Thanks a lot for your work, it is a pleasure to have a very good library
still living and with a lot of people concerned and interested.
Regards,
Vincent.
Le 28/06/2011 12:03, Robert Osfield a écrit :
I'm chuffed to bit to be able to announce the OpenSceneGraph-3.0.0
release, a release
Hi,
The update callback are called by a visitor (cullvisitor ?) so if the
node is not in the scene graph you won't get any chance to have your
callback traversed, and called.
But you can call the updatevisitor (cullvisitor?) by yourself on a
scenegraph you made if I'm not wrong.
Hope this
Hi,
Maybe the ReadNodeFileCallback can help you.
It is used by the DatabasePager, so you can manage what is done for each
readNodeFile call.
Or maybe making your own node node as PagedLOD which load the file only
when requested...
Or playing with UpdateCallback...
Sorry this is not a real
-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Vincent Bourdier
Sent: Wednesday, 27 April 2011 11:47 PM
To: osg user
Subject: Re: [osg-users] osgDB ifstream / ofstream conflict
Hi,
Sorry to insist but I would appreciate any advices about
Hi,
Sorry to insist but I would appreciate any advices about this issue.
Maybe I'm the only one who encountered it, but the patch I did is not
so... clean to my mind...
Thanks.
Regards,
Vincent.
Le 21/04/2011 14:50, Vincent Bourdier a écrit :
Hi all,
I just found a fix after some
to be sure to understand why this occurs,
but any advices or explanations are welcome.
If my fix is accepted this could be a submission for OSG, eventually...
Thanks.
Regards,
Vincent.
Le 20/04/2011 14:54, Vincent Bourdier a écrit :
Hi Mourad
Thanks for your answer but I already checked
Hi all,
No advices or ideas ? Am I the only one this this issue
Regards,
Vincent
Le 04/04/2011 17:36, Vincent Bourdier a écrit :
Hi all,
I've an issue concerning the std::ifstream in my application.
I know that I need to use osgDB::ifstream instead of std::ifstream and
I did everywhere
Hi Mourad
Thanks for your answer but I already checked that. TsLib_MDdNET2010 is a
static lib but linked with /MD(d), like my application...
Vincent.
Le 20/04/2011 11:50, Mourad Boufarguine a écrit :
Hi Vincent,
On Mon, Apr 4, 2011 at 4:36 PM, Vincent Bourdier
vincent.bourd...@gmail.com
Hi,
Thanks for you work on this release, I really apreciate this and I'm
going to use it in a few days :-)
Regards,
Vincent.
Le 11/04/2011 20:43, Chris 'Xenon' Hanson a écrit :
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4
We will need to go about
Hi Chris
Thanks for this release, I just build it on WinXP and VS2010.
No errors, and the version number in the DLL file name is set :-)
Just to be sure, is it expected that the DLL file name number is the
same for OSG 2.8.3 and 2.8.4 ?
Thanks,
Regards,
Vincent.
Le 07/04/2011 04:43,
Hi all,
Paul did some digging, and thinks that maybe this trunk patch:
http://www.openscenegraph.org/projects/osg/changeset/11904
Might have been the fix for this. This appears to have been the work of
Sukender and
Wang Rui. I've copied them on this. Maybe they can tell us if this is
Hi all,
I've an issue concerning the std::ifstream in my application.
I know that I need to use osgDB::ifstream instead of std::ifstream and I
did everywhere in my code.
But, my project links with an other lib than OSG, and this library is
using std::ifstream and std::ofstream, and this
Hi everybody,
I'm working a library as a toolbox based on OSG.
I'm trying to write a CMake configuration file.
The file is working, OSG is found, but OSG needs two includes directories :
D:\Codage\OSG_2.8.2\binaries\include;
D:\Codage\OSG_2.8.2\sources\src\include;
And Cmake generate a Visual
Hi,
OSG, example and most of the plugins compil well (I do not have all the
required dependencies for all plugins) on VS2010 on win XP pro
I'll try the RC2 now
Vincent.
Le 28/03/2011 22:29, Chris 'Xenon' Hanson a écrit :
On 3/28/2011 2:27 PM, Paul Martz wrote:
I'm just the svn commit
Hi,
I've compiled 2.8.4-RC2 on my winXP and VS2010.
No errors.
Good job :-)
Vincent.
Le 29/03/2011 05:18, Wang Rui a écrit :
Hi Paul and Chris,
I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built
fine in both debug and release configurations. But when I tested the
ffmpeg
Hi all,
I just notice little thing that can be important :
Until 2.8.3 the generated lib file were named with a version number
(osg55-osg.dll for 2.8.1 osg65-osg.dll for 2.8.3) but with 2.8.4 the lib
files are just named osg.dll, osgAnimation.dll, etc...
Is this a real choice, a VS2010
Hi,
So for this header issue, there is no planed change on 2.8.3 ?
The only fix is to add the include by hand ?
Thanks.
Regard,
Vincent.
Le 17/03/2011 19:32, D.J. Caldwell a écrit :
Sorry, everyone. I hit Send too fast before I could remember
something else import to my experience.
There
Hi,
So first of all why not just give a patch to apply, provided with the
sources or on the download wiki page ?
Regards,
Vincent.
Le 22/03/2011 16:14, Chris 'Xenon' Hanson a écrit :
On 3/22/2011 7:42 AM, Vincent Bourdier wrote:
So for this header issue, there is no planed change
Hi all,
I just would like to understand the behavior of the database Pager when
I get
osg::notify(osg::INFO)DatabasePager::fileRquest(fileName)
orphaned, resubmitting.std::endl;
This code is in the DatabasePager::requestNodeFile(...) function, where
the file is considered as
What is the problem ?
You should have a look on osg website to find installation help.
Vincent.
Le 18/01/2011 10:08, Tze Shyuan a écrit :
Hi,
I am new in using open scene graph, and i have problems is setting up osg with
microsoft visual 2008 c++ express edition. can anyone help me up?
Hi all,
Currently working on a way to manage the memory efficiently, I would
like to know what are the osg threads running ?
I mean there are some threads in the databasePager, depending on the
rendering threading mode there are threads for the render, the cull, or
whatever...
Did I miss
of doing this, but given no information about
what you mean and you actual motivation for this others like myself
can't really point you in the right direction, the best I can say is
from the sound of it you are currently looking in the wrong place.
Robert.
On Thu, Jan 13, 2011 at 8:14 AM, Vincent
that
there is 2 threads running for the rendering...
I know I'm not supposed to disturb the rendering threads, but if I
cannot get them there is no risk at all...
Did I miss something ?
Thanks.
Regards,
Vincent.
Le 13/01/2011 11:49, Vincent Bourdier a écrit :
Hi Robert,
First of all
2010/12/26, issam boughanmi amigof...@gmail.com:
Hi,
using delta3d 2.4 +osg 2.8.2
i have a pagedlod terrain built with vpb 0.9.10 (i think) and some other
objects in my scene
i have a crash in my application
after switching to the debug mode the crash occur in this line
Code:
void
Congratulations !
I was interested in writing this book as Packt offered me, but it was
too much work and I'm not an OSG master yet ...
Now I'm very interested in reading it !
Vincent.
Le 22/12/2010 14:04, Wang Rui a écrit :
Hi all,
After 6 months work, we would finally proudly announce a
Hi Lucie,
I think this is a simple C++ issue.
First you create _model which is a pointer on a node.
Then you make a new node and set _model to store its adress.
Next, you load a new node and set _model to store it again. So the first
thing is, you don't need to do _model = new osg::Node();
So
Hi Alexander,
How do you get CATIA geometries ? do you use an external library ?
Thanks
Regards,
Vincent
Le 22/11/2010 13:52, Alexander Moeller a écrit :
That was exactly what i was looking for.
My goal is to read CATIA-files and display them with OSG. Up to now i could use
a library to
Same thing here, the external libraries are not free and sometimes
contains bugs/crash...
If you would share any progress on how is it possible to manage CATIA
file with only free libraries, I would be very grateful and interested
in helping you.
Regards,
Vincent.
Le 22/11/2010 14:07,
Hi Lucie,
You should have a look in osg examples, there is some piece of code
where transparency is set.
HUD example could be a good start.
Here are the main steps :
* set the material alpha value to 0.5 (for 50% tranparency)
* set the render bin to transparent
Hoping this could help you,
Hi Manuel,
I'll try it sooner to be sure, it could be nice to have some debug info
rules for OSG classes that we can share.
Thanks for the information
Regards,
Vincent.
Le 25/10/2010 09:54, Manuel Garnier a écrit :
Hi Vincent,
I have to disagree with you : it works for me with VS 2008.
Nice :-)
Its works well on VS2008 SP1
Thanks for the tip
Regards,
Vincent.
Le 25/10/2010 10:21, Vincent Bourdier a écrit :
Hi Manuel,
I'll try it sooner to be sure, it could be nice to have some debug
info rules for OSG classes that we can share.
Thanks for the information
Regards
Hi,
FYI, this is not compatible on VS2008 and previous versions. (I mean the
_vcee_autoexp variable)
For theses versions you have to edit the autoexp.dat file.
Sorry I didn't tried already
Vincent.
Le 22/10/2010 10:35, Dženan Zukić a écrit :
Hi,
have you tried it? Opinions, experience?
Hi,
To my mind there are two solutions :
1. You put your callback on the LOD child you want, so when the child
will be hidden by a upper-detailed level child, the callback should not
be traversed
2. in your callback you check if your node is still active, and if not,
just do nothing.
:12 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Hi all,
I am currently looking for a way to compute envelopes from 3D datas
(Geometry, Groups, etc...)
I saw that external lib could do it, but first of all I ask to all of you if
someone did something for OSG that could help me
Hi all,
I am currently looking for a way to compute envelopes from 3D datas
(Geometry, Groups, etc...)
I saw that external lib could do it, but first of all I ask to all of
you if someone did something for OSG that could help me.
That would help me a lot in my work.
Thanks for your help.
Hi Robert,
Thanks a lot for this answer, I tried and this fix my issue :)
Regards,
Vincent.
Le 16/07/2010 10:50, Robert Osfield a écrit :
Hi Vincent,
Do you mean that I have to initialize the Bounding Sphere of the PagedLOD
node when I create it ? because I didn't found any special
, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Hi all,
Still having issues with PagedLOD..._
My scene is composed by PagedLOD only at start-up. All is good, the files
are loaded and the geometry are displayed.
But when, before launching the render loop, I add a little geometry
Hi all,
Still having issues with PagedLOD... _
My scene is composed by PagedLOD only at start-up. All is good, the
files are loaded and the geometry are displayed.
But when, before launching the render loop, I add a little geometry (not
a pagedLOD, just a simple little sphere) in my scene,
Hi all,
I'm using the osg::notify logs, but in two applications(threads) in the
same process.
Each application uses the notify logs of osg that are redirected into a
log file, but when one application run and the second is started, it
redirect each logs into a new common file...
I would like
Hi,
You just have to create a new Switch, attach the geodes to it, and get
the parent of the group to attach the switch and remove the group.
Next just check that the geode only have one parent, but I think this
would be enought
Regards,
Vincent.
Le 17/06/2010 12:58, Roman Grigoriev a
Hi all,
I get a strange PagedLod behavior concerning LOD picking :
Sometimes, at runtime, I modify the PagedLOD ranges to have the high
level to be always loaded, whatever is the distance from camera.
For that, I set range from [0,n][n,1e20] to [0,0][0,1e20].
The [0,0] range seems to be a
Hi Lucie,
The 60Hz frame rate limitation is due to the graphic-card pilot vertical
synchronization.
Disable the vertical Sync. and the Frame rate displayed will be the real
one.
Regards,
Vincent.
Le 20/05/2010 15:10, lucie lemonnier a écrit :
Hi,
I want to know if there is a limit in
Hi,
Have a look at osgGA::nodeTrackerManipulator for the camera following
the node.
And for the multiples camera, there are examples in OSG sources on how
to manage that.
Vincent.
Le 19/05/2010 18:47, Sanat Talmaki a écrit :
Hi,
I am just learning osg and have been able to create a
Hi all,
Nobody have ever tried this stuff ?
Thanks,
Vincent.
Le 07/05/2010 11:24, Vincent Bourdier a écrit :
Hi all,
Working with multiples handlers, I would like to get some advices on a
way to catch a double-clic event, without having two Release events on
an other handler...
I
Hi all,
Working with multiples handlers, I would like to get some advices on a
way to catch a double-clic event, without having two Release events on
an other handler...
I really don't know how I can manage that ...
Thanks.
Regards,
Vincent.
Hi all,
Trying to make a little shoot game, I get the problem of the shoot event : a
rapid clic is handled as a double clic... so juste one event is launched...
How can I get each mouse event with no double-clic management ?
Thanks.
Regards,
Vincent.
Hi,
Le 07/04/2010 20:45, Jason Daly a écrit :
Yes, BIND_PER_PRIMITIVE is bad. BIND_OVERALL is fine. I don't know
of any Optimizer settings that do this, but it shouldn't be hard to
write one.
Just one last question ...
Why does BIND_PER_PRIMITIVE is wrong ? what about BIND_PER_PRIMITIVESET
Hi,
Thanks for your answers, I just made it and it runs well.
Regards,
Vincent.
Le 07/04/2010 20:45, Jason Daly a écrit :
Ulrich Hertlein wrote:
Hi Tim,
On 7/04/10 15:12 , Tim Moore wrote:
osg::Optimizer attempts to optimize for performance, not memory.
The optimization
Hi Robert,
I know that I am fighting with PagedLOD default behavior. The default
behavior is very good in 80% of the use case, and for the last 20%, I
just need to make PagedLOD nodes only manage the higher level, and if
possible release the Low-level to save some memory...
So with my
, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
I know that I am fighting with PagedLOD default behavior. The default
behavior is very good in 80% of the use case, and for the last 20%, I
just need to make PagedLOD nodes only manage the higher level, and if
possible release the Low-level to save
Hello,
You should try just adding a material on each PAT.
If I'm right, material will overpass the color of the geode... If anyone
can confirm :-[
Regard,
Vincent
Le 07/04/2010 11:33, Benjamin GODIN a écrit :
Hello,
I have a scene with one object but represented many times.
My graph is
Hi all,
I'm currently working with a huge set of PagedLOD nodes and I would like
to neutralize some of them, forcing the HIGH level to be loaded while I
didn't tell him to restore the LOD previous state.
My code is based on the rangeList : there is only 2 children (Low and
High levels) and
Hi all,
Looking for optimization I'm currently searching a color Array
optimizer. Something modifying the color array and its binding when
possible, of course without modifying the render of the geometry.
Is there something like that ? I didn't found anything in the
osgUtil::optimizer
.
Thanks for your answer.
Regards,
Vincent.
Le 06/04/2010 17:42, Robert Osfield a écrit :
Hi Vincent,
On Tue, Apr 6, 2010 at 8:31 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Looking for optimization I'm currently searching a color Array optimizer.
Something modifying
Hi,
Just an idea... maybe the database pager thread priority is not set.
Set it to a low priority can help the viewer maintain a better frame
rate maybe...
I'm also interested in this question.
Regards,
Vincent.
Le 15/03/2010 12:15, Trajce (Nick) Nikolov a écrit :
I want to join to this
Hi everybody,
I just ran some test on my pagedLOD based scene, and i found a behavior
I never saw before :
My pagedLOD nodes have a range based on 400 pixel size on screen to switch.
I just saw that when I go far from the node, it switches with lower
resolution node (as expected) but when I
Hi Robert,
This is the memory management patch, without the callback. If you are
interested in... use it. :-)
Regards,
Vincent.
Le 19/02/2010 16:40, Vincent Bourdier a écrit :
Hi Robert,
osgcallback already implements a ReadFilecallback... so I don't know
if it will be useful to make
but maybe
someone can help be making it portable and without
other dependencies.
Regards,
Vincent.
Robert Osfield a écrit :
On Thu, Feb 4, 2010 at 4:23 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
What difference will it makes if I return FILE_LOADED or ERROR_IN_READING_FILE
, 2010 at 2:09 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
I implemented my own ReadFile callback, working well.
Yay! :-)
Would you (and osg) be interested in having it ? I can submitt in directly
in osg src.
It's probably a bit too domain specific to be part of the OSG
Hi Alexander,
To acces vertices, you just have to get each osg::Geode (use visitors).
In each geode there are drawables, that you cast into geometries or
ShapeDrawables.
Geometries give you acces to the VertexArray.
Hope this helps.
Regards,
Vincent
Alexander Martens a écrit :
Hi,
after
Hi all,
Maybe my last question about PagedLod... I hope ;-)
Starting my application, databasePager start to load thousand of
PagedLod in my scene.
In this list, I would like to make some PagedLods nodes being loaded
before the rest of the scene. (because thousands of node take sometimes
[childNo]._priorityScale; }
unsigned int getNumPriorityScales() const { return
_perRangeDataList.size(); }
Robert.
On Thu, Feb 11, 2010 at 9:30 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Hi all,
Maybe my last question about PagedLod... I hope ;-)
Starting my application
Hi Manuel,
You use the osg::Quat(x,y,z,w) constructor, but your arguments are not
in the good order.
You may use osg::Quat(angle, osg::vec3d(x,y,z)) to be sure.
Hope this can help you.
Regards,
Vincent.
Manuel Garea a écrit :
Hi, I'm trying to make some rotation of objects, but the
Hi,
Have a look on HUD example. this is a way to add geometries to the
camera, and so this geometry is always visible in the screen, at the
same place.
Hope this helps.
Regards,
Vincent
Tufan Taş a écrit :
Hi,
I am using a custom manipulator that translates and rotates the screen. I add
In osgHud example, some text is rendered front to the camera, whatever
the camera position/orientation is.
You can replace the text using 3D geometries and keeping the same behavior.
If this is not what you are looking, give us more explanations...
Vincent.
Tufan Taş a écrit :
Hi,
I add
Hi all,
This a very strange and unexpected bug :
Applying an osgFX::Scribe effect on a node, we can see a lag in the
render : If you get each frame a screenshot you can see :
*Frame #1*
Action : no action
Render : normal render of the node
*Frame #2*
Action : adding a osgFX::Scribe node as
graph doesn't get involved with
construction of contexts. Feel free to dive in and come up with a
proposal.
Robert.
On Wed, Feb 10, 2010 at 3:07 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Hi all,
This a very strange and unexpected bug :
Applying an osgFX::Scribe effect on a node
space ? (only ive files as input datas)
Thanks.
Regards,
Vincent.
Robert Osfield a écrit :
Hi Vincent,
On Thu, Jan 14, 2010 at 5:50 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
I don't understand how this is working.
If a pagedLod is required it will be loaded... but we can cap
Hi Robert
Robert Osfield a écrit :
So when the file size in memory estimation exceed the free memory estimated,
the load is not done.
But this is the point : if I return /ERROR_IN_READING_FILE, /won't the file
be added to a black list ?
What about /FILE_LOADED /?
The OSG doesn't provide
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