want to know, just it does not work like window
creation from another thread.
So to get in the same case that most of people i prefered to put the window
creation in the main thread.
Thank you for you reply.
Cheers,
Cedric
Vincent Bourdier wrote:
Hi,
Maybe you just have to add
Hi,
The Handlers can be set when you need them.
By default, the statesetHandler is set, and manage the 'l' key for instance.
If you make your own viewer, you can put the handlers you want.
I'm not sure on how to remove the default handler, but If you set your
view(er), and add the eventHandlers
Hi,
I need some explanations about the ways OSG allow to modify the render.
I am working on a function, to apply to a node, to set it always rendered
over the other nodes. In other words, If I apply this on an osgText, I would
be able to read the text whatever my camera position can be (of
? is it necessary ?
Thanks for you help.
Regards,
Vincent.
2009/1/9 Serge Lages serge.la...@gmail.com
Hi Vincent,
I'll try to answer to your questions...
On Fri, Jan 9, 2009 at 9:55 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Hi,
I need some explanations about the ways
to answer to your questions...
On Fri, Jan 9, 2009 at 9:55 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Hi,
I need some explanations about the ways OSG allow to modify the render.
I am working on a function, to apply to a node, to set it always rendered
over the other nodes
-boun...@lists.openscenegraph.org] *On Behalf Of *Vincent
Bourdier
*Sent:* Friday, January 09, 2009 2:58 AM
*To:* OpenSceneGraph Users
*Subject:* Re: [osg-users] Depth, CULL, renderBin : what and when ?
Hi,
Thanks for your explanations.
If anyone can explain me the Depth class
I think there is a real bug in the rendering of OsgText. (2.6.1 release)
The bug does appear randomly... I get it with simple text in a Hud, updated
each frame.
The bug is there :
*void Text::drawForegroundText(osg::State state, const GlyphQuads
glyphquad, const osg::Vec4 colorMultiplier)
Hi,
Looking for physic/collision application, I would have more information on
osgNV.
Does it would work with graphic card which are not NVidia's one ?
Is it possible to consider this project as an interface for PhysiX (for now)
for any application, plateform, ... ?
Thanks,
Regards,
Hi,
Currently making my billboard node, I add an osgText on it. I need this text
to be in node's coordinate, but in constant pixel size on screen.
When the billboard move or rotate, the text will follow it. The only thing
the text can change is caracter size.
I use this code :
*
of it on SF.net if interested. It's still in design.
Wang Rui
2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com
Hi,
Looking for physic/collision application, I would have more information on
osgNV.
Does it would work with graphic card which are not NVidia's one ?
Is it possible
the text to the billboard, instead just add it as sibling to
the Billboard and enable the rotate to screen option on the text
object.
Robert.
On Tue, Jan 13, 2009 at 11:59 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Hi,
Currently making my billboard node, I add an osgText on it. I
...@csir.co.za
Hi,
can you make it crash in singlethreaded mode? If not, check all settings of
dynamic on text nodes.
jp
Vincent Bourdier wrote:
Hi,
I allow myself to Up this topic...
Thanks,
Regards,
Vincent.
2009/1/12 Vincent Bourdier vincent.bourd...@gmail.com mailto
:
stateset-setDataVariance(osg::Object::DYNAMIC);
Also have a search on the mailing list for setDataVariance.
regards
jp
Vincent Bourdier wrote:
Hi J.P,
I have no crash in singleThreaded mode. It is a random crash so I can not
be 100% sure, but it seems to be the problem.
So, what can
: is the
setRotation() is called, the text do not update with good proportions...
Any suggestion ?
Thanks,
Regards,
Vincent.
2009/1/13 Vincent Bourdier vincent.bourd...@gmail.com
Hi Robert,
I did it from the past for a simple OSG text on a billboard node,
without constant screen pixel size
);
d-setFont( _ve-getFont().get())*
Thanks,
Regards,
Vincent.
2009/1/13 Robert Osfield robert.osfi...@gmail.com
Do you use text-setAutoRotateToScreen(true)?
On Tue, Jan 13, 2009 at 1:36 PM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Hi,
I've tried what you propose : put
was intended.
- Ken
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
boun...@lists.openscenegraph.org] On Behalf Of Vincent Bourdier
Sent: Thursday, January 15, 2009 5:14 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Vertex list indexing
Hi,
Working on window, I am trying to compil osg with /MT option instead of /MD
to avoid MV dependencies (*msvcr80.dll *for example).
With this option, some OSG component (osgText, osgTerrain, ) do not
link.
It is possible to do it ? how ? (any suggestion would be a good beginning)
Thanks.
Hi Cory,
I personally not have done all of that.
Just putting the osgFile.lib in the linker and osgfile includes, and making
my application, I have the intellisense working good. Nothing to do
especially. When intellisense do not work, you can assume that an error is
in you code syntax... or
Hi Cory,
Texture coordinates is a basic way to apply a texture on a geometry.
For each vertex, you give a 2D coordinate data to associate a vertex and a
texture point. OpenGl will interpolate the texture pixel between each
vertex, depending on theses coordinates.
The 2D texture coordinate have
move down. In
OpenGL, the coordinates are called **s and **t instead of **u and **v, the
(0, 0) point (the origin) is at the bottom-left corner, and the **t
coordinate increases as you move up. *
So don't consider my little drawing as right.
Vincent.
2009/1/22 Vincent Bourdier vincent.bourd
Hi,
Have a look on Placer and Shooter class.
Radial shooter :
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01622.htmlallow
you to set an angle of the cone,
Placer :
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01569.htmlallow
you to set
Hi,
Please be more patient...
Sometime you can get an answer in 20 min, sometimes after 1 or 2 days...
Regards,
Vincent.
2009/1/30 neil.hug...@tesco.net
Hi All,
Can anyone assist with an issue/misunderstanding I'm having when using
DEEP_COPY_ALL please ?
The issue is that if I have a
Hum, sorry I was not really awoken ...
I was modifying the wrong matrix.
Dragger get its own matrix for the geometry, Selection is the Matrix which
modify the dragged node.
Sorry for the inconvenience,
Regards,
Vincent.
2009/2/3 Vincent Bourdier vincent.bourd...@gmail.com
Hi all,
I'm
Hi all,
I'm currently working a code to save/load a Dragger just with text datas.
So I know its position, children, ... and I save its Matrix rotation (Quat)
to load the exact position of the dragged node.
But when I set the matrix of the dragger on loading, the node under Dragger
seems to be
Hi
Compilation of OSG scr + examples on VS2005 sp1 in Debug and Release mode
(Win XP SP3 )
0 error, just some VS warning (not a lot) Nothing important.
Regards,
Vincent.
2009/2/12 Martin Spott martin.sp...@mgras.net
Robert Osfield robert.osfi...@gmail.com wrote:
Three hours left till
Hello,
Have a look on osgExp.
This plugin allow 3ds max to write .IVE and .OSG files form your 3DS max
scene...
Don't know if it is better than the osg 3DS plugin, but I'm interested to
know it ;-)
Hope this can help you.
Regards,
Vincent
2009/2/12 javier marco osgfo...@tevs.eu
hello.
Congratulations !
A very huge job done here ! Thanks a lot for this OSG new release :-)
Vincent.
2009/2/12 Robert Osfield robert.osfi...@gmail.com
Hi Cedric,
On Thu, Feb 12, 2009 at 3:52 PM, Cedric Pinson morni...@plopbyte.net
wrote:
Hi Robert i dont see a link for the data ?
Is it on
Hello,
Maybe I'm wrong, but I think using the last Cmake can help you... try the
2.6 or later.
Regards,
Vincent
2009/2/16 Kim C Bale k.b...@hull.ac.uk
Good morning all,
I'm having problems compiling 2.8 with VS2005SP1 with a build project
generated with CMAKE 2.4
When I try to
Hi all,
Trying to make a dll with some osg code, I am having some difficulties.
It appear that a std::string parameter can cause crashes ... but in OSG they
are some std::string arguments... so is there some special code/compilation
to use ?
I use MSVC 2005 to make the dll and to use it in the
had to
do a wild guess, I might say you're using mixing Debug/Release builds or
that debug/checked iterators are also mixed up.
Cheers,
Tanguy
*From:* osg-users-boun...@lists.openscenegraph.org [mailto:
osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Vincent
Bourdier
Hi
I had it a few days ago.
Check if the osgEarth dll(s) is in the PATH environment variable, if the
file exist of course, ... all osgEarth dependencies have to be in the PATH
too (all DLL in general...)
Do you put the good paths in the Cmake configuration for osgEarth ?
Regards,
Vincent.
a batch file that sets my PATH variable
to include the version of OSG I'm working with, the 3rd Party dependencies
(libpng, curl, etc), and the osgEarth libraries.
Jason
On Wed, Feb 18, 2009 at 8:29 AM, Vincent Bourdier
vincent.bourd...@gmail.com wrote:
Hi
I had it a few days ago
Hi all,
I'm working on a post-screenshot pass to apply to my pictures.
I searching a way to define a color as transparent. (for png file)
osg::Image do not allow this kind of modifications, or I don't know how...
Did you do it ? any idea ?
thanks,
Regards,
Vincent.
Hi Art,
I never wrote a shader so I think I will not learn this afternoon.
I was thinking on scanning all pixel, but the real problem is not how to get
the pixel, but how to write the png file with the background as transparent
color. I don't know if it is possible to do that just modifying A
I did a
setClearColor(osg::Vec4(0., 0., 0., 1.));
and
setClearColor(osg::Vec4(0., 0., 0., 0.));
on my camera, but when writing the file in png... nothing look like an alpha
channel... same result each time...
I'll try manually scannin each pixel. do you think just
Hi Art,
I do not use any RTT texture, just use _image-readPixels() to get screen
capture. I verified, result-getPixelSizeInBits()/8 remain = 4 so it is a
RGBA image.
No background or black geometry, ... If I change clear color to white, I
have the white background...
I use Gimp and Photofiltre to
Hi Art,
I use
_image-readPixels(int(viewport-x()),int(viewport-y()),int(viewport-width()),int(viewport-height()),
GL_RGBA, GL_UNSIGNED_BYTE);
No display setting was set, so I made it
osg::DisplaySettings* ds = new osg::DisplaySettings();
ds-setMinimumNumAlphaBits(8);
(), data, result-getAllocationMode());
( and no the whole allocation)
Thanks for your help, I can now save png files with alpha channel :-)
Regards,
Vincent.
2009/2/23 Paul Speed psp...@progeeks.com
Vincent Bourdier wrote:
[snip]
data[n+3] = 1.0;
This isn't your problem
Hi Jean Sebastien.
I don't know anything about multi gen creator... it is not an OSG plugin
right ?
It a free one ? google give me answers but I don't see anything about a free
product.
Is there any equivalent in OSG ?
Thanks.
Regards,
Vincent.
2009/2/24 Jean-Sébastien Guay
Ok thanks Jean-Sébastien,
I'll have a look if I have someting to edit/generate normals. maybe 3ds max
can give a good result ...
Thanks for you help :-)
Regards,
Vincent.
2009/2/24 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hi Vincent,
I don't know anything about multi gen
Hi all,
I was thinking about posting in osg submission, but I don't have
nothing to submit.
I just had a little bug, solved now, but I thing this can be an
interessting point for OSG to notice.
To make a special geometry, I did a function returning a new vertex Array.
In the code, all was
, or that their is a compiler bug.
The fact that adding an explicit Vec3d() into your code suggests to me
Isn't that an explicit cast to Vec3f()? As osg::Vec3 defaults to Vec3f...
Paul
that it's not likely to be an OSG issue, rather a compile one.
Robert.
On Thu, Feb 26, 2009 at 2:25 PM, Vincent Bourdier
Hi,
2009/2/24 Jason Daly jd...@ist.ucf.edu:
Jean-Sébastien Guay wrote:
I imagine that any modeling software should have a tool to generate/smooth
normals. 3DS Max, Blender, Maya, ... It's pretty basic functionality. In
Creator it's called Calculate Shading, but it may be called something
Using 3ds max,
applying modifier Edit Normal - Unify, I do not have my old lighting problem.
(exported as .osg file with osgExp from 3ds max 9)
Don't know why this is necessary ... because normals still exist
before I decided to Unify them...
Vincent.
2009/3/2 Jonatan osgfo...@tevs.eu:
There
Hi Kim,
I had a problem like this in the past, I solved it using a draw
callback to update the texts.
you can read this problem here :
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/39315/focus=39408
Hopping this can help you.
Regards,
Vincent.
2009/3/2 Kim C Bale
Hi all,
Using osgManipulator, I use 2 draggers (translation and rotation) to
move/rotate an element in the scene.
Everything is fine when I dragg using the draggers... BUT (of course) when I
decide to move the dragger without mouse action, things become difficult.
My dragger are like that :
Hi,
Version 0.9.5 is the latest stable release with support for Max 2008/2009.
see this at :
http://sourceforge.net/project/platformdownload.php?group_id=148454
osgExp page : http://osgmaxexp.wiki.sourceforge.net/
Vincent.
2009/3/5 marwa3dz osgfo...@tevs.eu
Is there an osgExp plugin for 3ds
Hi,
When you compile, your compiler will generate theses files ...
If you use Cmake, you would not have this kind of problem... Tell us more
about how you did that, what you use...
(Notice that the d in the lib name is for debug version)
Vincent.
2009/3/5 glgosg glg...@163.com
when i
Hi,
I use the manipulator-gtInverseMatrix().getTrans() to have camera position
node-getBound-center() * node-getWorldMatrix() to have node center, and
then you just have to compute the difference.
Vincent.
2009/3/9 Peter osgfo...@tevs.eu
Hi all,
I'd like to make callback which compute the
Hi Dirk,
Maybe you have the same problem than I had :
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/38200/focus=38214
(sorry no solution...)
Vincent.
2009/3/11 Dirk Uys dirkc...@gmail.com
Hi
I'm new to OSG, but not so new to scene graphs in general.
I'm trying to make
Hi, Mark
Use a svn client to download the directory.
Vincent.
2009/3/13 Mark Roberts osgfo...@tevs.eu
Hi, i'm a beginner. I need a 3rdParty package for VisualStudio 8 (2005)
SP1, but there is only access directory (
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies ).
Hi all,
In the documentation of osg, I see the methods postMultTranslate() and
postMultScale() but there are not in the code implementation ...
Do I miss something ?
If there were removed, why are there in the documentation ? :
::postMultTranslate( const Vec3f v )
The methods are there and implemented.
Robert.
2009/3/25 Vincent Bourdier vincent.bourd...@gmail.com
Hi all,
In the documentation of osg, I see the methods postMultTranslate() and
postMultScale() but there are not in the code implementation ...
Do I miss
Hi,
I don't know for the compilation errors, but new osg::Camera;// execute
main loop will not do anything... try viewer.run() ...
Vincent.
Le 2 juillet 2008 12:25, Zamo Cédrik [EMAIL PROTECTED] a écrit :
Hi,
I tried this tutorial :
http://osghelp.com/readarticle.php?article_id=6
Hi all,
I have a similar problem than
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2008-June/012275.htmlbut
I did not succed to solve the problem...
This is the whole problem :
I've done a manipulator (matrix manipulator), which permit to make the
camera follow a node.
is moved...
To solve it, I just add a _frame() call just before the
manipulator-getInverseMatrix...
If anyone have the same problem, it can be the solution.
If anyone have a better idea, I am always curious to know it.
Thanks,
Regards,
Vincent.
2008/7/9 Vincent Bourdier [EMAIL PROTECTED]:
Hi all
Hi all,
I'm looking at a way to put a geometry (planar surface) as background of an
osgText...
I was thinking on a mix between billboard geode, and something else to
manage the geometry to have the size constant in screen coordinates... but
no way to do it as simply as osgText !
Is there any
Just a little up
No one has ever tried to put a background on a osgText ?
Thanks
Vincent.
2008/7/9 Vincent Bourdier [EMAIL PROTECTED]:
Hi all,
I'm looking at a way to put a geometry (planar surface) as background of an
osgText...
I was thinking on a mix between billboard geode
-setDrawMode(osgText::Text::BOUNDINGBOX) is activated... but text
letters and background melt is not very beautiful... I'm ajusting some
parameters... but I don't thing it is enough.
Thanks,
regard,
Vincent.
jp
Vincent Bourdier wrote:
Just a little up
No one has ever tried to put
, so
I've to do it myself...
Still waiting for reply I you have new ideas or experiences...
thanks a lot,
regards,
Vincent.
--
*De :* [EMAIL PROTECTED] [mailto:
[EMAIL PROTECTED] *De la part de* Vincent
Bourdier
*Envoyé :* jeudi 10 juillet 2008 09:24
*À
Hi all,
Just a little question :
I have a PAT with a setScale() aldeady done and a child.
I want to add an other child to this PAT. Will this child be scaled ? no ?
thanks.
Regard,
Vincent.
___
osg-users mailing list
Thanks a lot.
Regards,
Vincent.
2008/7/10 Will Dicharry [EMAIL PROTECTED]:
Yes, it will be scaled. The transformation applies to all children of the
PAT, regardless of when they are added.
--Will
Vincent Bourdier wrote:
Hi all,
Just a little question :
I have a PAT
Hi All,
Just a simple question on how to set a transparency effect on a drawable.
My geode contains 2 drawables, and I need only one to be transparent...
I've tried :
double opacity = 0.1;
osg::StateSet* state = mygometry-getOrCreateStateSet();
No one have any idea of how to set an alpha transparency level on a geometry
?
It has no texture, juste one color...
Thanks,
Regards,
Vincent.
2008/7/11 Vincent Bourdier [EMAIL PROTECTED]:
Hi All,
Just a simple question on how to set a transparency effect on a drawable.
My geode contains
PROTECTED]:
Hi,
Vincent Bourdier schrieb:
Lightning is already set to ON...
But nothing appear transparent...
is GL_BLEND enabled? a.ka. state-setMode(GL_BLEND,
osg::StatetAttribute::ON);
cheers
Stephan
___
osg-users mailing list
osg
]
[mailto:[EMAIL PROTECTED] On Behalf Of Vincent
Bourdier
Sent: Friday, July 11, 2008 8:54 AM
To: osg
Subject: Re: [osg-users] Transparency on a drawable
No one have any idea of how to set an alpha transparency level on a
geometry ?
It has no texture, juste one color...
Thanks,
Regards
Hi
If I can help : http://ange3d.developpez.com/tutoriels/osg/ (Sorry it is
french tutoriel)
Regards,
Vincent
2008/7/11 Victor Chilekwa [EMAIL PROTECTED]:
Hi Peter,
Thanks for the quick reply I will read around CMake and hopefully get
started.
Victor
*From:* [EMAIL
transparent...
Regards,
Vincent
2008/7/12 Ulrich Hertlein [EMAIL PROTECTED]:
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
);
viewer.setSceneData(nde.get());
if (!viewer.getSceneData())
{
osg::notify( osg::FATAL ) Unable to load data file. Exiting.
std::endl;
return 1;
}
// Display, and main loop.
return viewer.run();
}
- Original Message
From: Vincent Bourdier
Hi Paul.
Nothing changes with color's alpha changed...
2008/7/15 Paul Speed [EMAIL PROTECTED]:
Vincent Bourdier wrote:
Hi
Yes, no solutions seems to work on my problem.
Because all the propositions concern nodes, I permit to remember that I am
looking at a way to set alpha level
Sure
This is my Billboard node which won't set its geometry to transparent.
thanks for help.
Regards,
Vincent
2008/7/15 Ulrich Hertlein [EMAIL PROTECTED]:
Hi Vincent,
odd... could you save the scene and post it?
/ulrich
___
osg-users mailing
and a blending function you have to setColorMode (AMBIENT_DIFFUSE) on the
material.
Dimi
- Original Message
From: Vincent Bourdier [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Tuesday, July 15, 2008 11:09:23 AM
Subject: Re: [osg-users] Transparency
(top
transparent, bottom opaque).
I assume this is what you wanted.
Do an diff on the files and see what you did wrong You set the colors
per primitive and not per vertex.
- Original Message
From: Vincent Bourdier [EMAIL PROTECTED]
To: OpenSceneGraph Users osg-users
Hi all,
I'm trying to add more than one nodeCallback on a single node. It would be
very useful for my application.
First way :
In the archive, I founded this :
http://lists.openscenegraph.org/htdig.cgi/osg-users-openscenegraph.org/2007-October/003905.html
I didn't saw it in OSG sources, so I
this.
A nested set of NodeCallback's can be any length - it effectively just
a linked list.
Robert.
On Tue, Jul 22, 2008 at 2:17 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi all,
I'm trying to add more than one nodeCallback on a single node. It would
be
very useful for my application
Hi,
When you put a node under a matrixTransform, this node will be deplaced and
transformed depending on the MatrixTransform. This behavior is totaly
adapted to the scene graph.
If you want your node to stay a the same place, you will need to add it in
an other place, or you will have to move it
Hi All,
Working on a way to find the good world matrix for a node, I've encountered
some problems :
My structure is this one :
-root
|-Node...(not osg::Tranform)
|-PAT (osg::PositionAtitudeTransform)
If I get the PAT translation and rotation, I've a vector and a Quat, which
looks good,
Hi,
I make an update to have some answers if possible...
Thanks.
Regards,
Vincent.
2008/7/30 Vincent Bourdier [EMAIL PROTECTED]
Hi All,
Working on a way to find the good world matrix for a node, I've encountered
some problems :
My structure is this one :
-root
|-Node...(not osg
So you agree that it is not normal to have a difference in the rotation, if
no transform is above the PAT ?
thanks,
Regards
Vincent
2008/8/4 Robert Osfield [EMAIL PROTECTED]
On Mon, Aug 4, 2008 at 7:21 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi Robert,
Sorry
try : http://en.wikipedia.org/wiki/Kd-tree
It is a good begining.
2008/8/4 Robert Osfield [EMAIL PROTECTED]
On Mon, Aug 4, 2008 at 11:56 AM, GMD GammerMaxyandex.ru
[EMAIL PROTECTED] wrote:
What is K-tree? I searched information about in the
Internet but found nothing. Could you
I,
Just an idea but if you want to have a pivot point, add a Helper at the
pivot point of your model, and put it as parent of all the model...
It is not exactly what you mean, but it can do what you want.
Regards,
Vincent.
2008/8/6 [EMAIL PROTECTED]
I have some 3DS models that I am trying to
Hi all,
I've a scene with 2 lights :
The first one (n°0) is the one for the whole scene, with ambiant component,
diffuse, specular, ...
The second one is attached on a node, and have to light only this node and
not all the scene.
To do that, I put some attenuation on the second light to avoid
PROTECTED]
Hi Vincent,
You'll need to set the light number of the light via
light-setLightNum(num); The first light should be 0, and your second
one 1.
Robert.
On Wed, Aug 6, 2008 at 10:53 AM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
Hi all,
I've a scene with 2 lights :
The first one
?
* how to light a specified node, without (if possible) lightning the other
one ?
Thanks,
Regards,
Vincent.
2008/8/6 Vincent Bourdier [EMAIL PROTECTED]
Hi Robert,
Yes I know, i forgot to paste the code :
osg::ref_ptrosg::Light light1 = new osg::Light;
light1-setLightNum(1);
Sorry
Any
Hi,
I just need to move a light, and for that I try to use a callback.
So I implement a simple class lightMoveCallback : public
osg::StateAttribute::Callback
with virtual void operator()(osg::StateAttribute* ss, osg::NodeVisitor* nv);
but the callback is never called...
I use :
LightMoveCallback from
osg::NodeCallback
instead of osg::StateAttribute::Callback to see if the callback gets
called?
Just a thought...
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Vincent
Bourdier
Sent: Thursday, August 07, 2008 8:56 AM
To: osg
I just had seen that stateattribute::callback is a structure... I did the
same for my callback, ... but still nothing append.
I anyone used it before or know how to use it...
Thanks,
Regards,
Vincent
2008/8/7 Vincent Bourdier [EMAIL PROTECTED]
Yes,
but if I did it, I cannot set my
find the whole Light / LightSource (which is a Group) / Light
set as a StateAttribute a bit confusing.
Paul
Vincent Bourdier wrote:
Hi,
I just need to move a light, and for that I try to use a callback.
So I implement a simple class lightMoveCallback : public
osg::StateAttribute
Right
Thanks a lot for your help.
Regards,
Vincent
2008/8/8 Jean-Sébastien Guay [EMAIL PROTECTED]
Hi Vincent,
just one last question : my callback is a structure, and there is no
traverse() method to call... is it a problem ?
It overrides a base class which has a traverse() method, so
:
[EMAIL PROTECTED] *On Behalf Of *Vincent
Bourdier
*Sent:* Tuesday, September 16, 2008 5:22 AM
*To:* osg
*Subject:* [osg-users] Culling problem
Hi all,
I have a strange problem : Nodes are moving (PAT-LOD-Node.ive) depending
on a PAT and all the PATs have the same group for parent
Hi all,
First of all, a little question : I have a draw time increasing... after
about 10 minutes the FPS is little due to very hight draw time... What can
do that ? what the draw do ?
Here are some questions about OSG application optimizations :
When applying a jpeg texture on a node, I
Hi,
Searching memory leaks, I use some libraries looking at leaks but it is very
difficult to know if a leak is really one or not, specially due to
ref_prt.
Is there any free profiler (memory, time, number of acces, ...) for windows
or even for VS 2005 (not Team edition) to trace an OSG based
Hi
Maybe the camera is only moved and not scaled... try with getTrans();
Vincent.
2008/9/18 forest37 [EMAIL PROTECTED]
hi all,
When the secne is zoomed in or out ,I want to get the zoom scale.I do
it like this:
osg::Camera* camera= viewer.getCamera();
osg::Matrix
.
Regards,
Vincent.
2008/9/18 Vincent Bourdier [EMAIL PROTECTED]
Hi,
Searching memory leaks, I use some libraries looking at leaks but it is
very difficult to know if a leak is really one or not, specially due to
ref_prt.
Is there any free profiler (memory, time, number of acces, ...) for windows
I know... but I am under windows... and so I have to forget this one... :'(
No one under windows ?
Thanks.
2008/9/19 Alberto Luaces [EMAIL PROTECTED]
El Viernes 19 Septiembre 2008ES 13:00:57 Vincent Bourdier escribió:
No one never profile his OSG code ?
Yes, but with the Linux-only
Thibault Genessay [EMAIL PROTECTED]
Hi Vincent
On Fri, Sep 19, 2008 at 1:12 PM, Vincent Bourdier
[EMAIL PROTECTED] wrote:
I know... but I am under windows... and so I have to forget this one...
:'(
No one under windows ?
You could try IBM Rational Purify. It's quite a nice tool and you
Hi
@Sergey : I currently do it, but it returns me a lot of leak, and a lot
looks like false positive...
Thanks Jean-Sébastien for AQTime ans gDebugger, I'll have a look at these.
Thibault, thanks a lot for this very detailed answer. I think I will find my
problems with all these possibilities.
Hi,
Looking for memory leaks, Visual Leak Detector return me that :
-- Block 0 at 0x01F12C18: 100 bytes --
Call Stack:
z:\projets\easymonitoring\3dem\trunk\include\terrain\textureinit.h (39):
TextureInit::TextureInit
Hi all,
I read that all the objects that inherit from Referenced need to be in a
ref_ptr.
Ok that sounds good , but :
In this case I don't know if I need to put the ref_prt in argument or if
only the ptr is needed.
bool VisualEffects::setTransparency(string name, float alpha){
Up,
Ok with the rules :
http://andesengineering.com/OSG_ProducerArticles/RefPointers/RefPointers.html
But there is nothing about ref_ptrs in argument...
any idea ?
thanks.
Regards,
Vincent
2008/9/22 Vincent Bourdier [EMAIL PROTECTED]
Hi all,
I read that all the objects that inherit
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