sers-boun...@lists.openscenegraph.org
> [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Lingyun
> Yu
> Sent: Monday, July 20, 2009 4:36 AM
> To: osg-users@lists.openscenegraph.org
> Subject: [osg-users] how matrixTransform works?
>
> Hi, everybody
>
&g
Hi, everybody
Could someone explain me how matrixTransform works?
In the updatecallback, I set the matrixTransform like this
static float c = 1.0;
c = c + 0.01;
mt->setMatrix(osg::Matrixf::translate(-bs.center()) *
osg::Matrixf::scale(1.0, c, 1.0)
osg::Matrixf::transla
Hello everyone,
I am using two mice and osg to have two touch interaction.
Now I meet a small problem. I update the matrix upon object every frame, but
if I do something like this:
mt->setMatrix(
osg::Matrixf::translate(-bs.center())
I got it, thank you all!
On Mon, May 25, 2009 at 11:53 PM, Chris 'Xenon' Hanson wrote:
> Lingyun Yu wrote:
> > I see, thank you paul. So if I want to judge which botton is pressed, I
> > should use ea->getButton(). But what's ea->getButtonMask() use for?
>
I see, thank you paul. So if I want to judge which botton is pressed, I
should use ea->getButton(). But what's ea->getButtonMask() use for?
On Mon, May 25, 2009 at 7:45 PM, Paul Martz wrote:
> You seem to be confusing the incoming button parameter, which is an
> unsigned
> int, with the GUIEventA
Hi, everybody
In the GUIEventAdapter.h, we can see
enum MouseButtonMask {
LEFT_MOUSE_BUTTON= 1<<0,
MIDDLE_MOUSE_BUTTON = 1<<1,
RIGHT_MOUSE_BUTTON = 1<<2
};
so right key's value is 4.
and we can easily get num = 4 from
int num = osgGA::G
Take care, Robert.
Look forward for your back.
On Wed, May 13, 2009 at 10:55 AM, Robert Osfield
wrote:
> Hi All,
>
> I've gone down with a bad cold, so am struggling to focus, read and
> think clearly today. So... please don't expect much support from me
> today, some active threads will just ha
camera->setNodeMask(0)
and
camera->setNodeMask(0x) might work.
On Fri, Apr 17, 2009 at 4:26 PM, Konkle, Daniel T AMRDEC/Dynetics <
daniel.kon...@us.army.mil> wrote:
> Classification: UNCLASSIFIED
> Caveats: NONE
>
> I need to turn a camera on and off.
> Use it and not use it.
>
> I've lo
no, 2G is avaible I mean
On Wed, Apr 15, 2009 at 5:43 PM, Lingyun Yu wrote:
> Thank you very much, Ismail and Martin,
>
> I have 3G memory installed. and 1.02G is avaible, I use windows vista. and
> I didn't use file page file/swap.
>
> I will read carefully about both o
Thank you very much, Ismail and Martin,
I have 3G memory installed. and 1.02G is avaible, I use windows vista. and I
didn't use file page file/swap.
I will read carefully about both of you suggested. If you have some source
can be read for that, please tell me.
Yun
On Wed, Apr 15, 2009 at 5:10
t; +--
> 15 items.
> After new block is allocated successfully, vector copies its existing
> objects (6 objects) onto new buffer (which can hold 9 items). After
> copy succeeds, vector destroys previous buffer (6 items), then you
> have a vector whose capacity is sizeof(int) * 9.
catch part.
2009/4/15 Lingyun Yu
> Hi, Ismail,
>
> I don't understand how the "expanding" happen?
> I read all dataset into an array of P, then when it expands? and why?
> and what's old array?
>
> On Tue, Apr 14, 2009 at 2:27 PM, Ismail Pazarbasi wrote:
&
Geode, Group and
> other objects. You may get all these for free, if you use a smart
> pointer (osg::ref_ptr, in this case, as osg::Node's destructor is
> protected, IIRC, which prevents it to be "delete"d externally, but
> only when its ref count reaches 0).
>
> HTH
Thanks Martin,
yes, this is also a solution.
thank you very much.
Yun
On Tue, Apr 14, 2009 at 4:04 PM, Martin Beckett wrote:
> The c++ standard also requires that the memory for is contiguous
> like a C array.
> You can try reserving the memory soon after program start and keep the
> array a
ou use a smart
> pointer (osg::ref_ptr, in this case, as osg::Node's destructor is
> protected, IIRC, which prevents it to be "delete"d externally, but
> only when its ref count reaches 0).
>
> HTH
> Ismail
>
> 2009/4/13 Paul Martz :
> > Hi Lingyun Yu --
Hi, everybody,
I met a problem when I want to show huge amount of points, as you can see the
code below, if my NumPart is 100, no problem, it shows points properly. But
if the NumPart is 200, then it shows a lot of lines. If NumPart is even
bigger, the program complained like this:Micro
I also updated my driver to the newest. it is still the same.
my quicktime version is 7.3. Is it too old?
On Thu, Apr 2, 2009 at 1:57 AM, Ulrich Hertlein wrote:
> On 2/4/09 5:32 AM, Lingyun Yu wrote:
>
>> another warning
>>
>> TextureRectangle::apply(..) failed, texture
another warning
TextureRectangle::apply(..) failed, texture rectangle is not support by your
OpenGL drivers.
--
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Warning: GraphicsWindowWin32::grabFocus() - Failed grabbing the focus
--
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ard/graphics driver. Also do other examples run fine?
> Have you compiled with the ffmpeg or quicktime plugins? What exactly command
> line options are you using?
>
> Robert.
>
> 2009/4/1 Lingyun Yu < ()>
>
> > Now I use osg2.9 to run it. it doesn't have w
Now I use osg2.9 to run it. it doesn't have warning anymore, but still just
a white window
On Wed, Apr 1, 2009 at 6:50 PM, Lingyun Yu wrote:
> Hi,
>
> while I am running osgmovie, I met the warning like
> warning: GraphicsWindowWin32::grabFocus failed grabbing the focus
&g
Hi,
while I am running osgmovie, I met the warning like
warning: GraphicsWindowWin32::grabFocus failed grabbing the focus
then only a white window on the screen.
what's wrong with this?
Thank you.
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=9
Hi, Robert and every friend,
I want to implement some interaction gestures like IPod or IPhone. I don't know
if I need to design another manipulator or just design a mouse event.
So my question is, when do I need to make another manipulator like Driver or
so, when do I need to make a mouse even
Hi dat,
I think
viewer->getCamera()->setClearColor() can make it.
Yun
2009/3/25 tien dat
> Dear all,
> I need to remove the blue background color so that I can do augmented
> display (you can run the cow.osg example to see the blue color). Do any of
> you know how to do that?
> Thank you very
please ignore my question.
I just made something stupid. [Laughing]
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Hi, everybody,
I used viewer->setUpViewerAsEmbeddedInWindow way as Robert suggested to embed
an OSG window in OpenGL context.
Then I tried to setup Manipulator like Trackball,
I did some code like this:
osg::observer_ptr gw =
viewer->setUpViewerAsEmbeddedInWindow(...)
if(event->button() == Qt
Robert Osfield wrote:
> Hi Uli,
>
> Perhaps another solution would be to render the OSG scene to a a
> pbuffer and then use the pbuffer as a texture source for the original
> graphics context. This would isolate the OSG and your own OpenGL
> context completely from each other.
>
> Robert.
>
>
nobody had the same thing?
On Fri, Mar 20, 2009 at 12:20 PM, Lingyun Yu wrote:
> Hi guys,
>
> I want to use OpenGL to render the interface, but use OSG to render in a
> region. And in this region I use OSG manipulator, but in the rest of the
> interface I use others. I don&
Hi ben,
where did you put your code? I put them in the updatecallback function,
that's why mine will change every frame.
Yun
2009/3/20 Ben
>
> benbao wrote:
> > I try to use nodemask but doesn't work.
> > Id do this :
> > Code:
> >
> > osgViewer::CompositeViewer viewer;
> > osgViewer::Graphics
Hi guys,
I want to use OpenGL to render the interface, but use OSG to render in a
region. And in this region I use OSG manipulator, but in the rest of the
interface I use others. I don't know if it is possible, if it is, how to do?
Thanks in advance.
--
Cheers,
Yun
__
Hi, Ben,
I use something like
camera0->setNodeMask(0X);
camera1->setNodeMask(0);
to enable camera0 but disable camera1.
I hope it helps.
Yun
On Fri, Mar 20, 2009 at 10:48 AM, Ben wrote:
> Hi,
> if I have understood , I must design my application with a Compos
Hi all,
Does anybody know if I can render one part of window in OSG, and use another
framework to render the rest?
Thanks.
--
Cheers,
Yun
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Hi Robert,
I also meet the same problem, I have 128 snapshots of particles, and I want
to use those 128 shapshots to make an real time animation.
First thing I tried, was using a update callback function and bind it on my
geode, everytime I just updated all positions of particles. But obviously it
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