Hi,
I have an example where I create an OSG window. I need to be able to move or
resize it after creation through code. I have tried something like this:
Code:
while (!viewer->done()) {
viewer->frame();
if (bConditionMet) viewer->getEventQueue()->windowResize(newX, newY,
Thanks!
Cheers,
Mike
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Hi,
In reference to the osggeometryshaders example, I have a question about a
seeming problem when only passing one point to the geometry shader:
If I comment out all but the first push back:
Code:
osg::Vec3Array* vAry = new osg::Vec3Array;
setVertexArray( vAry );
vAry->push_back(
Similar to what OSGforest example does, except render an actual ive file and
mot just textured quads...
Thank you!
Cheers,
Mike
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Hi,
Wondering if it possible to draw an ive file inside a shader. For example, say
I want to populate an urban area with a particular building, maybe have the
shader scale and rotate and place it randomly. Can I use a shader to draw the
ive file over and over again externally to the actual
Thanks, Robert. What about some convex shape like a pentagon? Just looking for
some way to do something other than a rectangle?
...
Thank you!
Cheers,
Mike
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Hi,
Can you have an irregular shaped clip node? For example, what if I want an
ellipse or a pentagon shaped clip node. Is that possible?
Thank you!
Cheers,
Mike
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Robert,
I have found the problem - multiple OSG versions and I was linking to the
older one. Thanks!
Cheers,
Mike
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Hi,
Have some older code that I have working with on Windows (OSG 3.2.1). Uses
setColorArray and setNormal array to define some primitive geometry.
While porting to LINUX using OSG 3.2.3, I get undefines on these two methods
while linking. Are there some "deprecation" flags or something I need
In a post frame callback.
...
Thank you!
Cheers,
Mike
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Hi,
I am trying to manually effect near and far clipping planes based on camera
altitude in my app. Essentially, I do this:
Camera()->getProjectionMatrixAsPerspective(_fov,_ratio,_near,_far);
Then based on some criteria, I might change the near or far clip planes.
_near = _nearNew;
_far -
Having problems with Z-fighting when using a very large terrain database and
mixing it with Triton ocean - seeing lots of z-fighting along the coast line
where the water and the terrain depths are nearly the same. I can alleviate the
problem by reducing the near/far clip boundaries, but this is
OK,
Got this working for some cases. For example, I used Lightwave to create a
box with a colorbar texture placed on it so I would know for sure that the
color returned was correct. The texture I used was a plain jpg. The problem is
when using some other .ive , ost, or .osgt files. These
OK, fixed that - loaded an .ive file and was able to get correct looking
texture coordinates. In a .ive file with embedded textures, is there a
textureName? Probably not - not really important.
But the code does say that there is one image in the texture. But doing the
getImage(0) does not
Yes, a null texture is the problem. I am using the osgparticleeffects example,
as I know the object does have a texture. It is the example where you click on
the terrain and at that point an explosion and smoke effect starts.
But when printing out the coordinates of hit in the code above, they
Hi,
using the example, osgparticleeffects.cpp, I added the following lines of code
to the pick function (inside the //MGREENE section):
Code:
void pick(osgViewer::Viewer* viewer, const osgGA::GUIEventAdapter ea)
{
osg::Group* root = dynamic_castosg::Group*(viewer-getSceneData());
Thank you guys very much!
Cheers,
Mike
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Hi,
I am wanting to do a dust cloud when an entity (helicopter) lands on a terrain.
Ideally, would like the color of the dust cloud to be similar to the
material/texture that the entity is on. Is there a way to do a
material/texture color query based on an entity position, kind of like an LOS
Thank you!
Cheers,
Mike
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Sorry, I guess I should have asked - wrt OSG - the include file osg/CameraNode
has vanished in the latest version (at least compared to 3.2.1). Has this
functionality been replaced or superceded?
Mike Greene
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it , but it looks like the previous dragging motion queues up lots
of mouse events that then continue to rotate the terrain on subsequent
render loops.
Mike Greene
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I have an MFC/OSG app that works well as far as mouse/manipulator
functionality is concerned. But it seems as if the standard way I do
keyboard handling does not. Does MFC intercept
keyboard commands? Is there an example somewhere of how to passthrough
the OSG keyboard commands?
Mike Greene
;.
Is this possible? As of now, the plugin gives me the message saying it
doesn't know how to handle that type of file. I can transcode the stream
into an mpeg 2 or 4 format. Could I somehow just mod the QT plugin so
that is will accept a url as a file name with no extension?
Mike Greene
the HUD and the 3D cameras are separate, that doesn't seem to be
working.
Mike Greene
010/1/6 Mike Greene mgre...@hiwaay.net mailto:mgre...@hiwaay.net
I have a view with two cameras - a HUD camera and a regular 3D
perspective camera. I have my scene set up so that I can vary the
alpha
components drawn at full brightness while the HUD is also
fully opaque. I tried using renderbins, but I think the problem is that
the HUD and the 3D items are seen with different cameras. Is there a way
to accomplish this?
Mike Greene
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Hopefully a simple question: In the demo, osggeometry, I changed all the
color values to have an alpha of 0.1 instead of 1.0 (4th component of
Vec4). It didn't have any effect. What else needs to be added in order
for the transparency to appear?
Mike Greene
and
X2nY2n)? I tried returning the bounding box on the linesegment but it
returned the same values both before and after I did the transform.
Mike Greene
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) to work. I run it by using the command:
osgmovie 0:1.livewhich is the device that gets assigned to the card.
I've also gotten it to work using a regular Firewire stream in NTSC
resolution using the AbstractPlane DirectShow to Quicktime convertor:
http://www.abstractplane.com/
Mike Greene
that there was not a more efficient way that I'm missing.
Mike Greene
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What happens if you need to periodically update size, position,
orientation of objects? Without using a PAT and putting everything in a
single geometry is this possible?
Mike Greene
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http
question - is there a better way of handling a large number of
objects that must each be individually manipulated dynamically for the
duration of the program (i.e., not static)?
Im using a fairly
Mike Greene
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., not static size, orientation, position).
Mike Greene
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. Is this correct?
Mike Greene
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Where in the osg source code is the close down section for when the
user hits the esc key? I need to be able to replicate the code via a
custom function, so I'd like to have it as a baseline.
Mike Greene
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I currently have a setup with one viewer with two cameras. I add a HUD
to the scene (as a child to the root node) and it shows up in both
camera views. Is there an easy way to disable seeing it in one view?
Some camera-Set... that will do this? (based on depth or something?)
Mike Greene
I have it working with both avis and mpgs on Windows. You need to make
copies of the osgdb_qtd.dll (in the plugins directory) and rename them
osgdb_mpgd.dll and osgdb_avid.dll . Then you can give either of these
types of files as arguments to osgmovie.
Trying to modify the osgscribe example. I want to display the scribe
lines, without the underlying model beneath it.
The code does the following:
root-addChild(decorator);
decorator-addChild(loadedModel);
The decorator setups up the scribe mode. If I then set the nodeMask
of the
Paul - Thanks! That fixed the problem.
Can you explain why this was needed?
/Paul Martz wrote:
Try forcing SingleThreaded, either in your app by calling
Viewer::setThreadModel, or with the env var OSG_THREADING=SingleThreaded.
-Paul /
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Using Windows XP, VS2005 debug, OSG 2.3.7.
Getting an exception inviewer.frame(OSGSimTime); the first time
through the render loop. Looking at the auto variable values, it appears
that BoundingSphere has returned an error.
I do call :
terrainGroup-addChild(terrainNode);
const
for this?
Mike Greene
//code
#include osg/Notify
#include osg/TextureRectangle
#include osg/Geometry
#include osg/Geode
#include osg/TexMat
#include osg/Group
#include osg/Projection
#include osg/MatrixTransform
#include osgText/Text
#include osgDB/Registry
#include osgDB/ReadFile
#include
In the QuickTime Live feed stuff, has anything changed from 2.3.7 (maybe
a ? for Colin). I'm still having some issues with an HD live feed with
2.3.7 and was just curious if anything has changed since?
Mike Greene
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. Is there a new
dependency package somewhere that contains ALL the necessary components
and that has been checkout on Windows with the latest svn versions?
Mike Greene
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http
is found in cpl_string.h b ut this is not included in the
source files.
I used the included CMAKE files and built the Visual 2005 solution
files, and satisfied all the required environment vars. What am I missing?
Mike Greene
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, Quicktime
SDK 7.3.
Mike Greene
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output is :
available Video DigitizerComponents : 0
I know the video is working because I have a VideoLan Client instance
running and it shows the output of the camera feed. Is there there
something else (maybe relative to QuickTime) that I need to specify?
Mike Greene
into that next.
Mike Greene
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I've been using the QT plugin for sometime now with a pre-recorded movie
(.mov). I now want to send it live streams. Is there any
documentation/examples on how to do this? I use VideoLan Client to start
a multicast stream (udp://@2xx.xxx.xxx.xxx:1234) and can see it
remotely, so I know it is
In other mailing lists that I subscribe to, the message number is given
in the header of the actual message as it corresponds to the topic
summary. In the OSG mailings, although the message number is given in
the top summary, it does not appear in the actual message itself, thus
making it
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