Zachary1234 wrote:
> Not quite, unfortunately, it seems. I can't install linux at this time.
>
> I was wondering if someone over there has a file tree of libraries that
> exists on a Windows 64 bit filesystem? I figure that OSG was programmed and
> tested on Windows, and that hoefully
Hi Catalin,
oso::Geode has been deprecated. Replace it with osg::Group.
Thanks, Sam
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Hi All,
I'm currently trying to parse in a custom file format and I'm running into
issues generating a proper skeleton hierarchy for it. It doesn't look like the
osgAnimation::Skeleton traverses all the way down the bone hierarchy. I've
created a minimal example here:
Hi Rodrigo,
The Camera::setViewMatrixLookAt function is equivalent to the gluLookAt. You
can find more documentation on the inner workings here
(https://stackoverflow.com/questions/21830340/understanding-glmlookat).
If you don't set a camera manipulator prior to viewer.run() and move the
Hi Michael,
The portable way is to define a byte array.
See this stackoverflow for more detail:
https://stackoverflow.com/questions/7288279/how-to-embed-a-file-into-an-executable
Sent from my iPhone
> On Jan 21, 2019, at 4:02 AM, Michael Maurus wrote:
>
> Hi guys,
>
> is it possible to
Use event handlers, node masks or a switch.
Sent from my iPhone
> On Dec 20, 2018, at 5:28 PM, Diego Mancilla wrote:
>
> Hello ravi,
>
> Thank you for your your answer.
>
> What you suggest can be accomplish by the use a visitor or a callback?: Lets
> say that I want to change show/hide the
Just for clarity, it wasn't causing me any issues. Thanks for looking into it,
Robert.
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Hi,
When I use the latest 3.6.3 release, I get the following message when enabling
OSG_INFO.
Code:
OpenGL extension '' is not supported.
Does anybody else get this when running a normal viewer example?
Code:
int main(int argc, const char *argv[]) {
Hi Robert,
Thanks for taking the time to write up your post - very informative.
> For a modern scene graph I wouldn't create any Geode's at all.
Most of the OSG examples use Geodes. What is the type you would use for a
modern scene graph?
> However, as I've only seen a tiny snippet of your
Hi Robert,
Looks like in slimming down my code there are some things that look... odd.
Different meshes can have multiple groupings of the flags so I use one geode to
render all of those triangles.
Should I not be attaching the geode used to render the triangles to the main
geode returned
Hi All,
I have a custom plugin that loads mesh data and then also loads the walkable
flag information that is associated with that node. When doing a
LineSegmentIntersector to pick the node in the scene everything works perfectly
well - until I apply the visitor and append the geometry with
Jinh
Are they 1000 unique meshes? You might want to look into the osgdrawinstanced
example.
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Hi All,
I was digging through the CameraManipulator code and came across the init
function. I noticed it runs a few times during scene setup, and after looking
into the code I see the following:
Code:
/**
Start/restart the manipulator.
FIXME: what does this actually
Not really sure what you mean by memory leaks. If you don't want the cache to
cache any objects then disable it. This will have the trade off of having to
parse / upload a node every time you remove it and then re-add it.
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Hi Robert,
It seems to work okay. I wasn't sure how to do it in my original post and that
is what I came up with. I haven't tried this on a large scale map consisting of
around ~1700 of the nodes. I'll post back if there are any performance issues.
Thanks, Sam
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Hi Robert,
I have the mesh setup correctly using the DrawElementsUShort. My question was
regarding drawing the walkable triangles that are attached to the mesh. These
don't have indices and just consist of the vertex information. Here was my
approach to draw them.
Code:
for (size_t index =
If you need to rotate your entire scene you can add a single transform to the
root node and do the rotation. Then can treat that transform as the new root
node.
> On Aug 2, 2016, at 10:27, Antoine Rennuit wrote:
>
> Hi all,
>
>
> My problem is solved my I flip my
Thank you, Chris.
> On Sep 4, 2015, at 13:50, Chris Hanson wrote:
>
> http://trac.openscenegraph.org/projects/osg//wiki/Support/FAQ#WhatcanIdotomakemyeditorrecognizeOSGheadersasCfiles
>
>> On Fri, Sep 4, 2015 at 2:47 PM, sam wrote:
>> Hey All,
>>
>>
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