Hi,
I tried to run the osgcegui example, and no GUI was rendered.
All the GUI creation code was taken from CEGUI example (which works).
I didn't get any errors from CEGUI or OSG.
I also tried to set the renderGUI function as post callback of the camera with
no better results.
any ideas?
is
Hi Chris,
On 7/3/07, Dorosky, Christopher G [EMAIL PROTECTED] wrote:
I need to pick a new coordinate system to expand my app to a single world
database, kinda like google earth.
I was thinking of using ECEF as my internal coordinate system.
Anybody have any hints / suggestions as to something
Hi Nelson,
On 7/3/07, Cysneros, Nelson SPAWAR [EMAIL PROTECTED] wrote:
by replacing this line:
// set the view
sceneView-setViewMatrix(kbmcb-getViewMatrix());
With my own calculated matrix based on the kbmcb values.
You can still do this with osgViewer::Viewer :
Hi Guy,
The osgcegui example was my abortive attempt at getting CEGUI to work
in a well that integrates well with the OSG. I say abortive because
CEGUI really is a bit brain dead when it comes to managing multiple
graphics contexts and multi-threading, its can't do it at all and
doesn't look
Hi,
If you refer to the Creator gallery world model I believe it only
works with cg shaders. The osgviewer doesn't support cg shaders out
of the box. The glsl version of the bumbmap shaders in the gallery
doesn't use the tangent and binormal information so it only works for
geometry in the xy
Hi
i´ve got an osgdem generated pagelod island and i would like to add texture
layers to it in order to show streets, different locations, etc...
i know how to generate the osga with different texture layers but i need to
do add this layers in run-time, is it possible??
maybe there might
Hi David,
osgdem has the --layer option which allows you to specify multiple
textures and have these built directly into the paged databases.
Alternatively you could use a TexGenNode to generate tex coords for
you and then decorate the scene with the overlay textures.
Another alternative would
By the way, sure CEGUI is not recommendable but is there another good
possibility you would recommend to build GUIs in OSG ?
Manu.
2007/7/3, Robert Osfield [EMAIL PROTECTED]:
Hi Guy,
The osgcegui example was my abortive attempt at getting CEGUI to work
in a well that integrates well with
Hi OSGers --
On an experimental basis, I'm going to try direct sales of OSG documentation
from my Web site: www.skew-matrix.com. Select Books from the menu on the
left.
When you order an OSG book in hardcopy, I'll give you access to the PDF for
free. This isn't such a big deal for the Quick
Well I modified the osgkeyboard example, and added a StatHandler so that main
now is:
int main(int , char **)
{
osgViewer::Viewer viewer;
osg::ref_ptrKeyboardModel keyboardModel = new KeyboardModel;
viewer.addEventHandler(new KeyboardEventHandler(keyboardModel.get()));
Hi Panagiotis,
The behavior difference you are seeing is down to the osgViewer using
the Chain of Responsibility Design Pattern for passing on events, the
just of it is that viewer passes events to all event handlers
regardless of whether the event has been handled or not. The approach
pushes
Hi Robert -- Would you object strongly to making dirtyBound() a virtual
function?
In my custom node, I need to catch when the bounding box changes and make
some modifications to the scene graph as a result.
Currently, I'm overriding computeBounds() to do this. But because
computeBounds() is
Hi Paul,
dirtyBound() is something that can be called multiple times, but will
only set a flag so is quite cheap. The computeBounds() will just be
called on demand and therefore should only be called once per frame.
computeBounds() is the place where I would stick my changes, its
virtual for a
Thank you Robert! Now everything is Ok!
On Tuesday 03 July 2007 16:18, Robert Osfield wrote:
Hi Panagiotis,
The behavior difference you are seeing is down to the osgViewer using
the Chain of Responsibility Design Pattern for passing on events, the
just of it is that viewer passes events to
One more question though.
Why we use KEYUP in ViewerEventHandlers.cpp and KEYDOWN in all other handlers?
Why not be consistent?
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dirtyBound() is something that can be called multiple times,
but will only set a flag so is quite cheap.
I see what you mean when you say dirtyBound() could be called multiple times
per frame, so my idea of overriding it wouldn't produce a very efficient
solution.
The
computeBounds() will
On Tue, 2007-07-03 at 12:43 +0200, Emmanuel Roche wrote:
By the way, sure CEGUI is not recommendable but is there another good
possibility you would recommend to build GUIs in OSG ?
I'm working on one myself. :) Just need time... time... who ever has
enough? At any rate, if you don't use CEGUI
Hi Mr. Robert.
Thanks for the guidance on this issue. I have gone through the
osgDistortion example and was able to render the monochrome image. But my
requirement to process the captured image remained as it is. What I tried was:
1. Two Cameras were created -- one that renders the
Hi Brad,
Can shaders be added to a osg::LightPointNode?
I'm trying to add both a vertex and fragment shader (pointsprite) but I
just don't see any effect.
I don't have problems with shader based pointsprites on nvidia hardware.
don't forget this line:
Paul,
The books cover OSG version 2.0?
Thanks
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Tuesday, July 03, 2007 5:06 AM
To: 'osg users'
Subject: [osg-users] OSG books
Hi -- The OSG Quick Start Guide is geared for OSG v2.0, yes. But, as a quick
start guide, the treatment of v2.0 features is pretty lightweight.
The OSG Reference Manual v1.2 is for v1.2, of course. A new reference manual
for v2.0 is in the works and should be available sometime this summer.
Is there an easy way to calculate the bounding rectangle of an object in
screen space? I'm hoping for some easy function that I could pass my
osg::Node to and have it return the bounding rectangle of the pixels
that it covers.
Thanks.
Alex
___
On 7/3/07, Panagiotis Papadakos [EMAIL PROTECTED] wrote:
One more question though.
Why we use KEYUP in ViewerEventHandlers.cpp and KEYDOWN in all other handlers?
Why not be consistent?
I have no answer to that one. Some were written five years ago, some
in the last few months. In general
Hi Paul,
On 7/3/07, Paul Martz [EMAIL PROTECTED] wrote:
Okay, but because computeBounds() is const, I have to cast away const in
order to perform operations on the scene graph within this function.
Casting away const'ness is should be see as advanced usage, some
that most usage models won't
Hi Harash,
I'm afraid I can't walk you through this, I have time to point you in
the direction but no more than this.
Robert.
On 7/3/07, Harash Sharma [EMAIL PROTECTED] wrote:
Hi Mr. Robert.
Thanks for the guidance on this issue. I have gone through the
osgDistortion example and was able
Understood. Very enlightening.
Okay, back to the drawing board. I ought to be able to come up with a
solution now that I have this info. Thanks.
-Paul
Hi Paul,
On 7/3/07, Paul Martz [EMAIL PROTECTED] wrote:
Okay, but because computeBounds() is const, I have to cast
away const
in
I'm using osg::PointSprites on an ellipsoid. To overcome terrain
intersection problems between the sprites and the ellipsoid I disabled
depth testing on the sprites. Problem solved. However, I then have the
problem of sprites showing through the ellipsoid when you spin the
globe around such that
Hello,
Looking for ways to save time when running osgdem: If you need to run
osgdem on the same set (or subset) of files twice, is there anything you
can do to skip creating the temporaryfile_original.tif series?
Thanks!
Joe
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There is a singularity in OverlayNode.cpp in the
traverse_VIEW_DEPENDENT_WITH_ORTHOGRAPHIC_OVERLAY method. This singularity
is evident when frustum_axis (line 1463) approaches lookVector (line 1465).
To resolve this, I added the following code following sideVector.normalize()
(line 1476):
Here is the corrected CMakeLists.txt file for the Windows XP
VisualStudio 8 SP1 version of 'Plug 3d pfb' Performer plugin.
INCLUDE_DIRECTORIES( ${PERFORMER_INCLUDE_DIR} )
SET(TARGET_SRC
ReaderWriterPFB.cpp
ConvertFromPerformer.cpp
)
SET(TARGET_H
ConvertFromPerformer.h
)
IF(MSVC)
Hi, Jeremy:
i don't know if this can be of interest to you, but if it can help you...
The book DirectX 9 User Interfaces: Design and Implementation is the only
reference i have found that explain how to do a GUI with DirectX from ground
up. You can avoid the directX things, the book has
Hi,
i'm working with OSG on Windows. I'm designing a Geo viewer that use OSG
internally for rendering purposes, and i have some questions about how the
modification of the scene graph must be done to be safe with the cull and
draw traversals.
After reading the Quick Start Guide and the
Hi Mr. Robert,
I understand your plausibility of time, but at least can you indicate if
the reduction in frame rate to 1fps when rendering to an image expected.
Thanks
Regards
Harash
Robert Osfield [EMAIL PROTECTED] wrote:
Hi Harash,
I'm afraid I can't walk you
Hi,
I'm using osg 2.0.0 and when I use FadeText with Backdrop
it don't fade the shadow.
Follow a screenshot:
http://stackedboxes.org/~fmierlo/OSG/fadetext_backdrop.jpg
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Hi Paul,
I have the Quick Start Guide and I must say the quality of the book is
impressive, you really do get down to using OSG quickly. Though for the
simple examples, but it is a start for all new members of OSG. :) It
also acts as a mini reference for some of the older members who don't
work
Arg
You already answered my question for my previous email, but with a
global snag.
Which summer are you refering to? Northern or southern hemisphere? If
southern hemisphere summer, looking at Dec 2007? If northern hemisphere
summer, looking at July 2007 or July 2008?
Also another thing, if
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