Hi Jeremy,
In your case where you have data being shared between a subclass and
its base class I feel that this duplication of ref_ptr to the shared
data is inappropriate. Rather what you should use in your own code is
dynamic_castVec3Array* where you need access to the array, or to
provide a
Nils Hjelte schrieb:
When reading the modifier key mask from GUIEventAdapter in my event
handler it is always zero. And using example_osgkeyboard nothing
happens when pressing a modifier key. I have tested under Linux as
well and there it works as expected.
it looks like that the
Hi!
the image jpg in enclosure, is the result of the terrain that I have
drawn beginning from the matrix of the altitudes.
I would want to know if a way exists for not visualizing the quotas
equal to 0.
the source code is found in the file morfologia.txt
Thanks in advance.
Aurora Restivo
Hi all,
When using MRT, are all the targets passed to the rest of the pipeline
(blending, accumulation, stencil etc)?
Thanks,
Guy.
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thanks Guy and J-s for your advice on loading image
files. i used the quad idea with texture of an image
but all i got to see was black.Have u ever tried it
b4? if so some help would be welcome
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Hello,
I want to display a HUD without text but with perspective.
I used the code exemple osghud.cpp. Instead of creating
a geode with text I create a geode with a shape like sphere or
box. It woks fine. But I want to display it with a perspective.
When I create the osg::Camera instead of using
Hi Arnuad,
You'll need to specify a view matrix for the camera to position the
view frustum over the part of the HUD scene you want.
Robert.
On Feb 19, 2008 1:18 PM, arnaud houegbelo [EMAIL PROTECTED] wrote:
Hello,
I want to display a HUD without text but with perspective.
I used the code
On Feb 19, 2008 1:31 PM, arnaud houegbelo [EMAIL PROTECTED] wrote:
Hi Robert,
Many Thanks for your answer but can you give me a small code exemple?
How long is a piece of string?
What is the sound of one hand clapping?
Both questions one can't really answer... and code example that does
Hi Aurora,
I think what you are looking for is the osgTerrain::ValidDataOperator
that you can attach to your elevation layer via
Layer::setValidDataOperator(operator);
In include/osgTerrain/ValidDataOperator you'll find the NoDataValue
subclass which is probably what you want to use in your
Hi Robert,
I have written a plug that reads L3DT(.hf2) height field files.
Would you be interested in adding this plug to OSG.
Brian
--
http://osgscenemaker.googlepages.com
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Hi Robert,
Many Thanks for your answer but can you give me a small code exemple?
Best Regards
Arnaud
Never miss a thing. Make Yahoo your home page.
http://www.yahoo.com/r/hs
I think one thing that may alleviate the blending a bit is to set your
texture filters to nearest neighbour ( but you will never remove this type
of issue with textures and lines due to mip-maping among other things)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
You can try OvelayNode::setOverlayTextureSizeHint() to increase the size of
the texture to 2048 or 4096 or whatever your gfx card can handle, and see if
the results are acceptable. -gw
--
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com : 703-652-4791
On Feb 19, 2008 10:04 AM, Cole,
Hi Chunk,
The fuzziness you see is under sampling due to the texture being
captured in objects space rather than in screen space - one texel on
the overlay texture is being sampled by many screen pixels. Ideally
you want a 1:1 mapping, but this is very hard to achieve and different
algorithms
On Tue, 2008-02-19 at 09:44 +, Robert Osfield wrote:
Hi Jeremy,
In your case where you have data being shared between a subclass and
its base class I feel that this duplication of ref_ptr to the shared
data is inappropriate. Rather what you should use in your own code is
Many Thanks for the funny answer :)
I knwo that I must use setViewMatrix(), but I already
tried to use it with a perpective matrix with no good result.
But perhaps my parameter are wrong. But if you said that
I can use the osghud.cpp exemple and apply a view matrix
on the camera is going to be
Thanks for reporting this Anders, this. The ; was indeed erroneous,
fix a bug, introduce a bug... I've now removed the ; and checked in
this fix.
On Feb 19, 2008 2:52 PM, Anders Backman [EMAIL PROTECTED] wrote:
When I build osg from svn today I got the warning:
.\ParticleSystem.cpp(187) :
When I build osg from svn today I got the warning:
.\ParticleSystem.cpp(187) : warning C4390: ';' : empty controlled statement
found; is this the intent?
Looks like a feature to me.
if (currentParticle-getShape() != startParticle-getShape());
{
Hi Hesicong,
Thanks for posting this, this looks like a nice little demo and something
nice to play with.
Thanks!
Jason
On Feb 19, 2008 4:42 AM, hesicong2006 [EMAIL PROTECTED] wrote:
I have done a simple demo written in C++/CLI to show how you can
integrate OSG with .NET. This demo shows
Hi Robert,
In the code exemple osghud.cpp we have the possibility to avoid to the
camera to grab the event of the main camera viewers with
camera-setAllowEventFocus(false); I want that my HUD oject
use my trackball event for dipslay (eg if I make rotation the HUD follow the
trackball rotation).
You have to set both the view matrix and the projection matrix of the
camera.
The view matrix is the pose of the scene coordinate system in the camera
coordinate system.
Use
voidsetViewMatrixAsLookAt (const osg::Vec3 eye, const osg::Vec3
center, const osg::Vec3 up)
and provide it with the
On Feb 19, 2008 4:19 PM, arnaud houegbelo [EMAIL PROTECTED] wrote:
In the code exemple osghud.cpp we have the possibility to avoid to the
camera to grab the event of the main camera viewers with
camera-setAllowEventFocus(false); I want that my HUD oject
use my trackball event for dipslay (eg
Many thanks for your answer Per Rosengren,
I tried it and it works fine. Sorry, but I forgot to use
the Look at function.
Many thanks
Best Regards
Arnaud
You have to set both the view matrix and the projection matrix of the
camera.
The view matrix is the pose of the scene coordinate
The openflight plugin doesn't support writing. I think someone is OSG land
is developing the openflight writer (paul martz???).
Brian
[EMAIL PROTECTED] wrote: -
To: osg-users@lists.openscenegraph.org
From: [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 02/19/2008 12:06PM
Subject:
Hi All,
Encountered a slight problem that I don't quite understand.
I have a scene (or universe if you like) and I want to save it as an openflight
(.FLT) format. Tracking through the call to write the universe node, I get to
the point where it needs to load in the osgdb_OpenFlightd.dll
The biggest difference is that the DatabasePager works with PagedLOD Nodes
but not with ProxyNodes. You'd have to write your own paging thread or block
rendering while you load.
-Paul
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bradford,
Chase
Sent: Tuesday,
On Feb 19, 2008 10:51 AM, Cole, Charles E. (LARC-B702)[GENEX SYSTEMS]
[EMAIL PROTECTED] wrote:
Hi all,
You can try OvelayNode::setOverlayTextureSizeHint() to increase the
size of the texture to 2048 or 4096 or whatever your gfx card can
handle, and see if the results are acceptable. -gw
Hi all,
You can try OvelayNode::setOverlayTextureSizeHint() to increase the
size of the texture to 2048 or 4096 or whatever your gfx card can
handle, and see if the results are acceptable. -gw
Thanks Glenn. This did help. I had set it at 1024. Unfortunately, it
still wasn't quite what I was
Hey Everyone,
Can anyone explain the significant differences between using an LOD that has
many ProxyNode children for paging vs. a full PagedLOD node? Right now, the
biggest benefit that I see for PagedLOD nodes is that they'll continue to
shower lower quality children until the next higher
On Feb 19, 2008 3:25 PM, Bradford, Chase [EMAIL PROTECTED] wrote:
Can anyone explain the significant differences between using an LOD that
has many ProxyNode children for paging vs. a full PagedLOD node? Right now,
the biggest benefit that I see for PagedLOD nodes is that they'll continue
to
Hello All,
In the code exemple osghud.cpp we have the possibility to avoid to the
camera to grab the event of the main camera viewers with
camera-setAllowEventFocus(false); I want that my HUD oject
use my trackball event for dipslay (eg if I make rotation the HUD follow the
trackball rotation).
The ProxyNode isn't paged. It gets loaded and stays loaded.
The PagedLODNode get's paged in / out based on distance from the camera.
Brian
[EMAIL PROTECTED] wrote: -
To: [EMAIL PROTECTED]
From: Bradford, Chase [EMAIL PROTECTED]
Sent by: [EMAIL PROTECTED]
Date: 02/19/2008 10:25AM
Subject:
Hi Umit,
Just use VirtualPlanetBuilder/osgdem and add the extra high res data
you have - this is what VPB is designed for.
You'll be able to browse the data in just the same way as a paged
database based on just blue marble data.
Robert.
2008/2/19 ümit uzun [EMAIL PROTECTED]:
Hi All,
I
Hi David,
I have seen this problem with osgdem before. Which version of
osgdem/VPB are you using?
Robert.
On Feb 19, 2008 5:08 PM, Riepl, David M [EMAIL PROTECTED] wrote:
All,
I have created a terrain database using osgdem with DTED .dt1 and 5m
imagery. I have osgdem reproject my
On Feb 19, 2008 6:15 PM, Robert Osfield [EMAIL PROTECTED] wrote:
Hi David,
I have seen this problem with osgdem before. Which version of
osgdem/VPB are you using?
Sorry typo, I *haven't* seen this problem with osgdem before.
Robert.
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osg-users
Hi Paul,
This is known threading problem in osgGA::StateSetManipulator when
using osgViewer's
DrawThreadPerContext/CullThreadPerCameraDrawThreadPerContext threading
models.
I haven't yet had time to fix it, but it is firmly on my TODO list.
Robert.
On Feb 19, 2008 5:11 PM, Paul Martz [EMAIL
Hi All,
I look at http://www.andesengineering.com/BlueMarbleViewer/ page to modeling
earth using bluemarble images. I download images which name
land_shallow_topo_east.tif and land_shallow_topo_west.tif from
ftp://veftp.gsfc.nasa.gov/bluemarble/
Now I want to to add different resoluted
Hi,
Try: osgviewer --image reflect.rgb
For a quick way to put an image on a quad. Have a look at the code to
see how the quad is defined relative to the image dimensions.
Cheers
-- mew
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of
I have done this before, and the results are interesting
but not high
quality due to differences in line/polygon rasterization.
Still a good
trick nonetheless.
-Paul
glPolygonOffset()?
Yes. This is actually what I used to do (not exactly as the original poster
described it):
Hi,
Saving the scene to a .osg file already yields a fairly readable ASCII
text file, or are you proposing even greater verbosity?
From a convenience standpoint, agree it could be handy to overload the
insertion operator to add Node support.
Cheers
-- mew
-Original Message-
From:
Hi Arnaud,
I don't know how you have added the HUD Camera so giving specific
advice is not possible. What you will need to do is pass the view
matrix you want onto the camera on each frame after the
eventTraversal(). If you break the frame loop out into its
constituent parts this will be
-Original Message-
From: [EMAIL PROTECTED] [mailto:osg-users-
[EMAIL PROTECTED] On Behalf Of Paul Martz
Sent: Friday, February 15, 2008 8:20 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] Modify Object After Picking
An extension to this, which I've read about but never
Thanks Robert,
I will use VPB/osgdem . This process will take a long time, so I don't make a
mistake. I will use this command;
osgdem --bluemarble-west -t ../land_shallow_topo_west.tif \
--bluemarble-east -t ../land_shallow_topo_east.tif \
-t MyOrthoImage.tif \
Hi all.
Before I dwell into debugging-mode. Is there anyone having problems with the
svn version of osg when it comes to loading freetype fonts with the
osgdb_freetype plugin?
After I checked out the latest osg from svn I had problems with loading
fonts.
My colleague running linux has the same
I was wondering if anyone had experience with creating flight files and
could expand on how the nodes are generated in a flight file. I am trying to
make an assembly from Pro/E and from what I have seen the whole assembly is
one single piece. I am trying to figure out how it works but I am using
Robert,
I am using osgdem associated with osg 1.2 because that is the version
the target Image Generator software is using.
David Riepl
Visualization IG/DB Team
Training Systems Services
The Boeing Company
314-777-4741
-Original Message-
From: Robert Osfield [mailto:[EMAIL PROTECTED]
We've never been able to get heirarchies from CAD models into flight files.
We split the components up in the CAD program, convert them individually,
then reassemble them in Creator - adding the DOF, LOD, Switch, Group...
nodes.
Brian
[EMAIL PROTECTED] wrote: -
To:
I'm familiar with PolyTrans -- I'm currently writing an OSG exporter for it
-- familiar enough to know that there are lots of issues translating from
one format to another. However, you didn't describe a specific problem in
your email, so I'm not sure where to begin to help you.
You could send
Hi All,
Thanks for the comments about openflight. I guess I have to wait for Paul's
work to become available. Would be happy to beta test if that is any help,
although I confess to not knowing anything about the details of the flt format.
Having said all this, I guess the point of my mail is
Hi,
What is the easiest path getting a .svg file into OSG, for conversion to
.osg format?
Thanks
-- mew
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Classification: UNCLASSIFIED
Caveats: NONE
Check your Open Flight loader to ensure it's the same format as your OSG
library (i.e. 32 bit -vs- 64 bit).
Unless you're running on an Itanium, chances are you have a 32bit
OpenFlight loader and a 64bit OSG/App.
-Original Message-
From:
A quick option may be to run the svg file through blender and it's
osgexporter. Just a thought...
osgcairo, would of course, be much higher on the coolness scale :-)
-bob
On Tue, 19 Feb 2008, Jeremy Moles wrote:
On Tue, 2008-02-19 at 14:18 -0600, Mike Weiblen wrote:
Hi,
What is the
On Tue, 2008-02-19 at 14:18 -0600, Mike Weiblen wrote:
Hi,
What is the easiest path getting a .svg file into OSG, for conversion to
.osg format?
Oh! Oh! Oh! Add support for that to osgCairo! :) I've been meaning to do
it forever, but just haven't had time... this would be an awesome
Hi All,
I'm trying to get Texture2DArrays working, but am having some trouble. My
textures always show up black. I'm setting up the texture array as follows
ref_ptrTexture2DArray textureArray = new Texture2DArray;
textureArray-setTextureDepth(1);
Image* image =
Just looking for a quick conversion of .svg vector art (specifically the
ISO 12233 test chart at
http://www.graphics.cornell.edu/~westin/misc/res-chart.html) into
OSG/OpenGL verts/geometry in a .osg file.
No imagery or prerasterization; that would defeat the value of the test
chart geometry.
Another possibility is missing VS8 C runtime libs. Those will need to be
present in the plugins directory, unless you've a) already got them
installed in WinSxS, or b) you have VS8 on your computer.
-Paul
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
On Tue, 2008-02-19 at 16:15 -0600, Mike Weiblen wrote:
Just looking for a quick conversion of .svg vector art (specifically the
ISO 12233 test chart at
http://www.graphics.cornell.edu/~westin/misc/res-chart.html) into
OSG/OpenGL verts/geometry in a .osg file.
No imagery or
This is actually a known problem according to the Terrex developers. You can
see the problem sometimes by just sitting in one place and rotating the camera
slightly.
We got some updated code from them as a pre-release that, according to them,
fixed the problem. It didn't really fix it,
I have used 3dldf (http://www.gnu.org/software/3dldf/) earlier to create
vector graphics from 3d models. It would be extremely cool to extend osg
to create vector graphics output with an SVG Viewer! Imagine infinite
resolution rendering!
This would be really difficult, since you can't use depth
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