Hi
For Osg 2.4, you should use Cmake 2.4 ... I did it and solve all my problems
doing that.
(and Cmake 2.6 for Osg 2.5.1 and upper)
Vincent
2008/6/11 Bob Huebert [EMAIL PROTECTED]:
more noise...
The cmake configuration process bailed out during the generation phase with
this:
CMake
This site used to have / link to some useful info and software:
http://www3.sympatico.ca/craymer/geodesy/geodesy.html
I think GSRUG used to be available as a source download but may not be
now. However, see the following:
http://www.geod.nrcan.gc.ca/tools-outils/gsrug_e.php
Alan Harris
But you were right, I *do* want occlusion information, so that means
J-S's suggestion does not work for me (didn't even have the time to look
at it, and hence the mix-up -- sorry). It's OQN or a similar
pixel-counting strategy, then.
Paul: I sent you the .osg file yesterday, with a couple
Hi guys!
Could you please provide me answers how to make this thing under vista
I create viewer using this
viewer.setUpViewInWindow(0,0,vp_Width,vp_Height); and use windows dialogs to
control state of my application. I use clone mode to connect primary and
secondary display. For example my screen
Hello to all
when launching my application I have this error:
Warning: GraphicsWindowWin32::grabFocus() - Failed grabbing the focus
What could be the problem?
Thanks in advance
Miriam
Here carryover part of my code:
osgViewer::Viewer v;
...
huiliang yang wrote:
First, Thank you Paul, answer my question, I am new to this newsletter
so I didn't write thank you at last letter.
huiliang yang wrote:
Hi,
Hello
huiliang yang wrote:
I have a question about computeLocalToWorldMatrix in camera class.
First, since the
Hi all,
i'm trying to put a node in my scene, and making it following the
cameraNode... for example a textured plane which is always facing the
cam, centered in the viewport and always at the same distance from the
cam... i can't use classical pre-render options do to that because i
want
HI,
i think what you want is:
osg::MatrixTransform* mtrans = new osg::MatrixTransform;
mtrans-setReferenceFrame( osg::Transform::ABSOLUTE_RF );
mtrans-setMatrix( osg::Matrix::identity() );
mtrans-addChild( pGeode );
osg::Projection* pProj = new osg::Projection();
osg::Matrixd m_mOrtho =
Eric Pouliquen wrote:
i'm trying to put a node in my scene, and making it following the
cameraNode... for example a textured plane which is always facing the
cam, centered in the viewport and always at the same distance from the
cam... i can't use classical pre-render options do to that
Hi Bob,
The cmake configuration process bailed out during the generation phase
with this:
CMake Warning (dev) at src/osg/CMakeLists.txt:173 (ADD_LIBRARY):
Policy CMP0003 should be set before this line. Add code such as
As Vincent said, for OSG 2.4 you need to use CMake 2.4.x, because
Hi Eduard,
But you were right, I *do* want occlusion information, so that means
J-S's suggestion does not work for me (didn't even have the time to look
at it, and hence the mix-up -- sorry).
OK, sorry, I thought you just wanted to see if it was in the camera's
view volume.
J-S
--
Hello your name here,
(if Robert were here he would probably ask you to sign your posts with a
name that most people here would be able to read... just so we can
address you correctly)
For example my screen resolution 800x600 so when I create
in osg window 800*600 I still see status bar
Hi J-S,
As Chris mentioned, PROJ4 is the definitive toolkit for coordinate
conversions. In addition:
OGR (http://www.gdal.org/ogr) has an easier-to-use wrapper around PROJ4's
capabilities (http://www.gdal.org/ogr/classOGRSpatialReference.html) which
is handy because it can read OSG WKT projection
Hi Glenn,
Thanks for the links, combined with Chris and Alan's links I might get a
better understanding of the general terminology and concepts... That's
one thing I'm lacking now, it just sounds like a bunch of acronyms and
alien words to me :-) I thought being in computer science I'd be
Hi again,
For example, from the specs document I've got, it seems the coordinates
we might get would look like
576120.324, 6224420.858, -102.73
I forgot to mention, what we have about the Z coordinate in the spec is:
GPS-Z, positive going up towards the sky, which can be above sea level,
Hello all,
In osg/Uniform.cpp, there is this code:
void Uniform::allocateDataArray()
{
// if one array is already allocated, the job is done.
if( _floatArray.valid() != _intArray.valid() ) return;
// ...
}
I don't think the code does what the comment says it should
j-s,
this looks like it addresses your problem. i didn't read it ;)
http://nauticalcharts.noaa.gov/csdl/Vdatum_pubs/UShydro2003.4a_1.pdf
brian
[EMAIL PROTECTED] wrote: -
To: OpenSceneGraph Users
On Wed, Jun 11, 2008 at 9:12 AM, Jean-Sébastien Guay
[EMAIL PROTECTED] wrote:
Hi Glenn,
Thanks for the links, combined with Chris and Alan's links I might get a
better understanding of the general terminology and concepts... That's one
thing I'm lacking now, it just sounds like a bunch of
Jean-Sébastien Guay writes:
For example, from the specs document I've got, it seems the
coordinates
we might get would look like
576120.324, 6224420.858, -102.73
I forgot to mention, what we have about the Z coordinate in
the spec is:
GPS-Z, positive going up towards the sky,
This has a good description of UTM coordinates
http://ergodd.zoo.ox.ac.uk/eden/etc/helpfiles/EDENHELPGPS.pdf
Alan Harris
Glenn Waldron wrote:
On Wed, Jun 11, 2008 at 9:12 AM, Jean-Sébastien Guay
[EMAIL PROTECTED]
mailto:[EMAIL PROTECTED] wrote:
Hi Glenn,
Thanks for the links,
Jean-Sébastien Guay wrote:
Hello all,
In osg/Uniform.cpp, there is this code:
void Uniform::allocateDataArray()
{
// if one array is already allocated, the job is done.
if( _floatArray.valid() != _intArray.valid() ) return;
// ...
}
I don't think the code does what
Paul Melis wrote:
Jean-Sébastien Guay wrote:
Hello all,
In osg/Uniform.cpp, there is this code:
void Uniform::allocateDataArray()
{
// if one array is already allocated, the job is done.
if( _floatArray.valid() != _intArray.valid() ) return;
// ...
}
I don't think
Paul,
There are several messages on the board that imply that
INHERIT_RENDERBIN_DETAILS, when specified with a bin number, influences
the CullVisitor to create a nested render order. I was under the
impression that, if an application has a top-level rendering order over
objects that it was
Hi Paul,
Hmm, if both are not valid the expression tested would be (false !=
false), which evaluates to false. The method does not return in that
case. It only returns if one of the arrays has been allocated and the
other one hasn't.
OK, so the error is the opposite of what I thought it was
Hi Paul,
Could it be that the float array is allocated in this case, while it
should have been the int array?
No, neither is allocated (both are 0). I'm trying to find out what could
cause that... My workaround of course is to create it myself if both
arrays are 0, but Uniform should work
Hi Paul,
No, neither is allocated (both are 0). I'm trying to find out what could
cause that... My workaround of course is to create it myself if both
arrays are 0, but Uniform should work correctly...
I think it's in the copy constructor.
Uniform::Uniform( const Uniform rhs, const CopyOp
Jean-Sébastien Guay wrote:
Hi Paul,
No, neither is allocated (both are 0). I'm trying to find out what
could cause that... My workaround of course is to create it myself if
both arrays are 0, but Uniform should work correctly...
I think it's in the copy constructor.
Uniform::Uniform(
Hi
I get an application error (The instruction at ... referenced memory at
The memory could not be read.) when I stop my application with esc.
When I run in debug mode, it breaks in QTUtils.cpp with the message
Unhandled exception .. Access violation reading location ...
My application
Thanks!
-bob
On Wed, 11 Jun 2008, Vincent Bourdier wrote:
Hi
For Osg 2.4, you should use Cmake 2.4 ... I did it and solve all my problems
doing that.
(and Cmake 2.6 for Osg 2.5.1 and upper)
Vincent
2008/6/11 Bob Huebert [EMAIL PROTECTED]:
more noise...
The cmake configuration process
huiliang yang wrote:
First, Thank you Paul, answer my question, I am new to this newsletter
so I didn't write thank you at last letter.
huiliang yang wrote:
Hi,
Hello
huiliang yang wrote:
I have a question about computeLocalToWorldMatrix in camera class.
First, since
Robert,
I have an RTT setup, with particle systems. When I put the particle
system behind a geometry which is transparent, the particles are not
drawn behind the geometry.
The geometry in question has setRenderingHint( TRANSPARENT_BIN ) set.
The particle system draw() function sets glDepthMask(
Robert,
My RTT camera has a postdraw callback. When I call glDepthMask( GL_TRUE
) in the RTT camera's postdraw callback, the flickering stops.
The whole reason this happens is that osg::StateAttributes only have an
apply() method. They must not restore() the previous state. Don't you
think
Thanks John. I'll give it a try.
So I assume that this overrides the osgViewer default light settings?
Thanks again for the help...
-Shayne
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Argentieri,
John-P63223
Sent: Tuesday, June 10, 2008 4:36 PM
Hi all,
I've got a few moments downtime, so I thought that I would attempt
to convert the previous volume rendering software that I posted to a
later version of OSG. Well, I've just realised that I posted an older
version of the software last time :-[ !! It has been a long time! So
I was using some code from the osgbluemarble.cpp example. I am getting
an error stating that ImageOptions is not a member of osgDB. I have
been looking in the documentation on the website and have not found
anything. Can someone tell me what has replaced this or where it is
now?
Thanks.
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