Just use "Google Translate" for it. It is able to give you a basic
english translation, which is not perfect but understandable.
regards Ralph
Andreas Goebel schrieb:
> Hello Wang Rui,
>
> if this is all code needed, it is quite simple. Very nice! Thank you for
> posting this.
>
> Unfortunately
Try
ChangeDisplaySettingsEx
Not sure how that interacts with MFC though.
2008/11/3 Albino Rodrigues <[EMAIL PROTECTED]>
> Hi,
>
>
>
> I've created an application based off the OSG MFC example.
>
>
>
> Does anyone know how to swap the rendering context between non full screen
> and full screen
Hi Peter,
> what I'm asking:
> -if an object has a parent osg::Group that has been set to "RenderBin" with
> a value of 10 and the object itself uses
> "RenderBin" with a value of 20 then which is used?
>
I think the object should be rendered after its parent, no matter whose bin
number is great
Hi osg-users!
I'm trying to write my first shader, it is a very simple test program which
sets the color on a sphere.
The color depends on whether the sphere has moved relative to its position in
the previous frame.
I use two varying variables, which are set in the vertex shader, see the code
Hi Renan,
I've realized I wasn't too specific... Next time I'll come with details.
But thanks, anyway.
Yes, that will help pinpoint the problem. As I said, you should be able
to debug without too much trouble, so if you're having problems, we can
help you get through them.
J-S
--
_
Hi John,
A custom "cull visitor" wouldn't be related to the osgViewer, rather
it's something you'd instantiate and call yourself on demand. The
custom "cull visitor" needn't even subclass from CullVisitor. The
subclass from IntersectionVisitor with a Polytope representing the
view frustum way ac
thanks, this helped.
the nested makes perfect sense..
i'm on track again,
once again thanks,
peter
On Mon, Nov 3, 2008 at 3:06 PM, Lionel Lagarde <[EMAIL PROTECTED]>wrote:
> Hi Peter,
>
> Peter Wraae Marino wrote:
>
> Hi Users,
>
> trying to clarify some specs on the renderbin, perhaps someone
Hi Robert,
> One way around this would be just write a custom CullVisitor that
> kicks of the database request for a given camera set up.
Just one small problem, where would I add the custom CullVisitor?
Neither osgViewer::Viewer nor any of its base classes has any public
methods for assigning
Hi,
About the openGL limitation of 8 lights: I recently coded a small and simple
light sources manager. Its goal is to simply switch on the "most important"
light sources of the current RenderStage. By "most important", I mean that each
source has a priority you can define (depending on the int
Hi all
Yes the licence is currently GPL and will change when it will be in
OpenSceneGraph
Cheers,
Cedric
Stephane Lamoliatte wrote:
Hi,
AnimTk was released undel GPL licence.
Do you plan to release the osgAnimation under GPL, LGPL or OSGPL
licence ?
Cheers,
Robert Osfield a écrit :
Hi C
Whoops, forgot to attach.
MONDAY... *sigh*
On Mon, 2008-11-03 at 09:48 -0500, Jeremy Moles wrote:
> Here's a quick example you can use to play around with RenderBin
> settings; notice how you can make one object appear "on top" of another,
> just by changing the binNum.
>
> I'm not sure if this
Hi Peter,
Peter Wraae Marino wrote:
Hi Users,
trying to clarify some specs on the renderbin, perhaps someone
could help:
what I'm assuming:
-there are two default renderbins created at startup "RenderBin"
and "DepthSortedBin"
-"DepthSortedBin" is always render after "RenderB
Here's a quick example you can use to play around with RenderBin
settings; notice how you can make one object appear "on top" of another,
just by changing the binNum.
I'm not sure if this is a worth examples addition, but perhaps.
On Mon, 2008-11-03 at 15:19 +0100, Peter Wraae Marino wrote:
> tha
Hi,
I'm trying compile osg 2.6.1 and collada dom 2.1, but I am taking errors
during compilatiom. I am create the project of osg with Cmake 2.6.2 and
compile the source of collada with built.bat localted in
\colladadom\dom\projects\vc8. I'm put the file generated
libcollada14dom21-s.lib and libc
Hi Users,
trying to clarify some specs on the renderbin, perhaps someone could help:
what I'm assuming:
-there are two default renderbins created at startup "RenderBin" and
"DepthSortedBin"
-"DepthSortedBin" is always render after "RenderBin"
-"DepthSortedBin" sorts objects from back to front
-hi
Dear list,
I have a very simple program such as this:
int main(int argc, char** argv) {
osg::ArgumentParser arguments(&argc,argv);
cout << "start!" << endl;
osg::ref_ptr loadedModel = osgDB::readNodeFiles(arguments);
if (!loadedModel)
{
cout <
On Mon, 2008-11-03 at 09:51 -0600, Ed wrote:
> I am trying out OSG by taking an example and modifying it. I have
> pulled the example out from under the OSG tree and put it in my dev
> tree. When building OSG, I used the BUILD_EXAMPLES flag (or whatever it
> was, the exact name escapes me at t
Can you tell me, please, how to set a default texture for the root?
2008/11/2 Jean-Sébastien Guay <[EMAIL PROTECTED]>
> Hi Jefferson,
>
> Just to add to what Terry said:
>
> b) set a simple default texture (for example, a 1x1 white texture) on
>> the root node of your scene.
>>
>
> This is what
Hi Max,
Do the osg examples fail in a similar way?
Could you do a clean build of the OSG and your app and try again?
Robert.
On Mon, Nov 3, 2008 at 4:08 PM, Max Pfingsthorn
<[EMAIL PROTECTED]> wrote:
> Dear list,
>
> I have a very simple program such as this:
>
> int main(int argc, char** argv)
On Sun, 2008-11-02 at 23:05 +0200, Ümit Uzun wrote:
> Hi Sukender,
>
> I will try this week again and I wonder get success. I am new to cmake
> too, so it will take time as you guess.
I'm pretty sure that J-S got pkg-config in Windows when he installed (or
had already installed) The Gimp for Wind
Hi All,
At the start of this thread I mentioned my plan to move this
functionality into a plugin, this work is now complete, so you can do:
osgviewer 10.0.0.1.vnc
And it'll open create a quad with an image attached as vnc client, the
quad has an osgViewer::InteractiveImageHandler attached to i
Hi,
when building OpenScenegraph 2.6.1 on Windows with Visual Studio 2008 I set
CMAKE_DEBUG_POSTFIX to an empty string.
Everything worked fine for the Dlls, applications and examples.
They were generated under .\OpenScenegraph\bin\Debug and
.\OpenScenegraph\bin\Release).
But the Plugin
I have successfully built OpenSceneGraph 2.6.1 with Collada 2.1 under
VisualStudio 2008.
I set COLLADA_USE_STATIC to true and made the following changes
OpenSceneGraph\Plugins\dae
Linker|Input|Ignore specific library[Debug]: msvcrt.lib
Linker|Input|Additional Dependencies[Debug]:
..\.
Hi,
> A custom "cull visitor" wouldn't be related to the osgViewer, rather
> it's something you'd instantiate and call yourself on demand. The
> custom "cull visitor" needn't even subclass from CullVisitor. The
> subclass from IntersectionVisitor with a Polytope representing the
> view frustum
Hi Folks,
I have tried to create HUD for textured quad. I have read all about archive
and looked to osgHUD sample but it isn't working for textured quad. And same
time given code works for text. I can create HUD text on the screen but can
not create textured quad on the screen. I know giving lots
Hi
I am trying to do intersections with particle effects, however I am not
getting any hits returned since Particle system does not have
intersection support. Robert suggested implementing the
Drawable::accept(PrimtiveFunctor) method in osgParticle::ParticleSystem.
For reference, I looked at t
On Mon, Nov 3, 2008 at 5:08 PM, Max Pfingsthorn
<[EMAIL PROTECTED]> wrote:
>
> I'm using the current trunk of OSG (updated 30 mins ago) on Ubuntu
> 8.04. The program hangs on the line with osgDB::readNodeFiles. I have
> no idea why.
>
> This is what GDB says:
> #6 0xb7ea30c1 in OpenThreads::Reentr
Hi Robert,
no, it doesn't seem so. The osgviewer works fine. I did a clean build
just before.
There is only one thread says "info threads"...
I'm stumped. Seems only to happen on apps I compile seperately.
Cheers,
max
Robert Osfield wrote:
> Hi Max,
>
> Do the osg examples fail in a similar w
On Mon, 2008-11-03 at 18:56 +0200, Ümit Uzun wrote:
> Hi Folks,
>
> I have tried to create HUD for textured quad. I have read all about
> archive and looked to osgHUD sample but it isn't working for textured
> quad. And same time given code works for text. I can create HUD text
> on the screen but
On Mon, Nov 3, 2008 at 6:12 PM, Robert Osfield <[EMAIL PROTECTED]> wrote:
>
> If this all fails then it looks like there is a bug in ReentrantMutex.
Hmm, looking at it, I wonder why the thread checking is disabled in
the unlock path? Is it for performance reasons? (couldn't find the
relevant svn c
I am trying out OSG by taking an example and modifying it. I have
pulled the example out from under the OSG tree and put it in my dev
tree. When building OSG, I used the BUILD_EXAMPLES flag (or whatever it
was, the exact name escapes me at this moment). How do I build my
modified example? I
Hi all,
I'm pretty sure that J-S got pkg-config in Windows when he installed (or
had already installed) The Gimp for Windows when messing around w/
osgCairo and whatnot. I could be wrong, but this is the path I will be
taking when I try it on my own machine...
Yes, you can get a gtk binary ins
On Mon, 2008-11-03 at 13:07 -0500, Jean-Sébastien Guay wrote:
> Hi all,
>
> > I'm pretty sure that J-S got pkg-config in Windows when he installed (or
> > had already installed) The Gimp for Windows when messing around w/
> > osgCairo and whatnot. I could be wrong, but this is the path I will be
>
Hi Robert,
osgvnc --host 10.0.0.1 --host 10.0.0.2
Just curious, what if the VNC server requests a password? Is there a
command-line argument to specify this?
J-S
--
__
Jean-Sebastien Guay[EMAIL PROTECTED]
Hi Jeremy,
osgPango and osgCairo require their respective libs (but not GTK, that's
way larger and unnecessary and is only used for creating interface),
Yeah, sorry, that was me being overly ambiguous... I meant that pango
and cairo are libs that are required by gtk and thus are part of gtk
Hi J-S.
On Mon, Nov 3, 2008 at 6:08 PM, Jean-Sébastien Guay
<[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
>> osgvnc --host 10.0.0.1 --host 10.0.0.2
>
> Just curious, what if the VNC server requests a password? Is there a
> command-line argument to specify this?
I haven't implemented the code to hand
This line:
vec2 displacementNDC = currentPosClip.xy/currentPosClip.w -
previousPosClip.xy/previousPosClip.w;
should be
displacementNDC = currentPosClip.xy/currentPosClip.w -
previousPosClip.xy/previousPosClip.w;
Otherwise you will be declaring a new variable with the name displacementNDC
the main
Hi Jeremy,
Thanks for reply. My target with creating HUD display is playing osgMovie
imagestreamed texture in it. If I can achive this operation by osgWidget I
glad to use this API. And if it is possible, which osgWidget sample should I
glimps? Because I have never tried osgWidget before except lo
I agree: pkg-config should be replaced by a CMake "find module" for appropriate
libs (that is to say libxml, if needed).
Sukender
Le Mon, 03 Nov 2008 19:19:03 +0100, Jean-Sébastien Guay <[EMAIL PROTECTED]> a
écrit:
> Hi Jeremy,
>
>> osgPango and osgCairo require their respective libs (but not
Hello Jefferson,
Can you tell me, please, how to set a default texture for the root?
See src/osgShadow/ShadowMap.cpp around line 290, which starts with this
comment:
// fake texture for baseTexture, add a fake texture
// we support by default at least one texture layer
// withou
Sorry about not seeing this thread earlier. I was going back and reading the
osg-user and osg-submission threads about the AC3D clamping issues and saw
reference to a thread where I had not replied. That mention caused me to
search out this thread.
I think it may be too late to have anything ch
On Mon, 2008-11-03 at 21:10 +0200, Ümit Uzun wrote:
> Hi Jeremy,
>
> Thanks for reply. My target with creating HUD display is playing
> osgMovie imagestreamed texture in it. If I can achive this operation
> by osgWidget I glad to use this API. And if it is possible, which
> osgWidget sample should
Hi Max,
On Mon, Nov 3, 2008 at 5:06 PM, Max Pfingsthorn
<[EMAIL PROTECTED]> wrote:
> no, it doesn't seem so. The osgviewer works fine. I did a clean build
> just before.
>
> There is only one thread says "info threads"...
>
> I'm stumped. Seems only to happen on apps I compile seperately.
Check i
Is there any reason why I couldn't, or more importantly, shouldn't just
write my own Makefile, instead of using CMake?
Ed
Jeremy Moles wrote:
On Mon, 2008-11-03 at 09:51 -0600, Ed wrote:
I am trying out OSG by taking an example and modifying it. I have
pulled the example out from under th
Hi Jeremy,
Thanks for your detailed description. You are so helpful people :) But
firstly I should examine your API and samples then I will try to implement
my target operation on it, if I can't achive, I will be glad to help me :)
Thanks for your all efforts. And I am waiting porting osganimatio
On Mon, 2008-11-03 at 21:48 +0200, Ümit Uzun wrote:
> Hi Jeremy,
>
> Thanks for your detailed description. You are so helpful people :) But
> firstly I should examine your API and samples then I will try to
> implement my target operation on it, if I can't achive, I will be glad
> to help me :)
>
Hi Ed,
You can write your own Makefiles, if you are just working under single
platform and know the place and name of all libs your need to link
against there is compelling reason to use CMake instead. CMake value
is when your project scales and ports across platforms, for a project
like the OSG
Stupid but fast question. Just want to make sure I'm getting it right, as
notations can vary and there is no explanation at the reference docs.
Let's say I have an osg::Plane that can be represented as ax + by + cz + d =
0. The method asVec4() from that class gives me an osg::Vec4 object with x =
a
>
> Or, attach an empty osg::Program to get the fixed pipeline. If you're just
> using the default shadow shader for your shadows, the fixed pipeline for
> your cars might be sufficient instead of having to write a shader without
> shadowing yourself.
>
>car_node->getOrCreateStateSet()->setAttr
Yes, that solved the problem. Many thanks, you both!
I'm posting the code, for reference.
osg::ref_ptr stateSet(root->getOrCreateStateSet());
osg::Image* image = new osg::Image;
// allocate the image data, noPixels x 1 x 1 with 4 rgba floats -
equivilant to a Vec4!
int noPixels =
The way I've come to look at RenderBins...
The bin details are instructions to the CullVisitor. As the CullVisitor
walks your scene graph during the cull traversal, it uses these values to
build a render graph. (You could say, then, that the structure of this
render graph is specified or implied
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hello,
I am sorry if this was asked before, but I didn't find it in the
archives. While trying to build the COLLADA DOM 2.1, I am getting this
compilation error right away:
$ make
Compiling src/dae/daeAtomicType.cpp to build/linux-1.4/obj/daeAtomicTy
Hi Robert,
I put osgAnimation in the svn osgwidget branch and i have a version to
try. I think to work with mercurial then i will get and push my change
to the osgWidget branch, it's easy for me and does not require an extra
svn branch. For people interested the mercurial repository is
http:/
On Mon, 2008-11-03 at 22:02 +0100, Jan Ciger wrote:
> -BEGIN PGP SIGNED MESSAGE-
> Hash: SHA1
>
> Hello,
>
> I am sorry if this was asked before, but I didn't find it in the
> archives. While trying to build the COLLADA DOM 2.1, I am getting this
> compilation error right away:
>
> $ mak
Hello Jan,
you just have to include header file in dae.h. After adding this
line of code I was able to compile the actual COLLADA version under Xubuntu.
Regards,
Oleg
-Ursprüngliche Nachricht-
Von: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Im Auftrag von Jan Ciger
Gesendet: Montag, 3
Paul, Dusten:
Are you trying to include the soft body animation (deforming surface
(triangle) mesh constructed according to the tetrahedral element
deformation) that is avaialble in bullet or are you just focusing on
building triangle/collision meshes for rigid bodies ?
I work along similar
I just acheived a first success to compile osgATK and run osgATK examples under
Windows.
- "solid" works.
- "animSkinning" displays something but the console continuously says "Channel
rotation does not contain a valid symbolic name for this class".
- "benchmark" runs but displays nothing and exi
I'm currently only dealing with rigid bodies at this point, however will
introduce soft bodies at some point for extra effects once my engine is
done. I'm still implementing some core features like a scripting system and
built-in level editor, so it will be some time before I get around to the
ext
> Are you trying to include the soft body animation (deforming surface
> (triangle) mesh constructed according to the tetrahedral element
> deformation) that is avaialble in bullet or are you just
> focusing on building triangle/collision meshes for rigid bodies ?
>
> I work along similar lines b
Thank you for you report.
I will check and report modification on the osg branch
Cheers,
Cedric
Sukender wrote:
I just acheived a first success to compile osgATK and run osgATK examples under
Windows.
- "solid" works.
- "animSkinning" displays something but the console continuously says "Chann
Of course!
Thank you very much! Sometimes it's hard to see such easy things, I think this
happens to other people too... Doesn't it? :-)
Getting this answer was a perfect start of the working day. Now I feel very
happy and will take further steps into the shader world.
Asa
__
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