I appreciate the concern which is been rose. The things need to be sorted out
because it’s not about the individual but it can be with everyone
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Hi Jason,
I've already tried deleting the cache folders, unsuccessfully.
And how can I retrieve the version of my current osgEarth lib ?? :-) I
cannot find that in the sources, and I just don't remember which version I
downloaded :-)
And by the way, this as nothing to do with this thread yet,
Ohh !
sorry, I though it was the contrary.
In that case yes, this is a valid option too !! Thanks for your help !
I guess I could also implement this behavior with a cull callback, no ?
manu.
2009/4/30 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hello Emmanuel,
Sébastien, I'm
Thanks,
I'll try this one.
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Hi Akilan,
On Thu, Apr 30, 2009 at 6:45 AM, Akilan akilan.thangam...@gmail.com wrote:
I have created a terrain database for the whole world from bluemarble west
and east.
Now I would like to add a new tile into the database without regenerating
the entire database again. Could it be
Hi Soaring,
you're right about osgSwig being targeted at Python mainly. We as
osgswig maintainers have already had some requests on how to make
things work in Java but no one has stepped up yet to do the
integration yet. I know of two new attempts to do the Java bindings,
one of which likes to
Hi all,
For the frenchies around, here is a note about an event taking place in
Paris. It can be interesting to test the OSG R/W plugin during the event but
unfortunately it will not be possible for me to be present.
Here is the the program :
Le 11 mai 2009, les pôles de compétitivité Cap
Hello,
I use the StandardShadowMap to create a shadow in my scene and I use the
TrackballManipulator to change my camera. But the shadow changes when I
rotate the camera. I don't know why.
Cheers, Martin
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I'm trying to create a CMake project for an initial release of osgOcean
and I'd like to follow the OSG's convention of piling all debug and
release libs and dlls into bin and lib folders appending D onto the end
of the debug libraries.
I'm quite new to CMake and I'm finding this quite
On Wed, 15 Oct 2008 11:24:13 +0200, su hu ttts...@gmail.com wrote:
Hi Robert
Thanks for your reply.
I will see the osghud example and try your method. Thanks.
But due to projector's black level, really dark scenes will not look good
with only software edgeblending.
In these cases,
Hi!
I would need to make the interpolation between frames.
In my application I using the function frame ().
I do not know how ... you have any idea?
Miriam
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On Thu, Apr 30, 2009 at 12:02 PM, Miriam D'Elia miriamde...@gmail.com wrote:
Hi!
I would need to make the interpolation between frames.
In my application I using the function frame ().
I do not know how ... you have any idea?
Could you explain what your mean by interpolation between frames as
The PREFIX property does this:
SET_TARGET_PROPERTIES(${TARGET_TARGETNAME} PROPERTIES PREFIX ../)
For how it's used in the OSG's cmake macros, see OsgMacroUtils.cmake in
SETUP_EXE() and SETUP_PLUGIN()
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/CMakeModules/OsgMacroUtils.cmake
On
Hi Miriam,
On Thu, Apr 30, 2009 at 12:15 PM, Miriam D'Elia miriamde...@gmail.com wrote:
I need to move several objects of type PositionAttitudeTransform from a
point A to point B, by interpolating the motion between the frames.
OK, that's much more informative. Use a update callback such as
Hi Emmanuel,
I guess I could also implement this behavior with a cull callback, no ?
Yes, but that is a design consideration. Personally, if there's a
solution that does not require a callback, I'll prefer that solution,
since then I don't have to remember that there's a callback on a given
Hi,
I am making a simulation and I want to add rain or snow effect.
I saw the osgprecipitation exemple but I work on the osg version 1.2 and
delta3D version 1.5.0 (I know that the version are too old, but I must work
with these version).
I change the viewer by the producer and put some line
Hi all,
What I'm trying to do is to intersect with humans.
In our scene humans are bilboards and only one bilboard is active at one
time(the one that is facing the camera). If my LineSegment intersects the human
on the side, the default intersection visitor will intersect the bounding
sphere,
Thanks!
Robert Osfield ha scritto:
Hi Miriam,
On Thu, Apr 30, 2009 at 12:15 PM, Miriam D'Elia miriamde...@gmail.com wrote:
I need to move several objects of type PositionAttitudeTransform from a
point A to point B, by interpolating the motion between the frames.
OK, that's much
Hello Patrick,
no replies yet :(
We use LISPSM here with textured .flt, .ive and .osg models and don't
have any of these problems. The fact that the same problem exists with
your models when you load them in the osgshadow example is weird. Could
you place one small model that exhibits
Hi Sébastien,
2009/4/30 Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com
Hi Emmanuel,
I can't get anything to work properly for the moment... (actually I was
doublely wrong: the eventTraversal() is before the cull traversal yes, but
also, the camera manipulator matrix is not updated in
Hi Emmanuel,
I haven't try that yet, but according to my previous tests I'm pretty
sure this won't work: if I use the ABSOLUTE_RF I will loose the camera
rotation (ie the stars will really be fixed on the camera) and that's
obviously not the desired effect: the star points must be influenced
Hi all,
A shader OpenGL context related question now:
suppose I want to pre-compute a few textures.
- I can create the shader programs,
- prepare the textures and attach them to a camera object,
- create a viewer, set its camera
- and ask the camera to render to a frame buffer object.
then
Cheers chap.
K.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org on behalf of Philip Lowman
Sent: Thu 30/04/2009 13:05
To: OpenSceneGraph Users
Subject: Re: [osg-users] OSG's CMakeLists.txt
The PREFIX property does this:
SET_TARGET_PROPERTIES(${TARGET_TARGETNAME}
Hi Wojtek,
Yes reference frame is set in StandardShadowMap, i didn't notice it
yesterday.
I made test and i found something new:
It's not a lod problem but a Lighting problem (geometry is good).
Actually i take a look in StandardShadowMap shader, if you have any idea.
[...]
Find where is
Hi Manu,
Use a PBuffer rather than a FBO, or if you need the advanced RTT
features only supported by FBO use a pbuffer context with a FBO.
Robert.
On Thu, Apr 30, 2009 at 4:11 PM, Emmanuel Roche
roche.emman...@gmail.com wrote:
Hi all,
A shader OpenGL context related question now:
suppose I
Hi Ümit, Roland,
Thank you for your answers.
Roland, you're right, my COLLADA file is ill formed and OSG 2.8 simply is less
permissive than 2.6.
Best Regards,
Pierre
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please ignore this test message. I have almost completed the new anti-spam
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cheers
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Hi Robert,
This does sound like an OpenGL object clear/reuse issue relating to text.
Any chance you could create a simple example that demonstrates this
issue?
I'm doing that right now (both to check if it's reproducible in a simple
form and as a possible test case to send).
Well, I
Pierre Boulenguez wrote:
Hi Ümit, Roland,
Thank you for your answers.
Roland, you're right, my COLLADA file is ill formed and OSG 2.8 simply is
less permissive than 2.6.
Does anyone have a Windows-compiled copy of the latest COLLADA validator? I'd
been
having trouble getting it to
Hi folks,
due to couple of spam intrusions in our forum any new user and any user with 0
posts, has first to be approved before his/her messages are posted.
As soon as a new user post something on the forum, admins/moderators will be
informed. His/her message is first not visible to the
Hi Robert,
the latest SVN revision cannot be build under Windows if
“OSG_USE_UTF8_FILENAME” config option is enabled. The error occurs in
“FileUtils.cpp” file, line 663, since there is no UNICODE-capable version of
the “GetProcAddress” function. The “OSGDB_WINDOWS_FUNCT_STRING” makro is
Hey Robert,
I got that to work! Thank you very much!
-Sean
On Thu, Apr 30, 2009 at 7:50 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Sean,
Ubunutu has ffmpeg in the repositories so you could use this instead.
Or just enable the shared library build in ffmpeg to make to it builds
btw. after retessellation a geometry, where are the additional created vertices
stored? are they added to the end of the existing vertexarray?
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Hi,
for my current project I need to render the depth buffer of a scene off screen
into a texture or an image. During the last few days I tried to solve it but I
couldn't get a good result. I got it work to render the color buffer into an
image, but I need the depth buffer. In the following
Hey Robert,
There are several link errors:
Error 4 error LNK2019: unresolved external symbol closesocket
referenced in function public: __cdecl Receiver::~Receiver(void)
(??1Receiver@@q...@xz)Cluster.obj
Error 5 error LNK2019: unresolved
depthReadP-readPixels(0,0,719,575, GL_RGB ,GL_UNSIGNED_BYTE);
Shouldn't the type be GL_DEPTH instead of GL_RGB? I think you can find this
info under glReadPixels in the OpenGL blue book.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original
In my previous post, that should be GL_DEPTH_COMPONENT, sorry.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Johannes
Hi Paul,
you are right, I only used that for testing. But also with GL_DEPTH_COMPONENT
it doesn't work. In my experience the readPixel command doesn't work for of
screen rendering?!
I would prefer the version with the variable depth which is attached to the
camera.
In my first post I forgot
I'm not sure why the code you posted doesn't work.
When I want to read the screen (color, depth, whatever), I use a post draw
callback attached to the Camera. This should work whether your framebuffer
is a window or an FBO.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303
I looked into some odd behavior with an OSG/Qt based application at
my place and traced this behavior back to an old favorite...
osgviewerQT --QOSGWidget cow.osg
This crashes on some systems, runs fine on others. This seems to be true
for both OSG versions 2.8.1-rc2 and 2.9.2, Qt version
Hi Boto
Just found this post and am really keen to get and exporter for max. I too have
been using cal3D and it's not exactly artist friendly (bless em). I think I
would be very interested in making this happen asap, as decent skinning is the
only thing lacking from the osg tool chain,
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