Hi Paul,
Thank your for your suggestion. Decrementing the simulation time in
Viewer::frame() would probably allow to play one animation backwards. But I
would be stuck if I wanted to play two different animations at the same time,
one being played backwards and one in the normal direction?
Hi,
OSG 3.0.1 Release, I didn't make changes to src.
Cmake build a solution.
Compile ReaderWriterDAE.cpp
I got many errors (about 60), first was:
13 ReaderWriterDAE.cpp
13...\src\osgplugins\dae\daeReader.h(161): error C2146: syntax error: missing
';' before identifier getAssetUpAxis
Please,
I used Collada dom 2.4. But in OSG WiKi:
As of December 2011, testing indicates that the plugin still does not work
with the COLLADA DOM version 2.3.x, but does work with the 2.2.
With COLLADA DOM version 2.2. it works fine (almost :D )
In ..\src\osgPlugins\dae\daeWSceneObjects.cpp we
Hi,
I successfully compiled OSG for Android on Windows using the nice tutorial from
this forum ([Tutorial] Building osgAndroidExampleGLES1/2 on Ubuntu 11.10). The
example runs pretty well (especially if you ignore everything Eclipse says).
My problem is that my 3D Model dissapears from the
Hi all,
I'm quite new to OSG and have no OPENGL background.
I want to know how to acquire the current location information of a drawable
object?
Actually the initial position of the geometry is set by me. But when I move the
objects with mouse, the spatial information changes, right? So I want
Nah, it's just it's default behaviour. Every time the context is
regenerated (open application, change screen orientation, go to desktop and
resume, etc) it creates again the viewer for the new conditions and the
scene is emptied. It's a toy example and there are a lot of cases that have
to be
Hi Chris,
xe...@alphapixel.com
Use the Google cache. The original wiki seems to be getting over-run by
crap now.
Off topic, but the culprit is a Microsoft bot, a crawler for bing. I
doublechecked the IP's and all of them belong to microsoft . I have tried
to disallow the indexing of this
Download it from here:
http://www.openscenegraph.org/projects/VirtualPlanetBuilder/
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=48652#48652
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Will the UK site ship to the US of A?
there is no OpenSceneGraph at the US site that I can find!
robertosfield wrote:
Hi Chris,
You do know we already have a cafepress entry for OpenSceneGraph:
http://www.cafepress.co.uk/openscenegraph
Robert.
On 26 June 2012 02:01, Chris Hanson
On Tue, Jul 3, 2012 at 1:54 AM, Jordi Torres jtorresfa...@gmail.com wrote:
Hi Chris,
Use the Google cache. The original wiki seems to be getting over-run by
crap now.
Off topic, but the culprit is a Microsoft bot, a crawler for bing. I
doublechecked the IP's and all of them belong to
2012/7/3 Chris Hanson xe...@alphapixel.com
On Tue, Jul 3, 2012 at 1:54 AM, Jordi Torres jtorresfa...@gmail.comwrote:
Hi Chris,
Use the Google cache. The original wiki seems to be getting over-run by
crap now.
Off topic, but the culprit is a Microsoft bot, a crawler for bing. I
Nope, they are not posting spam, but eating all the resources of the trac
til the extenuation. But it seems they are not following the rules of the
game w.r.t robots.txt. Our trac is not working well since a couple of years
ago, so any overhead on the server results in a fall down of the
2012/7/3 Chris Hanson xe...@alphapixel.com
Nope, they are not posting spam, but eating all the resources of the trac
til the extenuation. But it seems they are not following the rules of the
game w.r.t robots.txt. Our trac is not working well since a couple of years
ago, so any overhead on
I just grabbed the trunk recently from the subversion repository and tried to
undergo the android build. However, I was coming upon build errors when it
gets to the osgViewer package, specifically it seems to not be able to find X11
headers. I was able to circumvent this by changing the
also seems to be segfaulting on me whenever i try to load a model not so
with 3.0.1
--
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http://forum.openscenegraph.org/viewtopic.php?p=48662#48662
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Hi.
I have a simple model I wanted to apply transparency to. I load the
model data into a geometry node, and set my scene up. To get a
transparent effect, I apply an alpha value to gl_FragColor in my
fragment shader.
The shaders are trivial:
Vertex:
void main()
{
gl_Position =
What are you doing to ensure that the triangles are rendered in back-to-front
order?
-Paul
On 7/3/2012 2:06 PM, Preet wrote:
Hi.
I have a simple model I wanted to apply transparency to. I load the
model data into a geometry node, and set my scene up. To get a
transparent effect, I apply
On Tue, Jul 3, 2012 at 4:45 PM, Paul Martz pma...@skew-matrix.com wrote:
What are you doing to ensure that the triangles are rendered in
back-to-front order?
-Paul
Nothing! How can I preprocess the data to achieve that?
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If you're unable to decompose your con-convex model into convex components, then
you'll need an order-independent solution such as depth peeling. One possible
implementation of depth peeling in OSG is demonstrated with the osgoit example.
-Paul
On 7/3/2012 3:10 PM, Preet wrote:
On Tue,
My initial implementation with AutoTransform is not fast enough for my
application. I have thousands of MatrixTransforms sharing a single
AutoTransform with a child Geode, containing a geometry with two lines. I was
getting around 17 fps. Removing the AutoTransforms improved the framerate to
You have to enable blending.
Try this:
[code]
ss-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
ss-setMode(GL_BLEND,osg::StateAttribute::OVERRIDE |
osg::StateAttribute::PROTECTED | osg::StateAttribute::ON);
[/code]
Thank
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