Hi Shawl,
On 25 September 2012 06:40, wh_xiexing wh_xiex...@sina.com wrote:
i want to create an editor tool that can select a cluster of points
one time in order to remove the selected points .
osg provide the functions to do that job? or i need to code from
scratch?
How
Hii think easiest way to do that is make some invisible geometry representating that point cloud which encloses all points, link it with point cloud and check intersection vs it.Cheers,Sergey. 25.09.2012, 09:40, "wh_xiexing" wh_xiex...@sina.com:Dear friends . i want to create an editor
Thank you very much!
I already solved the problem removing the handler at the end of my program.
Code:
osg::setNotifyHandler(NULL);
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50120#50120
___
Hi,
Imagine a Program which lets you do a wide variety of ways to edit, alter,
enhance and process batch conversion of your pictures in just a few clicks.
Batch Image converter is the easiest to use programs that can apply your
desired option to all or selected pictures at once...
Thank you!
Thanks, hybr. But I still do not know why the values in the image attached to
the depth buffer are the same in every single array cell, when I would expect
to see a lot of variance between the top and bottom portions of the image,
given that the top portion would be covering the sky, and the
Hi,
i hope my question fits into this Thread.
I try to implement a custom CameraManipulator that derives from
osgGA::CameraManipulator. My current goal is to change the lookAt Vector of the
camera. After inspecting the definition of CameraManipulator it seemed to me
that i could achieve this
Hello, I'm trying to write a program where the renderer is running on a
separate thread. On the main thread I want to control the command line inputs
but as soon as I add scenedata to the osgViewer which is stored in the renderer
then the renderer takes over the standard input. std::cin in the
I've got a pretty decent little OpenSceneGraph system going, but I'm having
problems getting it to work multithreaded. If I set
Code:
viewer-setThreadingModel(osgViewer::Viewer::SingleThreaded );
then everything works fine, but if I enable any method of multithreading then
I get strange
Hi!
Well, honestly i had a look at Havok.
Luckily ... because the documentation seems much more complete and detailed
than the PhysX docs.
So i started to play around with that ... multithreaded ; )
Thanks to the osgHavok example by Janusz (to be found in this forum) i got
started easily
Hi,
S2LR, thanks for your help... I've tested out your suggestion and feel like I'm
getting somewhere. The good/bad news, depending on your outlook, is that it
does something. I had to modify some of what you provided to make it compile,
but the result is that the application renders a solid
What I've tried from your suggestions
I hope the code here is clear enough. I haven't had any success with your
suggestions to this point. I have placed them in an easy format to try them all
without getting commented code mixed up with other code. I'm posting here the
four relevant sections of
Hi,
Yes , I'm using the example 'osgpick' in OSG. But It does'nt found in
osgviewer, using the command in console: osgviewer osgpick.osg , 'pick' or
'pickHandle' only works on the application. Osgviewer locks the keyboard and
mouse, to use their own movements: osgviewer --help-keys. Is there a
Hi,
We have had OSG embedded in our application for some time now. Our current
version is 2.8.1. We had been running on Windows XP Pro until recently when we
installed our application on a Windows 7 laptop (32Bit). There were a few very
minor glitches that we corrected. More recently we
Dear OSG users,
I've been using OSG since quite some time now but I'm facing a problem for
which I was not able to find a good solution. I both searched on the forum and
googled my problem but with no luck so far.
Since my overall setup is a bit complicated, I'm going to use here a
Hello dear OSG-community,
I write a project that contains Bullet GImpact Detection Collision, customer
osgDragger like 3DMax use and a simple AnimationManager , so I hope it will
help others who want to use the bullet Detection Collision.
the software version is: Bullet2.8.0 , Qt4.7.4 ,
Hi,
I am new to OpenSceneGraph and am creating my own .osg files that I then want
to convert to .ive files for use in our application. My .osg file will
basically be a list of ProxyNodes to other .ive files. These .ive files can be
at different locations. When I convert my working .osg file to
Hi,
I am trying to change the color of a geometry after I pick it. I use display
list, however, when call setColorArray, it takes time to really change the
color. I read this post http://forum.openscenegraph.org/viewtopic.php?t=9234 ,
and setUseDisplayList(false). However, after that, the
Hi,
I'm currently implementing my own global tone mapping (without osgPPU). As a
first iteration, I'm averaging the luminance by using hardware mipmap
generation. Then I'm wondering if there is a mean to retrieve the last level of
mipmapping from a osg::Texture?
Is someone have a useful link
Thanks for reply.
I tried to reinstall the OSG library because I think I did something wrong the
first time, but errors continued. However I think the problem came by my
graphic card drivers, I have an ATI Xpress 1250 (onboard). Changing the file
atioglxx.dll from legacy version 10.2 to
Hi Randall,
The flickering issues is very unlikely to be related to culling as
it's naturally thread safe thanks to the way it's effectively buffered
and hasn't caused problems before. The exception to this would be if
you have some cull callback that is't thread safe, or you are using
something
Hi Kleber,
On 18 September 2012 15:12, Kleber Jacome gasnapiro_...@hotmail.com wrote:
Yes , I'm using the example 'osgpick' in OSG. But It does'nt found in
osgviewer, using the command in console: osgviewer osgpick.osg , 'pick' or
'pickHandle' only works on the application. Osgviewer locks
Hi Tina,
Setting the colour array on an osg::Geometry should be quick and
shouldn't normally make rendering slow. The fact you are finding this
suggests that perhaps you are setting up osg::Geometry to render with
OpenGL slow paths so as using indices arrays or per primitive bindings
- these are
Hi luizy,
On 25 September 2012 01:42, GL 524582...@qq.com wrote:
In the osgManipulator::Dragger include file
revise the function void dispatch(MotionCommand command) to virtual void
dispatch(MotionCommand command)
I have just checked in the change of the method
dispatch(MotionCommand
Hi
Is the image that you attach to camera have same dimensions as camera viewport?
May be you rendering only small part of picture to your image ( like small
piece of sky )
Cheers,
Sergey.
17.09.2012, 17:09, Andrey Shvartsman ashvarts...@dcscorp.com:
Thanks, hybr. But I still do not know why
Stéphane Bonardi wrote on 2012-09-19:
Since my overall setup is a bit complicated, I'm going to use here a
simplified version to explain what I'm trying to achieve. Imagine that I
try to create and animate a robotic arm with three degrees of freedom
(articulations): I create a scene graph
Hello,
This problem occurs when I run the code on an old machine with intel core 2
duo,Nvidia quadro FX 580, 4gb ram, OS=Slackware. If I run this code on another
machine with Intel i7-3770, AMD Radeon 7800 series (2gb), 12gb ram, OS=Red Hat
then the code runs just fine.
Do you have any ideas
Hi Christoffer,
On 25 September 2012 12:39, Christoffer Pettersson hoffe...@hotmail.com wrote:
This problem occurs when I run the code on an old machine with intel core 2
duo,Nvidia quadro FX 580, 4gb ram, OS=Slackware. If I run this code on
another machine with Intel i7-3770, AMD Radeon
We have had OSG embedded in our application for some time now. Our
current version is 2.8.1. We had been running on Windows XP Pro until
recently when we installed our application on a Windows 7 laptop (32Bit).
There were a few very minor glitches that we corrected. More recently we
hmm ok. I tried the code on another computer with specifications between the
two computers mentioned before. This one running Slackware as well. And the
code ran fine on this one. Theyre using the same terminal and as far as I know
they also use the same compiler.
As I mentioned before,
On 09/25/2012 12:04 PM, Christoffer Pettersson wrote:
hmm ok. I tried the code on another computer with specifications between the
two computers mentioned before. This one running Slackware as well. And the
code ran fine on this one. Theyre using the same terminal and as far as I know
they
Maybe would be easier to do a client-server approach to give orders to the
renderer (server) and that the client program would hear the terminal
orders.
2012/9/25 Jason Daly jd...@ist.ucf.edu
On 09/25/2012 12:04 PM, Christoffer Pettersson wrote:
hmm ok. I tried the code on another computer
Hi Robert,
That is pretty much what I'm doing, just the other way around. The main thread
is responsible for handling standard inputs, while the second thread is
responsible for handling the renderer.
Hi Jorge,
That is exactly what I try to mimic using the current design :) I cant add
On 9/25/2012 5:01 PM, Christoffer Pettersson wrote:
Hi Jason,
That is pretty much what I'm doing, just the other way around. The main thread
is responsible for handling standard inputs, while the second thread is
responsible for handling the renderer.
I didn't see the code you posted
The cin in the thread is only there for demonstration purposes. It was used to
test the blocking of the cin function. If i write cin in the render thread then
the program is halted. If i write it in the main thread it is not halted. The
model code is also just for demonstration. That part of
On 9/25/2012 5:27 PM, Christoffer Pettersson wrote:
The cin in the thread is only there for demonstration purposes. It was used to
test the blocking of the cin function. If i write cin in the render thread then
the program is halted. If i write it in the main thread it is not halted. The
The cin in the render thread is not supposed to be there. They were just put
there to see if they would block or not, which they did. The problem i have is
that if i write cin in any other thread than the render thread, then the thread
containing the cin command does not block. It jumps over
On 09/25/2012 05:45 PM, Christoffer Pettersson wrote:
The cin in the render thread is not supposed to be there. They were just put
there to see if they would block or not, which they did. The problem i have is
that if i write cin in any other thread than the render thread, then the thread
Thanks Robert
2012/9/25 Robert Osfield robert.osfi...@gmail.com
Hi luizy,
On 25 September 2012 01:42, GL 524582...@qq.com wrote:
In the osgManipulator::Dragger include file
revise the function void dispatch(MotionCommand command) to virtual
void dispatch(MotionCommand command)
I have
Hi David -- I posted your change #1 to osg-submissions. (To refresh your memory,
this is the fix for how OpenGL.h is included by the include/osg/GL header.)
With this change, we (at least) have OSG trunk building for GL3 on OSX 10.7. To
actually get it running (i.e., support for forward
Hi,
I tried to use non power of two textures under iOS 5.1 with OpenGL ES 2 (on
Ipad 2) but didn't succeed so far.. Am i missing something ?
I'm using this kind of code :
texture = new osg::Texture2D();
texture-setImage(0, image);
texture-setResizeNonPowerOfTwoHint(false);
Hi,
I am new to OpenSceneGraph and am creating my own .osg files that I then want
to convert to .ive files for use in our application. My .osg file will
basically be a list of ProxyNodes to other .ive files. These .ive files can be
at different locations. When I convert my working .osg file to
Has anyone experienced problems with the forum in the last week or so? I keep
getting a lot of 502 Bad Gateway error messages a lot of the time I try to
open posts.
Andrey
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50289#50289
Hi,
I've managed to generate my mipmap via the hardware. But I'm guessing I don't
have the good mipmap as the result of my tone mapping is unstable. The screen
is brighter in a jerky manner for some position of the camera.
As below, how to create my mipmap:
Code:
osg::ref_ptrosg::Texture2D
Hi,
first,You should build your osg binary with mingw,so the qt binary can use.
the CMake can build the mingw makefile.
Thank you!
Cheers,
Liu
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50300#50300
Well I have my application displaying maps. I also believe that I have
some DTED data loading. Now I would like to have the lat/long and
elevation display in the status bar. My question is how do you get the
position information as you move the mouse over the map?
I was trying to make my own
On Tue, Sep 25, 2012 at 7:26 PM, Michael W. Hall hal...@att.net wrote:
Well I have my application displaying maps. I also believe that I have
some DTED data loading. Now I would like to have the lat/long and
elevation display in the status bar. My question is how do you get the
position
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