Hi,
Does OSG support to export 3D models to 3D PDF format?
Thank you!
Cheers,
Bruce
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Hi,
In my application I want to save the current scene as an image every time the
user presses 's'.
I have the basic framework to detect the keypress and it works fine. I am
facing issues in saving the scene.
I wrote the following callback -
Code:
class SnapshotCallback : public
Hi,
I want to integrate openGL code inside OSG except for using osg::Drawable
callback method.I have tried to use get GraphiContex and then call openGL
code.but it not work at all.below is my code .
glPushAttrib(GL_ALL_ATTRIB_BITS);
glMatrixMode(GL_PROJECTION);
Laurens,
before OSG_NOTIFY_LEVEL=WARN
And now I have changed it to NOTICE, then restarted computer and tried it
again...but it is the same, nothing happens.
Cheers,
Ekaterina
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Yes, exactly nothing. Attached there is an image.
Cheers,
Ekaterina
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Hi,
I just installed version 3.2.0. Now, when reading an .stl file with the
pretaining plugin, I get vector subscript out of range in the readNode
function. I temporarily reverted to 3.0.1 to bve able to continue my work, but
what can I do about this??
Thank you for any hints!
Cheers,
Anneke
Hi,
I am interested in osgWidget::windowmanager on iOS as well.
I create my windowmanager like this.
osgWidget::WindowManager wm = new osgWidget::WindowManager(
viewer,
width,
Greetings, OSG gurus. I am currently using OSG 3.1.8 and am trying to create an
application that runs on Android. We need to be able to load models and (if at
all possible) load built-in animations for those models. It's looking like none
of the model formats support OpenGL ES 2.0, but I could
Hi,
I'm using osgconv to convert a 3DS file to a dae file.
Why it converts my textures files from RGB to BGR files ? And how to avoid this
conversion ?
Thank you!
Cheers,
sinan
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Hi,
My problem is about textures :
When i read and write an image (for texturing an obejct), this one is
transformed from RGB to BRG. But i don't want this transformation. How can i do
to avoid it ?
Part of my code :
osg::ref_ptrosg::Texture2D texture( new osg::Texture2D );
(...)
Hi,
I got the latest stable release 3.2.1 rc2. I followed instructions in
generating xcode project for ios to generate the xcode project file. I am
building for iphoneSimulator. I am able to build OSG with Examples OFF, but if
I change it to Examples ON, it fails in osgViewerIPhone example.
Hi,
I built smoothly OSG-3.2 with Qt-5.2 and MingW 4.8 (as provided by Qt) except
when it comes to osgQt.
for some reason the moc generated file
Code:
src\osgQt\__\__\include\osgQt\moc_QGraphicsViewAdapter.cpp
is missing the include directive at the top of the file
Code:
#include
Hi all,
Trying to build OSG with Eclipse and MinGW on Win 7 reports a _int64 does not
name a type error in GL header file at lines 147 148:
#if !defined(GL_EXT_timer_query) !defined(OSG_GL3_AVAILABLE)
#ifdef _WIN32
typedef __int64 GLint64EXT;
typedef unsigned
Hi,
I am completely new to OpenSceneGraph but the project looks great and I'd like
to give it a try. However, I'm having quite some problems building it. I'm
running OSX 10.9.
I downloaded the stable release 3.2.0 which I am able to build (without libc++)
but whenever I compile an application
I'm trying to build osgWorks and osgBullet on windows 7 using cmake and I'm
having some troubles with dependencies.
In order for osgBullet to work I first need to build and compile osgWorks. I
placed the code for osgWorks into a folder C:\osgw2 I run Configure in cmake
for the cmakelists.txt
I'm attempting to build OpenSceneGraph-3.2.1-rc1 with Visual Studio C++ 2010
Express w/ Service Pack 1
The linking error on building the osg project:
Code:
1-- Build started: Project: ZERO_CHECK, Configuration: Debug Win32 --
2-- Build started: Project: osg, Configuration: Debug
Hi,
I apologise for some very ignorant questions but hope you can help with my
attempts to install on a mac running osx 0.6.8
I installed osg using macport - by which I mean I ran its install command. This
seemed to work - I got a success message, but I wasn't clear whether this meant
I had a
Hi,
i was able to solve the issue with finding qt5 by setting those variables:
set(DESIRED_QT_VERSION 5 CACHE STRING )
set(CMAKE_PREFIX_PATH C:/Qt/5.1.1/msvc2012_64_opengl CACHE PATH )
Thank you!
Cheers,
Thomas
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Hi,
I have the same problem with Qt 5.1 and Open Scene Graph 3.2, too.
It seems OSG doesn't find Qt 5 and searches for Qt 4 instead.
I already tried the following defines in the cmake cache.
set(CMAKE_PREFIX_PATH C:/Qt/5.1.1/msvc2012_64_opengl/bin CACHE PATH )
set(Qt_FIND_VERSION 5.1.1 CACHE
Hello,
After building osg (v 3.3) and osgbullet from sources under Windows and visual
studio 2010, osgbullet examples are asking for 80-osgGA.dll. Osg ALL-BUILD
compilation generated 110-osgGA.dll. Where should I change VS2010 options so
that the newer dll is searched? Any other way to fix
Torben,
Perhaps I'm missing something (please correct me if I am), but I think the nv*
lib files are missing from the full package on your website. If they are
missing, would there be anyway for you to patch 7z file to include them?
Thanks a bunch for putting these together - they're a
Hi,
Thanks for providing such useful information. Here i got significant
information, my cell phone has same problem but here i get the solution for it.
Thank you!
Cheers,
alisterbadcoke
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hello, everyone.
I am an osg learner in China.Recently, when I read the source code of
osg::Impostor class, something about multi-threading confused me a lot.That is,
in the case of CULL_VISITOR of osg::Impostor::traverse, no mutex is used to
protect the function createImpostorSprite
It's osgSim::Impostor, not osg::Impostor.I am sorry.
-- Original --
From: ttaw;wattha...@qq.com;
Date: Tue, Mar 4, 2014 08:17 PM
To: osg-usersosg-users@lists.openscenegraph.org;
Subject: perhaps a bug in osg::impostor
hello, everyone.
I
Hi Bruce
We use the PDF3D SDK to so this http://www.pdf3d.com/pdf3d_overview.php
Works very well, a note on the Adobe 3d PDF format it has issue with
transparency ( old problem but really highlighted in 3d PDF's)
G
Gordon Tomlinson - TeamRV
Sustainment Manager/Chief Engineer(RemoteView)
Hi Aviral,
On 2/28/2014 4:36 AM, Aviral Goel wrote:
But the callback doesn't get executed.
I have 2 questions -
1) what am I doing wrong
2) Is this the preferred way to get the snapshot of the scene
You may want to look at osgViewer::ScreenCaptureHandler available in the
Bruce, there is no direct exporter, but I will probably be working on one
in the next couple months if you want to talk.
On Mon, Mar 3, 2014 at 11:37 PM, Bruce graysky...@hotmail.com wrote:
Hi,
Does OSG support to export 3D models to 3D PDF format?
Thank you!
Cheers,
Bruce
If it's messy to automate the behavior, I think even a warning visible at a
'warn' log level would suffice. I.e. pop the message on add/insert PrimitiveSet
if the drawarray is instanced and display lists are enabled on the Geometry.
If I can squirrel away some time soon, I'll go ahead and
Hi ,
Is the PDF3D SDK free or open source? we would use it in education and research
job.
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In my code animation play with space key(in .fbx and .dae files), but in osg
native formats I can't control it - animation play once without pressing key
and AnimationManagerFinder is empty.
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Hi Folks
This question is a little of topic but thought this group might be a good
group to ask, I have a windows application ( that has an OSG component) that
it looks like I have to port to Linux (Redhat), this application makes a lot
of use of the Windows GDI/GDI++ library (Windows
Cairo is the first that comes to my mind.
2014-03-05 11:34 GMT+07:00 Gordon Tomlinson gor...@gordon-tomlinson.com:
Hi Folks
This question is a little of topic but thought this group might be a good
group to ask, I have a windows application ( that has an OSG component)
that it looks
Hi folks,
I've been requested to explore the options of OpenSceneGraph development
under iOS.
There are some starter tutorials, but I still have some questions
(without having touched the toolchain right now)
1. Depending on the device I guess I'm bound to OpenGL ES 1 and 2?
2. What about
Hi,
I'm trying to create new animations with QuatSphericalLinearSampler to
concatenate the animations that I'm lauching. The general idea is to have
smooth transitions between two animations.
I create the animation like this:
Code:
osgAnimation::Animation* anim = new osgAnimation::Animation;
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