Hi,
I compiled OpenSceneGraph 3.6.1 on a recently formatted Windows 10 laptop with
up-to-date drivers.
When I tried to run osgViewer with cow.osg, the model and screen started to
'flicker':
[Image: https://preview.ibb.co/dbVWFT/photo.jpg ] (https://ibb.co/jeAnpo)
but interestingly, when I took
t do the depthclamp, but the display lists might be a
> problem here.
> can you try:
> set OSG_OPTIMIZER=INDEX_MESH
>
> osgviewer cow.osg
>
>
> Laurens.
>
>
> On Thu, Jun 21, 2018 at 12:02 PM Eran Cohen < ()> wrote:
>
>
> > Hi,
> >
&
t; >
> > osgviewer cow.osg
> >
> >
> > Laurens.
> >
> >
> > On Thu, Jun 21, 2018 at 12:02 PM Eran Cohen < ()> wrote:
> >
> >
> > > Hi,
> > >
> > > I compiled OpenSceneGraph 3.6.1 on a recently f
e, as Johny suggested.
Good luck,
Eran Cohen
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Hi,
To respond to user events you can either inherit from osg::Callback and install
it on your node as an EventCallback:
Code:
class ColorCallback : public osg::Callback
{
public:
virtual bool run(osg::Object* object, osg::Object* data) override
{
auto nv = dynam
Hi Diego,
You can pass user events to the viewer (and thus to its Event Handlers):
Code:
// This struct will be passed to the event handler with the relevant parameters
(for example, the node you want to affect and the color to change it to)
struct ChangeColorEvent : public osg::Referenced
{
imply use:
Code:
map->addLayer()
As an aside, you will probably get better help for these kind of questions in
the osgEarth forum.
Good luck!
Eran Cohen
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If I'm not mistaken the layer API changed in 2.9 to be more generic, and you
> should simply use:
>
> Code:
> map->addLayer()
>
>
>
> As an aside, you will probably get better help for these kind of questions in
> the osgEarth forum.
> Good luck!
>
&g
hat's the reason for the first error.
I'm not sure why the program hangs when you use the addLayer() method, but you
may have better luck asking in the osgEarth forum.
Good luck,
Eran Cohen
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Hi David,
If you're adding a model from code, you can simple load it normally using
osgDB::readNodeFile and place it under an osgEarth::GeoTransform to transform
to the correct location:
Code:
auto model = osgDB::readNodeFile("path-to-model");
auto geoTransform = new osgEarth::GeoTransform;
Hi David,
It would help if you post the code that doesn't work for you so that we can see
whats wrong with it.
Have you set its location using a GeoPoint?
Code:
auto model = osgDB::readNodeFile("path-to-model");
auto geoTransform = new osgEarth::GeoTransform;
geoTransform->addChild(model);
Good to hear!
As an aside, if you find yourself dealing with clipping issues when zooming in
closely to models, take a look at osgEarth::Util::LogarithmicDepthBuffer.
Cheers,
Eran
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Hi,
I succeeded in building the OpenScenegraph solution on VS2017 64-bit with the
small 3rdParty dependencies, but when I try to build the INSTALL project, it
fails with this message:
>
> 1>C:\Program Files (x86)\Microsoft Visual
> Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.Cpp
For anyone interested, the build failed because of the place that the Cmake
install script looked for the .pdb files of the examples. Cmake looked for them
in build/examples/example_name, but all the examples built them to build/bin.
I manually changed the build location for the .pdb file for all
Hi Robert,
I have no Cmake knowledge, so I didn't change the Cmake script, but rather
manually changed the project configurations for all of the examples in visual
studio. Right click on the project, select properties. Go to Linker ->
Debugging and change the Generate Program Database File to
Hi,
I was wondering if there is a way to read an .ico file, preferably using osgDB.
When I try to use it in the following way:
Code:
osg::Image* icoImage = osgDB::readImageFile("delete.ico")
icoImage is null.
Thank you!
Cheers,
Eran
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Hi,
We have a program with a UI that is built in WPF and WinForms and runs on
Windows 7.
We have another library that uses OSG-3.0.1 that we are trying to integrate
into our program. This library uses OSG to render a picture to the screen
(using osgViewer).
Our program can run either from th
This problem seems to have been fixed in the new 3.6.0 release
Cheers,
Eran
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Hi,
I implemented a 'PausableViewer', to enable dynamically 'hiding' and 'showing'
the window. I did it in the following way:
On pause, I set done to true, create a new GraphicsContext with the same traits
of the previous GraphicsContext, stop the viewer threading and switch them -
Code:
pause
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