Hi all,
can anybody tell my why I get a bounch of compile errors declaring a
std::vector< const osg::ref_ptr > ?
If I remove the const statement it works fine.
Regards,
Gianni
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lis
Il 5/18/2010 6:23 PM, Alberto Luaces ha scritto:
Gianni Ambrosio writes:
can anybody tell my why I get a bounch of compile errors declaring a
std::vector< const osg::ref_ptr > ?
If I remove the const statement it works fine.
Why do you want do to that?
Simply, to use the
Il 5/19/2010 11:16 AM, Alberto Luaces ha scritto:
Gianni Ambrosio writes:
I guess you would have errors even if you
declared a std::vector.
No, that's not true. It works fine.
I have checked with gcc. It doesn't work. Furthermore, I would like to
point you to
Hi Michael,
Il 5/19/2010 11:55 AM, Michael Platings ha scritto:
Hi Gianni,
what you're looking for is this:
std::vector >
This means the pointer can change, but it can't be used to alter the
object it points at.
Thanks for the suggestion. That's good.
Thanks also Peter and Alberto for thei
Hi Frank,
Il 5/19/2010 5:13 PM, Frank Miller ha scritto:
const osg::ref_ptr< MyObject>is like MyObject * const
osg::ref_ptr< const MyObject>is like const MyObject *
Thanks for clarifying this.
MyObject const * is a "pointer to a const MyObject"
MyObject * const
Hi all,
this is my first message so please don't blame me if I'm submitting
stupid questions.
I would like to load an obj file where faces are lines. I mean something
like this:
mtllib material.mtl
v 0 0 0
v -10 0 0
v -20 0 0
...
usemtl RED
f 1 2
f 2 3
f 3 4
...
But I see nothing after loadin
Robert Osfield ha scritto:
> Hi Gianni,
>
> The OBJ loader assumes the 'f' stands of polyon not a line, for a line
> try using 'l'
>
> Robert.
>
Thank you, that was the problem. It is strange that another software
understands 'f' only!
Gianni
___
osg
Robert Osfield ha scritto:
> The OBJ plugin is based on what scraps of documentation available on
> this format, it doesn't try to do anything too clever with trying to
> guess ways of handling misuse of the format. If the other apps
> interprets things differently then it could be down to a bug i
Hi All,
I have a simple and basic question about how OSG manage smart pointers
and so on.
Is it true that if I declare a pointer as follows:
osg::Group* test = new osg::Group;
I would have a memory leak since I can not call a delete on "test"
object pointer?
So, this is the reason why I sh
Hi All,
I'm a beginner so my questions are really simple. I'm trying to use Osg
in a Qt application. I started looking at the osgviewerQT example and
modifying it I found something I don't understand. I would like to add a
level in my Osg node object hierarchy.
#if 0 // original code
V
Hi Thomas,
Il 6/11/2010 3:45 AM, Thomas Canipel ha scritto:
its normal that when you set an osg::Group as the SceneData that when you add a
child the viewer is notify and update the graphic, imaging that you have to
create 1000 of objects, if you have to recreate a a root and set it to the
v
Il 6/11/2010 10:37 AM, Gianni Ambrosio ha scritto:
With this code I can see two problems. First of all the loaded object
is not fitted in the viewer. Then using the mouse to rotate
(leftmouse+move), translate (middle mouse+move) or zoom (right
mouse+move), I just can see the effect of rotation
Dear All,
it seems the Osg API reference it's a little bit meagre.
How can I find the documentation of osgGA::CameraViewSwitchManipulator?
I mean, what it is used for?
Regards
Gianni
___
osg-users mailing list
osg-users@lists.openscenegraph.org
htt
Dear All,
I have an object (osg::Node) in the scene and I would like to move it
changing its position. I set the osg::Node as child of an
osg::PositionAttitudeTransform to change its posiotion in time.
Now the problem. I have a set of coordinates that represent the object
position every 1/100
Il 6/14/2010 7:06 PM, Paul Martz ha scritto:
Gianni Ambrosio wrote:
Dear All,
I have an object (osg::Node) in the scene and I would like to move it
changing its position. I set the osg::Node as child of an
osg::PositionAttitudeTransform to change its posiotion in time.
Now the problem. I
Il 6/15/2010 12:06 PM, Gianni Ambrosio ha scritto:
Il 6/14/2010 7:06 PM, Paul Martz ha scritto:
Gianni Ambrosio wrote:
Dear All,
I have an object (osg::Node) in the scene and I would like to move
it changing its position. I set the osg::Node as child of an
osg::PositionAttitudeTransform to
Hi All,
I tried to search in the Osg forum and mailinglist but I cannot find a
clear example on how to implement a cross axes coordinate system in the
right bottom corner of the viewer fixed in position and scale but that
can rotate. I found the "axes.osg" model but I didn't succeed using it.
Hi,
isn't that problem the same as having a cross axes fixed in a corner of
the viewer and rotates accordingly to the scene? If so, after looking at
the osgautotransform example I don't think it would solve the problem,
but I hope someone can help us :)
Regards
Gianni
Il 6/16/2010 4:44 PM, T
Looking around I found a topic that could help but I will ask some help about
that later.
Now, can anybody explain me please why I don't see the axes object in the
bottom left corner of the viewer using the following code? I can see the cessna
plane only in the viewer.
ViewerQT* viewerWindo
Thanks Paul, you are right!
Regards
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=29287#29287
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/lis
Since I did't find a complete example for adding a cross axes in a view, here
is the sample code I roughly implemented. I starded from what Jimmy suggested
here http://forum.openscenegraph.org/viewtopic.php?t=2205&highlight=axis.
Code:
ViewerQT* viewerWindow = new ViewerQT;
osg::Group*
I have one question about my posted code. I added
viewerWindow->addSlave(camera, false);
otherwise "camera->getView()" call in "AxisCameraUpdateCallback::operator()"
fails. I didn't find any documentation about that and I tried just intuitively.
Regards
Gianni
--
Read this topi
One more question. Suppose I have two viewers and I would like to show the axes
just in one of them. Since the camera with the axes model is in the scene, is
there any flexible way to enable/disable the axes in one viewer?
Regards
Gianni
--
Read this topic online here:
http://fo
Hi Jean-Sebastien,
Skylark wrote:
>
> So they're useful for some things but I wouldn't
> use them for this (personally).
>
I agree, if I understood correctly it doesn't make much sense in my case.
Thanks fot the other ways you suggested.
Regards
Gianni
--
Read this topic o
Hi,
what's wrong in the following code?
Code:
osg::Geometry* createPyramid(const osg::Matrixd& iTransform, const osg::Vec4&
iColor)
{
osg::Geometry* geom = new osg::Geometry;
osg::Vec3Array* vertices = new osg::Vec3Array(5+2);
(*vertices)[0].set(iTransform.preMult(osg::Vec3d(8.0f, 0.0f
Thanks Nick for the code.
Now I would like to understand why I must add the indices in this case since
for a simple line I just need to insert the vertices in the geometry node.
In fact I would like to add the line to the geometry outside of the
createPyramid method, where the line is created wi
OK, thanks Nick for the explanation & suggestion. At first I started adding the
geometry to a geode separately but I would like to add the entire arrow to the
geode instead of adding the two parts. I mean somethig like that:
osg::Geode g;
g->addDrawable(createArrow());
osg::Geometry* createArro
Nick, I didn't get the second solution, anyway I think my case is a little bit
particular. I don't need to move the arrow around but it is just part of a
cross axes I have to add to the scene. It is fixed under a separate camera. So
the transformation you can see as first parameter of createPyra
Another question.
Now the axes works fine in the left bottom corner but if I resize the viewer
window (I use QT embedding the viewer inside) the cross axes object is deformed
accordingly. How can I prevent that? I mean, I agree to resize the axes but in
a homogeneous way for every axis.
Regard
Hi,
is there a way to set "noRotation" option again to the default value?
Regards
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=29479#29479
___
osg-users mailing list
osg-users@lists.openscen
Alberto Luaces wrote:
>
> Programmatically, just don't use the same osgDB::Options object in the
> next read.
>
Yes Alberto, I mean programmatically.
What do you mean by that? What if I would like to use the existing
osgDB::ReaderWriter::Options as is but just without the "noRotation" setting
Hi All,
I looked at the OSG examples in vain to understand how to load a font properly.
OSG examples work fine if started from my dev environment (VS) but
setFont("fonts/blablabla.ttf") does not work if I run my app "normally" double
clicking on the .exe file. The "osgtext" example have the same
OK, so there isn't a special way to handle fonts in OSG.
Thanks, Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=29491#29491
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://
Hi Alberto,
Alberto Luaces wrote:
> remove
> "noRotation"
probably my question is too stupid ... how can I remove it?
I tried with:
osgDB::ReaderWriter::Options* options =
osgDB::Registry::instance()->getOptions();
options->removePluginData("noRotation")
but it does not seem to work. I mean th
OK, I think I didn't get the usage of the option string. I thought I could set
a "single" option but it seems I have to set the whole option string again. So
I have to parse the string to remove the "noRotation" substring ... if so, from
my point of view it is not a user friendly API.
Regards
G
Hi Nick,
I'm using Qt and reimplemented the virtual method:
virtual void resizeGL( int width, int height )
that is called on every window resize. I get the ortho camera and called
getProjectionMatrixAsOrtho(left, right, bottom, top, zNear, zFar);
just to verify the values. Do you mean I should
Thanks Nick,
I implement it but some modifications caused another problem I don't understand.
In the old code I created a cross axes with size=1.5 for each axis. The ortho
camera was defined as follows:
camera->setProjectionMatrix(osg::Matrix::ortho2D(-1.7, 17.75, -1.7, 13.86));
Then I had to f
Nick, here is a working code showing the label disappearing problem:
Code:
#include
#include
#include
#include
#include
osgText::Text* createAxisLabel(const std::string& iLabel, const osg::Vec3&
iPosition)
{
osgText::Text* text = new osgText::Text;
text->setFont("arial.ttf");
te
Thanks Davide. I considered that but since I would prefer to fix the axes
origin to (0,0,0), I tried setting big values for zNear/zFar parameters for
camera as follows:
setProjectionMatrixAsOrtho(-80, 1280-80, -80, 1024-80,-800, 800);
but nothing changed.
Gianni
--
Read this t
OK, I used what Davide suggested + a modification of my NodeCallback
implementation and now it works fine.
Thanks
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=29612#29612
___
osg-users mail
Hi All,
I need to add coordinates to an AnimationPath at runtime. I tried to modify the
osganimation example adding a button to insert a value into the AnimationPath
node on every button clicked. To add a value into the AnimationPath I used:
insert(double time, const ControlPoint &controlPoint)
Hi All,
I tried to look at the osganimationsolid example but I'm not sure to understand
it correctly. Is seems to me that the way a channel is conected to an animation
is string diven.
Example (from osganimationsolid):
osgAnimation::Vec3LinearChannel* channelAnimation2 = new
osgAnimation::
Thanks Cedric,
honestly I'm using OSG 2.8.2 and I can see osgAnimation library has changed a
lot. I'm a newby in OSG but I'm just curious: is osgAnimation library quite new
and growing fast?
Anyway, I really didn't get the pro and cons of using osgAnimation library wrt
the callback method expla
Thank you Jean-Sébastien for the detailed explanation.
I need to move objects related to cars and their positions/rotations are
already calculated by a solver. So I think I will try the callback approach.
Thanks again,
Gianni
--
Read this topic online here:
http://forum.openscene
One more question.
The solver I have generates positions and rotations for the object to move at
runtime. So I can not set all positions and rotations when the animation
starts. In case of using the osgAnimation library, how could I append new
positions and rotations at runtime?
Regards
Gianni
Hi Jean-Sébastien,
I would like to handle two slightly different scenarios.
1) Rotation & orientation values are loaded from file (already generated by the
solver). Those values are just like the channels of an animation, + one of them
is the time channel (with fixed step).
2) The solver calcul
Hi Jean-Sébastien,
a prototype I implemented seems working.
Thanks again for the hints
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=29951#29951
___
osg-users mailing list
osg-users@lists.ope
Hi Manuel,
Of course the OSG dlls must be in path, probably an OSG plug-in dll is not
reachable? Anyway you could insert two lines at the beginning of your
application as follows:
# include
...
char wait;
std::cin >> wait;
so when you run your app from ouside the VS environment you have time t
Hi,
I load an obj file with the plug-in and set a scale of 0.001 on the parent
PositionAttitudeTransform node. The object rendering is not so nice in this
case. On the contrary, if I don't set the scale factor the object is nicely
rendered.
Now, since I need to scale the graphic, what should I d
Thanks Serge, I found the solution setting GL_NORMALIZE as you suggested.
Regards
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=30476#30476
___
osg-users mailing list
osg-users@lists.openscen
Sorry Jonathan for the delay. Unfortunately I don't remember exactly which
modifications I did but if you need I can give you my actual piece of code.
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=30691#30691
_
Anyway, here is basically the code I used to update the axis:
double offset = 80.0;
crosscamera->setProjectionMatrix(osg::Matrix::ortho2D(-offset, iWidth-offset,
-offset, iHeight-offset));
where "offset" is hardcoded here and it depends on the length of the axis.
iWidth and iHeight are the widt
I succesfully implemented the axes hud. You can find more details here:
http://forum.openscenegraph.org/viewtopic.php?t=6001&highlight=hud
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=30693#30693
_
I have a set of nodes in the scene. I implemented an UpdateCallback class and
set it to each node of the scene to animate it. The UpdateCallback
implementation basically uses the current system time to get the values of
position and rotation from the corresponding array.
Now the problem. Since
I found that the NodeVisitor has a getFrameStamp() method but I really don't
understand how to use the getReferenceTime() or getSimulationTime() methods of
the returned FrameStamp. Which is the difference between them (they seem
returning the same value)? Which is the unit of the returned double
Thanks Robert.
I found in a previous thread of the forum that the simulation time can be set
by the viewer.frame() call. In that call I pass my simulation time (got from my
animation manager), so I can get it from the NodeVisitor in the UpdateCallback
and it works fine.
Anyway I didn't get whic
Hi,
is there any known issue related to the ive plug-in in OSG 2.8.3? I tried to
load the same ive with OSG 2.8.2 and it works fine. I can load correctly obj
files with 2.8.3 but the ive does not work. Any idea?
Regards
Gianni
--
Read this topic online here:
http://forum.opensce
OK, you are righy I didn't tell you the error detail, sorry. I would like to
know if it was a known issue.
I use the following code:
osg::ref_ptr node = osgDB::readNodeFile(fileFullPath);
where the fullpath is a correct path pointing to an ive file. The same file
that can be loaded with OSG 2.
I made a different test, executing the osgviewerQT example, using the same ive
file to load as first parameter of the exe.
With OSG 2.8.2 it works fine, while with OSG 2.8.3 it crashes.
Here is the call stack (hoping you can understand better than me what's going
on):
osgdb_ived.dll!std:
robertosfield wrote:
> I don't know what the cause might
> be, but the strack trace points to src/osgPlugins/ive/Image.cpp and
> DataInputStream.cpp so have a look at any differences 2.8.2 and 2.8.3
> in these files.
>
Really strange, I can't get the point. The src/osgPlugins/ive dirs match
exa
Hi all,
after several tests it seems the osgdb_ived.dll contained in the
openscenegraph-all-2.8.3-win32-x86-vc80sp1-Debug.zip archive is not working. I
recompiled it starting from the OpenSceneGraph-2.8.3.zip archive and using
cmake to generate the VS2005 solution and it seems working fine.
Reg
One more strange behaviour ...
Running the exe from VS it works fine and the ive file is loaded correctly. In
addition I added the OSG bin dir to the PATH env var before starting VS.
On the other hand if I run my app from the windows command prompt I see the
message:
Warning: Could not find plu
Hi Jean-Sébastien,
I tried that but looking at the debug information seems the correct dll is
found but it cannot be loaded successfully.
FindFileInPath() : USING X:\blablabla\osgplugins-2.8.3\osgdb_ived.dll
DynamicLibrary::failed loading osgPlugins-2.8.3\osgdb_ived.dll
Any idea?
Regards
Gianni
Hi,
that seems strange to me too. Why nobody have any idea about that? Is it simply
a bug?
Regards
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=36327#36327
___
osg-users mailing list
osg-us
Hi D.J.
unfortunately even with "OVERRIDE | ON" it doesn't work.
Regards
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43684#43684
___
osg-users mailing list
osg-users@lists.openscenegraph.or
Hi All,
I got the point. The vertex order of some faces of the wheel causes it.
I modified one face of the wheel inverting the vertex order and after that
modification I can see that face correctly coloured.
Now, since I used the osg::Material::FRONT_AND_BACK option, why it doesn't work?
In attac
Hi All,
I would like to copy a node (osgWidget::Box) without its contained widget
(osgWidget::Label). I'm trying to use the clone() method but I don't know which
CopyOp should I use in this case.
Alternatively I can do a deep copy of the window (osg::CopyOp::DEEP_COPY_ALL)
but I need a way to ge
Hi All,
I solved the problem through the osgWidget::UIObjectParent interface
osgWidget::Window inherits from. I realized that before
window->addWidget(label) the getNumObjects() returned 0, while after I got 1.
So that's the correct API to use (I guess). So window->getByName("osgLabel")
returne
gambr wrote:
>
> Moreover, since the Label widget I add to the window is indeed a subclass of
> osgWidget::Label (say MyLabel class), what should I implement in MyLabel
> class to make the clone() call on the osgWidget::Window to create an instance
> of MyLabel instead of an osgWidget::Label?
Thank you Shayne for the explanation. It does make sense.
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43793#43793
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.
Hi All,
testing my code I realized the following code generates memory leaks.
Code:
osgWidget::Canvas w("test");
w.attachMoveCallback();
BOOST_CHECK_EQUAL(true, false);
If I remove the attachMoveCallback() line I don't have leaks.
Lookig at OSG code it seems the callback object is insert in
The OSG version I use is 2.9.14.
Regards
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44359#44359
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.or
Can Jeremy Moles (that coded Window and EventInterface) explain me the reason
of the memory leak?
Regards,
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44378#44378
___
osg-users mailing lis
Hi All,
I'm a little disappointed nobody replied to this topic. I gave a simple example
to reproduce the possilbe leak.
Regards,
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44420#44420
___
Hi Torben,
I would just like to know if someone can reproduce the leak, if it is a known
issue or just my mistake. Thanks Alberto for the confirmation.
Regards,
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=44433#44433
___
Hi,
I set my own KeySwitchMatrixManipulator in an osg viewer as follows:
osgViewer::View::setCameraManipulator(keyswitchManipulator.get());
Now, is there a way to set one of the manipulators programmatically? I mean,
the default manipulator is a TrackballManipulator, but in a particular case I
Hi All,
I was looking for an answer to the same question.
Regards
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=46964#46964
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http:
Hi,
I'm experiencing an unexpected behaviour with manipulators and it can be
reproduced also with osgviewer.exe just playing with rotations and translation
of the scene.
Open whatever osg file with osgviewer.exe and start translate the scene with
the mouse (for example left+right mouse buttons
Hi,
I would like to add a model pan feature to a NodeTrackerManipulator-derived
class.
I realized that OrbitManipulator has a panModel() method but I'm not sure how
to call it in a NodeTrackerManipulator. Which virtual methods should I
reimplement and/or which member variable should I modify fr
Hi,
one related question ... does it make sense to call setNode() somewhere in my
NodeTrackerManipulator (with the node following node) so that the home position
is computed wrt that node or is it better to call setHomePosition() explicitly?
Moreover, when the home position would be used?
Regard
Hi,
is it possible to preserve the "distance" of a manipulator switching from a
TrackballManipulator to a NodeTrackerManipulator? I mean, I would just like the
camera to be rotated so that the tracking node is centered but I would also
like to use in the NodeTrackerManipulator the same distance
Hi,
anyway from my point of view there is a bug in osgGA::NodeTrackerManipulator
setByMatrix() or getInverseMatrix() methods. In fact I modified the
osgviewer.exe code just to enable a NodeTrackerManipulator with '8' key and it
seems strange that if I push '8' key twice I get two different camer
Hi,
does it make sense to add a check in KeySwitchMatrixManipulator::handle()
method to avoid calling setByMatrix() if the selected manipulator is the
current manipulator?
Regards,
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49819#49819
Thank you Robert.
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49841#49841
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users
Hi Robert,
if I understand correctly
NodeTrackerManipulator::performMovementMiddleMouseButton method is basically
not implemented so computeNodeCenterAndRotation call could be avoided.
The same for NodeTrackerManipulator::performMovementRightMouseButton since the
actual implementation of compute
In addition NodeTrackerManipulator::performMovementLeftMouseButton calls
computeNodeCenterAndRotation() but maybe it is useless also in this case.
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49935#49935
_
Hi,
I would need to update the _center member variable of OrbitManipulator from my
NodeTrackerManipulator so that getInverseMatrix() uses un up to date _center
value. I can update it in my getInverseMatrix() implementation with the usual
trick of const_cast but I would avoid that if possible. Is
Hi All,
is there a way to install pdb files in the same directory of the dlls? if not,
could you please help me in finding the right cmake file to modify?
Regards,
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50461#50461
Hi All,
could you please explain me the reason why handleMouseWheel() of
OrbitManipulator class is never called? I derived from NodeTrackerManipulator
and set a breakpoint in OrbitManipulator::handleMouseWheel() implementation but
I never get inside that method. Even if I use an osg::TrackballMa
Thank you Mathieu, those modifications will be very appreciated.
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50536#50536
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http:/
Hi,
even if I push Left Ctrl or Shift Key I don't get the event in handle(const
osgGA::GUIEventAdapter& ea, osgGA::GUIActionAdapter& us) method.
Could somebody explain me please the reason?
Regards,
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic
Thanks Mathieu, I'm trying your modifications.
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50566#50566
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegr
Hi Mathieu,
unfortunately I get the error:
CMake Error at src/osg/cmake_install.cmake:40 (FILE):
file INSTALL cannot find "C:/Documents and Settings/gambr/Local
Settings/Temp/tmpm-mnkd/OpenSceneGraph-2.9.14/bin/osg75-osgd.pdb".
while the pdb is in:
C:\Documents and Settings\gambr\Local
Sett
Solved, thanks ...
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50579#50579
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-use
For everyone will need it I'm attaching the code.
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=50580#50580
Attachments:
http://forum.openscenegraph.org//files/crossaxes_131.zip
___
osg-use
Hi,
it seems there is a bug in GraphWidget::keyPressEvent( QKeyEvent* event ) at
least in OSG 2.9.14 with Qt 4.8.2.
I guess the problem is here:
int remapKey(QKeyEvent* event)
{
KeyMap::iterator itr = mKeyMap.find(event->key());
if (itr == mKeyMap.end())
{
OK, Mathieu, I supposed there were no so much differences between 2.9.14 and
latest. Anyway, thank you for the suggestions.
Will your modifications be available from now on in OSG releases?
Regards,
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.
Hi Mathieu,
I tried to build OSG 3.1.1 (latest development release available) but it seems
the pdb files are located in the same place of OSG 2.4.19 I tried before (in
which your modifications didn't work).
Now, I suspect I call cmake with different defines or the OSG trunk version is
the only o
Hi,
I found that in OSG 3.0.1 a parent paramter has been introduced to
GraphicsWindowQt constructor. I would like to use that parameter but if I pass
a parent widget the 3d canvas disappear and I see just a grey widget. It can be
easily reproduced with osgViewerQt example: just use "this" as par
Hi,
there may be a bug in osgQt::GraphicsWindowQt(osg::GraphicsContext::Traits*
traits, QWidget* parent = NULL, const QGLWidget* shareWidget = NULL,
Qt::WindowFlags f = 0) constructor.
Anyway I solved as follows: basically using the other GraphicsWindowQt
constructor available and creating a GL
1 - 100 of 360 matches
Mail list logo