Hi
The flag is an option for the reader / writer :
osgconv -O "noTexturesInIVEFile" source.xxx target.ive
Rémy
Anthousis Andreadis a écrit :
> Hello,
>
> I was wondering if i could store a file to ive format but without
> internal textures. osgconv is by default using internal textures and
> i
Just a stupid question : if the bottleneck is the update of the hose,
what would you think about using VBOs ?
Laurent Di Cesare a écrit :
> Jean-Sébastien Guay wrote :
>
>> Hello,
>>
>> For now, we are creating some geometry (quad strips, specifically) to
>> display the cables, and assigning
Just an idea :
AFAIK , If you use a CameraNode under a Transform , the display is then
not consistent with the picking : The display of any geometry under the
CameraNode will be affected by the Transform, but the IntersectVisitor
traversal of the CameraNode will reset the transformation matrix.
I think that the best way is to write a specific MatrixManipulator, or
re-use (or overwrite) the NodeTrackerManipulator.
Rémy
Janusz a écrit :
> Dear all:
>
> I am running a galaxy formation visualisation with OSG. Just to
> simulate and visualize the gravitational effect of 2 closely passing
Can you please explain more precisely what you intent to do by "making
holes" in the mesh for "hight fidelity vector models" ?
Do you want to project a lineset ( aka vector model ) onto your mesh ?
Wojciech Lewandowski a écrit :
> Hi everyone,
>
> Does VPB (or OSGDEM) allow to make holes in the
First have a look at the osgViewer 's doc :
Environmental Variables:
OSG_EYE_SEPARATION physical distance between eyes
OSG_SCREEN_DISTANCE physical distance between eyes and screen
OSG_SCREEN_HEIGHTphysical screen height
OSG_SPLIT_STEREO_AUTO_ADJUST_ASPECT_RATIO OFF | ON
We had the same problem and had to fix normals by hand .
BTW, please note that the normals are correct when using a DEM file
Rémy
christophe loustaunau a écrit :
> Hi all,
>
> I have notice that when I generate an earth with osgdem there is some
> problems with the normals.
> I have used this co
Hi David
It seems to me that you will need to have a scene loop somewhere and
that this somewhere cannot be the OnPaint() event hanler.
IMO, you will probably have to run the viewer loop in a separate thread .
Rémy
David Oyarzun a écrit :
> Hi all,
>
> I'm developing an ActiveX for a web
Hi Renan,
Maybe you should have a look at the dual moitor management of your
graphic card .
If you are running on Windows for instance, you need to extend the
desktop instead of using the dual mode screen
Rémy ( not fully convinced that this will help anyway )
Renan Mendes a écrit :
> Hi,
I guess that this is deeply related to the MatrixManipulator you are
using .
What MM are you using ?
Please also note that there is a setting in the 3D connexion driver to
set the translation as "dominant" .
Rémy
Dieter Pfeffer a écrit :
> Hi
>
> has s.o. implemented the 3dconnexion input dev
Hi Tran ,
Please note that you must change the state of an object in a protected (
i.e. "update" ) portion of your OSG code .
Maybe MFC has nothing to do with your problem.
Regards
Rémy
Tran Thanh Hiep a écrit :
> hi all ,in my project i create a button as CButton of mfc. i have a
> problem
getCamera()->setViewMatrix (vMatrix * osg::Matrix::rotate
> (-(osg::PI_2),1,0,0));
>
> with
>
> tMatrix = rot * trans;
> vMatrix = tMatrix.inverse (tMatrix);
>
>
> Dieter
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAI
I would just like to take the oportunity to say that autostereoscopic
display is a subject as such and realtime autostereoscpic display is a
pretty new field of investigation. It is to say that it is quite easy to
produce images on an autostereoscopic screen, but much more complex to
produce go
Nick Prudent a écrit :
> David,
>
> Let me get this straight: you want to read models that are already in memory?
> What did you use to load them in memory in the first place? If you have a lot
> of models in formats supported by OSG, it should not be a problem.
>
David is maybe trying to im
I think that the best way would be to create a manipulator,
encapsulating the terrain manipulator and a compass manipulator ( to be
created also ) and forwarding the handle() callback to the right
manipulator regarding the mouse position.
Nick Prudent a écrit :
> I'm wondering how to go about
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