hi everyone !
I am a new one here! I have a problem ablut t DelaunayTriangulator!could
anyone give me some advice!
my platform is Visual Studio 2008 and OSG 2.6.
The problem is that I find some warning when I test a application about
DelaunayTriangulator!
/*
Hi list,
@Jan Ciger:
> Regarding multiple licenses - you will still have them, due to the OSG
> dependencies (zlib license, JPEG library license, ...)
Yes, but I'm not the one that maintains OSG's dependencies.
> However, a much nicer approach would be to contribute the changes you
> want to ma
I was doing something different with the triangulator, but noticed
similar problems. I ended up using GTS. If you're doing anything
more than a handful of points, it's isn't really built for that.
-Steve Gifford
On Fri, Apr 17, 2009 at 8:18 AM, Martin Beckett wrote:
> I am playing with the Del
Thx everyone! I've got my stuff working now and I'm glad that I can only have
1 type of fog active. It makes my job easier.
Allen
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> Trac detected an internal error:
>
> OperationalError: database is locked
--
Roland
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Hello Eduardo,
Eduardo Alberto Hernández Muñoz wrote:
>> So why should OSG derived code be GPL ed?
> Because I want to reduce the overhead of maintaining the code. I
> already have the GPLv3 for code, Creative Commons for the media, the
> SIL font li
Hi list,
@Sergey Kurdakov:
> sorry but it is really not clear why LGPL prohibits you to
The LGPL itself does not prohibits me to use the GPL, in fact, it
explicitly permits it.
However, the page
http://www.openscenegraph.org/projects/osg/wiki/Legal, probably
written by Robert( it's down now, so
Hello Cedric,
Maybe look at osgwidgetmessagebox example, if i remember it does what
you want.
That showed me how to make the center widget auto-resize, yes. Thanks.
What about the other questions? (the color of the center widget not
using the alpha, and the alignment of widgets to the top of
Hi Stefan,
I played with libmini some time ago. I didn't studied the code deeply,
but I think some things are already in OSG, like the viewer. I don't
have too much time right now, but with the proper insight, I may try
to do it.
Regards,
-- A.
On Thu, Apr 16, 2009 at 4:32 AM, Stefan Roettger
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Hi Sebastien,
Maybe look at osgwidgetmessagebox example, if i remember it does what
you want.
Cedric
Jean-Sébastien Guay wrote:
> Hello all, hello Jeremy,
>
> I'm using osgWidget for the first time, thinking of using it for a
> little addition I'm pl
I am playing with the DelaunayTriangulator trying to mesh a surface.
The advice on writing the file reader was to split the points into blocks of
10,000 and generate multiple drawables in each geometry.
Now when I come to triangulate it each block of points is going to mesh
individually. The tri
Hello all, hello Jeremy,
I'm using osgWidget for the first time, thinking of using it for a
little addition I'm planning for OSG eventually, and just trying to get
familiar with it. I have a few questions.
First, here's my code:
const unsigned int MASK_2D = 0xF000;
// To be able to pass
Be aware that you'll need to manually restore the screen resolution before
exiting your application or you'll find your desktop in 640x480...
On Fri, Apr 17, 2009 at 4:24 PM, Stephan Maximilian Huber <
ratzf...@digitalmind.de> wrote:
> Hi Carlos,
>
> Carlos Sanches schrieb:
> > I m looking for so
camera->setNodeMask(0)
and
camera->setNodeMask(0x) might work.
On Fri, Apr 17, 2009 at 4:26 PM, Konkle, Daniel T AMRDEC/Dynetics <
daniel.kon...@us.army.mil> wrote:
> Classification: UNCLASSIFIED
> Caveats: NONE
>
> I need to turn a camera on and off.
> Use it and not use it.
>
> I've lo
Classification: UNCLASSIFIED
Caveats: NONE
I need to turn a camera on and off.
Use it and not use it.
I've look through the docs and can't find the settings.
The only thing I've found is an old reference to Producer Camera
which of course didn't work.
Is there a way to turn a camera on and off
Hi Carlos,
Carlos Sanches schrieb:
> I m looking for some example of
> osg::GraphicsContext::WindowingSystemInterface .
> Do you know where I found some example of how to use it ?
Afaik there's no such example.
This works for me: it changes the resolution to 800x600 for Screen 0
osg::GraphicsCon
Hi Stephan .
I m looking for some example of
osg::GraphicsContext::WindowingSystemInterface .
Do you know where I found some example of how to use it ?
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Hi Stephan,
Thanks for coming back to me.
I think I confused myself with the filecache concept. thanks for the hint. I've
now tracked through and found out what is happening, so it looks like I don't
need to implement my own cache, which is great.
Thanks again.
neil.
Stephan Maximilia
I'm guessing that I have about 10,000 vertices or a little more. I stopped the
app after 4500 had been displayed and the line was 1/2 drawn. Thx for the
note, too, on dirtyBound(). I didn't really know what it did or what it meant
so I threw in a comment for myself as a reminder that it did w
Hi,
i have an .osg file which is like this:
PagedLOD {
nodeMask 0x
cullingActive TRUE
Center 512 512 0
Radius 724.077
RangeMode DISTANCE_FROM_EYE_POINT
RangeList 5 {
1448.15 5792.62
0 1448.15
0 1448.15
0 1448.15
0 1448.15
}
NumChildrenThatCannotBeExpired
Hi neil,
neil.hug...@tesco.net schrieb:
> Hi All,
>
> I'm looking for some thoughts, and advice, on the cache process within OSG.
> Essentially a while ago (OSG1.2) I wrote an app that implemented its own
> node/texture cache in memory as I didn't want to be writing things to the
> file system
Carlos Sanches schrieb:
> Hi guys !
> Now I m trying to display my program in fullscreen mode, but the problem is
> that the resolution that is displayed is the same of my screen monitor.
> If my monitor is 1280x1024 and I dont put any value to my osgViewer my
> program ll be fullscreen with 1280x
Hi guys !
Now I m trying to display my program in fullscreen mode, but the problem is
that the resolution that is displayed is the same of my screen monitor.
If my monitor is 1280x1024 and I dont put any value to my osgViewer my
program ll be fullscreen with 1280x1024.
If I put a value to my osgvi
Allen,
Your code has the following line:
m_ogeomTrailGeometry->dirtyBound(); // forces redraw
dirtyBound does not force a redraw. It simply recalculates the bounding
volume for the geometry. The problem you were having before was that the
geometry was being clipped because the bounding volume
hello,
i had to temporarily freeze the work on osg exporter because of heavy workload.
so far, bones, rigs, and animation keys are exported. there are still some
points missing in the exporter.
it would be great if someone could help in further development of the exporter,
so things could get
Hi All,
I'm looking for some thoughts, and advice, on the cache process within OSG.
Essentially a while ago (OSG1.2) I wrote an app that implemented its own
node/texture cache in memory as I didn't want to be writing things to the file
system as permissions were potentially a problem. I'm now l
Hi All,
I'm looking for some thoughts, and advice, on the cache process within OSG.
Essentially a while ago (OSG1.2) I wrote an app that implemented its own
node/texture cache in memory as I didn't want to be writing things to the file
system as permissions were potentially a problem. I'm now l
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