Hi there,
I am just being curious here but does anyone know why osg::Vec4 is storing
double (it is a typedef of Vec4d) while osg::Vec3 is storing float (it is a
typedef of Vec3f)? Is there a logic behind it that I did not perceive or is
this only for historical reasons?
Thanks,
Antoine.
Hi Antoine,
I'm not sure where you might have got the idea that Vec4 uses doubles,
the typedef in include/osg/Vec4 is:
typedef Vec4f Vec4;
And Vec4f most definitely uses floats.
All of Vec2, Vec3 and Vec4 all are typedef'd to Vec2f, Vec3f and Vec4f
respectively as OpenGL hardware has up
Hello Robert,
Thanks for your answer. I must admit I am ashamed I made you lose your precious
time with this morning. My question was stupid and was about quaternions (not
Vec4) which I believe are double.
Can I say quaternions are double because they are not handled by OpenGL
directly and
Hello,
I am considering the overall design of how physics engine should be integrated
with OSG if I wanted to support complete serialization (load/save) of both OSG
nodes and the physics state. With new dev versions there is serialization
support for OSG and let us assume we can can somehow
The body tracking component is actually part of NITE [1], which is not
open source, but currently PrimeSense is giving away a free licence.
Christian.
[1] http://www.primesense.com/?p=515
On Mon, Jan 10, 2011 at 5:27 PM, Serge Lages serge.la...@gmail.com wrote:
Hi,
On Mon, Jan 10, 2011 at
Hi,
i want to move a MatrixTransform (mt) with animation.
I dont want to generate an new pat or something like this under the mt.
When i directly animate the mt with
Code:
osg::Vec3d startAnimationVec = mt-getBound().center();
osg::Vec3d endAnimationVec = startAnimationVec +
Hi Marko,
I just returned from a long time rest after my book published. And I'm
thinking of implementing a flexible integration of OSG and different
physics engines, too, for the 3.1 releases (not coming yet). :-)
My plan is to make use of update callbacks instead of creating new
types of
Hi Wang,
I recieved your book yesterday from Amazon. I had only time to for a brief
scan, but it looks very good. I understood after reading only 10 minutes how I
could write my own plugin, that was amazing!
Thanks for that great work, It will fill lots of my OSG knowledge gaps :)
Best
Hi Torben,
Thanks for the support. Believe it or not, I myself haven't received
the book because of the distance between China and the U.K. :-)
Cheers,
Wang Rui
2011/1/11 Torben Dannhauer tor...@dannhauer.info:
Hi Wang,
I recieved your book yesterday from Amazon. I had only time to for a
Hi Wang,
was it printed in U.K.? I waited for more than 3 weeks after publication -
seems to be a long way from UK to Germany ;)
Anyway, thanks for your great work :)
Best regards,
Torben
--
Read this topic online here:
Hi all,
an opening is available for a C++ Software Development Engineer
in Glasgow, Scotland. We develop geological subsurface visualisation
and analysis software for Oil and Gas, Mining, Waste, Geo Surveys.
An ideal candidate would possess C++, Qt and OpenGL skills, and have
experience of
Hi Wang,
I got mine from Amazon UK yesterday :)
Cheers
Martin.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Wang Rui
Sent: 11 January 2011 12:21
To: osg-users@lists.openscenegraph.org
Subject: Re:
Hi Torben,
I think it is printed in U.K. So does it mean that I should wait for
more than one month? Good heavens! :-)
Cheers,
Wang Rui
2011/1/11 Torben Dannhauer tor...@dannhauer.info:
Hi Wang,
was it printed in U.K.? I waited for more than 3 weeks after publication -
seems to be a
Hi Wang,
this thread just reminded/compelled me to purchase your book -- Amazon (US)
offered to deliver as soon as tomorrow (for a big fee, of course) ... I
chose super saver and must therefore wait a week or so to receive it ...
looking forward to filling-in some gaps!
Best regards,
Charles
On
Hi Andrew,
Using the OSG's animation features isn't something I've done personally, so I
can't say if this would work or not. However, what I'd do is subclass
osg::AnimationPathCallback to make it handle the matrix the way you want.
Whether that means saving the original matrix and restoring
On 1/11/2011 1:53 AM, Marko Srebre wrote:
Hello,
I am considering the overall design of how physics engine should be integrated
with OSG if I wanted to support complete serialization (load/save) of both OSG
nodes and the physics state. With new dev versions there is serialization
support for
I'm reading this thread and laughing because I bought the eBook version direct
from the publisher, downloaded it, and was reading it in minutes. :-)
--
-Paul Martz Skew Matrix Software
http://www.skew-matrix.com/
___
Hi,
I have two live video streams that are set apart for left and right eye. Does
anyone know if osgmovie can play them in active/passive stereo?
If not, what is the best way to play two video streams in stereo?
Thank you!
Cheers,
Vijay
--
Read this topic online here:
Hi,
with
Code:
osg::ref_ptrosgText::Text label = new osgText::Text();
osg::ref_ptrosg::Geode labelGeode = new osg::Geode();
labelGeode-setName(TEXT_TOP);
labelGeode-addDrawable(label.get());
label-setCharacterSize(1.3);
label-setFont(arial.ttf);
Hi,
For use an OpenGL extension, i need some information about the video context.
I search this : Display *dpy, int screen and GLXDrawable.
OSG can give me this information ?
Thank you!
Cheers,
Patrice
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Hi Vijay,
You can play videos in stereo just fine, see the osgstereoimage for an
example that use side by side images for the left and right images,
and then uses cull masks to rendered alternate subgraphs that pick out
the appropriate portion of the image for left and right eyes. Video's
are
Hi Patrice,
For OpenGL extensions you don't need to have access to GLX, you just
need to query the extensions from within the graphics thread. The OSG
also has support checking for extensions, see
include/osg/GLExtensions.
Could it be that you are looking for a GLX extension? What extension
Skylark wrote:
Hi David,
Well, I got something working for now! What I had to do was to call
hudCamera-setProjectionMatrixAsOrtho2D(0, windowWidth ,0,
windowHeight );
for every time I resize the OSG window. Fortunately I have a resize command
for the window to do just
Hi Paul,
hihi, quite funny that all these digital natives here (including me ;) ) are
buying old style books instead using the digital version as you did :)
@Wang: THAT thought regarding your delivery delay I suppressed in my last post..
Best regards,
Torben
--
Read this
Hi David,
You don't recall by chance any fixes that were made after the OSG 2.8.1 release
based on resizing issues?
Not off the top of my head, no. It might be interesting to set a
breakpoint in the resize event handler and see if it ever gets there
when it should. But anyways, if you've
Hi,
From a previous post regarding unresolved externals, I decided to mimic as
close as possible how one of the examples were built from the
openscenegraph.xcode project. In this case, I tried two methods.
First, I built the Xcode project from scratch, including the various
frameworks, and
Hi again,
If a guy were to buy the old-style book is there a way to show the receipt
to the publisher and get a digital copy as well? Would be nice if that were
the norm for all hardcopy books.
-Charles
On Tue, Jan 11, 2011 at 11:36 AM, Torben Dannhauer tor...@dannhauer.infowrote:
Hi Paul,
Have you tried:
hudText-setUpdateCallback(0);
or
hudText-removeUpdateCallback(bfCb);
HTH.
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35523#35523
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Pléase don't send me queries.
--
Vivek Dwivedi,
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Robert Osfield robert.osfi...@... writes:
Hi Thorsten,
By default the OSG computes the near/far planes on the fly during the
cull traversal on every single frame. You can disable this.
Alternatively you could just use the gl_ProjectionMatrix directly on
the GPU to get the near/far
Hi,
On 10/01/11 18:09, Brian R Hill wrote:
jp,
thanks for responding. i haven't tried this before so my initial
concern was that this was the correct approach. i'm assuming from
your response that it should work but that i'm missing some detail.
i'll start digging deeper to see if i can figure
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