Hi Robert,
Thanks for the answer, I understand now.
I worked as a Support Engineer and understand the hard choice of breaking an
API :)
Florian
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Hi everyone !
I don't get why in GLSL you transform a vertex like this:
Code:
vec4 result = matrix * vertex;
While in OSG I have to do it in the reverse order :
Code:
osg::Vec4 result = vertex * matrix;
Is it due to the Matrices major mode that are different from OpenGL and
Hi Everyone,
I was thinking to integrate ImGUI with the non FPP version but I'm not sure how
to do it.
Itself, ImGUI render the ui inside a vector of (vector of ) struct containing
the triplet Vertex Position, UV coordinates and Color value. As it's and
"immediate GU", It refresh and refill
Hello everyone,
I've built OSG 3.5.7 with the Collada Plugin, however when I try to import a
.dae file exported by Blender it fails with the following message:
Code:
$ bin/osgconvd ~/Téléchargements/BLEND/Player2.dae Player2.osgt
I/O error : Is a directory
Error: Extra content at the end of
Thanks!
I forgot about EmitVertex. It's a nice solution!
Cheers,
Florian
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Hi everyone,
I have to debug a normal issue with my model, so I made a code to display them
(transform normals in a bunch of gl_lines and create a resulted geometry).
I share the gist in case it may help:
https://gist.github.com/fulezi/95a9ac319fd1cbeca1b18a4cde3986dc
Have a nice day,
Hi Tang,
You should be right has the normals are incorrect anyway.
I've maybe messed up my copy-past debug and have to dig it more.
Thanks for you answer :)
Cheers,
Florian
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Hi Hakan,
If you want to simply drag (or do other transformation to) an object you can
use the Dragger from the osgManipulator pluggin:
Code:
osgManipulator::TranslateAxisDragger
Otherwise you need to project the mouse to the world space.
If I recall correctly:
Code:
Hi everyone,
I've exported a blender scene with the osgexport module
(https://github.com/cedricpinson/osgexport) however the lightening is not as
bright as expected (see screenshot).
I've exported the same scene as wavefront (.obj) and it renders correctly.
Then I converted the .obj into a
Thanks !
Yes Shader version is "in the pipe" :)
Florian
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Hi team,
I integrated DearImGui into OpenSceneGraph.
I forked the Gist from Megaton. You can find my version here:
https://gist.github.com/fulezi/d2442ca7626bf270226014501357042c.
Features:
Integrated with the OpenGL fixed pipeline
Works with ASCII char and special keys (Control, alt, Super,
Hi Chris,
Just my two cents:
As a beginner, when I started to use OSG, learning from the beginner guide and
the net tutorials, I was quickly able to get a good rendering.
However, due to my lack of knowledge in OpenGL, at some point I get stuck in m
development.
So I've decided to buy a book
Hi Robert
I gave a look to the osg::Switch and it's interesting too!
I don't need to mix the two scenes, in addition I need to restore the position
and the animation of the monsters.
So I've opted for the "viewer.setSceneData(newModel);".
It works well so far!
Thanks for your answer!
Florian
Hi Sebastian,
I'm not an expert, but in my case I've my own class overloading
osgGA::StandardManipulator.
In this case, while overriding the method handleMouseMove I can call
requestWarpPointer without recusiving call handleMouseMove.
Is it what you are looking for?
Best,
Florian
Hi Robert,
The player just move to a new scene so the previous one can be discarded.
By scene I wanted to mean the "root" node and all its children, and the
callback, keeping only the view and the camera manipulator.
In the application, the player walk along a maze (an interior scene) and when
Hi everyone
I'm looking for the method to go from a scene to another one.
I've found that setting a new model scene works but is it the preferred way?
Code:
/* Changing the scene on the fly in a osg::NodeCallback */
viewer.setSceneData(scene2);
Thanks,
Florian
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Hi Björn,
Texture Atlas! That was what I've in mind, I though I could use multiples image
files.
This feeling when you worked hard on a subject and now it become clear! :)
Thank you all for your help!
Florian
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Hi Robert, hi Sebastian,
Thanks for your help so far Robert, I hope you have a good trip in Germany!
Sebastian, thanks for your help, I understand what you mean. Because I used 0's
for my texture mapping I was binding "void". That's why it appeared black.
On your example, I got the two
Hi Robert,
I followed your suggestion and indeed the exported scenes seem different but I
don't get this difference.
Please see in attachment for the source code and the exported scenes.
This source code create one drawable with two faces and two TextCoords buffers.
The result is the same: if
Hi Robert,
I tried without the SmoothingVisitor but it does not change anything.
However during my tests today I put a "Axes" object (the axes.osgt model from
the OpenSceneGraph examples) and some part of the texture on the block below
the object just appeared but really dark.
So it it make
Hi Robert,
Sorry my mistake, I wanted to put only the interesting part but this is not
efficient.
No more censure!
Code:
namespace Soleil
{
LevelReader::LevelReader()
{
//supportsExtension("level", "Text map format for Donjon");
}
LevelReader::~LevelReader()
{
}
Hi Robert,
Thanks for your response!
I might have the two vectors for the textures coordinate.
Basically my idea is to have cubes to draw Labyrinth.
I read a file such as:
Code:
x
x.x
x
Where 'x' represents a wall.
I've a class named Level that hold two Vec2Array for the two
Hi everyone,
I've a Geometry (which is a wall) and I want to put two textures on it. A part
with a first texture and a second part with a second texture.
I wrote the code above :
Code:
//Texture 1
geom->setTexCoordArray(0, level->texcoords.get());
{
osg::ref_ptr texture =
Hi everyone,
I'm trying to develop my own Camera Manipulator (in order to have a Doom-like
view). I've looked at documentations but there are still questions for me.
First question I had was "How to translate an object relatively to its own
position (and not to the world)". I'm still looking
Hi Christian,
Thanks for your answer.
Indeed using 4 faces solved the situation, now I've a cube fully textured. I've
also change from triangles to quads. I don't know if I've eared anything.
I add the code below (it may help someone else).
Code:
osg::ref_ptr vertices = new osg::Vec3Array;
Hi everyone,
I'm learning OSG with the quick start guide and the example but I'm struggling
drawing a textured cube. The shape is correct but only 4 faces are textured on
6.
Below is the shape:
Code:
osg::ref_ptr vertices = new osg::Vec3Array(8);
(*vertices)[0].set( 0.0f, 0.0f, 0.0f);
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