t;
> Robert.
>
> On Wed, Dec 10, 2008 at 12:55 PM, Vincent Bourdier
> <[EMAIL PROTECTED]> wrote:
> > Error :
> >
> 1>Z:\OSG_current_svn\sources\src\Xcode\OpenSceneGraph\config\OpenThreads/Config(4)
> > : fatal error C1083: Impossible d'ouvrir le fi
ve always done like that...
What I need to change ?
Thanks,
Vincent
>
> Robert.
>
> On Wed, Dec 10, 2008 at 1:32 PM, Vincent Bourdier
> <[EMAIL PROTECTED]> wrote:
> > I need to had Z:\OSG_2.6.1\sources\src\Xcode\OpenSceneGraph\config in my
> > include path. If I do
mal, isn't it ?
Thanks a lot, I was lost in these config ^^
Regards,
Vincent
2008/12/10 Mathias Fröhlich <[EMAIL PROTECTED]>
>
> Hi,
>
> On Wednesday 10 December 2008 15:15, Vincent Bourdier wrote:
> > What config file ?
> The config file that contains the cmak
2008/12/10 Jean-Sébastien Guay <[EMAIL PROTECTED]>
> Hi Vincent,
>
>
> I need to had Z:\OSG_2.6.1\sources\src\Xcode\OpenSceneGraph\config in my
>> include path. If I don't I have the following error :
>>
>
> There is no src/Xcode directory in the OSG source tree anywhere. See
>
> http://www.opens
Hi,
Yes I see that... I just was lucky when configuring bad my project...
Now all works well :-)
thanks a lot.
Vincent.
2008/12/10 Jean-Sébastien Guay <[EMAIL PROTECTED]>
> Hi Vincent,
>
> In my checkout, I have a Xcode directory...
>> I checkout from
>> http://www.openscenegraph.org/svn/osg
Hi,
Just a problem of math & OSG :
I have
* a vec3d point in relative coordinate
* a matrix to transform in world coordinate
I need to make something equivalent to vec = mat * vec ...
But the 3d vector cannot be trnasformed by a matrix (4*4) ...
For the moment I do :
line = mat.getRotate() *
...
2008/12/10 Thrall, Bryan <[EMAIL PROTECTED]>
> Vincent Bourdier wrote on Wednesday, December 10, 2008 10:31 AM:
>
> > Hi,
> >
> > Just a problem of math & OSG :
> >
> > I have
> > * a vec3d point in relative coordinate
> > * a matrix to tran
Hi,
Maybe you can use billboard for trees ... cull is easy for a billboard ...
instead of a complex geometry.
LOD too can make benefits because geometry is less complex.
Vincent.
2008/12/10 Juan Sebastian Casanueva <[EMAIL PROTECTED]>
> Hi,
>
> I am adding trees and buildings to a terrain for
so to convert an
> objects from local coords to world you do:
>
> v_world = v_local * ModelMatrix;
Yes ! I haven't seen that operator (post-mult) ! I sounds good now !
A lot of thanks :-)
Regards,
Vincent.
>
>
> Robert.
>
>
> On Wed, Dec 10, 2008
Hi all,
Having a bug with the osgManipulator, I succeed to reproduce it on an osg
example I modified. See in attached file.
The interesting code is at the end of the file, the bug is line 386.
Problem : if the viewer->run() is not called is the same block where it was
created, the application cra
Sorry to make an update, but no one use osgManipulator ?
Regards,
Vincent.
2008/12/12 Vincent Bourdier
> Hi all,
>
> Having a bug with the osgManipulator, I succeed to reproduce it on an osg
> example I modified. See in attached file.
> The interesting code is at the end of th
Hi,
Windows XP pro SP2, VS2005 SP1
Compilation (without example and wrappers) is OK.
Regards,
Vincent.
2008/12/12 Robert Osfield
> Hi All,
>
> I have just made my last check in that I plan to do before tagging the
> OpenSceneGraph-2.7.7 dev release. Could users check svn/trunk and do
> a b
I did it this morning... just some file updated this afternoon ... so yes,
it was fast :-)
2008/12/12 Jean-Sébastien Guay
> Windows XP pro SP2, VS2005 SP1
>> Compilation (without example and wrappers) is OK.
>>
>
> Thanks Vincent, that was fast :-)
>
> J-S
> --
>
Hi,
2008/12/12 olfat ibrahim
> > Hello
> >
> > i need to change the channel view for my scene
> > also i want to attach a node to the view point can any one
> > send me the needed functions or code ?
> >
> > also i was wonder is there a programing guid or man pages
> > explain the functions buil
Hi,
2008/12/12 Alejandro Segovia
> Hi OSG-users,
>
> I've noticed calling viewer->frame() seems to be changing my left, right,
> bottom, top, z near and z far clipping planes when I set the camera's
> projection matrix as a frustum.
>
> Is there some way to prevent it from making these changes?
Hi,
2008/12/12 Jean-Sébastien Guay
> Hi Vincent,
>
> Sorry to make an update, but no one use osgManipulator ?
>>
>
> I use osgManipulator extensively, but as Robert said we all have work to
> do. I'll test your code in a few minutes, but please keep in mind that some
> of us are in different ti
nd still the same solution : call viewer->run() just after the
addEventHandler(new PickModeHandler()) make no crash ...
If you see any bug ... any idea...
Thanks a lot.
Regards,
Vincent.
2008/12/15 Vincent Bourdier
> Hi,
>
> 2008/12/12 Jean-Sébastien Guay
>
>> Hi Vin
> Hi Vincent,
>
> I'm afraid I'd not yet have an ideas what might be amiss. What you do
> is to set the viewer threading to SingleThreaded just to see if this
> might be threading issue.
>
> Robert.
>
> On Mon, Dec 15, 2008 at 9:55 AM, Vincent Bourdier
>
Hi,
2008/12/15 Jean-Sébastien Guay
> Hi Vincent,
>
> Sorry I could not try out your example code before you found the solution
> yourself... I was totally swamped. I'm glad you found the solution though!
>
> To solve the problem, I set my CommandManager ref_ptr as a private member
>> in my clas
Hi Robert,
2008/12/15 Robert Osfield
> Hi Vincent,
>
> On Mon, Dec 15, 2008 at 8:31 PM, Vincent Bourdier
> wrote:
> > The disturbing thing, is that the Dragger set the commandManager in a
> > pointer (dragger->setcommandManager ) so we can assume that the command
&g
sition in the first one
>
> forgive my poshing but iam a new osg programer just switched from OpenGL
> performer so the things mixed up with me a little can you at least recommend
> a certai toutorial or a certain example
>
> tahnks
>
> --- On Tue, 12/16/08, Vincent Bourdier wrote
Hi,
Please do not make a new thread each time... just reply the first one.
Next, you can make some search on the mailing list archives... a lot of
things are now resolved in it.
Last, you can get the camera position with the camera manipulator :
getMatrix or getInverseMatrix method. With this ma
Hi,
Please, make replies to your posts ! do not make a new thread each time ...
If you reply to your post, we will have all the mailing history of this
question, and we can see the evolution of the problem.
Next, just with this code, we cannot see what the problem is.
Tell us what is good in your
)
>{
>// fire off the cull and draw traversals of the scene.
>viewer.frame();
> viewer1.frame();
>
> }
>
> now the object i used did not move what is the problem ??
>
> --- On Wed, 12/17/08, Vincent Bourdier wrote:
>
> > From: V
ot find "viewer.getView" function or equivelant to it
>
>
> is there some way to help me fix or understand one of the two previous ways
> or is there a way to directly update the node positon from the camira
> position in the loop like using :
>
> osg::NodeCallback* nc = ne
Hi,
2008/12/17 olfat ibrahim
>
>
>
> --- On Wed, 12/17/08, olfat ibrahim wrote:
>
> > From: olfat ibrahim
> > Subject: my current position
> > To: "OSG"
> > Date: Wednesday, December 17, 2008, 9:01 AM
> > i am using keyswitchManipulator :
> >
> > i need to print my current location while iam
Hi,
Some ref_ptr error in code...
Sorry, but on my old PC shader/OpenGl problem... I will test on newer PC if
I have time.
Regards,
Vincent.
2008/12/17 Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com>
> Hi all ,
>
> please test this first version of SSAO Effect (Node)
>
> There is still
t; " " << up.y() << " " << up.z() <<
> endl;
>
> osg::Matrixd m(viewer.getCamera()->getViewMatrix());
>
> mt->setMatrix(osg::Matrix::translate(eye.x(),eye.y(),eye.z())*
> osg::Matrix::rotate(m.getRo
faster (arround 30FPS) on my NVidia Quatro
> 570M, can you rebuild the latest version and send my the compiler bugs
> (please)
>
> the resizing issue, i am awar of it not yet solved.
>
> /adrian
>
> 2008/12/18 Vincent Bourdier
>
> On VS 2005 SP1 OSG 2.6.1 : still
a réussi, 1 a échoué, 0 mis à jour, 0 a été ignoré
==
About 30 fps : see attached file.
Vincent.
2008/12/18 Adrian Egli OpenSceneGraph (3D) <3dh...@gmail.com>
> sorry, i am working with latest SVN version (but not so important) but the
> attached SSAO version (latest)
>
s much faster (arround 30FPS) on my NVidia Quatro
>> 570M, can you rebuild the latest version and send my the compiler bugs
>> (please)
>>
>> the resizing issue, i am awar of it not yet solved.
>>
>> /adrian
>>
>> 2008/12/18 Vincent Bourdier > vincent.bo
Hi,
Using the draggerHandler (the copy of the one in osgManipulator example) to
rotate and translate a node, I need to get theses transformations to apply
it to an other node.
In the Handler, I get the previous matrix of the dragger, and after
transformation (on release) I get the other matrix.
etry, no Transform can be apply on it.)
But the plane and the Geode not have the same orientation...
I don't understand where the calculs are wrong.
Thanks.
Regards,
Vincent.
2008/12/18 Vincent Bourdier
> Hi,
>
> Using the draggerHandler (the copy of the one in osgManipulato
Hi Jean-Sébastien,
I just tried that ... the problem is that the plane is not a referenced
node... so I cannot put it under a transform.
For the same reason I cannot put it under the dragger.
Last, If I try InfinitePlane (referenced node), this is just a drawable, so
it getNormal() method always
OSG list is magic !
Because people help other people, but when I post on it because I begin
becoming mad, I can be sure that : there is no answer because I did
something too strange to be understood, or I will find the good solution
when waiting for your proposition ^^
I made me realize one compo
Hi Robert,
Compilation ok : 0 error, 0 warnings on OSG only (no examples, no wrappers,
...)
Under : VS 2005 SP1, Windows XP SP2
Regards,
Vincent.
2008/12/19 Robert Osfield
> Hi All,
>
> I have now completed all my work in prep for the 2.7.8 and am
> personally ready to tag 2.7.8, but is the
Hi,
It sound normal for me to have a y rotation for result.
Make a little drawing, you will see that.
Vincent.
2008/12/22 hemanth korrapati
> hi all,
>
> I want to rotate a point which is on x-axis by 45 degrees w.r.t z-axis
> and 45 degrees w.r.t x-axis. So I am using the following code
>
>
>
Hi,
Bounding sphere is not a drawable, but an osg::Sphere exist, so with you BS
radius and center, you can create a new Sphere to visualize your BS.
Careful to the transformation matrices when getting the center and radius.
Vincent.
2008/12/22 Francesco Argese
> Hi all,
>
> i have a doubt: is
Hi,
I cannot answer you about WorldToLocalMatrix, but something can help you
maybe : each node can call getWorldMatrices() wich return a matrix to apply
to the node referenced coordinates to have the world coordinates.
Example : to get the world coordinate of the center of a node I use :*
osg::Ve
Hi,
You read/write .osg (ASCII) or .ive (binary) files from the scene.
see osgDB::WriteNodeFile(...)
Regards,
Vincent.
2008/12/22 hemanth korrapati
> Hi,
>
> How can we save all the objects in a scene as a single model ?
>
> Thanks
> ___
> osg-us
Merry Christmas to all , Happy new year, good Holidays, Happy Halloween (why
not ^^ )
Thanks a lot for your help all along this year.
Vincent.
2008/12/22 Can T. Oguz
> Merry Christmas to all :)
>
> Can
>
> 2008/12/22 Gordon Tomlinson
>
>> Merry Christmas to one and all, may the holidays brin
Hi,
Bounding Sphere implement an intersect() method to test if two bounding
sphere are intersecting ... if one is in the other one, it is considered as
an intersection.
You can create a BS for your point with a little radius, and test the
intersection with the other BS you want.
Maybe you can use
Hi Art !
What a nice Christmas gift ! Very impressive !
I would be very useful for beginners not familiar with the mailing list, or
to read the complete discussion. I don't know if I will continue to use list
or change to forum ... maybe both !
Congratulations !
Regards,
Vincent.
2008/12/2
Why not just inverse this matrix ? Not sure, but it can be the solution.
Vincent.
2008/12/22 Renan Mendes
> Vincent,
>
> Thanks for your help, but what I want is exactly the opposite. To
> transform from world to local... Does anybody know the answer to my last
> email?
>
>
>Thank
Hi
Have a look on your coordinateText pointer.
Check it if it is always valid...
Maybe, as Robert said, you loose some data due to a bad memory management ?
Advice : always use ref_ptr<> for osg::Referenced elements.
--
Read this topic online here:
http://osgforum.tevs.eu/viewto
Hi,
Maybe you just have to add the handler/manipulator on the new window.
Default viewer set default trackBallManipulator, do you have it ? how do you
create you new window ?
Regards,
Vincent.
2009/1/5 Cedric Pinson
> Hi,
>
> I create a an osgViewer from a thread not the main, and i dont ha
s i dont really want to know, just it does not work like window
> creation from another thread.
> So to get in the same case that most of people i prefered to put the window
> creation in the main thread.
>
> Thank you for you reply.
>
> Cheers,
> Cedric
>
> Vincent Bou
Hi,
The Handlers can be set when you need them.
By default, the statesetHandler is set, and manage the 'l' key for instance.
If you make your own viewer, you can put the handlers you want.
I'm not sure on how to remove the default handler, but If you set your
view(er), and add the eventHandlers
Hi,
I need some explanations about the ways OSG allow to modify the render.
I am working on a function, to apply to a node, to set it always rendered
over the other nodes. In other words, If I apply this on an osgText, I would
be able to read the text whatever my camera position can be (of course
children
inherit the state ? is it necessary ?
Thanks for you help.
Regards,
Vincent.
2009/1/9 Serge Lages
> Hi Vincent,
>
> I'll try to answer to your questions...
>
> On Fri, Jan 9, 2009 at 9:55 AM, Vincent Bourdier <
> vincent.bourd...@gmail.com> wrote:
>
&
2009/1/9 Serge Lages
>
>> Hi Vincent,
>>
>> I'll try to answer to your questions...
>>
>> On Fri, Jan 9, 2009 at 9:55 AM, Vincent Bourdier <
>> vincent.bourd...@gmail.com> wrote:
>>
>>> Hi,
>>>
>>> I need some e
--
> *From:* osg-users-boun...@lists.openscenegraph.org [mailto:
> osg-users-boun...@lists.openscenegraph.org] *On Behalf Of *Vincent
> Bourdier
> *Sent:* Friday, January 09, 2009 2:58 AM
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] Depth, CU
I think there is a real bug in the rendering of OsgText. (2.6.1 release)
The bug does appear randomly... I get it with simple text in a Hud, updated
each frame.
The bug is there :
*void Text::drawForegroundText(osg::State& state, const GlyphQuads&
glyphquad, const osg::Vec4& colorMultiplier) co
Hi,
Looking for physic/collision application, I would have more information on
osgNV.
Does it would work with graphic card which are not NVidia's one ?
Is it possible to consider this project as an interface for PhysiX (for now)
for any application, plateform, ... ?
Thanks,
Regards,
Vincent.
Hi,
I allow myself to Up this topic...
Thanks,
Regards,
Vincent.
2009/1/12 Vincent Bourdier
> I think there is a real bug in the rendering of OsgText. (2.6.1 release)
>
> The bug does appear randomly... I get it with simple text in a Hud, updated
> each frame.
>
>
Hi,
Currently making my billboard node, I add an osgText on it. I need this text
to be in node's coordinate, but in constant pixel size on screen.
When the billboard move or rotate, the text will follow it. The only thing
the text can change is caracter size.
I use this code :
*
osg::ref_ptr d =
version of it on SF.net if interested. It's still in design.
>
> Wang Rui
> 2009/1/13 Vincent Bourdier
>
>> Hi,
>>
>> Looking for physic/collision application, I would have more information on
>> osgNV.
>>
>> Does it would work with graphic card w
mmend not
> adding the text to the billboard, instead just add it as sibling to
> the Billboard and enable the rotate to screen option on the text
> object.
>
> Robert.
>
> On Tue, Jan 13, 2009 at 11:59 AM, Vincent Bourdier
> wrote:
> > Hi,
> >
> > Currently maki
ort
> Hi,
>
> can you make it crash in singlethreaded mode? If not, check all settings of
> "dynamic" on text nodes.
>
> jp
>
> Vincent Bourdier wrote:
>
>> Hi,
>>
>> I allow myself to Up this topic...
>>
>> Thanks,
>>
>
ething like:
>
> stateset->setDataVariance(osg::Object::DYNAMIC);
>
> Also have a search on the mailing list for "setDataVariance".
>
> regards
> jp
>
> Vincent Bourdier wrote:
>
>> Hi J.P,
>>
>> I have no crash in singleThreaded mode. It
ctions : is the
setRotation() is called, the text do not update with good proportions...
Any suggestion ?
Thanks,
Regards,
Vincent.
2009/1/13 Vincent Bourdier
> Hi Robert,
>
> I did it from the past for a simple OSG text on a billboard node,
> without constant screen pixel size m
ent(osgText::Text::CENTER_TOP);
d->setFont( _ve->getFont().get())*
Thanks,
Regards,
Vincent.
2009/1/13 Robert Osfield
> Do you use text->setAutoRotateToScreen(true)?
>
> On Tue, Jan 13, 2009 at 1:36 PM, Vincent Bourdier
> wrote:
> > Hi,
> >
> > I
Hi,
Maybe just use setVertexArray with the primary vertex list, and you use the
second list in a osg::DrawElementsUInt (or similar).
In the DrawElementsUInt, you push your vertices indexes. So when the
vertices data are modified, if they keep the same position in the list the
geometry will update.
gt; apply TexCoord[0] to both vertices, which is not what was intended.
>
> - Ken
>
> > -Original Message-
> > From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
> > boun...@lists.openscenegraph.org] On Behalf Of Vincent Bourdier
> > Sent:
Hi,
Working on window, I am trying to compil osg with /MT option instead of /MD
to avoid MV dependencies (*msvcr80.dll *for example).
With this option, some OSG component (osgText, osgTerrain, ) do not
link.
It is possible to do it ? how ? (any suggestion would be a good beginning)
Thanks.
Hi Jean-Sébastien,
I can assume I need to compile all OSG dependencies with /MT option, to have
good compilation in osg core itself.
The "problem" is about the dependency package our application needs. We just
understand the VS dll are needed, and we know it exist package to install it
with the a
Hi Jean-Sébastien,
Thanks for the explanation.
In a first step, I just wanted to get the a) choice ^^
But compiling all dependencies with /MT option can be a solution if I
understand well.
I know a pack exist but it is a 2.6 Mo file to add, and ask for user to
install it is sufficient, but It is
Thanks for you help Jean-Sébastien
We have some more things to adapt for now, but we are testing all that.
Merci. :-)
Regards,
Vincent.
2009/1/19 Jean-Sébastien Guay
> Hi Vincent,
>
> I know a pack exist but it is a 2.6 Mo file to add, and ask for user to
>> install it is sufficient, but
Hi Cory,
I personally not have done all of that.
Just putting the osgFile.lib in the linker and osgfile includes, and making
my application, I have the intellisense working good. Nothing to do
especially. When intellisense do not work, you can assume that an error is
in you code syntax... or somet
Hi Cory,
Texture coordinates is a basic way to apply a texture on a geometry.
For each vertex, you give a 2D coordinate data to associate a vertex and a
texture point. OpenGl will interpolate the texture pixel between each
vertex, depending on theses coordinates.
The 2D texture coordinate have to
nate increases as you move down. In
OpenGL, the coordinates are called **s and **t instead of **u and **v, the
(0, 0) point (the origin) is at the bottom-left corner, and the **t
coordinate increases as you move up. *"
So don't consider my little drawing as right.
Vincent.
2009/1/22 V
Hi,
Have a look on Placer and Shooter class.
Radial shooter :
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01622.htmlallow
you to set an angle of the cone,
Placer :
http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01569.htmlallow
you to set wher
Hi,
Please be more patient...
Sometime you can get an answer in 20 min, sometimes after 1 or 2 days...
Regards,
Vincent.
2009/1/30
> Hi All,
>
> Can anyone assist with an issue/misunderstanding I'm having when using
> DEEP_COPY_ALL please ?
>
> The issue is that if I have a cube that I appl
Hum, sorry I was not really awoken ...
I was modifying the wrong matrix.
Dragger get its own matrix for the geometry, Selection is the Matrix which
modify the dragged node.
Sorry for the inconvenience,
Regards,
Vincent.
2009/2/3 Vincent Bourdier
> Hi all,
>
> I'm curre
Hi all,
I'm currently working a code to save/load a Dragger just with text datas.
So I know its position, children, ... and I save its Matrix rotation (Quat)
to load the exact position of the dragged node.
But when I set the matrix of the dragger on loading, the node under Dragger
seems to be unm
Hello
I am trying to put 2 Texture2D on the same geometry.
The backgroud texture is a .jpg file and the foregroud texture is a .png
file with opacity (clouds map).
If I use them normally, the foregroud texture is in good position, but in
place of the transparent's pixels the is only a dark (blac
exist. (Be carefull to the depth of the Image)
If someone have anther solution, I'll be interested.
Thank you.
2008/2/21, Vincent Bourdier <[EMAIL PROTECTED]>:
>
> Hello
>
> I am trying to put 2 Texture2D on the same geometry.
>
> The backgroud texture is a .jpg file a
e problem might be, perhaps you are just
> tackling it in an awkward way that is confusing things.
>
> Robert.
>
>
> On Mon, Feb 25, 2008 at 8:26 AM, Vincent Bourdier
> <[EMAIL PROTECTED]> wrote:
> > Hello,
> >
> > I will make my own answer :
> > I
multi-texturing on spheres.
>
> Robert.
>
> On Mon, Feb 25, 2008 at 9:01 AM, Vincent Bourdier
>
> <[EMAIL PROTECTED]> wrote:
> > Hi Robert.
> >
> > Perhaps i'm not very clear in what i intend to do :
> > I want to create a sphere to simulate the ear
Hi,
I'm trying to make a Particle System.
It looks easy but I have a little problem : my ModularEmitter, my
ParticleSystemUpdater and my geode are on the same group.
To have the particles on the viewer, I must add this group as a child of the
root group. If I put it child of another group, nothin
, J.P. Delport <[EMAIL PROTECTED]>:
>
> Hi,
>
>
> Vincent Bourdier wrote:
> > Hi,
> >
> > I'm trying to make a Particle System.
> >
> > It looks easy but I have a little problem : my ModularEmitter, my
> > ParticleSystemUpdater and my geode are
Maybe just a setnumlight(0)... to replace default light by yours.
Vincent
2008/2/29, Wojciech Lewandowski <[EMAIL PROTECTED]>:
>
> Sounds like default Light Model ambient Look at OpenGL docs for
> glLightModel & GL_LIGHT_MODEL_AMBIENT.
>
> Cheers,
> Wojtek
>
> - Original Message -
> F
Hi Aurora,
With his proposition, you can create the color that you need.
Setcolor(vec4) uses RGBA (Red, Green, Blue, Alpha) color (if i remember
well) so put A to 1.0 (opacity) , and the RGB can be defined using the
function he gives to you... you can use it for each component if you want a
greysc
itude - min) / max) +
> lowColor;
>G =(highColor - lowColor) * ((altitude - min) / max) +
> lowColor;
>B =(highColor - lowColor) * ((altitude - min) / max) +
> lowColor;
>
>tf->setValue(0, osg::Vec4(R,G,B,1.0));
>
Hi,
I am working on a hide/show function, and I've read some examples concerning
NodeMask.
It looks like a good and easy solution to do that, but I don't understand
why it doesn't work
on my application :
int inheritanceMask =
(osg::CullSettings::ALL_VARIABLES &
~osg::CullS
"toggle the earthGroup NodeMask between 0 and 0x."
it is not what i done here : ?
earthGroup->setNodeMask(0x1);
Is my code good concerning the camera ? is it a viewer parameter ? (to set
cullMask)
I preferer avoid using switch node for the moment, it would add nodes to the
graph, and if
node mask
> (0x0).
>
> Otherwise the default mask is something like
> 0x. Hence with your current setup you still
> will be able to see all the nodes.
>
> Cheers,
> Art
>
>
> --- Vincent Bourdier <[EMAIL PROTECTED]>
> schrieb:
>
>
>
Hi Jon
If you add your transform to the camera, it is normal that the light follow
the camera..
If you want to keep the light at the same position, you have to attach it
near the root node, and attach the rest of the scene a lower levels than it.
Each child inherit from its parents, so if you at
Hi ,
I don't know if an easy way exist, but you can get your normalArray and
"correct" it... but you have to know exactly the vertices number to get
normal and invert it...
Vincent.
2008/3/7, lorenzo bronzin <[EMAIL PROTECTED]>:
>
> hi robert,
>
>
> loading a wavefront .obj file is there a wa
Hi,
I'm using osgFX::Cartoon to obtain an effect on the edges. I want to
highlight edges of a node. (geode)
I've already tried osgFX::Scribe, but I prefere Cartoon edges because it
compute only the necessary edges and not all.
So, my problem is when I use Cartoon, I can't set LineWidth. I can pu
Hi Jon,
If your light is in the model at (0,0,0) it is normal, because in the graph,
the position is always relative (depends on the parent node) (if you let it
by default).
try something like :
-ROOT
---lightsource
---tranform
--geode
In this case light source will be in relative coordinat
Hi,
No one have already had this problem ?
Thanks.
Vincent.
2008/3/7, Vincent Bourdier <[EMAIL PROTECTED]>:
>
> Hi,
>
> I'm using osgFX::Cartoon to obtain an effect on the edges. I want to
> highlight edges of a node. (geode)
>
> I've already tried osgFX
f you attach a small example
> that triggers that behaviour in your machine I would test it
>
> on mine (x86_64,Linux 2.6.22 , OSG SVN HEAD).
>
> Cheers,
> Nicolas.
>
> 2008/3/11, Vincent Bourdier <[EMAIL PROTECTED]>:
> >
Hi,
I think it doesn't exist yet... (perhaps I make a mistake writing this)...
But counting time left before stoping the particlesystem is not very
difficult... just make a time difference and switch off your particleSystem
(or remove it) from the graph...
Vincent.
2008/3/11, Kim C Bale <[EMAIL
Of course I did change edge_width and color.x/y/z for a float numbers but
> apart from that I used the same code.
> Are you sure edge_width is set to the value you want? If yes may be the
> is a bug in the OpenGL driver or something.
>
> Hope it helps.
>
> Cheers,
> N
Hi,
I work on complex models, and I use the osgFX to put in relief some nodes.
However, I am asking myself if it is possible to render a node through the
others ... ? What I would like to obtain, is to see a node (geode) in relief
(with osgFX) through the hole model (and so through the other geode
Images folder have to be download in the DATA dependencies...
and after that you'd better add a environnement variable (look on osg site
web)
Vincent.
2008/3/12, Bryan Berg <[EMAIL PROTECTED]>:
>
> Hi guys,
>
> So I'm playing with the example osg apps, but I don't seem to have an
> Images
> folde
Hi,
Have you checked all the variables ? I have encountered the problem because
my Node was not good... sometimes you get an error but it is another bug in
your code...
Try to verify each variable (in debug mode for example (step-by-step)) and
you'll find your problem.
I don't think it is an OSG
Hi,
I am trying for hours to make a rotation with two vectors...
The code is :
osg::Matrixf MR = osg::Matrixf::identity();//matrix rotation
MR.rotate(angle*osg::PI/180.0, _NodeTranslation^_NodeTranslationStart);
osg::Quat qrotation = osg::Quat();
qrotation.set(MR);
_rotation *= qrotation;
uct returns a zero vector (0,0,0), a NULL rotation will be
> computed.
>
>
>
> *From:* [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] *On Behalf Of *Vincent
> Bourdier
> *Sent:* Thursday, March 13, 2008 12:55 PM
> *To:* osg
> *Subject:* [osg-users] Matrixf and Quat
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