[osg-users] HOW TO disable cameraManipulator?

2014-08-09 Thread wh_xiexing
hi , friends.

when i edit some geometries in the scene. i want to disable the 
cameraManipulator,  someone tell me how to ?



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[osg-users] osg support gocad file format?

2014-04-08 Thread wh_xiexing

hi  friends:

osg support  gocad file format? or is there a plugin like DB_gocad ? 

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[osg-users] problem of rendering overlaped models.

2013-02-15 Thread wh_xiexing
hi friends:


 i have 2 models to  render, some part of which are overlaped .  so the result 
is some kind of weird.  how can i resolve this probem?

do i need to split the model and align them?  or set different render details 
for the 2 models?





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[osg-users] how pick the nearest point in a cloud point?

2013-02-12 Thread wh_xiexing
hi friends:

 m y question is that i want to select a point of the scene as the rotation 
center of the trackball manipulator .   i know how to pick objects ,

but the scene is showing a point cloud ,   how to select the litttle point in 
the scene among the point cloud?   is there a method to pick 

the nearest point from the mouse point in the 3d scene?


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[osg-users] how to use several texture one time?

2012-11-12 Thread wh_xiexing

i have a mesh and want to project several photo on the mesh .   code is here:

osg::Switch *layer = new osg::Switch;
osg::Geode* leaf = 0;
if (!hasTexture){
leaf = createLeaf(points, numOfVert, tris,header.np);
layer->addChild(leaf); 
}else{ 
osg::Group *group = new osg::Group; 
for (unsigned int gr = 0; gr < header.ngr; gr++){ 
/*for every group , load the different texture*/
osg::Texture2D* texture = 0L;
osg::ref_ptr image;
if(osgDB::isAbsolutePath(groups[gr].texmap)){
image = osgDB::readImageFile(std::string(groups[gr].texmap));
}else{
std::string absoluteFile = osgDB::getFilePath(fileName) 
+ std::string("/") 
+ std::string(groups[gr].texmap);
image = osgDB::readImageFile(absoluteFile);
} 
texture = new osg::Texture2D;
texture->setImage( image.get() );
if (texture->getImage()!=0L){
group->getOrCreateStateSet()->setTextureAttributeAndModes(gr,texture );
//set texture units
group->getOrCreateStateSet()->setTextureAttribute(gr, new 
osg::TexEnv(osg::TexEnv::DECAL));
} 
/*create group leaf*/
leaf = createLeaf(points, tris_t, groups[gr].poly_begin, groups[gr].poly_end, 
gr);
group->addChild(leaf);
}
layer->addChild(group); 
}

the problem is that just one texture unit works .   
in case :
 for (unsigned int gr = 0; gr < header.ngr; gr++){  unit 0 works 
 for (unsigned int gr = 1; gr < 2; gr++){   unit 1 
works


then , how can i show the whole mesh with texture?


thanks in advance



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Re: [osg-users] how to turn on the quad buffered feature.

2012-11-06 Thread wh_xiexing
thanks , it works indeed




Shawl

From: Alistair Baxter
Date: 2012-11-05 17:26
To: OpenSceneGraph Users
Subject: Re: [osg-users] how to turn on the quad buffered feature.
You need to ensure your OpenGL context is created with Quad-buffers enabled �C 
the DisplaySettings call just turns on their use if they’re there, it doesn’t 
create them.  You’ll need to set the quadBufferStereo flag in the 
GraphicsContext traits before you create it, or if you’re using Qt as I am, 
call setStereo(true) on the QGLFormat object passed to the GLWidget 
constructor. 
From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of wh_xiexing
Sent: 05 November 2012 06:50
To: osg-users
Subject: [osg-users] how to turn on the quad buffered feature.
 
i want to use the stereo feature of osg. 
 
osg::DisplaySettings::instance()->setStereoMode(mode);
osg::DisplaySettings::instance()->setEyeSeparation(0.01*value);
 
where mode is osg::DisplaySettings::QUAD_BUFFER .  but it doesn't work.
 
my graphic card is the most recent  quadro k4000M.  do i need to set something 
in the nvidia panel ?
 
thank you very much



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[osg-users] how to turn on the quad buffered feature.

2012-11-04 Thread wh_xiexing
i want to use the stereo feature of osg. 

osg::DisplaySettings::instance()->setStereoMode(mode);
osg::DisplaySettings::instance()->setEyeSeparation(0.01*value);

where mode is osg::DisplaySettings::QUAD_BUFFER .  but it doesn't work.

my graphic card is the most recent  quadro k4000M.  do i need to set something 
in the nvidia panel ?

thank you very much



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[osg-users] how to save kdtree into file

2012-11-02 Thread wh_xiexing
hi friends:

   i want to save the kdtree into an extern file so that it can prevent 
building it  every time i open a model file?

can it be possible?



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[osg-users] how to build a fixed size object

2012-11-01 Thread wh_xiexing
hi friends 
 sometimes we need fixed size object like annotation and control point ,  i 
know that using hud camera can make an object fixed size .   has any better 
away to do that?


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[osg-users] 回复: adding empty group to the scenview tree will cause problem?

2012-11-01 Thread wh_xiexing
add an empty group to the root .  the mode looks like without normal . 

when removed the empty group .   the light and other geometries appeared

have someone met this situation?

Shawl



发件人: wh_xiexing
发送时间: 2012-11-01 17:23
收件人: osg-users
主题: [osg-users] adding empty group to the scenview tree will cause problem?
hi friends:
adding empty group to the  scene view tree will make the light and normal lose 
it's effect? i do this in order to add geometries to the group later on.




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[osg-users] adding empty group to the scenview tree will cause problem?

2012-11-01 Thread wh_xiexing
hi friends:
adding empty group to the  scene view tree will make the light and normal lose 
it's effect? i do this in order to add geometries to the group later on.
 



Shawl

From: Robert Osfield
Date: 2012-10-22 23:48
To: OpenSceneGraph Users
Subject: Re: [osg-users] slave camera render to texture.
Hi Peterakos,

You seem to be having more problems than you should for what is
usually a straight forward task.  Rather than try to understand what
you've done wrong in your program I think it would be best for you to
have a look at the osg examples that are relevant - for example have a
look at osgprerender, osgprerenercubemap and osgdistortion.

Robert.

On 14 October 2012 21:50, Peterakos  wrote:
> Hello.
>
> My task is to have 2 cameras being exactly the same.
> The first one will render to my window and the second one to texture.
>
> First i tried to create a camera as child to scene data and add the same
> model as child.
> So i used the following code:
>
> Viewer viewer;
> Camera* camera = new Camera(*viewer.getCamera(), CopyOp::DEEP_COPY_ALL);
> ref_ptr image = new Image();
> image->allocateImage(width, height, 1, GL_RGBA, GL_UNSIGNED_BYTE);
> camera->setRenderTargetImplementation( osg::Camera::FRAME_BUFFER_OBJECT );
> camera->attach(Camera::BufferComponent(Camera::COLOR_BUFFER0), image.get());
> camera->setPostDrawCallback(new MyCameraPostDrawCallback(image.get()));
>
> The post callback will writes image to file.
> I couldnt make it work and i have no idea why. All i see in the texture is
> an empty scene.
> What more should i do ?
>
> After that i decided to use slave camera. I noticed that i had to use 2
> different graphics context.
> But the problem is that i dont want the second window to appear.
> What configuration should i pass to the second context to not appear any
> window ?
> I assume is something based on WindowingSystemInterface but i couldnt find
> what exactly.
>
> Thank you for your time.
>
>
>
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[osg-users] 回复: Re: how to change project matrix temporarily?;

2012-10-29 Thread wh_xiexing
i implant this method into osg .   code is following:

class ocsSurfaceShape : public osg::Drawable{
public:
ocsSurfaceShape(){};
ocsSurfaceShape( const ocsSurfaceShape& copy,
  const osg::CopyOp&
  copyop=osg::CopyOp::SHALLOW_COPY )
 : osg::Drawable(copy, copyop) {
}

void pushProjectionOffest(double offset) const ; 

void popProjectionOffest() const;
};


void ocs::ocsSurfaceShape::pushProjectionOffest
( double offset ) const
{
float* pm = new float[16];
glGetFloatv(GL_PROJECTION_MATRIX, pm);
pm[10] *= offset != 0 ? offset : 0.99; // TODO: See Lengyel 2 ed. Section 9.1.2 
to compute optimal offset

glPushAttrib(GL_TRANSFORM_BIT);
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadMatrixf(pm);
}

void ocs::ocsSurfaceShape::popProjectionOffest() const
{
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glPopAttrib();
}

//sub class of  surface Shape

class lineDrawable : public ocsSurfaceShape{
public:
lineDrawable();
lineDrawable(ocs::ocsLine& line);
lineDrawable( const lineDrawable& copy,
const osg::CopyOp&
copyop=osg::CopyOp::SHALLOW_COPY )
: ocsSurfaceShape(copy, copyop) 
{
_line = copy._line;
}

META_Object( osg, lineDrawable);

virtual BoundingBox computeBound() const;

virtual void drawImplementation( RenderInfo& renderInfo ) const;

private:
mutable ocs::ocsLine _line;
};



void ocs::lineDrawable::drawImplementation( RenderInfo& renderInfo ) const
{
std::vector list = _line.getTesselatePoints();
ocsAttributes& attr = _line.getAttribute();
float color[4];
attr.getColor(color);
osg::GLBeginEndAdapter& gl =
renderInfo.getState()->getGLBeginEndAdapter();
gl.Color4f(color[0],color[1],color[2],color[3]);
pushProjectionOffest(0.95);//change the 
project matrix here 
gl.Begin(GL_LINE_STRIP);
   for (unsigned int u = 0; u < list.size(); u++){
   gl.Vertex3f(list[u].x(),list[u].y(),list[u].z());
   }
gl.End();
popProjectionOffest();//restore it 
}

does it the best way?   it's wierd that sometims the line is  disappeared.   
other question is  the GL API 

glPushAttrib(GL_TRANSFORM_BIT);  in pushProjectionOffest is identical to 
calling 

osg::GLBeginEndAdapter& gl 's method ?




Shawl

发件人: wh_xiexing
发送时间: 2012-10-29 16:50
收件人: osg-users
主题: Re: [osg-users] how to change project matrix temporarily?;
hi Robert osifield
i am writing an editor which can add polylines and polygons on the mesh 
model(mountains model).  the lines and polygons must follow the terrain .

so i tessellate the polylines into many parts .   because the mesh is irregular 
, unlike the GIS .   some part of the line segment is above the terrain .  
other 

other is under the terrain .so i want to put the surface shapes (polylines  
polygons ) near to the camera .   worldwind give a method as the following 

code show.but i don't know how to do that in the OSG.






Shawl

From: Robert Osfield
Date: 2012-10-29 16:30
To: OpenSceneGraph Users
Subject: Re: [osg-users] how to change project matrix temporarily?;
Hi Shawl,

Could you explain for what purpose you need to temporarily modify the
projection matrix, this has a huge baring on how you will want to go
about it.

The OSG has an osg::Projection node that allows you to override the
project matrix for the subgraph that you attach below the Projection
Node, and the osg::Camera node that allows you to modify the
projection and view matrices, and there there is slave Camera's at the
viewer level, and finally cull callbacks that you can use to modify
the modelview and projection matrices along with many other things.
As you see there are plenty of options, which to recommend I can't say
as you haven't yet given the context of the problem you are trying to
solve.

Robert.

On 29 October 2012 00:21, wh_xiexing  wrote:
> i want to implement the same effect of the following code using open scene
> graph. can it be possiable?
>
> public void pushProjectionOffest(Double offset)
> {
> // Modify the projection transform to shift the depth values
> slightly toward the camera in order to
> // ensure the lines are selected during depth buffering.
> GL gl = this.getGL();
>
> float[] pm = new float[16];
> gl.glGetFloatv(GL.GL_PROJECTION_MATRIX, pm, 0);
> pm[10] *= offset != null ? offset : 0.99; // TODO: See Lengyel 2 ed.
> Section 9.1.2 to compute optimal offset
>
> gl.glPushAttrib(GL.GL_TRANSFORM_BIT);
> gl.glMatrixMode(GL.GL_PROJECTION);
> gl.glPushMatrix();
> gl.glLoadMatrixf(pm, 0);
> }
>
>  public void popProjectionOffest()
> {
> GL gl = this.getGL();
>
> gl.glMatrixMode(GL.GL_PROJECTION);
> gl.glPopMatrix();
> gl.glPopAttrib();
> }
&g

Re: [osg-users] how to change project matrix temporarily?;

2012-10-29 Thread wh_xiexing
hi Robert osifield
i am writing an editor which can add polylines and polygons on the mesh 
model(mountains model).  the lines and polygons must follow the terrain .

so i tessellate the polylines into many parts .   because the mesh is irregular 
, unlike the GIS .   some part of the line segment is above the terrain .  
other 

other is under the terrain .so i want to put the surface shapes (polylines  
polygons ) near to the camera .   worldwind give a method as the following 

code show.but i don't know how to do that in the OSG.






Shawl

From: Robert Osfield
Date: 2012-10-29 16:30
To: OpenSceneGraph Users
Subject: Re: [osg-users] how to change project matrix temporarily?;
Hi Shawl,

Could you explain for what purpose you need to temporarily modify the
projection matrix, this has a huge baring on how you will want to go
about it.

The OSG has an osg::Projection node that allows you to override the
project matrix for the subgraph that you attach below the Projection
Node, and the osg::Camera node that allows you to modify the
projection and view matrices, and there there is slave Camera's at the
viewer level, and finally cull callbacks that you can use to modify
the modelview and projection matrices along with many other things.
As you see there are plenty of options, which to recommend I can't say
as you haven't yet given the context of the problem you are trying to
solve.

Robert.

On 29 October 2012 00:21, wh_xiexing  wrote:
> i want to implement the same effect of the following code using open scene
> graph. can it be possiable?
>
> public void pushProjectionOffest(Double offset)
> {
> // Modify the projection transform to shift the depth values
> slightly toward the camera in order to
> // ensure the lines are selected during depth buffering.
> GL gl = this.getGL();
>
> float[] pm = new float[16];
> gl.glGetFloatv(GL.GL_PROJECTION_MATRIX, pm, 0);
> pm[10] *= offset != null ? offset : 0.99; // TODO: See Lengyel 2 ed.
> Section 9.1.2 to compute optimal offset
>
> gl.glPushAttrib(GL.GL_TRANSFORM_BIT);
> gl.glMatrixMode(GL.GL_PROJECTION);
> gl.glPushMatrix();
> gl.glLoadMatrixf(pm, 0);
> }
>
>  public void popProjectionOffest()
> {
> GL gl = this.getGL();
>
> gl.glMatrixMode(GL.GL_PROJECTION);
> gl.glPopMatrix();
> gl.glPopAttrib();
> }
>
> 
> Shawl
>
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[osg-users] how to change project matrix temporarily?;

2012-10-28 Thread wh_xiexing
i want to implement the same effect of the following code using open scene 
graph. can it be possiable?

public void pushProjectionOffest(Double offset)
{
// Modify the projection transform to shift the depth values slightly 
toward the camera in order to
// ensure the lines are selected during depth buffering.
GL gl = this.getGL();

float[] pm = new float[16];
gl.glGetFloatv(GL.GL_PROJECTION_MATRIX, pm, 0);
pm[10] *= offset != null ? offset : 0.99; // TODO: See Lengyel 2 ed. 
Section 9.1.2 to compute optimal offset

gl.glPushAttrib(GL.GL_TRANSFORM_BIT);
gl.glMatrixMode(GL.GL_PROJECTION);
gl.glPushMatrix();
gl.glLoadMatrixf(pm, 0);
}

 public void popProjectionOffest()
{
GL gl = this.getGL();

gl.glMatrixMode(GL.GL_PROJECTION);
gl.glPopMatrix();
gl.glPopAttrib();
}




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[osg-users] building kdtree

2012-10-27 Thread wh_xiexing

osg users : 
building kdtree makes it a long time to  open a model file,   could i  
build kdtree in a background thread?  if i can , how to do that ?___
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[osg-users] speed up the loading

2012-10-22 Thread wh_xiexing

  i have hundreds of millions of points to render.i  think the Geometry 's  
setVertexArray (Vec3Array)  is time consuming .

for every point ,  it must construct a Vec3 class, and put it into the array.

so i want to modified it to setVertexArray (float*)  , so that i can read a 
block of data from the disk and provide it to osg.   to do so.  the first thing 
is i must 

figure out how the osg interact with opengl.  unfortunately i see a lot of 
arraydispatcher which is complecated .   can someone tell me how can i do ?



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[osg-users] how does osg call opengl's api

2012-10-20 Thread wh_xiexing
  hi friends.   i  look through the code ,but can't  find the places where the 
osg call opengl's api . like glDrawArray . 

could someone tell me how the osg interact with the opengl?

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[osg-users] about the cull mechanism in osg

2012-10-18 Thread wh_xiexing
dear friends:

 i am newbie . my question is , i have a group which contains a lot a 
gode.  in order to speed the rendering .  i don't know whether i need to write 
a  cull callback .  or do nothing and let the osg system do the culling work 
instead .  does osg automatically traverse the group and  cull the node which 
lay out the frustum ???


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[osg-users] how to pick a cluster of points

2012-09-24 Thread wh_xiexing
Dear friends .
i want to create an editor  tool that can select a cluster of points 
one time in order to remove the selected points .
osg provide the functions to do that job?   or i need to code from 
scratch?
thank you for your help




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[osg-users] how to use unique color to pick object?

2012-08-30 Thread wh_xiexing
Dear friends:

in openGL programming .  there is a method to pick the object from the 
scene.rendering the scene in the back buffer, every object with an unique 
color .  
than , rendering second time in a normal way.   when the user move mouse in the 
screen .   read the pixel value under the mouse point . then  find the color in
an prepared hashmap.  comparing the color , we can known which object is 
selected. 
i am wondering whether the osg  can archieve the same goal ?   because 
i want to implement an edit function with osg .  i have a  mountain model 
composite of hundreds of 
  thousands of triangles . and my goal is putting high resolution digital image 
on the model, and fusion the image and model into a model with texture . now , 
the problem i face is
 that using the mouse to find the same points in the model and in the digital 
image.   

 can some one give me an advice. 





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Re: [osg-users] HUD disappeared

2012-08-23 Thread wh_xiexing
thank you , Robert. you solved my problem.   




wh_xiexing

From: Robert Osfield
Date: 2012-08-23 18:53
To: OpenSceneGraph Users
Subject: Re: [osg-users] HUD disappeared
Hi wh? xiexin? Which human name would you like to be addressed as?

There isn't any way we'll be able to pinpoint the problem you are
seeing from just this code extract, there are simply too many unknowns
about the rest of your application to pass judgement.

The best I can do is provide a general comment.  For on HUD compass I
would recommend using a viewer slave Camera rather than a Camera in
the main scene graph - this keeps the various components of the
application behaviour nice and separate both conceptually and
implementation wise.  It might even solve the bug you are seeing as
for all we know it might simply be that you are replacing the main
scene graph with your new model and discarding the compass subgraph.

Robert.


On 20 August 2012 03:17, wh_xiexing  wrote:
> i create a compass on the screen, but when i open an model , the HUD Compass
> disappeared .   following is my code.
>
> can some one tell me how to resolve this problem?
>
> //create hud camera
> theCameraNode = new osg::Camera;
> theCameraNode->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
> theCameraNode->setProjectionMatrix(osg::Matrix::ortho2D(-1,1,-1,1));
> theCameraNode->setViewMatrix(osg::Matrix::identity());
> theCameraNode->setViewport(0,0,200,200);
> theCameraNode->setClearMask(GL_DEPTH_BUFFER_BIT);
> theCameraNode->setRenderOrder(osg::CameraNode::POST_RENDER);
> theCompass = new ocsCompass;  // compass node
> theCameraNode->addChild(theCompass);
> addChild(theCameraNode);
>
> 
> wh_xiexing
>
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[osg-users] how to be notified that the viewport is changed?

2012-08-23 Thread wh_xiexing
dear friends:
when the user resize the applicatioin's window,  how do i know the viewport of 
the camera is changed?



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[osg-users] HUD disappeared

2012-08-19 Thread wh_xiexing
i create a compass on the screen, but when i open an model , the HUD Compass 
disappeared .   following is my code.

can some one tell me how to resolve this problem?

//create hud camera
theCameraNode = new osg::Camera;
theCameraNode->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
theCameraNode->setProjectionMatrix(osg::Matrix::ortho2D(-1,1,-1,1));
theCameraNode->setViewMatrix(osg::Matrix::identity());
theCameraNode->setViewport(0,0,200,200);
theCameraNode->setClearMask(GL_DEPTH_BUFFER_BIT);
theCameraNode->setRenderOrder(osg::CameraNode::POST_RENDER);
theCompass = new ocsCompass;  // compass node
theCameraNode->addChild(theCompass);
addChild(theCameraNode);




wh_xiexing___
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[osg-users] how to edit geometries on the scene?

2012-07-22 Thread wh_xiexing
 
  i am newbie of OSG.  i used worldwind to represent the globe. now migrate to 
OSG ,  i wondered how to draw lines ,  polygons , and add
some mesurement function in my software,   can someone give me an idea?___
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[osg-users] how to add progress bar to readerwriter?

2012-07-05 Thread wh_xiexing

HI.


 I  implement a readerwriter plugin  to read .las  file  which contains 
tremendous amount of points .  so  i want to use progressbar to tell the user 
how much points i have read .

anybody can tell me how to do?


thank you___
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