Re: [osg-users] help me with my first osg program ...

2013-02-12 Thread Robert Osfield
Hi Omprakash,

Clearly it's a missing include, which might be down to an error in
your CmakeLists.txt file in which case having a look at CMake docs
might help you on your way.  Or it could be simply that Cmake isn't
finding the OSG as you haven't installed it in a place it can find or
that you have provided any guidance to cmake to know where you have
installed/built the OSG.  This goes back to knowing how to use CMake.
There are plenty of docs online for CMake and would recommend you
invest some time learning it as it's a great tool.

Hints for further investigation are :

1) use ccmake, i.e. in the console run:

ccmake .

   And browse there the various settings for the OSG_* entries to see
if they are set correctly.

2) To diagonse the make lines invoked by the cmake sytle build run:

 make VERBOSE=1

These are just hints, if you struggle to get things building go have a
look at the Cmake docs online.

Robert.

Robert.

On 3 February 2013 05:59, omprakash paliwal
 wrote:
> Hi,
>
>
> i am using OSG begineers Guide to work with osg ... and stuck at the very 
> first osg program..
>
> i generated Cmake script and wrote main.cpp ..
> i setted all enviornment variable but not able to compile my program with 
> "make"
>
> i am getting this error
>
>
> heart-hacker@hearthacker-HP-Pavilion-g6-Notebook-PC:~/osgproject/program-2$ 
> make
> [100%] Building CXX object CMakeFiles/MyProject.dir/test.cpp.o
> /home/heart-hacker/osgproject/program-2/test.cpp:1:23: fatal error: 
> osg/ref_ptr: No such file or directory
> compilation terminated.
> make[2]: *** [CMakeFiles/MyProject.dir/test.cpp.o] Error 1
> make[1]: *** [CMakeFiles/MyProject.dir/all] Error 2
> make: *** [all] Error 2
>
>
> an also attaching these files
>
> plz help me ...
>
> ...
>
> Thank you!
>
> Cheers,
> omprakash [Question]
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=52346#52346
>
>
>
>
> Attachments:
> http://forum.openscenegraph.org//files/test_199.cpp
> http://forum.openscenegraph.org//files/cmakelists_406.txt
>
>
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[osg-users] help me with my first osg program ...

2013-02-11 Thread omprakash paliwal
Hi,


i am using OSG begineers Guide to work with osg ... and stuck at the very first 
osg program..

i generated Cmake script and wrote main.cpp ..
i setted all enviornment variable but not able to compile my program with "make"

i am getting this error 


heart-hacker@hearthacker-HP-Pavilion-g6-Notebook-PC:~/osgproject/program-2$ make
[100%] Building CXX object CMakeFiles/MyProject.dir/test.cpp.o
/home/heart-hacker/osgproject/program-2/test.cpp:1:23: fatal error: 
osg/ref_ptr: No such file or directory
compilation terminated.
make[2]: *** [CMakeFiles/MyProject.dir/test.cpp.o] Error 1
make[1]: *** [CMakeFiles/MyProject.dir/all] Error 2
make: *** [all] Error 2


an also attaching these files 

plz help me ...

... 

Thank you!

Cheers,
omprakash [Question]

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http://forum.openscenegraph.org//files/cmakelists_406.txt


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Re: [osg-users] Help me! i have problem for Height Above Terrain!!

2013-01-24 Thread Shayne Tueller
You may also want to search in the forum for discussion threads that address 
this topic (GetHeightAboveTerrain). It has been discussed many times with 
solutions.

-Shayne

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Re: [osg-users] Help me! i have problem for Height Above Terrain!!

2013-01-24 Thread Robert Osfield
Hi Kim,

Have a look at the osgintersection example.

Robert.

On 17 January 2013 04:51, Kim JongBum  wrote:
> Hi,
>
> i'm new in OSG and developing Flight Simulation using OSG.
>
> i wanna compute height above terrain.
>
> so wanna know how to use this class(osgSim::computeHeightaboveterrain).
>
> i look forward to tour early reply.
>
> Thank you!
>
> Cheers
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=51989#51989
>
>
>
>
>
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[osg-users] Help me! i have problem for Height Above Terrain!!

2013-01-24 Thread Kim JongBum
Hi,

i'm new in OSG and developing Flight Simulation using OSG.

i wanna compute height above terrain.

so wanna know how to use this class(osgSim::computeHeightaboveterrain).

i look forward to tour early reply.

Thank you!

Cheers

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Re: [osg-users] Help me with polytope intersector please !!!

2012-07-20 Thread Peter Amstutz
The polytope intersector tests to see if a frustum (i.e. truncated 
pyramid) volume contains or intersects with geometry.  In the case of a 
testing a polygon or a fully contained line segment, there is no single 
point that describes the intersection.  This is fine for selection when 
you are primarily interested in merely determining the node the user 
clicked on.  If you need an exact intersection point, you have to use a 
LineSegmentIntersector (but this makes it difficult to pick lines and 
points) or implement your own Intersector class that reports back more 
detailed intersection information.


- Pete

On 7/20/2012 10:00 AM, Bob Slobodan wrote:

Hi guys,

I'm having some difficulties with a polytope intersector.
My scene uses polygons, lines and points, so I decided to use a polytope 
intersector to find which object the user wants to select. Here is my code :


Code:
osg::ref_ptr viewport = camera->getViewport();
double mx = viewport->x() + (int)((double 
)viewport->width()*(ea.getXnormalized()*0.5+0.5));
double my = viewport->y() + (int)((double 
)viewport->height()*(ea.getYnormalized()*0.5+0.5));
double w = SELECTION_SENSITIVITY;
double h = SELECTION_SENSITIVITY;
osg::ref_ptr picker = new 
osgUtil::PolytopeIntersector( osgUtil::Intersector::WINDOW, mx-w, my-h, mx+w, my+h );




Then I look into the picker and retrieve the selected object and the exact 
coordinates of the click.

This works just fine when I only need to find out which object was clicked, but 
the coordinates of the intersection with a polygon are not the exact 
coordinates of the click. It's actually the coordinates of the ray starting at 
the bottom left corner of the polytope. I'm not sure of how the 
polytopeIntersector works but I guess it's only because this ray is the first 
to be tested and to intersect an object of the scene.

I tried to reduce my SELECTION_SENSITIVITY constant, but then, it's much harder 
to select a line or a point.

What could I do to get the coordinates of the intersection with the ray that is 
the closest to the center of the polytope ? Should I use another kind of 
intersector ?

Sorry if I wasn't clear enough. Ask me if you want more details.

Thank you !

Bob

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[osg-users] Help me with polytope intersector please !!!

2012-07-20 Thread Bob Slobodan
Hi guys,

I'm having some difficulties with a polytope intersector. 
My scene uses polygons, lines and points, so I decided to use a polytope 
intersector to find which object the user wants to select. Here is my code :


Code:
osg::ref_ptr viewport = camera->getViewport();
double mx = viewport->x() + (int)((double 
)viewport->width()*(ea.getXnormalized()*0.5+0.5));
double my = viewport->y() + (int)((double 
)viewport->height()*(ea.getYnormalized()*0.5+0.5));
double w = SELECTION_SENSITIVITY;
double h = SELECTION_SENSITIVITY;
osg::ref_ptr picker = new 
osgUtil::PolytopeIntersector( osgUtil::Intersector::WINDOW, mx-w, my-h, mx+w, 
my+h );




Then I look into the picker and retrieve the selected object and the exact 
coordinates of the click.

This works just fine when I only need to find out which object was clicked, but 
the coordinates of the intersection with a polygon are not the exact 
coordinates of the click. It's actually the coordinates of the ray starting at 
the bottom left corner of the polytope. I'm not sure of how the 
polytopeIntersector works but I guess it's only because this ray is the first 
to be tested and to intersect an object of the scene. 

I tried to reduce my SELECTION_SENSITIVITY constant, but then, it's much harder 
to select a line or a point.

What could I do to get the coordinates of the intersection with the ray that is 
the closest to the center of the polytope ? Should I use another kind of 
intersector ?

Sorry if I wasn't clear enough. Ask me if you want more details.

Thank you !

Bob

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Re: [osg-users] help me with osg::Imagestream and osg::Image

2009-11-26 Thread Robert Osfield
On Thu, Nov 26, 2009 at 5:57 AM, Ivan Salguero  wrote:
> yes yes but i execute osgmovie and it say me that i need a pluging what kind 
> of pluging i need?? so it's weird because when i compile the code some libs 
> las image and imagestream doesn't have some functions but .exe it's work 
> correctly why happen that?

You need a plugin to read the movie, such as the xine plugin under
Linux, or the quicktime plugin under OSX/Windows, or the ffmpeg plugin
now available in svn/trunk for all platforms.

Robert.
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Re: [osg-users] help me with osg::Imagestream and osg::Image

2009-11-25 Thread Ivan Salguero
Hi,
yes yes but i execute osgmovie and it say me that i need a pluging what kind of 
pluging i need?? so it's weird because when i compile the code some libs las 
image and imagestream doesn't have some functions but .exe it's work correctly 
why happen that?
... 

Thank you!

Cheers,
Ivan

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Re: [osg-users] Help me to solve this problem

2009-07-13 Thread Gordon Tomlinson
Hi

 

This see-through/bleed-through artifact is due to the granularity of sorting
used by all scene graphs including OSG, this happens because things are
sorted a  geometry node level and not at a per primitive level , using this
method it is reasonable fast and in most cases give good results, but with
certain poorer database designs or built scene-graphs  where geometries
overlap etc then you will see these types of artifacts 

 

Basically the way you minimize these types of artifacts is to re-structure
your scene graph and or models such that they minimize overlapping bounding
sphere and boxes.

 

Please do a search of the mailing list and a google, this type of bleed
through has been discussed at length on this list several time, many times
on the old performer , Vega and Multigen list and forums ( I know I have mad
emany lengthy posting to these lists on this subject over the years 

 

http://www.mail-archive.com/osg-us...@openscenegraph.net/

http://www.multigen-paradigm.com/cgi-bin/Ultimate2.cgi

http://www.presagis.com/peer_forum/

http://oss.sgi.com/projects/performer/mail/info-performer/

 

 

 



__

Gordon Tomlinson 

 <mailto:gor...@gordontomlinson.com> gor...@gordontomlinson.com IM:
<mailto:gordon3db...@3dscenegraph.com> gordon3db...@3dscenegraph.com 
 <http://www.vis-sim.com/> www.vis-sim.com
<http://www.gordontomlinson.com/> www.gordontomlinson.com 


__

 

From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of rguru k
Sent: Tuesday, July 14, 2009 6:35 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Help me to solve this problem

 

hai all,
i am using openscenegraph for rendering .flt files and im new to it.Using
osgviewer i can walk thru .flt file. my model(.flt) is forest terrain.
my problem is, i am seeing white line between two trees.what may be the
problem?
is it problem of visual database? 
i have attached image showing the problem.i have marked the problem in red.
Please help me to find out the solution.

wht is the problem & solution?

Thanks in advance. 

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Re: [osg-users] ??: help me!

2008-07-30 Thread Kallfass, Daniel
Could you submit your code changes to the community?

Thanks,
Daniel

 



From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of monkey
Sent: Wednesday, July 30, 2008 10:47 AM
To: OpenSceneGraph Users
Subject: [osg-users] ??: help me!

 

Thank for you all!

osgExp is REALLY NOT surport Texture UV repeat!

But I have make it run ok through change its code!

Thank you very much!

 

 

-- 原始邮件 --

发件人: "GMD GammerMaxyandex.ru"<[EMAIL PROTECTED]>;

发送时间: 2008年7月29日(星期二) 凌晨02:59

收件人: "osg-users"; 

主题: Re: [osg-users] help me!

 

> osgExp is not surport Texture UV repeat?
Yes  :( 


28.07.08, 14:43, "Alberto Luaces" <[EMAIL PROTECTED]>:

> Hi,
> Sorry, I have no expertise with 3DSMax and/or osgExp, so I cannot help you 
> further. Nevertheless, here is the osgExp code download page address:
> http://sourceforge.net/svn/?group_id=148454
> I suppose there are compilation instructions within the source.
> El Viernes 25 Julio 2008ES 07:00:08 monkeymonkey escribió:
> > hi!Thank you for your answer!
> > I try it as you say,
> > but not right also,i think because Texture Coord output of osgExp is not
> > right,they are between 0 and 1,it should be 0 to 3. i change it , it is
> > OK!, so it is the really reason.
> > I must change osgExp scource code,and recompile it? how to do it?
> >
> > > From: [EMAIL PROTECTED]> To: osg-users@lists.openscenegraph.org> Date: 
> > > Wed,
> > > 23 Jul 2008 09:57:33 +0200> Subject: Re: [osg-users] help me!> > Hi,> >
> > > El Miércoles 23 Julio 2008ES 08:48:19 monkeymonkey escribió:> > hi!> >  >
> > > > i use Texture UV repeat 3.0 in 3dsMax8,but when i output it to ive,then
> > > use> > osgViewer to look,texture is not right. > > it seem that repeat is
> > > not work! why?> >  > > osgExp is not surport Texture UV repeat? how to
> > > make it?> > Convert your .ive to .osg with osgconv, then look for the
> > > "wrap" parameter in > the file like> > wrap_s,t,... REPEAT> > If there is
> > > something other word than REPEAT, change it.> > Alberto>
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Re: [osg-users] help me!

2008-07-28 Thread Dunhour, Mike (CIV)


Hello

Use osgexp and 3ds Max(v8) all the time, most often with Delta3D, and
have no problems with repeating UV's.

  Open your .osg file 
  Where it describes your 'textureUnit'{ Texture 2d{ 
Look for 
wrap_s and wrap_t  these should both be set to 'REPEAT'

osgEXP should handle this without your needing to modify your file

Mr. D

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Re: [osg-users] help me!

2008-07-28 Thread GMD GammerMaxyandex.ru
> osgExp is not surport Texture UV repeat?
Yes  :( 


28.07.08, 14:43, "Alberto Luaces" <[EMAIL PROTECTED]>:

> Hi,
> Sorry, I have no expertise with 3DSMax and/or osgExp, so I cannot help you 
> further. Nevertheless, here is the osgExp code download page address:
> http://sourceforge.net/svn/?group_id=148454
> I suppose there are compilation instructions within the source.
> El Viernes 25 Julio 2008ES 07:00:08 monkeymonkey escribió:
> > hi!Thank you for your answer!
> > I try it as you say,
> > but not right also,i think because Texture Coord output of osgExp is not
> > right,they are between 0 and 1,it should be 0 to 3. i change it , it is
> > OK!, so it is the really reason.
> > I must change osgExp scource code,and recompile it? how to do it?
> >
> > > From: [EMAIL PROTECTED]> To: osg-users@lists.openscenegraph.org> Date: 
> > > Wed,
> > > 23 Jul 2008 09:57:33 +0200> Subject: Re: [osg-users] help me!> > Hi,> >
> > > El Miércoles 23 Julio 2008ES 08:48:19 monkeymonkey escribió:> > hi!> >  >
> > > > i use Texture UV repeat 3.0 in 3dsMax8,but when i output it to ive,then
> > > use> > osgViewer to look,texture is not right. > > it seem that repeat is
> > > not work! why?> >  > > osgExp is not surport Texture UV repeat? how to
> > > make it?> > Convert your .ive to .osg with osgconv, then look for the
> > > "wrap" parameter in > the file like> > wrap_s,t,... REPEAT> > If there is
> > > something other word than REPEAT, change it.> > Alberto>
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Re: [osg-users] help me!

2008-07-28 Thread Alberto Luaces
Hi,

Sorry, I have no expertise with 3DSMax and/or osgExp, so I cannot help you 
further. Nevertheless, here is the osgExp code download page address:

http://sourceforge.net/svn/?group_id=148454

I suppose there are compilation instructions within the source.

El Viernes 25 Julio 2008ES 07:00:08 monkeymonkey escribió:
> hi!Thank you for your answer!
> I try it as you say,
> but not right also,i think because Texture Coord output of osgExp is not
> right,they are between 0 and 1,it should be 0 to 3. i change it , it is
> OK!, so it is the really reason.
> I must change osgExp scource code,and recompile it? how to do it?
>
> > From: [EMAIL PROTECTED]> To: osg-users@lists.openscenegraph.org> Date: Wed,
> > 23 Jul 2008 09:57:33 +0200> Subject: Re: [osg-users] help me!> > Hi,> >
> > El Miércoles 23 Julio 2008ES 08:48:19 monkeymonkey escribió:> > hi!> >  >
> > > i use Texture UV repeat 3.0 in 3dsMax8,but when i output it to ive,then
> > use> > osgViewer to look,texture is not right. > > it seem that repeat is
> > not work! why?> >  > > osgExp is not surport Texture UV repeat? how to
> > make it?> > Convert your .ive to .osg with osgconv, then look for the
> > "wrap" parameter in > the file like> > wrap_s,t,... REPEAT> > If there is
> > something other word than REPEAT, change it.> > Alberto>


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Re: [osg-users] help me!

2008-07-24 Thread monkeymonkey
hi!Thank you for your answer!
I try it as you say,
but not right also,i think because Texture Coord output of osgExp is not 
right,they are between 0 and 1,it should be 0 to 3.
i change it , it is OK!, so it is the really reason.
I must change osgExp scource code,and recompile it? how to do it?



> From: [EMAIL PROTECTED]> To: osg-users@lists.openscenegraph.org> Date: Wed, 
> 23 Jul 2008 09:57:33 +0200> Subject: Re: [osg-users] help me!> > Hi,> > El 
> Miércoles 23 Julio 2008ES 08:48:19 monkeymonkey escribió:> > hi!> >  > > i 
> use Texture UV repeat 3.0 in 3dsMax8,but when i output it to ive,then use> > 
> osgViewer to look,texture is not right. > > it seem that repeat is not work! 
> why?> >  > > osgExp is not surport Texture UV repeat? how to make it?> > 
> Convert your .ive to .osg with osgconv, then look for the "wrap" parameter in 
> > the file like> > wrap_s,t,... REPEAT> > If there is something other word 
> than REPEAT, change it.> > Alberto> 
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Re: [osg-users] help me!

2008-07-23 Thread Alberto Luaces
Hi,

El Miércoles 23 Julio 2008ES 08:48:19 monkeymonkey escribió:
> hi!
>  
> i use Texture UV repeat 3.0 in 3dsMax8,but when i output it to ive,then use
> osgViewer to look,texture is not right. 
> it seem that repeat is not work! why?
>  
> osgExp is not surport Texture UV repeat? how to make it?

Convert your .ive to .osg with osgconv, then look for the "wrap" parameter in 
the file like

wrap_s,t,... REPEAT

If there is something other word than REPEAT, change it.

Alberto
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[osg-users] help me!

2008-07-22 Thread monkeymonkey
hi!
 
i use Texture UV repeat 3.0 in 3dsMax8,but when i output it to ive,then use 
osgViewer to look,texture is not right.
 
it seem that repeat is not work! why?
 
osgExp is not surport Texture UV repeat? how to make it? 
 
 
thank you!
 
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[osg-users] help me , about setProjectionMatrixAsOrtho2D

2008-05-01 Thread 王韬
Hi all.
I want to set maincamera to a 2D orthographic projection. I do like this

int main( int argc, char **argv )
{
 osg::ref_ptr loadedModel = osgDB::readNodeFile("cow.osg");
 osgViewer::Viewer viewer;
 osg::ref_ptr root = new osg::Group;
 root->addChild(loadedModel.get());
 viewer.setSceneData(root.get());

#if 1
 osg::Matrix matrix;
 
matrix.makeLookAt(osg::Vec3(0.0,-20.0,0.0),osg::Vec3(0.0,0.0,0.0),osg::Vec3(0.0,0.0,1.0));
 viewer.getCamera()->setViewMatrix(matrix);
// viewer.getCamera()->setProjectionMatrixAsPerspective( 60., 1., 1., 100. 
);//this OK
 viewer.getCamera()->setProjectionMatrixAsOrtho2D(0,1024,0,800);
 while(!viewer.done())
 {
  viewer.frame();
 }
 return 0; 
#else
 return viewer.run();
#endif
}

but I can't see anything.who can help me? thanks.
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[osg-users] help me!!!!!!! how to work with multi window(Splitter in MFC)

2007-10-03 Thread Tran Thanh Hiep
hi all!  My Project splitter window to 4 window, and i want window 1
use class CView3DLeft,window 2 use class CView3DRight,window 3 use
class CView3DLeft1,window 4 use class CView3DRight, but when run i
don't how to setup to 4 window.

 people  can help me?
"I have used a example MFC from osg". 



  

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