Thank You, Adrian
Lispsm classes derive all methods from StandardShadowMap & MinimalShadowMap.
StandardShadowMap has setLight method. I believe this is what you want.
Cheers,
Wojtek
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] Behalf Of Adrian Egli
OpenSceneGraph
I almost hate to draw attention to this but just in case it ever matters...
For various reasons, I ended up writing some IVE readers in Java.
Mostly because I had some .ive files that no version of OSG I had
available would load correctly. And partly because this is the sort of
thing that fee
Hello Martin,
I will create a fuller QT sample, in line with the MFC sample, showing a
toolbar and buttons etc.
That would be nice, though a case could be made from the point of view
that an OSG example should not show how to program QT, just how to
integrate the two... So if you do decide
Greetings,
Thanks for the response. I got the borderless window method to work and
finished updating the code to 2.4. Is it possible to produce a true (exclusive
mode) fullscreen view--perhaps by using an externally-created exclusive OpenGL
context?
Thanks again,
/* blahpers */
> Hi Tim,
>
>Does the osgviewerQT add any toolbars?
No it doesn't - I assumed because the adaptor widget did!
I will create a fuller QT sample, in line with the MFC sample, showing a
toolbar and buttons etc.
Martin
mgb mgbeckett com
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osg-users mailing list
o
Oh, and by the way, the results seem to be exactly the same when I use the
osgUtil::IntersectVisitor instead of the new version... so, someone has a
clue ?
regards,
Manu.
2008/9/23 Emmanuel Roche <[EMAIL PROTECTED]>
> Okay...
>
> I think I tried everything I could think about, unsuccessfully..
Okay...
I think I tried everything I could think about, unsuccessfully...
unfortunately, I'm currently on WinXP with Visual Studio and for some
obscure reason, I just cannot get/use the debug symbols from some of the OSG
libraries (maybe beacuse I'm accessing those functions introspectively
thoug
Hi all,
Good, I am happy it is all clearer now, and I am sorry it wasn't enough at
first. So back to the original issue:
I observe my problem of auto-changing near/far planes when I modify the
LODScale via "camera->setLODScale(float)". This *always* happens whether
or not culling is enabled, but o
Sorry, answered to wrong list
but here i am right :-)
Hi all,
great algorithm. i have just one question. my scene has a lof of lighs, but
only one should cast shadows. so would it be possible to add a method like
in parallel splitted shadow map to tell the algorithm witch light it should
be use
Hi Martin,
But I get a window with no toolbars, not sure if this is related
Does the osgviewerQT add any toolbars? I didn't see anything either, but
looking at the code I don't see it adding anything to the window other
than the 3D display widget.
J-S
--
___
I hit the same problem,
setting traits->setInheritedWindowPixelFormat to true to force it to call
GraphicsWindowWin32::SetPixelformat()displays the file correctly
But I get a window with no toolbars, not sure if this is related
Martin
___
osg-users ma
Thanks once again for the incredibly fast response. Up to now I've been
using the OsgDotNet wrappers, so writing a Custom Visitor class means
maintaining and updating the wrappers as well. At least, if I understand
the solution correctly. I will of course make every effort to leverage
the native lo
Hi Robert,
unfortunately I don't think this an available option in my current project:
our software is already relying quite heavily on our current
CompositteViewer / View structure (a view per window [using wxWidgets], a
camera manipulator, a single scene graph that should not be cut into pieces
Hey guys,
I moved to a new development box with openSUSE 11.0 (x86_64), so I
had to rebuild OpenSceneGraph. This time, I decided to use ccmake and
edit the configuration to build the documentation and support for some
more libraries. I ran into some trouble when it tries to build
osgviewerFLTK
Hello Stephen,
Can any give insight into the benefits of the different means of getting a
screen capture that can be transferred back to CPU/main memory?
The app uses OSG to model a camera on the network and streams jpeg images
at a target of 30Hz to client nodes.
I don't know the details, but
On Tue, Sep 23, 2008 at 5:45 PM, Evans, Frank <[EMAIL PROTECTED]> wrote:
> Thanks Robert, grinding through the learning curve now. Getting to the
> vertices was easy (getVertexArray). Was looking for something similar
> for image/textures.
It's straight forward, just look at the NodeVisitor exampl
Hi Stephen,
Have a look at the osgscreencapture example for efficient streaming of
rendered images to the CPU.
Robert.
On Tue, Sep 23, 2008 at 5:44 PM, <[EMAIL PROTECTED]> wrote:
>
> I need to update an OSG based app that performs screen capture. The
> existing app used OSG 1.x and readPixels.
Hi Manu,
I don't have the head for complex emails or logic right now, so I
won't five into the details of thread. What does jump out from speed
reading this email is why you don't use osgViewer::CompositeViewer
with multipler Views as this would totally clear up an ambiguity about
what camera eac
Hi all --
I've now made all changes to the 2.6.1 branch that I intend to make. I'd
like to open this up for testing to anyone willing to help out. Check out
2.6.1 from here:
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph
-2.6
See the ChangeLog for the list of post-
Thanks Robert, grinding through the learning curve now. Getting to the
vertices was easy (getVertexArray). Was looking for something similar
for image/textures.
Is there any documentation on the IVE format? A spec file?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
I need to update an OSG based app that performs screen capture. The
existing app used OSG 1.x and readPixels. It worked but I would like to
move to 2.6+ and improve efficiency. I am looking into the alternatives,
but don't currently have the target hardware.
Can any give insight into the benef
Hello again...
I did other tests, my idea was:
I have a single main camera displaying a root object [an osg::Group] and
this root object contains 5 or 6 osg::Camera object as direct children. And
those "sub cameras" contain pieces of the scene I want to display. Since (I
don't know why, but) usin
HI Frank,
Just load the .ive file then use a custom NodeVisitor to traverse the
scene and on encoutering StateSet on the Node and Drawables check from
Texture, then the Image's attached to the Textures. There a examples
of NodeVisitor all over the OSG, and even some that do searches for
textures
I need to extract the embedded textures in IVE files for use in another
application.
osgconv is not an option. Need to do it programmatically via the API.
1. Is there any mechanism, direct or circuitous, for getting a handle on
an embedded texture in an IVE file?
2. Is there any spec document fo
Okay, more information on this issue I mentioned:
I tested a scene where I have only two satellites (not too far away, the
same size) in two different sub camera (still under the main camera): in
that case, using the "Test 2" implementation [treating the camera as a
simple Group] gives correct pic
Hi everyone,
I have an interesting issue here:
I'm building a scene this way (the following is a lua script using
osgIntrospection to manipulate OSG stuff) :
local root = osg.Group()
root:setName("Universe")
-- we want to add this root object as a scene in the current project
(otherwise it will
Hello,
I have downloaded the 2.6 version and I'm trying to add widget components to my
project. All is ok but when I pass the mouse on a 3D object of my scene, an
exception occurs
I use this function to start my project
return osgWidget::createExample(viewer, wm, myScene->getScene());
That is
Hi Steffen,
Thanks very much for the info. It did seem to me as though finding the right
place to call the API from was the key issue, so your suggestion for using
Postrender-CameraCallback is very useful. I was beginning to think along the
lines of implementing a Drawable::drawImplementation()
Hi Richard,
Chasing after PixelBufferObject usage will just waste your time on
something that really won't lead to much benefit. What you are after
is a value that the OSG doesn't at present provide, but the OSG is
open source, so you can take the source extended it to do what you
need to do and
Hi Alex,
Adding back in the lazy updating of the glVertexPointer would get you
a small amount of performance, but it must have been commented out for
a reason, what I don't recall as this will have been a number of years
back. Commenting it back in might work, but then it might come across
crashe
Hi Thibault
Thanks a lot, this will help me.
I understand that the ref_ptr is not needed everywhere, but sometimes it
becomes very difficult to undestand if a ref_ptr is needed or if a pointer
will be sufficient or safety.
Thanks for your help.
Regards,
Vincent.
2008/9/23 Thibault Genessay <
Hi Vincent
On Mon, Sep 22, 2008 at 5:23 PM, Vincent Bourdier
<[EMAIL PROTECTED]> wrote:
> Hi all,
>
> I read that all the objects that inherit from Referenced need to be in a
> ref_ptr.
They don't _need_ to. You can perfectly use a raw pointer to an
osg::Referenced instance, e.g. create a new nod
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