hello,
you can connect transforms together in a parent child fashion, this is
what a scene "graph" is for.
Try make yourself an example with the following structure:
root
|
transform1 -- shape1
|
transform2 -- shape2
|
transform3 -- shape3
transform1 is child of root
shape1 and transform2 ar
Hi,
I'm not sure whether I have understood your problem. But I think that if you
want to use databasepager, you just have to make sure you have "pagedLOD" node
in your models. If you do, then just use viewer.setScenedata(model.get()), so
the osgViewer::Viewer will automatically do the rest.
Gordon,
Thanks for letting me know this.
Is there a concept of parent/child relationships in OSG with respect to
primitive objects? ...To make the cylinder example work? Are all
objects that are placed into the scene work off of global coordinates?
James
Gordon Tomlinson wrote:
Nope ther
Nope there's no example that shows this, but many things are possible with
by writing code
__
Gordon Tomlinson
[EMAIL PROTECTED]
IM: [EMAIL PROTECTED]
www.vis-sim.com www.gordontomlinson.com
Hello,
Is there a connect shapes example? For instance, I'd like to have 3
cylinders where 2 of the cylinders connected sequentially at the end of
the previous cylinder. When I rotate cylinder 1, I'd like the others to
rotate about cylinder 1 as though they are connected without doing any
ex
Hi everyone -- This is just a reminder that Bob Kuehne and I will be leading
four days of OSG training in Austin, Texas, at the end of October. Please
register soon if you plan to attend.
For details on the courses, and to register online:
http://www.skew-matrix.com/training.asp
Thanks,
Paul
Hello,
After much trying and failing, I think I have a fundamental
misunderstanding reagarding the DatabasePager. I have looked for
examples or code snippets and it seems that there are none. So here's
what I have.
I have a DatabasePager object that I use for terrain. When I need a new
chun
I understand what you said.
I'm experiencing with HMDs and trackers just from few days and, as far as I
understood from my HMD's API, I can adjust the tracking rate and, in my
example, the polling period was set to 30 msec.
I didn't do anything to synch with actual rendering framerate because the
Thanks, Glenn. I must have made some other kind of mistake then :(
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Glenn
Waldron
Sent: Tuesday, September 30, 2008 4:44 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] NodeVisitors and Synchroniza
John,
Node::accept is completely synchronous. When you call accept() it will
traverse immediately and return.
Glenn
On Tue, Sep 30, 2008 at 4:26 PM, Argentieri, John-P63223 <
[EMAIL PROTECTED]> wrote:
> Let's forget semantics then.
>
> If I run the following code:
>
> Node.accept( NodeVisitor&
Let's forget semantics then.
If I run the following code:
Node.accept( NodeVisitor& );
Viewer.frame();
What thread calls the NodeVisitor's various accept() methods? Or at
least what stage of execution? Does the accept() call block until the
NodeVisitor traverses the scene graph, or does it ha
Hi Wojtek,
i didn't get the time slot to test the lighting and the other maps again.
but if we assume, that we will have a sun light, for what pssm is good (or
other shadow tech.), we can easy assume that the light doesn't move with a
matrix transformation, so we set the sun light at a position an
How fast does your HMD tracker update its orientation, and how are you
retrieving these values?
If you're not getting the values in realtime at least as fast as OSG is
refreshing, then you would definitely have some jerky movements. And if
you're not getting them this fast, then what are you in
Hi
You should not be doing this from the GUI thread, you should be doing
this typically in the OSG app thread, so you need to have some form of
messaging between the GUI and APP threads, such that you can kick off
your traversals at the appropriate time
Gordon
Folks,
Once I've called Node::accept(NodeVisitor&), does osgViewer::Viewer wait
until the update traversal to let the NodeVisitor perform it's
traversal? If I am in the GUI thread when I call accept(), does
NodeVisitor::apply happen in the GUI thread? Or does it happen in an
osgViewer thread based
Is this a race condition??? Sometimes I get this X11ErrorHandling problem and
other times I don't.
Just before turning off the cursor, I have a _viewer->realize(); I assume this
is where the graphics context is created. If I put a sleep between the realize
and the useCursor loop, it seems to
Yes, indeed I have a PositionAttitudeTransform node that represent my
virtual camera, and whose attitude is set by HMD's data and later used to
set the camera's view matrix just before calling viewer.frame().
So I thuoght to 'animate' the attitude instead of just setting values from
HMD' tracker.
Yup, the mfc example is broken.
If you don't mind it being single threaded, have a look at the
osgViewerGtk one.
I adapted that to work with OwlNext2 in about half an hour.
you want something like this:
osgViewer::GraphicsWindow*m_pWindow =
m_pViewer->setUpViewerAsEmbeddedInWindow(0, 0, r
>In order to solve this problem, I was thinking about creating an animation
>path (on the fly) from a previously stored orientation to current head
>orientation. Is this the correct way to proceed? Or there is some other
>technique to smooth the resulting camera movements?
osg::AnimationPath inter
Hi Wojtek,
I guess that for this computation I may somehow use
default clamp callback nearFarRatio. Put a breakpoint in line 255 in
MinimalShadowMap.cpp. This is the line where clampProjectionMatrix is called
and check what is the nearFarRation inside this call. Let me know what you
find. I thin
You don't want to interpolate euler angles. You'll have issues with zero
crossings and gimbal lock, unless you add a bunch of checks and
conditionals.
Brian
[EMAIL PROTECTED] wrote: -
To: OpenSceneGraph Users
From: Stephan Maximilian Huber <[EMAIL PROTECTED]>
Sent by: [EMAIL PROTECTED]
Date
Hi Alessandro,
alessandro terenzi schrieb:
I'm integrating a head mounted display (HMD) in my OSG application, the
HMD's APIs give me Euler's angles (yaw, pitch and roll) and I use them to
adjust my scene's camera view using an update callback.
But I noticed that, changing camera view from fram
Alejandro,
Try adding --radius-polar in addition to --radius-equator.
Glenn
On Tue, Sep 30, 2008 at 12:13 PM, Alejandro Aguilar Sierra <
[EMAIL PROTECTED]> wrote:
> Hi Robert,
>
> Actually the original data has all the information needed, I gess.
> It's the height map of Earth's Moon, taken fro
I'm integrating a head mounted display (HMD) in my OSG application, the
HMD's APIs give me Euler's angles (yaw, pitch and roll) and I use them to
adjust my scene's camera view using an update callback.
But I noticed that, changing camera view from frame to frame, results in
jerky movements, even w
Cool, I am glad it was so simple ;-)
- Original Message -
From: Matthieu DIRRENBERGER
To: OpenSceneGraph Users
Sent: Tuesday, September 30, 2008 5:17 PM
Subject: Re: [osg-users] [resolved] frame control and callback
Hi Wojtek,
Thanks a lot, it's work ;-)
It was
Hi Wojtek,
Thanks a lot, it's work ;-)
It was that, one thread more safe, than multi-thread to takes shots frame per
frame...
That little point should be explain in the user documentation, but it is a
known problem in graphic programming.
I just forgot that...
Cheers,
Matthieu
Hello OSG users,
I am a new on OSG and I have some difficulties to finish an application.
I am trying to do an application which computes pre-calculated
height-maps from a scene.
Simply, I make a "draughtboard" from the scene; and a camera takes shots
from Z-buffer for each square looking dow
Hi again all,
I have an existing MFC application with a window based on Cview, which have
been used as an OpenGL rendering canvas. I have now disabled the OpenGL
rendering of the window and instead replicated the osgviewermfc example in my
application in exactly the same way as in the example.
Hi Matthieu,
Try using --SingleThreded mode with your viewer. I once tried to do similar
thing. Although in my case I was dumping color buffer.But very often I was
reading wrong portion of the whole range. It turned out that default
multithreading of OSG was runnig two frames concurently and o
Adrian,
Does osgShadow::ShadowMap works in the same case ? I tried to mimic
osgShadow::ShadowMap functionality. Both osgShadow::StandardShadowMap &
osgShadow::ShadowMap try to lcate the light and compute its proper modelview
matrix by scanning render stage state attributes. If the light was n
Paul Melis schrieb:
Andreas Goebel wrote:
What is that ratio-parameter expressing? May I assume that points
which are very close to each other do have a ratio that is very close?
I guess that the other direction is not true: Points with a close
ratio might be apart.
My impression so far has b
Andreas Goebel wrote:
Hello,
I need to sort out intersections that are very close to each other. So
I took a look at the LineSegmentIntersector::Intersection definition:
bool operator < (const Intersection& rhs) const { return
ratio < rhs.ratio; }
typedef std::vector
Hello,
I need to sort out intersections that are very close to each other. So I
took a look at the LineSegmentIntersector::Intersection definition:
bool operator < (const Intersection& rhs) const { return
ratio < rhs.ratio; }
typedef std::vector IndexList;
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