One way is to put it into a wxBoxSizer with the appropriate
constraints so that it resizes itself to the dimensions of the parent
container.
-c
2008/10/9 YangXiao <[EMAIL PROTECTED]>:
> Hi:
>When i use viewer->getCamera()->setViewport(0,0,1024,768);
>
>But when i
> void PickHandler::pick
Hi:
When i use viewer->getCamera()->setViewport(0,0,1024,768);
But when i
void PickHandler::pick(const osgGA::GUIEventAdapter& ea, osgViewer::Viewer*
viewer)
{
..
osg::Viewport* viewport = viewer->getCamera()->getViewport();
Here I found viewport size is not
Hi folks,
I've tagged osgPPU as a third release version. It seems that the current state
is good enough to be called a "Stable Release" ;)
New Feature are:
- Multithreading support increased: it seems there are no more bugs in respect
to multithreading or multicontext environments
- Rendering
Thanks...:)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ralf
Stokholm
Sent: Thursday, October 09, 2008 12:17 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] VPB and multiple ive files...
vpbmaster is basically a server for osgdem. You can call it
Actually, looks like I can ignore scale orientation and multiply scale,
rotation, and translation, and get the original.
I don't really understand scale orientation.
andy
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Andy Skinner
Sent: Thursday,
Hmmm. Although I'd appreciate some help, I see that this has been asked
recently, with lots of jokes and no answers. :)
I'll fiddle with it some more. But if the David that asked before learned
anything, I'd appreciate knowing, too.
Thanks,
andy
From: [EMAIL
I'd like to make sure I understand something I'm doing. I'm calling
decompose() on a modelview matrix. I get a translation vector, rotation
quaternion, scale vector, and scale orientation quaternion.
How do I put them back together to get the original matrix? As I said, I'm
trying to check m
Sorry about this Max et al, gz plugin now checked in.
On Thu, Oct 9, 2008 at 6:06 PM, Max Pfingsthorn
<[EMAIL PROTECTED]> wrote:
> Hello list, dear Robert,
>
> I've just checked out the trunk and cmake complains. Looking at the
> latest changeset, you seem to have forgotten to svn add the "gz"
> s
Hello list, dear Robert,
I've just checked out the trunk and cmake complains. Looking at the
latest changeset, you seem to have forgotten to svn add the "gz"
subdirectory of src/osgPlugins/. It's referenced in the CMakeLists.txt
but it's not on the svn.
Cheers,
Max
___
For solution #1, just create a single image file containing both textures,
then go back into your modeling software and set the texture coordinates so
that they index into the appropriate portion of the new combined image. You
might also take a look at the osgUtil::Optimizer, which has an option to
In the example of osgparticleeffects,how to know that the particle effects
disappear?
I find the function areAllParticlesDead does't work.Is there any other way to
judge it??
If I do like this,when the particle effects disappears,but memory don't
release! Why?
bool handle(const osgGA:
In the example of osgparticleeffects,how to know that the particle effects
disappear?
I find the function areAllParticlesDead does't work.Is there any other way to
judge it??
Thank you!
在2008-10-09,"Robert Osfield" <[EMAIL PROTECTED]> 写道:
>Hi GiuYe,
>
>2008/10/9 GuiYe
Hi Aitor,
Do you want to render your geometry with both textures at the same
time and using multi-texturing or have two different variants of your
geometry, one with each texture?
Robert.
On Thu, Oct 9, 2008 at 4:57 PM, Aitor Arrieta <[EMAIL PROTECTED]> wrote:
> Hi all
>
> First of all, this is
Hi all
First of all, this is my first time writing here so sorry if I do something
wrong...
Here is my question. I have an obj file, which I have exported from Poser. I
have modified this file in order to have only one geometry, that is, there
is only one osg::node. This new file works fine in my
Hi,
On Thursday 09 October 2008 16:41, Björn Blissing wrote:
> Im not really sure what to look for. But I have attached the dump from
> running: nm -C -l display.o
Line 4:
U OpenThreads::Atomic::operator--()display.cpp:0
Tells that the symbol is referenced from dispay.cpp.
This is o
> > > Where are the Atomic operators referenced from?
> >
> > I am not sure actually. My code is based on the
> CompositeViewer example.
> > And contains nothing unusual to my knowledge.
> So, one of the libs/objects you link must contain that
> unresolved reference.
> So which one?
> nm can tel
Hi GiuYe,
2008/10/9 GuiYe <[EMAIL PROTECTED]>:
>
>
> These are all my code.Can you help me rewrite the code??
I have a little spare time to help point users in the right direction,
but not to help debug end users applications. You know, I too have
work to do...
Robert.
Hi,
On Thursday 09 October 2008 15:43, Björn Blissing wrote:
> Indeed...
My problem is that I do not see from the defines in the code how this can
happen. May be I miss something ...
> > Where are the Atomic operators referenced from?
>
> I am not sure actually. My code is based on the Composit
These are all my code.Can you help me rewrite the code??I want to remove the
particle effects when the particle effects disappear.But now it does't work
fine.
Thank you!Good Lucky!
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
#include
FWIW, I take back my most recent post. Upon further research, and
consultation with those on the forum for my GUI (wxWidgets), the timer event
call is NOT asynchronous; (it is handled in the same thread as the key
event). So there should be no concurrency problems.
Anyway, I will have to do more d
Hi,
I think you are exhausting the memory on your video card, not the memory
on the PC. You are probably sending too many textures to GPU.
jp
Vincent Bourdier wrote:
Hi all,
My problem with my application is with the long-term execution :
After 10 or 20 min of execution, I have this warn
> > No. I did not. I let cmake generate it for me.
> Hmm, strange.
Indeed...
>
> Where are the Atomic operators referenced from?
I am not sure actually. My code is based on the CompositeViewer example. And
contains nothing unusual to my knowledge.
> Are there any objrct files from previous bu
If you are on Windows, this tool will monitor your graphics card memory
usage:
http://nuclearplayground.com/NuclearPlayground/
Glenn
On Thu, Oct 9, 2008 at 7:17 AM, Kyprianidis, Jan Eric <
[EMAIL PROTECTED]> wrote:
> Hi,
>
> I tried disabling Display Lists as Robert suggested. This works on my
Hi,
On Thursday 09 October 2008 10:27, Björn Blissing wrote:
> No. I did not. I let cmake generate it for me.
Hmm, strange.
Where are the Atomic operators referenced from?
Are there any objrct files from previous builds of your application left, that
were built using an other OpenThreads/Config
Hello Sajjad,
I am attaching a pdf file that gives a brief overview of the scene graph
concept and i would like to know which files in the source
implement these( opengl commands specified in the attached file) down
the hood.
You want us to tell you how to implement what is given in OpenGL
p
As you have the source a simple search of the source would reveal this
to you
Also see the books and materials from Paul Martz and Bob Kuehne
Gordon
__
Gordon Tomlinson
Product Manager 3D
Email : gtomlinson @ overwatch.textron.com
__
How do you know that child 1 is a particle effect?
If it is not then your code will always fail,
you need to track the osgParticle instances so that you can delete them or
traverse the scene to find osgParticle nodes
Gordon
__
Gordon T
Hi all,
My problem with my application is with the long-term execution :
After 10 or 20 min of execution, I have this warning : Warning: detected
OpenGL error 'mÚmoire insuffisante' after RenderBin::draw(,)
The applications load an write a lot of images during the execution, it can
helps you to s
Hi,
I tried disabling Display Lists as Robert suggested. This works on my
Laptop (Quadro FX570M) even though it's horrible slow. On my desktop
with Geforce 8800 GTX a single frame takes minutes to render. So this
seems to me like the driver can't handle the amount of data.
Thanks,
Jan Eric
K
A quick search of the examples directory yields,
OSGSRC\Examples\osgimposter.cpp
OSGSRC\Examples\osgmultitexturecontrol.cpp
OSGSRC\Examples\osgpagedlod.cpp
OSGSRC\Examples\osgscreencapture.cpp
__
Gordon Tomlinson
[EMAIL PROTECTED]
IM: [
Hi Miriam,
See the osgspheresegment.cpp example at:
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/Examples
/John Vidar
Miriam D'Elia wrote:
Hi to all
I would use the nodes lod, where can I find an example?
Thanks Miriam
___
osg-
Hi to all
I would use the nodes lod, where can I find an example?
Thanks Miriam
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi Robert,
> Perhaps a crude workaround would be to just render lots of frames till
> the pager quietens down, and don't issue a swap buffer till everything
> is ready.
Then my question is: how do I know when to stop rendering frames?
DatabasePager::requiresUpdateSceneGraph() does not seem to b
Hello everyone!
I write a program about osgAL.Now I hava a problem:In my program,it can't play
two media at the same time. Who can tell me what I should do?The code :
/*
*Write by FlySky
*
[EMAIL PROTECTED] http://ww.osgChina.org
*
*/
#include
#include
#include
#include
#include
#in
> Hi Björn,
>
> Hmm, did you change the OpenThreads config file by hand?
> Looking at the code I can think of hating that effect ...
No. I did not. I let cmake generate it for me.
> Also, can you tell, if OpenThreads.so includes that symbol?
> nm -C is your friend.
Below is the complete output
OpenSceneGraph has put quite a lot of abstraction over the rendering
pipeline that have made the development process faster and efficient.
But sometimes it is nice to realize and understand the tips and tricks
behind it and there is no other way than go down to the source code and
studying the
Yes ,I konw it .But when I do this,it's wrong.Can you tell me why?
class PHandler : public osgGA::GUIEventHandler {
public:
PHandler() {}
bool handle(const osgGA::GUIEventAdapter& ea,osgGA::GUIActionAdapter& aa)
{
osgViewer::Viewer* viewer = dynamic_cast(&aa);
osg::Group* grou
Hi Shayne,
VPB is written to build databases from source geospatial imagery and
dems, it doesn't glue bits of existing database together.
If you want to put extra cultural data on to the terrain you'll need
to post process the database.
Robert.
On Wed, Oct 8, 2008 at 9:50 PM, Tueller, Shayne R
Hi GuiYe,
2008/10/9 GuiYe <[EMAIL PROTECTED]>:
> No,I don't know how to remove the particle effects from the scene.Can you
> give me some code to do this?
The ParticleSystem and ParticleEffects Node's are all just standard
OSG nodes which you remove from scene like any other node via:
parent->
Hi Gang,
You'll need to write a custom NodeVisitor that traverses down to the
Geode's in the scene graph then gets its Drawables, then from cast to
Geometry and then query it's info. There dozens of examples osg
NodeVisitor's in the OSG code base that do similar things to this so I
recommend you
Hi Björn,
Hmm, did you change the OpenThreads config file by hand?
Looking at the code I can think of hating that effect ...
Also, can you tell, if OpenThreads.so includes that symbol?
nm -C is your friend.
Greetings
Mathias
--
Dr. Mathias Fröhlich, science + computing ag, Software Solutions
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