Hello :
i need to make object transfere with my current view point ? so i think i need
a function to get the current view point and add it to a translate matrix is
this possible ??
what function or lib can i use ?
thanks
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Hi Robert,
In CullVisitor when culling it uses the current CullingSet when checking
for small feature culling, that is why i changed both the current
CullingSet and the settings in CullVisitor in my callback, so that the
current node isn't culled by small feature culling as well as the
i need the function to get the current view point ??
can any one help me?
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See the tutorials
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Capture the magic of Christmas this year see http://www.capturethemagic.com
Hi,
Please, answer to all the list. Be careful with list management. If it is
not well used, you won't be helped.
You must be member of the list to get the replies.
Have a look on osgCompositeViewer example, and osgthirdpersonview example
to see how to manage different views and see where the
Hello,
the lights in my application doesn't work. I think I don't understand the
principle of the lights and the light sources. When I use an object and a
light in a light source it works fine.
Thats the graph with one light:
Root
|Object
|
|LightSource
|
Hi
I have a running OpenGL example to define several views for a 3d-display; I
would like to transfer it to my osg-application. Therefore I have managed
the views similar to setUpViewFor3DSphericalDisplay and
setUpViewForWoWVxDisplay.
However I can't figure out how to set the projectionOffset
Hi Martin,
If you haven't looked at
http://www.openscenegraph.org/projects/osg/attachment/wiki/Support/Tutorials/Tuto9.ziptutorial,
you should dig into.
Hope this helps. Best Regards.
2008/12/16 Martin Großer grosser.mar...@gmx.de
Hello,
the lights in my application doesn't work. I think I
On Tue, Dec 16, 2008 at 7:27 AM, Ümit Uzun umituzu...@gmail.com wrote:
Why --3d-sd option haven't documented yet ? I have already seen this feature
:)
Because there isn't enough time in the day for me personally to do
everything for everybody. I priotize what I have to do and tackle
them from
Hi all,
The class osg::TextureRectangle seems to be using an OpenGL extension,
which is not supported in all OpenGL implementations. Unfortunately, it
seems that osg::TextureRectangle checks for support of these extensions
only when the texture is being applied (in TextureRectangle::apply),
i.e.
HI Ryan,
This problem will be down to the camera manipulators setting their
default mode position based on the total bounding sphere that encloses
your whole scene including lights.
Setting the home position of the camera manipulators directly would be
one way of tackling this problem.
Robert.
Leonard,
It's highly unlikely that a Terrapage model would be in an orthographic or
stereographic projection. I'm pretty sure Terrex can only support localized
projections like UTM and state plane.
If you are trying to guess what CS the terrain is in, take a lat/long you
know is on the terrain
Hi,
Please do not make a new thread each time... just reply the first one.
Next, you can make some search on the mailing list archives... a lot of
things are now resolved in it.
Last, you can get the camera position with the camera manipulator :
getMatrix or getInverseMatrix method. With this
Ralph Kern schrieb:
hi Andreas,
I made some first improvements by removing the
viewer-setupViewerAsEmbeddedInWindow() and instead leaving the OpenGL
initialization to osgViewer::GraphicsWindowWin32().
This is a first step towards an easier Linux transition.
You find attached the modified
Hi Glenn;
Thanks for the ideas. I had quite a lengthy support discussion with a
gentleman from Terrex, and he informed me that they were using the proj4
library in the projection, that it was on the WGS84 ellipsoid, and more,
including that the projection is WGS84 flat earth, and sent me a
Hi Hartmut,
The problem is how lua loads libraries, is an issue that comes from
time to time, and never is important enough to be solved:
http://lua-users.org/lists/lua-l/2007-10/msg00098.html
the answer from Luiz was:
http://lua-users.org/lists/lua-l/2007-10/msg00120.html
Basically that
Hello,
Why is the light source a special group node? In the tutorial isnt the
object a child of the light source. I mean, what is the sense when I put an
object into the light source?
Cheers,
Martin
Von: osg-users-boun...@lists.openscenegraph.org
Note Any good Opengl book will give you all you need to know about lighting
and how it is applied, as OSG is basically a pass thru to OpenGl
Capture the magic of Christmas this year see http://www.capturethemagic.com
Can I see the spreadsheet?
What are the coordinates at the southwest corner of your terrain?
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
On Tue, Dec 16, 2008 at 1:41 PM, Smith, Leonard C
leonard.c.sm...@ngc.comwrote:
Hi Glenn;
Thanks for the ideas. I had
Lenny,
OK, the selectorId=6 means that you have a flat, geographic dataset,
i.e., x=long, y=lat. The values may be offset (by the origin values in the
projinfo), but it is probably that simple.
Glenn Waldron : Pelican Mapping : http://pelicanmapping.com :
+1.703.652.4791
On Tue, Dec 16,
Hi all,
Robert and I have worked on the enumeration of supported screen settings. We
would like some users to do a quick test, especially for Carbon windowing
system.
What has been done:
- osg::GraphicsContext::WindowingSystemInterface has been modified.
- getScreenResolution(),
On Mac OS X *debug* version executables look for *release* version named
plug-in shared libraries.
$ osgviewerd cow.osg
Warning: Could not find plugin to read objects from file cow.osg.
osgviewerd: No data loaded
With OSG_NOTIFY_LEVEL=DEBUG...
DynamicLibrary::failed loading
It seems that I've had more difficulty with building OSG
than most other developers out there. Now that I've picked
up the 2.7.7 release, revisted some old problems and encountered
new ones, I may have found much of the cause.
I think I have found a bunch of problems due to building OSG
Hi Glenn;
Not sure if I am allowed to distribute it, as Jeff didn't mention
whether or not it was proprietary, etc. When I do this for small
terrains in the stereographic or oblique stereographic alternative
projection in proj4, I am pretty much right on, at least to the
sub-second level in lat
Hi Don,
The glx/gl finding issue is one I've seen from even before the cmake
days when doing straight Makefile builds. I don't think the out of
source will have any baring on this. My guess is the framework vs
include/GL issues might be causing these. I've known exactly why
though - I'm only
Hi Don,
I think I have found a bunch of problems due to building OSG
exclusively for out-of-source. Specific problems may
be limited to Mac OS X, but I think there is just a basic
failure of out-of-source builds where cmake does not work as
expected.
I have always built out-of-source, be it
Hi All,
The tgz, osgtgz and zip plugins have been part of the OSG from the
very early days, but they are really hacky using a system(..) call to
unpack the archive file into a temporary directory, then call
readNodeFile on the files enclosed, then remove the temporary
directory. In the early
Hi Robert,
(You'll need a good reason ... for me to keep any one of them ;-)
I have a good reason for you to ditch them: I agree with all your
points. :-)
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
Hi (Art :) )
I just upgrade osgPPU to version 0.3. After I changed every osgPPU::Shader
to osgPPU::ShaderAttribute, my application still crashes in an unexpected
way.
But after a couple of hours of investigation (I almost went back to version
0.2), I finally found what was the bug. I have a lot
Hi Robert,
I did see the thread about the out-of-source Config files and
needing to include the out-of-source path. Once I went looking
for a solution to this problem it was pretty easy to find.
(Although I didn't catch on that installing as a solution until now.)
I had been resisting the
hi don,
i fixed this by change some cmake to take a different code path so
that it creates xxxd and osgdb_xxxd.so style names for os x as well as
other platforms. i forgot to submit this for a while, but will right
now. watch your osg-submissions channel...
bob
On Dec 16, 2008, at 8:52
Yeah, trash'em!
Sukender, whose proper english language has worn off.
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
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Hi all,
I got a very strange link error in debug but not in release:
unresolved external symbol unsigned int __thiscall
OpenThreads::Atomic::operator++()
referenced in function osg::ref_ptrosgDB::DotOsgWrapper osg::ref_ptrclass
osgDB::DotOsgWrapper::operator=(osgDB::DotOsgWrapper *)
The only
Hi J-S,
You're right about using ccmake. I should get it installed on my Linux box.
(It already is on my Mac.) I always head for the wrong .txt file to edit.
Thanks for sharing your experiences with out-of-source building. I'm not
so sure Mac is such a different beast or if the out-of-source
Thanks bob. You've earned these bad band photos (almost as good as bad
album covers)...
http://www.rockandrollconfidential.com/hall/hall_detail.php?dd_keyid=464
-Don
Bob Kuehne wrote:
hi don,
i fixed this by change some cmake to take a different code path so that
it creates xxxd and
hi :
iam creating a program that have two windows one i make a drive in it and the
other is like a map i want to put indecator in the 2nd window that indicate my
current position in the first one
i used the following code but nothing happend:
// Projection and ModelView matrices
Hi Sukender,
unresolved external symbol unsigned int __thiscall
OpenThreads::Atomic::operator++()
referenced in function osg::ref_ptrosgDB::DotOsgWrapper
osg::ref_ptrclass
osgDB::DotOsgWrapper::operator=(osgDB::DotOsgWrapper *)
The above error occurs because OpenThreads is not included in
Hi all,
Quoting Robert Osfield robert.osfi...@gmail.com:
The tgz, osgtgz and zip plugins have been part of the OSG from the
very early days, but they are really hacky using a system(..) call to
unpack the archive file into a temporary directory, then call
readNodeFile on the files enclosed,
Hello
For fun made a cube and saved out as .osg, then edited in Shaders for
fun. Seem to work but if light moves, using light[0] in shader the
object does not appear to update. Any ideas?
Mr. D
MboxTest2d.osg
Description: MboxTest2d.osg
___
Your shaders are not included in your mail; Paths refer to:
C:\TestWork\OsgTest\shaders\BumpLight.vert
C:\TestWork\OsgTest\shaders\BumpLight.frag
Erik
_
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of
Ulrich Hertlein wrote:
I agree that the implementation is hacky but the functionality is definitively
useful
(speaking for zip files only):
- they are a common way to distribute a complete model (non-OSG objects,
textures, etc.)
- they can be easily created by the artists, no need to have OSG
Folks,
I'm having trouble figuring out how to render floating point values to a
texture and then reading them back from the card for use in my app. I can
get byte values to work fine.
Any help would be appreciated.
Thanks,
Brian
Here's a summary of what I'm doing:
texture setup
Here are the 3 shaders used 1ver to frag
The bump is modified from the orange book example
Thank you
Mr. D
BumpLight.frag
Description: BumpLight.frag
BumpLight.vert
Description: BumpLight.vert
s.frag
Description: s.frag
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osg-users mailing
Brian,
For some odd reason, a source type of GL_UNSIGNED_BYTE rather than _FLOAT
seems to work for me for a internal format of GL_RGBA16F_ARB, so you might
want to give that a go.
David
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Hi Don,
Because of way our network is set up we build Windows on a seperate drive,
so it's always been built in-source. We have several flavors of Linux,
Mac, and maybe even Solaris (if we get around to it) that I've been trying
to build off the same source directory.
Well, building multiple
Hi all,
I'm getting this build error in the osgAnimation plugin:
33ReaderWriter.obj : error LNK2001: unresolved external symbol public:
virtual void __thiscall
osgAnimation::Skeleton::UpdateSkeleton::operator()(class osg::Node
*,class osg::NodeVisitor *)
Hi again,
Perhaps a missing EXPORT or something like that?
Yep. Fix attached.
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Hi,
have a look at the osgmultiplerendertargets example, specifically the
options --hdr and --image.
I'd recommend using FBO and gl_FragData in shaders and COLOR_BUFFER0 and
upwards attachments.
jp
Brian R Hill wrote:
Folks,
I'm having trouble figuring out how to render floating point
I use them and would not want to lose them, IVE, OSGA is not a suitable
replacement for me
I don't see why they need to removed they work( maybe not to everyone's
liking but they work ), they're useful to some
As to re-implementation , who's going to pay my company for the time and
expenses to
Hi Andreas,
I'm making some progress in the linux port. I already can see the models
on your page, but only if I start firefox with LD_LIBRARY_PATH set to
the plugin directory.
Now I need to search for some hack to port your library search path
extensions to linux. This is not easy, because the
Hi,
Latest trunk of osgAL compiles cleanly with OSG 2.7.7.
Regards,
Maciej
2008/12/17 Anna Sokol annaso...@gmail.com
Hi Sukender,
unresolved external symbol unsigned int __thiscall
OpenThreads::Atomic::operator++()
referenced in function osg::ref_ptrosgDB::DotOsgWrapper
Hi,
Please, make replies to your posts ! do not make a new thread each time ...
If you reply to your post, we will have all the mailing history of this
question, and we can see the evolution of the problem.
Next, just with this code, we cannot see what the problem is.
Tell us what is good in
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