I need to invoke OSG from Python code. I can't get osgswig working
adequately in my environment, and I don't have time to chase the
problems.
So, time to write some C++.
I have a Macintosh Leopard environment and a Windows XP environment.
I can use either, but I prefer the Mac. I want t
Hello John,
You can have a render context share lists with another context that has
existing display lists. You just need to pass in the context with
existing display lists as the first parameter to wglShareLists and the
new context as the second parameter. OSG should get the sharing right
au
Hi Jean,
oh, sorry, indeed there is a type, thanks. I have corrected this.
To the alert message: Yes, this is a mod I have installed to prevent forum
attacks. However sometimes it get false positives. I'll check it. Sorry for
that ;)
cheers
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Hi Art,
I got the following message when trying to send you a "report" on the
OSG forum.
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SECURITY ALERT » » » »
CBACK CrackerTracker has detected a potential attack on this site with a
worm or exploit script so the Security System stopped the script.
If y
FYI,
Setting
mViewer->setThreadingModel(osgViewer::Viewer::ThreadingModel::SingleThreaded
) doesn't help. Not sure if that is telling or not.
-Brad
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Brad H
This has been discussed on this list a number of times in the past, but I never
saw any resolution.
osgParticle systems cannot be cloned, so they can't be cached and cloned any
time you want to use one. This means that each time a particle system is
needed, it must either be read from disk ever
The OSG MFC example does not assert/unhandled exception for me. It does
have the memory leaks that people have talked about.
I'm not quite sure how to use the setUpViewerAsEmbeddedInWindow because the
mfc example passes an dc to the camera whereas setUpViewerAsEmbeddedInWindow
passes in a differe
On Fri, 2009-01-09 at 19:33 +0100, Simon Loic wrote:
> Ok forget about it it was a problem of -fPic flag in the compilation
> of some libraries.
> The next step is to make osg framerate constant in order to get smooth
> videos. If I undertood well what was said before this consists in
> rewriting
Ok forget about it it was a problem of -fPic flag in the compilation of some
libraries.
The next step is to make osg framerate constant in order to get smooth
videos. If I undertood well what was said before this consists in
rewriting the Mainloop of the viewer. I'll try this soon.
Thanks once aga
Guys,
wglShareLists requires that the context which IS GOING TO SHARE has no
display lists existing.
NOTE: See the italicized hglrc2 at this link:
http://msdn.microsoft.com/en-us/library/ms537565(VS.85).aspx
This creates a massive problem if we start with one window and wish to
create more (sha
Robert Osfield wrote:
Hi Francesco,
You just need to write a NodeVisitor that traverses through the scene
and detects the osg::Switch and osgSim::DOFTransform. The NodeVisitor
has an apply(osg::Switch&) method, but not a DOFTransform one so
you'll need to implement and apply(osg::Transform&) an
The example osgsidebyside contains a SwitchDOFVisitor that collects
MultiSwitches and DOFTransforms.
Roland
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Hi
You can do this with a simple NodeVistor, that collect pointers in a
array to yout Switch Nodes and Transfrom(DOF) nodes
See something like http://www.vis-sim.com/osg/code/osgcode_bbox1.htm or
http://www.vis-sim.com/osg/code/osgcode_color1.htm
Add case for the swithc and transform nodes etc..
Hi Francesco,
You just need to write a NodeVisitor that traverses through the scene
and detects the osg::Switch and osgSim::DOFTransform. The NodeVisitor
has an apply(osg::Switch&) method, but not a DOFTransform one so
you'll need to implement and apply(osg::Transform&) and then
dynamic_cast this
Hi all,
I have a application that load some 3D models in .flt format. This
models include both switches and Dof and I like to enable it.
To do so i have done a research in OpenSceneGraph documentation and I
have found the tutorials regarding the argument (in particular [1]).
It works well but I
to mary http://www.opencascade.org/ with osg is a GREAT idea!
if someone want to try a cad program based on opencascade try
http://www.salome-platform.org
SALOME-MECA-2008.1-GPL Salome-Meca-2008 contains the newly integrated software
suite combining Salome v.3.2.9 Pre-Post processor & Code-As
Thanks all for the info, much appreciated!
Regards,
Morne
On Fri, Jan 9, 2009 at 2:18 AM, Paul Martz wrote:
> A while back, I posted a submission that tried to programmatically determine
> which formats were supported, did they support read or write, and did they
> support the "read/writeNode",
Make sure your protect your mode :
*state->setMode(GL_DEPTH_TEST, osg::StateAttribute::OFF|**
osg::StateAttribute::PROTECTED|osg::StateAttribute::OVERRIDE**);*
On Fri, Jan 9, 2009 at 10:57 AM, Vincent Bourdier <
vincent.bourd...@gmail.com> wrote:
> Hi,
>
> Thanks for your explanations.
>
> If an
Re,
Some correction :
But nothing changed... I apply it on a PAT, and on a geode ... but the node
> it still culled by the other one... I use HUDs in the scene, but the scene
> graph is not attached to them... so I don't think it can explain that.
>
Correction : Sorry I was wrong, it works on a
Hi,
Thanks for your explanations.
If anyone can explain me the Depth class and the binName string , I would be
very grateful.
For now, I've tried this :
*void setNodeAlwaysRendered(osg::Node* n)
{
if(!n) return;
osg::ref_ptr state = n->getOrCreateStateSet();
//no scene graph culli
Hi Roland,
This sounds like a bug in the various image plugins don't detecting a
pixel format that don't support.
The file name extension for compressed files really should be .dds,
but this isn't under the control plugins as you could load an .rgb
file then compress the image at runtime, but sti
Hi Vincent,
I'll try to answer to your questions...
On Fri, Jan 9, 2009 at 9:55 AM, Vincent Bourdier wrote:
> Hi,
>
> I need some explanations about the ways OSG allow to modify the render.
>
> I am working on a function, to apply to a node, to set it always rendered
> over the other nodes. In
The MDI mfc version has the same problems last time I tried it.
Try calling setUpViewerAsEmbeddedInWindow on your viewer.
If you problems go away you're hitting threading issues.
2009/1/8 Brad Huber :
> Umit,
>
>
>
> Thanks. The SDI application that I have created so far is very simple and
> doe
Hi Vincent,
There are a number of different ways you can force an object(s) to
render over the top of the rest of the scene. One way is the render a
HUD scene after the main scene has rendered using a in viewer Camera
or in scene Camera, other is set the RenderBin details on the a
StateSet attach
Hi Guy,
OK, this is a useful finding, and points to the problem steming from
the projection of the mouse coordinates from one window into world
coords of the associate camera then back into the clip space coords of
the master camera, as there is a divide by depth involved in the last
step this is
Yesterday, I wrote a small visitor to dump all images that were stored inside
an .ive. Though the names of the internal textures had a .rgb extension it
turned out these were compressed images. When writing the images to either
.jpg, .bmp, .rgb the plugins all tried, but failed to write it succe
Hi,
I need some explanations about the ways OSG allow to modify the render.
I am working on a function, to apply to a node, to set it always rendered
over the other nodes. In other words, If I apply this on an osgText, I would
be able to read the text whatever my camera position can be (of course
Ok, I subscribed again and disabled mailing list e-mail delivery. Hopefully
this will be a valid work-around until a phpBB side solution is implemented.
Roland
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