Hi,
We also created a version with doubles for the project that I'm working on.
(The reason for this was that we needed to calculate the derivative of a
geocentric terrain given a lat/long coordinate.) It would be convenient for us
if this option was given as a cmake flag. I'm pretty new to osg
hi,
I added them just as convenience for quickly visualizing the shape
primitives, without any intention of it being widely used.
thats interesting to know. OK I will try to stay away from them until they are
refactored.
I found that like with lights there is an OpenGL limit on the
Dear Paul,
First of all, I'd like to thank you for your QSG! It's a great
overview of OSG and a nice introduction of the main aspects of the
library. I'm looking forward to the update.
I tried the link to code.google.com, but it gave me a permission
denied. Do I need to register somewhere first?
Hi All,
I'm now back from doing a training course and will be steadily wading
through osg-users and submissions through today.
Robert.
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osg-users@lists.openscenegraph.org
Hi OSG-Community,
we just released a first developer version of osgCuda which is based on the
osgCompute library
and implements the specific functionality for NVIDIA's CUDA. It gives the user
the possibility to
jump to the Graphics Processing Unit (GPU) within the OSG scenegraph for any
kind
Hi all, I have a somewhat irritating error in Vista (and to a lesser degree
Windows XP).
I'm using OSG 2.6.1 to render a viewport in an MFC application (built in Visual
Studio 2005 SP1). I'm running in single-threaded mode (although I have tried
multithreaded also without any luck). I'm
Hi
I suggest adding :
8) Writing a node in .osg file can help you having a good overview of the
graph, the state, the transforms, the geometries, ... (in particular if your
debugger is not a very good one)
Vincent.
2009/4/20 Pierre Bourdin (gmail) pierre.bour...@imerir.com
Hi Paul and thank
Hi Paul,
I've sticked your debugging tips in the forum. So hopefully people will get
read them first, before asking the same questions again and again ;)
cheers
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=10391#10391
Hi Paul and thank you,
this is a nice help.
May I suggest to put it on the wiki ?
Regards, Pierre.
Le samedi 18 avril 2009 à 12:10 -0600, Paul Martz a écrit :
Yet more debugging tips:
5) Set OSG_NOTIFY_LEVEL to either INFO or DEBUG and examine the output. OSG
might be trying to well you
Hi Robert,
remember to look for the database pager bug ;)
Hi Carlos,
I've just reviewed the code and this is definitely a bug, I presume others
haven't come across it before because you viewer usage model must be a little
different. A proper fix would probably be to pass to _dataToCompileMap
Hi Harold,
On Tue, Apr 14, 2009 at 12:37 PM, Harold Comere osgfo...@tevs.eu wrote:
Hi all,
I am currently working on a kind of drawable optimizer.
My goal is to make primitive set groups and have only one drawable per
group. ( grouping vertexs linked by any face of the group )
The effect
Hi Rob,
The OSG doesn't yet support reading cube maps from dds files. To add this
support will require a new osg::Image subclass to handle the cubemap. This
is on my TODO but not near the top I'm afraid.
Robert.
On Tue, Apr 14, 2009 at 2:36 PM, Rob rchad...@gmail.com wrote:
I've tried it
HI Will,
Which version of OSG are you using?
Robert.
On Tue, Apr 14, 2009 at 3:24 PM, Will Clock osgfo...@tevs.eu wrote:
Hi,
osgslice example can not run in windows vista? but linux works.
Error: unable to create graphics window
Thank you.
--
Read this topic online
Hi Michael,
No need to include any plugin in your app, just run the smoothing visitor in
your app:
osg:::ref_ptrosg::Node node = osgDB::readNodeFile(myfile.dxf);
osgUtil::SmoothingVisitor sv;
node-accept(sv);
Robert.
On Tue, Apr 14, 2009 at 8:59 AM, Michael Hasler mich...@mhasler.eu wrote:
Hi Roger,
You make no mention of how you are creating/reading your tree models. Are
they all they all separate trees models loaded form disk? One tree that is
instanced many times?
How you manage things depends upon how you've created the models. The OSG
allows share of state, and there is
On Tue, Apr 14, 2009 at 7:19 PM, ami guru dosto.wa...@gmail.com wrote:
Thanks for all the feedback
I wondering if osgvolume is doing ray tracing and what is its type.
The osgVolume NodeKit does ray tracing in the fragment shader, but this ray
tracing is very specific to 3D textures, it
Hi Zhu Liangxiong
Did this change work?
What version of g++ are you using? I'm compiling VPB using:
g++ --version
g++ (Ubuntu 4.3.3-5ubuntu4) 4.3.3
Robert.
On Wed, Apr 15, 2009 at 12:57 AM, zhuliangxi...@hotmail.com wrote:
I download VPB 0.9.10 from SVN.and have set all required include
Hi Kees,
I have just checked the OSG's code for setting up the Matrix from ortho
parameters and it looks like it exactly matches OpenGL definition and
language. The code that does the work is:
void Matrix_implementation::makeOrtho(double left, double right,
double bottom,
Hi,
You may want to try posting frame requests as windows messages (via
PostMessage()). Call frame() within the handler.
Regards,
Can
2009/4/20 Jesper D. Thomsen j...@anybodytech.com
Hi all, I have a somewhat irritating error in Vista (and to a lesser
degree Windows XP).
I'm using OSG
Hi David,
Which version of ffmpeg plugin and OS are you compiling on?
Robert.
On Wed, Apr 15, 2009 at 9:45 AM, david bruyer davidbru...@gmail.com wrote:
Hi,
I'm trying to compile the last version of OSG-dev but I have a build error
at the make :
Code:
Hi GuiYei,
The osgterrain is a little complex due to it's illustration of custom paging
and lots of command line parsing, but it is probably the best place to
learn.
Robert.
2009/4/15 GuiYe guiy...@163.com
Hello,robert!
Can you provide some examples about how to use the library of
Hi Paul,
osgSim::OverlayNode is for rendering subgraph to texture that is then
overlayed on top of a scene graph as a texture layer using multi-texturing.
Have a look at the osggeometry or osgsimiluation exampes as they both have
code paths that illustrate OverlayNode.
On Wed, Apr 15, 2009 at
Hi, and thank you for answering.
I'm currently doing that by calling frame() within my OnDraw() handler, but I'm
suspecting (without any proof) that it gets called too often somehow, and that
there's some queuing within OSG that I'm not using properly. When calling a
pure OpenGL rendering
CWnd::OnDraw should be CView::OnDraw(); if it's a CWnd then it's
CWnd::OnPaint()
2009/4/20 Can T. Oguz cto...@gmail.com
I think it's better not to call frame() within BeginPaint() / EndPaint()
block. That's the main difference of CWnd::OnDraw(). We don't care about the
invalidated region of
Hi Doung,
These tutorials need updating to use osgViewer. Could you provide a link to
them?
Robert.
On Thu, Apr 16, 2009 at 2:59 PM, Duong duong...@yahoo.com wrote:
Hi,
I am a beginner, I look at some tutorials and see that they require
osgProducer in their included files, but i can not
Hi,
given a 3d Point and i want to know the corresponding screenspace coordinates.
given a
osg::Vec3 p
do i have to do that this way?
osg::vec3 result = p * viewer-getViewMatrix();
and then i just ignore z?
Thank you.
--
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Hi RJ,
I don't have time to go chasing examples and fonts. The osgtext examples
shows how to set the font on osgText::Text obejcts... so please read this.
Looks for cases of text-setFont(fontfilename);
Robert.
On Thu, Apr 16, 2009 at 4:29 PM, Rahul Jain rah...@vizexperts.com wrote:
Hi Guys
Hi Coz,
Is there a reason why you want them to use Texture1D instead of Texture2D?
A 1D Texture2D will behave pretty well th same a Texture1D. Putting in
detection code would just waste time and add potential for coding errors.
Robert.
2009/4/16 Eduardo Alberto Hernández Muñoz
Hi,
I have made a simple scenegraph
a posititonattitudetransform with a geode as child that has a sqhere with
radius 0.05 as drawable
i then set the cullcallback of the positionattributetransform to a customized
one.
the cullcallback tries to check for actual visibility like this
Hi Aron,
I don't know why the link order makes a difference, but it does sound like a
compile/linker bug to me.
In the debugger, it appears that osgText's osgDrawable parent members were
not initialized... they were garbage like 222313 parents after the osgText
was constructed.
osgText::Text
Hi Shayne,
The pager will work fine with two separate view points. The page itself
doesn't track view points so doesn't care, all it cares about is what tiles
are being requested, and what tiles have expired.
Robert.
On Thu, Apr 16, 2009 at 4:11 PM, Tueller, Shayne R Civ USAF AFMC 519
2009/4/16 Großer Martin grosser.mar...@gmx.de
Hello Robert,
I'm sorry, thats right. I mean the osgvertexprogram. This example use a
Skybox. When I zoom out or when I use a bigger scene then I get
artefacts in the Skybox. When I change the following line from ...
HI Philip + Mattias,
On Thu, Apr 16, 2009 at 10:38 PM, Mattias Helsing helsin...@gmail.comwrote:
Hi Robert,
Philip was right on track and attached is the proof.
Cool, it works fine for me under Linux, fix now merged and submitted to
svn.
I tried to build it on WinXP some days ago and
I think it's better not to call frame() within BeginPaint() / EndPaint()
block. That's the main difference of CWnd::OnDraw(). We don't care about the
invalidated region of Windows, so you can call frame() later, and do not
forget to disable background erasing which also has no use in an OSG
Hi,
I am currently looking for a good working tool to export blender models to osg.
The first thing I had found was the osgexport project in the blender community
(http://projects.blender.org/projects/osgexport/). Unfortunately this one is
rather old and it seems that it is not actively
Hi thank you both again,
after re-installing the graphics card drivers its finally working.. (grrr..)
thanks
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Hi Jordan;
If you organize your model and save them in osg format in hierarchical mode
I advice you to use Blender and so osgexport. I have been using this
exporter and it is as successful as many operation. Although it had been
updated too long time ago, it can work with new Blender version
Hi Ümit,
are you also exporting materials or lights? What is your experience with these
artefacts? What do you mean with hierarchical mode?
Lars
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=10422#10422
Hi Ufuk,
I can't say why you aren't achieving the result you want. State inheritance
is well tested part of the OSG, and the use of PagedLOD has no baring on it,
so my guess is that something has gone amiss in your scene graph setup.
One item that looks a bit odd with your data is that you have
Hi Shayne,
How much popping you'll see depends upon your database, database pager
configuration and hardware. To reduce popping you basically want the higher
level of details to pop in sooner so the transition happens with a smaller
pixel shift. You have provided any info about your specific
Hi Coz,
I can't add much to what everyone else has said in this thread. The OSG is
compatible with GPL'd apps. You can also create your own code that extends
the OSG that is GPL'd. The LGPL does premit you to distribute under GPL as
well so again you can do this. However, it does effectively
Hi Jordan;
I can export materials but I haven't tried exporting Light. And I think it
can't be supported by osgexport.
I mean by hierarchical mode your created scene graph nodes. I am new on
Blender too, so I don't know much about exporter, I know only experimented
functionalties by myself.
HI Renl iwei,
Have a look at the osgparticleeffects example, it has a specific code path
for when a particle effect is attached to a moving object.
Robert.
2009/4/19 renlw lw@hotmail.com
Hi,
I add a FireEffect into scene under a MatrixTransform node, and
I have a modified osgViewer::View with a setUpViewForXXX that configures
my 3-projector system for a hemispherical screen. All I do is rotate
the left and right cameras by about 41 degrees in each direction. In
normal operation, the app I'm running (ossimplanetviewer) looks fantastic.
When I
Hi Yurii,
You really just need to double check your permissions as clearly VPB is
having problems opening the file and specifically highlighting issues with
permissions. If you really think the fault is somewhere in VPB then go
debug it - as you have all the source code. I might have all the
hi robert,
I'm compiling OSG-dev on a Mandriva 2009.0
Code:
[da...@mandrake ~]$ uname -a
Linux Mandrake 2.6.22.19-desktop-2mdv #1 SMP Mon May 5 20:55:05 EDT 2008 i686
Intel(R) Pentium(R) 4 CPU 3.00GHz GNU/Linux
[da...@mandrake ~]$
And i'm using the 0.4.9 version of ffmpeg
=
Code:
2009/4/20 David Karlsson david.karls...@foi.se
Hi,
We also created a version with doubles for the project that I'm working on.
(The reason for this was that we needed to calculate the derivative of a
geocentric terrain given a lat/long coordinate.) It would be convenient for
us if this
Hi Mick,
Congrats on the release ;-)
Robert.
On Mon, Apr 20, 2009 at 10:22 AM, Mick mick@googlemail.com wrote:
Hi OSG-Community,
we just released a first developer version of osgCuda which is based on the
osgCompute library
and implements the specific functionality for NVIDIA's CUDA.
2009/4/20 Carlos M. Gutiérrez Ceñal cgutier...@signalsoftware.es
Hi Robert,
remember to look for the database pager bug ;)
Thanks for the reminder. It's still on my TODO list.
Could you explain how I might reproduce the problem as none of the OSG
examples have a problem like this. Once I
Hi Hagen,
You'll need to multiply the local vertex by Model*View*WindowMatrix. The
Model matrix comes from the scene graph, you can use
node-getWorldMatrices() for this, the View matrix comes from the Camera,
and the WindowMatrix you can get from the camera viewport.
Robert.
On Mon, Apr 20,
Hi Hagen,
There is too many unkowns about your scene graph and cull callback set up to
know what might be wrong, but the culling code in CullVisitor is *very* well
tested, it's been tested in current form by thousands of developers over
many years and has no known bugs.
Robert.
On Mon, Apr 20,
Hi Dardo,
The inbuilt stereo support assumes a power wall setup.
If you want to do fine grained control of stereo as you'll need to novel
display setups you'll need to set up the cameras by hand.
Robert.
On Mon, Apr 20, 2009 at 2:01 PM, Dardo D Kleiner - CONTRACTOR
dklei...@cmf.nrl.navy.mil
Hi David,
Did the changes that the compiler and J-S suggested work?
Robert.
On Mon, Apr 20, 2009 at 2:03 PM, david bruyer davidbru...@gmail.com wrote:
hi robert,
I'm compiling OSG-dev on a Mandriva 2009.0
Code:
[da...@mandrake ~]$ uname -a
Linux Mandrake 2.6.22.19-desktop-2mdv #1 SMP
Hi Adrian,
On Mon, Apr 20, 2009 at 2:23 PM, Adrian Egli OpenSceneGraph (3D)
3dh...@gmail.com wrote:
Well the current version just send us just feedback that the program ended
correctly. But i am thinking of sending back to our server some rendering
checks, for example. depth buffer info,
Hi all
same issue for me,
# uname -a
Linux mrburns 2.6.27.21-170.2.56.fc10.i686.PAE #1 SMP Mon Mar 23 23:24:26
EDT 2009 i686 i686 i386 GNU/Linux
# gcc --version
gcc (GCC) 4.3.2 20081105 (Red Hat 4.3.2-7)
Update ffmpeg from 0.49 to 0.5 solve the problem.
HTH
David
2009/4/20 Robert Osfield
Very recently, I did this in a shader to create a projected texture,
generating the texture coordinates by projecting the vertices. The process
is essentially the same in OSG as in OpenGL.
Find the lowest Transform that applies to your vertex, and its NodePath (use
a NodeVisitor), then call
Hello David,
Well, this file still contain this parameter, i can't put again...
Can i try to remove it ?
Just remove the #ifdef WIN32 and accompanying #endif and try to
recompile... Then the error defines should be included by #include
errno.h.
J-S
--
On Mon, Apr 20, 2009 at 3:01 PM, david bruyer davidbru...@gmail.com wrote:
Hi robert,
I can't find the FFMpegHeaders.h to include the #include errno.h
parameter...
Si I can not try to compile it again...
Can you tell me where to find that file ?
OpenSceneGraph/src/osgPlugins/ffmpeg/
Do i have to modify it this way ? (sorry but i never make programmation...)
Code:
#ifndef HEADER_GUARD_FFMPEG_HEADERS_H
#define HEADER_GUARD_FFMPEG_HEADERS_H
extern C
{
#define __STDC_CONSTANT_MACROS
#include errno.h// for error codes defined in avformat.h
#include stdint.h
#include
I'm afraid i've no way to reproduce it with a little app right now. It's part
of our library wich is used in our visual simulation apps. I've tried to use
the database pager as seen in osgviewer classes but we're not using viewer in
our library. I call updateSceneGraph method from pager in our
Hi,
I'm a new member of this forum..So if I make mistakes please apologize me..
I have a problem... :)
I create a 3d application(a simple application, I have a set of cones and
Cylinders).
The structure of application is :
osg::ref_ptrosg::Group root;
Cosg::Cone* unitCone;
osg::Cylinder*
Hi Carlos,
Thanks for the explanation. Using SceneView rather than osgViewer
will mean that you can create your own graphics context that
DatabasePager will never know about, unless your explicitly tell it.
Do you call the DatabasePager method:
void
Try:
osgconv --format osg
Plugin osgPlugins-2.9.3/osgdb_osg.so
{
ReaderWriter : OSG Reader/Writer
{
features : readObject readNode writeObject writeNode
extensions : .osg OpenSceneGraph Ascii file format
extensions : .osgs Psuedo
Sorry, I pasted the admin link by accident. Here is the actual link:
http://code.google.com/p/osgqsg/
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
Hi J-S,
you can query the options via:
osgconv --format osg
It's verbose, but very useful...
Pierre.
Le lundi 20 avril 2009 à 10:27 -0400, Jean-Sébastien Guay a écrit :
Hi all,
I would like to convert an .ive to .osg including textures. I've looked
through osgconv --help but didn't find
Hi Robert,
i've a call to compileGLObjects but i think it's not called right now.
I don't have setCompileGLObjectsForContextID in the code, i'll try adding
it.
Thanks!
Carlos.
- Original Message -
From: Robert Osfield robert.osfi...@gmail.com
To: OpenSceneGraph Users
Le lundi 20 avril 2009 à 15:51 +0100, Robert Osfield a écrit :
I receive your mail as mine was going...
You are to quick answering ;-)
Pierre.
Try:
osgconv --format osg
Plugin osgPlugins-2.9.3/osgdb_osg.so
{
ReaderWriter : OSG Reader/Writer
{
features : readObject
Hello Robert,
osgconv myfile.ive myfile.osg -O OutputTextureFiles
Worked for me, but only if the directories that the original files
came from were already created.
Hmm, I didn't think it would be a format-specific option, I thought it
would be in the --help text, but it's true that it's
Hi,
I removed the #ifdef WIN32 and accompanying #endif and everything is fine
now. It's solved now.
Thanks for your help
FFMpegHeaders.hpp
Code:
#ifndef HEADER_GUARD_FFMPEG_HEADERS_H
#define HEADER_GUARD_FFMPEG_HEADERS_H
extern C
{
#define __STDC_CONSTANT_MACROS
#include errno.h// for
Dynamically modifying geometry has just recently been discussed at length in
more than one thread on this email list. I suggest you review posts from the
past week or two, try the advice that has already been posted, then post
back if you are still unable to sole the issue you're encountering.
Hi Robert, David,
I removed the #ifdef WIN32 and accompanying #endif and everything is fine
now. It's solved now.
Robert, how safe is this change on all platforms? I think errno.h is
standard, but would including it here introduce too much namespace
pollution?
If not, then can you please
Art Tevs wrote:
Hi Paul,
I've sticked your debugging tips in the forum. So hopefully people will get
read them first, before asking the same questions again and again ;)
Another good one that technical forums should cite generally is this article:
On 4/20/09, Jean-Sébastien Guay jean-sebastien.g...@cm-labs.com wrote:
Hi Robert, David,
I removed the #ifdef WIN32 and accompanying #endif and everything is
fine now. It's solved now.
Robert, how safe is this change on all platforms? I think errno.h is
standard, but would including it here
Hi all,
what could be interesting to would be the integration of automatic
vegetation placement like the work done in Delta3D:
http://www.movesinstitute.org/~wdwells/4181/index.html
I'll be glad if can give any help on that part...
So far I've never succeed in adding a vector layer mapped to an
Hi Robert,
It's just a header in a plugin, so it'll only pollute the plugin
source files so not a great issue.
Agreed.
I'm currently doing a test install of the Kubuntu 9.04 release
candidate, so don't yet have a dev environment setup.
No problem, no rush. Just so others can avoid David's
Hi Robert,
working fine now.
Thank you
Carlos.
- Original Message -
From: Robert Osfield robert.osfi...@gmail.com
To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
Sent: Monday, April 20, 2009 5:16 PM
Subject: Re: [osg-users] Back and trawling through backlog...
HI
A guest on the OSG IRC just pointed out that the web site Wiki portion
http://www.openscenegraph.org/projects/osg
Seems inoperative.
The redirection page here:
http://www.openscenegraph.org/
Seems to load, but fails to redirect to the Wiki.
--
Chris 'Xenon' Hanson, omo sanza lettere
On Mon, Apr 20, 2009 at 6:46 PM, Chris 'Xenon' Hanson
xe...@alphapixel.com wrote:
A guest on the OSG IRC just pointed out that the web site Wiki portion
http://www.openscenegraph.org/projects/osg
Seems inoperative.
I've emailed Jose L. about this. Alas it's end of day in Span so it
might
Thanks Paul;
And I am curios about OsgRecipes hand book :) Can you estimate the publish
date?
Thanks in advance.
2009/4/20 Chris 'Xenon' Hanson xe...@alphapixel.com
Art Tevs wrote:
Hi Paul,
I've sticked your debugging tips in the forum. So hopefully people will
get read them first,
Hi again all,
One other comment I'd like to make about osgWidget. In the header files,
most argument names are removed from method declarations, even
constructors. If I were using a binary version of OSG, all I would have
to go with would be the headers, so the argument names should be there,
I'm formalizing these debugging tips into a post on my personal discussion
forum. I'll let everyone know when it's ready.
At this point, no one has contacted Bob or I with potential material for an
OSG Recipes book.
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
Hi David et. al,
On Mon, Apr 20, 2009 at 4:50 PM, Robert Osfield
robert.osfi...@gmail.com wrote:
Time for put this baby on a hard disk and install the OSG dev env.
I'll email the list once everything is installed and the compile fix
checked in - this will be a good test for how smoothly the
Hi Robert,
The problem was in wrong diagnostic message (from
vpb::DataSet::_writeNodeFile). In fact, osgDB complained about missing *.ive
plugin, which was not on the path. Debugging is a great thing.
Thanks,
YM.
2009/4/20 Robert Osfield robert.osfi...@gmail.com
Hi Yurii,
You really just
Surely these are FAQs?
Randolph
On Apr 18, 2009, at 10:48 AM, Paul Martz wrote:
Hi all -- It seems like there has been a rash of help me debug my
code-type questions lately, so I thought I'd post a short list of
debugging
techniques and other aids to help people out. I hope people find
Hey,
here's the article Paul is speaking about#058;
http://forum.openscenegraph.org/viewtopic.php?t=2190
I'm one of the guys in that discussion. I asked how to modify a line
dynamically.
Since you're using viewer.run(), that makes life difficult. I believe you'll
need to use the viewer frame
Hey all,
First off, this is NOT another can we change all vec3 to vec3d
thread. My question is more specific. :)
In osg::CullStack, the EyePointStack is a Vec3 stack, therefore a
Vec3f stack. However, the stack itself is built up using elements
from a osg::Matrix, which could be a
HI Allen,
viewer.frame() calls viewer.updateTraversal(), and viewer.run() calls
viewer.frame() so your suggest frame loop would only call
updateTraversal() twice.
Instead to expand viewer.run() - a frame loop with it's component
parts you do (please look at the implementation itself to confirm
On Mon, Apr 20, 2009 at 9:37 PM, Ravi Mathur ravid...@mail.utexas.edu wrote:
So would it be worth it to implement the CullStack::EyePointStack typedef as
Vec3d/Vec3f depending on the value of the OSG_USE_FLOAT_MATRIX compile
variable?
Yes I think this would make sense. We'd need to mindful of
Many people don't read the FAQ. (Your own post implies you aren't familiar
with its contents :-)
The FAQ is here:
http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
-Original Message-
From:
Hi,
I'm trying to learn to use OSG using the tutorials on the wiki, starting with
this:
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/BasicGeometry,
during the coding, I learned that setColorIndices has been deprecated,
unfortunately I'm having difficulties figuring out
setColorIndices, setVertexIndices, etc., allow you to have a different set
of indices for each array, so that (for example) the vertex with index 89
could be drawn with the color with index 42. Sounds really flexible, but
unfortunately there's no way to do this in OpenGL 1.x/2.x other than the
Hi,
OSGDEM databases always finish with the highest detailed LODs corrupted. What
can I do to fix this problem?
View from above in between two LODs-
[Image: http://img25.imageshack.us/img25/1566/osgdemlodcorruption1.jpg ]
(http://img25.imageshack.us/my.php?image=osgdemlodcorruption1.jpg)
The debugging tips are now reformatted and available at my discussion forum:
http://www.skew-matrix.com/bb/viewtopic.php?f=6t=5
Paul Martz
Skew Matrix Software LLC
http://www.skew-matrix.com
+1 303 859 9466
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I would think that anyone who intentionally requests double
precision matrices is doing so out of need, and would probably be
willing to accept the inevitable performance hit.
Is there anything I should do to get this change started? I'm sure
you are busy with other issues so I can try
hi,
I'm interested in using this manipulator. Have any updates been posted or
should I use the originally posted one?
Richard
2009/3/24 Simon Loic simon1l...@gmail.com
In fact I didn't have enough time to finish this week-end. So It will be
postponed to next week.
On Fri, Mar 20, 2009
Hi, I am working to make a osg scene editor with MFC. I just followed the
example of osgViewerMFC and create a GraphicsContext for every MFC document.
For the 1st document everything runs smoothly, but when I tried to create
another GraphicsContext, the program throws a exception.
So, how
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