Hi Jason,
The good old days... :)
Thank you so much for taking the time to spell it out for me. It is very
helpful. Now at least I have somewhere to start.
Take care now and have a great weekend.
Simon
From: Jason Daly
To: OpenSceneGraph Users
Sent: Frid
Simon Su wrote:
Hello All,
Hi, Simon,
I remember you from the Performer list :-)
We have a rather complex graphics application (about 100,000 lines of
code) developed on Performer that we need to port to openscenegraph.
What do you think, in the ballpark, the effort will be in man month
f
Thanks I was hoping to avoid reinventing too many wheels.
OSG already has code to find a plugin by name, create nodes, receive nodes.
I just needed some examples of accessing a node directly through the registry,
getting back changed nodes and passing/receiving extra data.
Cheers,
Martin
-
Hi Martin
> I want to add some functionality to my app as a plugin - so the user can add
> features at runtime.
> It just needs to take a tree of nodes and some other data (possibly as an XML
> string) and do something to the nodes, or return a result xml string.
I cannot tell a tutorial on ogs
I want to add some functionality to my app as a plugin - so the user can add
features at runtime.
It just needs to take a tree of nodes and some other data (possibly as an XML
string) and do something to the nodes, or return a result xml string.
Is there an example/tutorial of using OSGs plugin
Hello All,
We have a rather complex graphics application (about 100,000 lines of code)
developed on Performer that we need to port to openscenegraph. What do you
think, in the ballpark, the effort will be in man month for someone with mid
level experience with openscenegraph and performer? The
Kris Dale wrote on Friday, August 21, 2009 3:51 PM:
> Bahahahaha. Brilliant! The makeRotate(from, to) works like a champ!
From
> here I think it's just a matter of figuring out how to animate the
effect
> (slow turning toward the target location...) This is great though!
I'm
> definitely going t
Ulrich Hertlein wrote:
> Hi Kris,
>
> On 21/08/09 8:00 PM, Kris Dale wrote:
>
> > If osg::Matrix::makeLookAt doesn't work... it looks like I'm back to my
> > original
> > question of trying to figure out what the equations are to finding the
> > correct vectors
> > for x and z when I've alread
[quote="Jason Daly"]Kris Dale wrote:
>
> I just read the man page for gluLookAt, and I think I get the problem.
> Hopefully, I can describe the issue adequately :-)
>
> gluLookAt (and, by extension, osg::Matrix::makeLookAt), is designed to create
> a ModelView matrix with the given parameters
Hi Kris,
On 21/08/09 8:00 PM, Kris Dale wrote:
If osg::Matrix::makeLookAt doesn't work... it looks like I'm back to my original
question of trying to figure out what the equations are to finding the correct
vectors
for x and z when I've already set the y vector to point at the the target
posit
Kris Dale wrote:
> Even if that were the case, looking at just the raw numbers and nothing else,
> it's still producing incorrect output isn't it? If I give it (0,0,100) for
> the eye position, shouldn't (0,0,100, 1) be the final row of the matrix
> rather than (0,0,-100, 1)? And what about th
I believe you need to Invert the result to see vaules you are expecting
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/CameraControl
From: osg-users-boun...@lists.openscenegraph.org on behalf of Kris Dale
Sent: Fri 8/21/2009 2:00 PM
To: os
Peter Wrobel wrote:
Hi,
I am following the Callback osg Tutorial ( Basic Tutorial on Tutorials
page ). I exchanged "main" to write an osg file, instead of creating a
viewer, but no "UpdateCallbacks" get written into my file.
How can I get "UpdateCallbacks" written into an osg file ?
W
Kris Dale wrote:
[quote="omdown"]
Chris 'Xenon' Hanson wrote:
Tony Horrobin wrote:
Hi Kris,
Is the target moving too?
Cheers,
Not at the moment. Currently I'm only worried about figuring out how to orient
in the right direction, I'll worry about tracking at a later time. =)
Chris 'Xenon' Hanson wrote:
> Kris Dale wrote:
>
> > I've stepped through the calculations the source goes through and that's
> > all coming out the same as I get when I do it by hand, I just don't
> > understand where those are coming from. Obviously the position vector is
> > inverted (-100
Hi,
results show:
[r...@pciii pciii]# rpm -qa | grep curl
libcurl-7.19.4-9.fc11.i586
libcurl-7.19.4-9.fc11.x86_64
curl-7.19.4-9.fc11.x86_64
[r...@pciii pciii]#
Cheers,
Peter
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_
Kris Dale wrote:
> I've stepped through the calculations the source goes through and that's all
> coming out the same as I get when I do it by hand, I just don't understand
> where those are coming from. Obviously the position vector is inverted (-100
> instead of +) and for whatever reason it'
[quote="omdown"]
Chris 'Xenon' Hanson wrote:
> Tony Horrobin wrote:
>
> > Hi Kris,
> > Is the target moving too?
> > Cheers,
> >
>
>
> Not at the moment. Currently I'm only worried about figuring out how to
> orient in the right direction, I'll worry about tracking at a later time. =)
>
>
I've seen your submission. I downloaded the FBX SDK, but I guess I won't work
on it immediately. Maybe in 2-3 weeks? Anyway, I'll make appropriate feedback
when needed.
Thanks for your contribution.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Mic
Hi all,
Just a quick note about a problem we're currently facing thanks to
Microsoft. If you're working with VS2005 Express or normal edition and
you've activated automatic updates, there is now a new version of the
software breaking the compatibility with previous redistributable
packages... You'
Hi,
I am following the Callback osg Tutorial ( Basic Tutorial on Tutorials
page ). I exchanged "main" to write an osg file, instead of creating a
viewer, but no "UpdateCallbacks" get written into my file.
How can I get "UpdateCallbacks" written into an osg file ?
Will such a file be properly
[quote="Chris 'Xenon' Hanson"]Tony Horrobin wrote:
> Hi Kris,
> Is the target moving too?
> Cheers,
>
Not at the moment. Currently I'm only worried about figuring out how to orient
in the right direction, I'll worry about tracking at a later time. =)
Chris 'Xenon' Hanson wrote:
> Thrall,
Soon = now :)
Testing & fixing very welcome.
Now osgAnimation is supported by FBX, my hope is that other people will soon
add support to DAE, 3DS etc.
I don't intend to do a writer, but that should be relatively easy for
someone who does want to do it. FBX provides many ways to represent data,
an
Thanks, Robert
I tested the changes on Windows and NVidia GF 8800. osghadow -4 --lispsm
looked correct on my system. But I understand other systems may be
different.
I am curious if setting ShadowCamera->attach( COLOR_BUFFER, GL_RGB ) would
have the same effect as forcing COLOR_ATTACHMENT
Side-question: is the writer on rails too?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Sukender" a écrit :
> True? I'm *very* interested... But, what do you mean by "very soon"?
> Weeks? Days?... Hours? ;)
> Do you need any help for testing, codi
True? I'm *very* interested... But, what do you mean by "very soon"? Weeks?
Days?... Hours? ;)
Do you need any help for testing, coding...?
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Michael Platings" a écrit :
> FBX reader is coming very soon.
FBX reader is coming very soon... :)
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Hi Markus,
On Fri, Aug 21, 2009 at 12:34 PM, Markus Husseini wrote:
> thanks but for my understanding is the trunk version a other SDK as the 2.8.2
> and why there are 2 different sdks?
You need to spend some time learning about subversion + version
control in general. trunk is a standard term
Hi,
thanks but for my understanding is the trunk version a other SDK as the 2.8.2
and why there are 2 different sdks?
Markus
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osg-user
Hi Markus,
you also need the files this file depends on, so you have to get the
whole trunk repository:
svn co http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk
OpenSceneGraph
jp
Markus Husseini wrote:
Hi,
Sorry if u thinking I dont search for that. And yes I know the Downloadpag
Ok I found what you mean. I thought the src and headers are the same like the
SDK.
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Hi Neil,
Thanks for your proposal! I'm pretty sure I'll ask you to test the 3DS stream
read, and the writer, once submitted.
About Collada, I had some feedback that roughly says "powerful but never
interpreted the same way, depending on the software"... is that really true?
About FBX, I'm not su
Hi Sukender & Robert,
Just to emphasise what has already been said really, but we have literally 10's
of thousands of 3DS models for various manufacturer's products, so whilst I
accept there are significant limitations with 3DS structure now compared to
more modern formats, the sheer size of th
Hi,
Sorry if u thinking I dont search for that. And yes I know the Downloadpage but
the version i found there doesnt work.
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk/examples/osgmanipulator/osgmanipulator.cpp
And I only find this and nothing else.
Thank you!
Cheers,
Markus
--
Hi Umit,
On Fri, Aug 21, 2009 at 10:34 AM, Ümit Uzun wrote:
> Thanks for reply. I have known ShapeDrawable's main target is creating
> faster general shape for scene construction :)
They make it fast to write the code simple scenes, but they slow at
runtime, both for rendering and intersection te
Hi Wojtek et. al,
I have just checked in the changes but to avoid regression on some
users systems I've temporarily reverted the disabling of the forcing
on of colour and depth buffer. But setting:
#define FORCE_COLOR_ATTACHMENT 1
#define FORCE_DEPTH_ATTACHMENT 1
At the top of src/osgUtil/Rend
Hi Robert;
Thanks for reply. I have known ShapeDrawable's main target is creating
faster general shape for scene construction :)
I will try to create my wheel by Geometry class.
Regards.
Ümit Uzun
2009/8/21 Robert Osfield
> Hi Umit,
>
> The osg::Shapes/osg::ShapeDrawable really aren't writte
Hi Ufuk,
disregarding the follow-ups regarding mipmapping:
you're saving the original image. The scaled down image is 'cimage', not the original
'image'. Change the 'writeImageFile' to use 'cimage' and you should be good.
Cheers,
/uli
On 20/08/09 4:39 PM, Ufuk wrote:
is there any function
Hi Umit,
The osg::Shapes/osg::ShapeDrawable really aren't written to be used
for general geometry/scene construction. osg::Shape exist to help
with defining primitive shapes for physics modeling, and the
ShapeDrawable as a just a convenience method to help visualize them.
The tool to use is osg:
Hi All;
If this is much simple question please forgive me :D I am trying to create
wheel body and related texture by using ShapeDrawable and can't. Do I have
to use Modeling tools to create my expected looking images as you can see
from attached image? Or Do I have to manipulate texture coordinate
Hi Robert,
I must admit I didn't test istreams. I'll do that testing. Do you think testing
with a ifstream is enough, or must I test with HTTP (since I'm not sure I
compiled with curl)?
I'll also fix the warnings I found (most of them are "conversion from X to Y:
possible loss of data").
Makin
Hi Markus,
On Fri, Aug 21, 2009 at 9:28 AM, Markus Husseini wrote:
> thanks for your answer, but I think i am to stupid to find the svn/trunk
> version version. Can u give me a link pls. :?
No I won't answer you, as you really do need to put in a bit more
effort when investigating things, if you
Hi Wojtek,
I have now merged your changes and the merge when smoothly, and
changes all look reasonable, so thumbs up there. In testing I found
problems with:
osgshadow -4 --lispsm
As no shadow was rendered, this is with my Ati 4650 + ATI Linux
drivers. If I re-enabled the forcing on of the
Hi,
thanks for your answer, but I think i am to stupid to find the svn/trunk
version version. Can u give me a link pls. :?
Thank you!
Cheers,
Markus
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Hi Sukender,
On Fri, Aug 21, 2009 at 8:35 AM, Sukender wrote:
> Of course, my goal is to work on the 3DS reader/writer without loosing
> functionality. Actually, I simply tried to replace the "old" lib3DS with the
> new one... and it was very straightforward: some calls were renamed, some
> oth
Hi Tim,
A Drawable is not a Node, so a NodeCallback won't work on a Drawable.
Robert.
On Fri, Aug 21, 2009 at 2:29 AM, Tim Allen wrote:
> Thank you.I also have one more question,In some source example I find derived
> class is derived from osg::Drawable::UpdateCallback instead of a NodeCallback
Hi Markus,
These methods are in the svn/trunk version of the OSG/osgManipulator,
so clearly you must be looking at the svn/trunk version of the
osgmanipulator.
Please match the version of the examples against the version of the
OSG your have. The two come together so it should be straight forwar
Hi All,i decided to use a tool for this purpose. now i am lazy to integrate
a scaling function into my code..
i found ImageMagick and i will use converter.exe of this library.
now i changed my function like:
//
Hi Robert,
Of course, my goal is to work on the 3DS reader/writer without loosing
functionality. Actually, I simply tried to replace the "old" lib3DS with the
new one... and it was very straightforward: some calls were renamed, some
others changed a bit... Anyway I could load my 3DS models exac
Hi,
other ways of flipping:
* use osg::Image's flipVertical()
* just flip the texture coordinates
rgds
jp
Andrew Burnett-Thompson wrote:
Hmm, well that was easy!
The flipping of rows worked fine, to set the image I used GL_BGR for
pixel format only, keeping GL_RGB as internal pixel format (
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