Hi,
if you don't want to use callbacks you can split the viewer->run() into
!done and viewer->frame();
And then just update a PositionAttitudeTransform or MatrixTransform that
sits above your node you want to move between frame calls.
jp
On 21/04/10 09:54, daniele argiolas wrote:
Hi,
in my
Hi Jason,
In fact, I create the map through program.What the program does is that as and
when some new tif file arrives at particular folder which I am monitoring
continuously thru callback, I add the file to the already created map. It works
well for some 2-3 tile addition. When it goes beyond
Nice work,
i will take a look!
cheers,
René
2010/4/27 Peter Kilpatrick
> Hello,
> I'd like to announce the first release of PAK Scene Editor for OSG.
>
> Features:
> - Add models to a scene.
> - Drag nodes.
> - Edit light and material properties.
>
> Release details:
> - OSG 2.8.0
> - Qt 4.5
Richard Redding wrote:
[quote="Jason Daly"]Richard Redding wrote:
I think the osggeometry example has what you're looking for.
--"J"
[/quote]
Hey J,
I'm really wet behind the ears on this site. Do you think you could link me to
what you are talking about :D!!!
Sure. I'm assuming you
[quote="Jason Daly"]Richard Redding wrote:
I think the osggeometry example has what you're looking for.
--"J"
[/quote]
Hey J,
I'm really wet behind the ears on this site. Do you think you could link me to
what you are talking about :D!!!
Thanks for the help! I appreciate it!
Cheers mate,
Dear Art, Luca, Allen,
This is really great news for me to hear that the problem is gone :)
Now my tone mapping should be faster and more accurate.
Thank you Art!
Josselin.
This message was sent using IMP, the Internet Messaging
Richard Redding wrote:
Hey all!,
I need to use a line in 3d space and hold one end fixed to a wall and then
P.A.T. the other point through data which I am sending it in real time sort of
like a tracker.
I have a hunch to do this would be through the:
osg::Geometry* newLine = new osg::Geomet
Hey all!,
I need to use a line in 3d space and hold one end fixed to a wall and then
P.A.T. the other point through data which I am sending it in real time sort of
like a tracker.
I have a hunch to do this would be through the:
osg::Geometry* newLine = new osg::Geometry();
but I'm not sure h
wait. Are these from the sample that is coming with the osg sources? They
should work ,,, if something is not broken
-Nick
On Wed, Apr 28, 2010 at 7:36 PM, Sanat Talmaki wrote:
> (remaining .h and .cpp files)
>
> Thanks for taking a look. I'm not able to make any headway
>
> Cheers,
> Sanat
>
>
I have experimentally determined that a Simplifier with _smoothing set to false
will not accomplish anything. The number of verticies always stays the same:
osgUtil::Simplifier simp;
simp.setSmoothing(false); // set true to actually do something.
simp.setSampleRatio(0.5);
root->accept(s
Paul Martz wrote:
> Alberto Luaces wrote:
>
> > how could I have missed this! Thank you for the tips :)
> >
>
> OSG is big. :-)
>
> --
> -Paul Martz Skew Matrix Software
> http://www.skew-matrix.com/
> ___
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>
> http://l
Hi Claus,
You can setup your camera view matrix using :
viewer.getCamera()->setViewMatrix(matrix)
or viewer.getCamera()->setViewMatrixAsLookAt(eye, center, up)
The second one is a good start. For the meaning of the parameters eye,
center and up, ask your friend (google ^^) about gluLookAt.
Hope
(remaining .h and .cpp files)
Thanks for taking a look. I'm not able to make any headway
Cheers,
Sanat
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Attachments:
http://forum.openscenegraph.org//files/stdafx_520.h
http://forum.op
Hi,
I'm attaching the files (I don't think I made any changes to the code that was
in the example).
So attaching all the .h and .cpp files provided in the sample. (some in the
next post as >10 were there).
...
Thanks
Cheers,
Sanat
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Hi,
did nobody ever had this kind of problem? You won't tell me, that you all use
the default TrackballManipulator, don't you? I kindly ask for help - or links,
topics or threads that help.
kindly,
Claus
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Hi,
if you post your project I can take a look.
-Nick
On Wed, Apr 28, 2010 at 5:17 PM, Sanat Talmaki wrote:
> Hi Nick,
>
> I have been trying to get the sample running but had a couple of
> difficulties along the way. Solved most of them but now am getting a
> run-time error.
> (I'm using a Wi
Hi J-S,
Thanks for the quick reply and the info. This is good information and I will
follow up as you have suggested. Hopefully I can bring it home from here.
I'll let you folks know when I have a resolution (or if I get stuck I'll pos
another question :-* ).
Thanks again J-S.
Cheers,
Hi Lucie,
I would recommend looking at both osgEarth and VirtualPlanetBuilder
for displaying geospatial data in OSG. Both VPB and osgEarth are
built using OSG's osgTerrain library so the resulting scene graphs are
similar. The main difference is that VPB produces optimized static
scene graph til
Hi Adam,
Don't worry about inexperience. The people around here are very friendly
and will only generally respond negatively if you display no desire
whatsoever to try and debug things yourself, or if you post a heap of
code and ask others to debug it for you. This was not your case, so
you'r
Hi,
I hope I am posting to the proper forum.
I would like to ask a very basic question. If there is something I missed in
the FAQs/forums, I apologize in advance and I will look again.
I created a textured scene with a 3D tool (Truespace) and exported the scene as
a Collada (.DAE) file. I
Nice, now working properly!
Many thanks
Bye
Michael Platings wrote:
> Hi Dario,
> it just occurred to me that if you're using the 2.8.3 version then changing
> to the latest code will be a big pain for you. Instead, in your code go to
> the switch statement at line 417 of fbxRNode.cpp and del
Hi,
I want to develop an application for the visualization of 3D digital terrain
models, and browsing through these models.
I found some plugins to add to openscenegraph (VirtualPlanetBuilder, osgEarth,
Virtual Terrain Project, ...).
What do you recommend?
Thank you!
Cheers,
lucie
Hi
I read right now this message. I try now your trick.
Michael Platings wrote:
> Hi Dario,
> it just occurred to me that if you're using the 2.8.3 version then changing
> to the latest code will be a big pain for you. Instead, in your code go to
> the switch statement at line 417 of fbxRNode.
Hi Nick,
I have been trying to get the sample running but had a couple of difficulties
along the way. Solved most of them but now am getting a run-time error.
(I'm using a Win32 Console application project to test the MFCViewer sample)
In the OSG_MFCMDI.cpp file;
the lines
// create main MDI
Thanks Michael
I have some errors at compile time for the fbx plugin in the fbxRAnimation.cpp.
.../fbx/fbxRAnimation.cpp:25: error: variable or field 'readKeys' declared void
.../fbx/fbxRAnimation.cpp:25: error: 'KFbxAnimCurve' was not declared in this
scope
.../fbx/fbxRAnimation.cpp:25: error:
Hi Dario,
it just occurred to me that if you're using the 2.8.3 version then changing
to the latest code will be a big pain for you. Instead, in your code go to
the switch statement at line 417 of fbxRNode.cpp and delete the whole of the
case statement for KFbxNodeAttribute::eUNIDENTIFIED
_
Hi Suvajit,
From your description I suspect that your problem is caused by the osg
object cache.
try
osgDB::Registry::instance()->clearObjectCache();
before the ReadFile() to see if that's the problem.
If that helps you might want to just supress the usage of the cache for
this readfile call:
HI Suvajit,
On Wed, Apr 28, 2010 at 2:49 PM, Suvajit Sengupta wrote:
> Hi Robert,
> Yes, I am calling the viewer->frame() after updating the model assuming that
> after the model is built then only I can call for update and render traversal.
> Now the question to me how to re-render a scene ?
Alberto Luaces wrote:
how could I have missed this! Thank you for the tips :)
OSG is big. :-)
--
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http://www.skew-matrix.com/
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http
Hi,
cool, I'll give it a try as soon as I can.
Out of curiosity, can you post here the syntax of the call to texture2DLod you
used? I'm on 0.4 for now and I'd like to test on it, later I'll switch to the
trunk.
Thanks!
Luca
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Hi Dario,
This sound like but unfortunatly don't works. I've exported the variable (export
OSG_OPTIMIZER="OFF") but the result is the same as above. HummThere is some
other way to control the optimizer behaviour in this cases? OSG is 2.8.3 version.
Not sure if you need the quotes or even
Just saw your last email - you'll need to get the latest FBX plugin code
from the subversion trunk
-Michael
On 28 April 2010 15:04, Dario Minieri wrote:
> Hi, thanks for your reply.
>
> This sound like but unfortunatly don't works. I've exported the variable
> (export OSG_OPTIMIZER="OFF") but th
Hi Dario,
I've changed the FBX reader so it will keep redundant nodes (leaving it to
the optimiser to remove the fluff) so that combined with J-S's
recommendation should get things working the way you want.
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It works!!!
Thank you very much!
Daniele
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Hi, thanks for your reply.
This sound like but unfortunatly don't works. I've exported the variable
(export OSG_OPTIMIZER="OFF") but the result is the same as above. HummThere
is some other way to control the optimizer behaviour in this cases? OSG is
2.8.3 version.
Many thanks again
Bye
Hi Robert,
Yes, I am calling the viewer->frame() after updating the model assuming that
after the model is built then only I can call for update and render traversal.
Now the question to me how to re-render a scene ? Looking for some
directions.
...
Thank you!
Cheers,
Suvajit
Paul Martz writes:
> Jean-Sébastien Guay wrote:
>> Hi Daniele, Alberto,
>>
>>> Assuming that no transformation nodes exist in the graph describing your
>>> node, you can write a node visitor that joins all the bounding boxes of
>>> every geode.
>>>
>>> Else you'll need to modify every bounding box
Hi,
I want to generate a database with osgdem but the application crashes using
georeferenced texture data (virtualPlanetBuilder version used 0.10, 0.11 and
svn trunk, windows machine)
The following steps lead to the problem:
1.)
Download srtm_ramp2.world.21600x10800.jpg from
visibleearth.na
Jean-Sébastien Guay wrote:
Hi Daniele, Alberto,
Assuming that no transformation nodes exist in the graph describing your
node, you can write a node visitor that joins all the bounding boxes of
every geode.
Else you'll need to modify every bounding box by its parent transforms
in order to join
Hi Dario,
I've exported in FBX a scene structured as the above example and then I have
converted this file into an OSG file (osgconv). The OSG file don't contains the
NULL nodes but only the object_with_mesh.
This is not specific to the FBX loader. osgconv runs the
osgUtil::Optimizer on the
Hi,
Converting a FBX file (2010.2) into an OSG I saw that some "NULL" nodes are
lost. For example I've tried a convertion of a simple scene:
OBJECT
|OBJ_WRAPPER
|object_with_mesh
OBJECT and OBJ_WRAPPER are simple "NULL" nodes, typically used to group others
object.
I've ex
Hi Daniele, Alberto,
Assuming that no transformation nodes exist in the graph describing your
node, you can write a node visitor that joins all the bounding boxes of
every geode.
Else you'll need to modify every bounding box by its parent transforms
in order to join them.
Actually you don't n
Hi Luca, Allen, Josselin,
ok, I found the bug. as I said the bug is not really a bug it is more or less
slightly unclear definition of glsl. The problem was to use texture2D method
instead of texture2DLod to get value from mipmaps. Actually in the definition
of glsl texture2DLod is mean to be u
Hi,
I have the same problem... any help?
Thanks!
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Hi,
I´m trying to implement osg with CEGUI 0.7.1... we have the osgcegui.cpp
example but is based on older version.
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgcegui/osgcegui.cpp
I tweak the code and i can complile without problems, but the application gim
Hi,
I see that you found solution to my problem in this topic.
My problem is very similar I have models loaded from external file (.ive
exported from 3DSMAX using OSGExp) This file contain animation about 1200
frames. And in my program this animation is playing infinitely but i want to
play it
Hi Sanat,
On 27/04/10 0:46 , Sanat Talmaki wrote:
> I tried that and well so far so good. I ran the application and for quite
> long and
> didn't get that error. I'll crash test it again and hope that the problem's
> been
> solved.
>
> Assuming that this caused the bug to be fixed, can you tell
"daniele argiolas" writes:
> Hi,
> how can I retrieve the dimension of an OSG model loaded in the scene?
>
> I see that with getBound().radius() I can retrieve informations about the
> BoundingSphere.
>
> But I need also the three dimensions..
Hi Daniele,
Assuming that no transformation nodes e
Hi,
how can I retrieve the dimension of an OSG model loaded in the scene?
I see that with getBound().radius() I can retrieve informations about the
BoundingSphere.
But I need also the three dimensions..
Thanks!
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Hi Martins,
Am 27.04.10 22:27, schrieb Martins Innus:
> See Robert's response below in a thread entitled "setUpdateCallback
> fails under slave-camera"
Thanks! So the behaviour is intended. I can work around this.
cheers,
Stephan
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Hello everybody,
I am trying to run the osgviewerQT with the option --QOSGWidget .. it fails
to work. It however works without this option (using AdaptedWidget) . I
attached the backtrace when it crashed.. Can anybody see and help me
understand why this is failing . I am also going to attach the l
HI Suvajit,
The debig message is telling you that it's just reusing the
osgViewer::Scene object, not that it's not re-assigning the scene data
itself. The Scene object is a background class used to manage
multiple views sharing the same Scene.
As for the no visual changes, well are you calling f
Hi Tim,
As a general guide I would recommend picking the simplicist way to
implement a solution first and it perform fine then stick with it,
don't worry too much about performance. Times to worry about
performance are when you've already established a bottleneck through
testing and now need to a
It seems to be very interessting, we're waiting for looking at your work
Clement
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Hi,
I saw the code in 'OceanScen.cpp', that 5 cameras in
'osgOcean::OceanScen::_glarePasses' were used to render the glare effect.
But I saw the realization code in "water.frag" is just as bellow:
if(osgOcean_EnableGlare)
{
float lum = luminance(lumColor);
Hi,
I have attached a GUIEventHandler to osg::Viewer to refresh the model if the
content in the file has changed.
Like whenever refresh action is called I do the following:
osg::ref_ptr root = osgDB::readNodeFile("path_to_shp_file");
viewer->setSceneData(root.get());
I have to reread the sour
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