On 10/06/10 14:32 , Vivek Kumar Dwivedi wrote:
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Hi Serge,
I am looking into nathan.osg and osganimationtimeline and see that the
head diffuse should be animated. Is that correct? However, I don't see
that the diffuse value is being animated (checked the values).
Can you please confirm that this demo is supposed to work? I am using
svn of
Hi,
I have experienced the same problem, I test in 3ds Max2009/WindowsXP/Windows7,
it can popup the preview window, but error writing to file when exporting
.osg, and no respond when exporting .ive.
can anyone help?
...
Thank you!
Cheers,
Huan
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Hi,
i use osgshadow in osgart, the shadow map work fine. the model is standing on a
plane, shadow cast to the plane, the plane is attach to the pattern, what i
want is to make the plane invisible but the shadow remains, to make it looks
like shadow on the top of pattern. i try alpha blending
delete all osg*.dll and plugindir in system32
2010/6/10 Huan Wei kuta...@163.com:
Hi,
I have experienced the same problem, I test in 3ds
Max2009/WindowsXP/Windows7, it can popup the preview window, but error
writing to file when exporting .osg, and no respond when exporting .ive.
can
Hi,
I currently do a car sim program, and I encount a problem about heigh memory
CPU used when I add RTT camera:
I want add 3 back mirrors to the car, so I create 3 relative camera to render
the scene to a texture, and use root-addChild(mirror_camera) to bind camera to
root node, these mirror
Hi Manuel,
There isn't really enough code provided to pinpoint the problem. Odd
things are that you assign a ColorBinding to BIND_OVERALL but then
don't provide any colour array for it to get it's colour from.
Have a look the osggeometry example as it has a code segment that does
a line strip.
Hello,
I get the number of screens with the following lines:
_wsi = _gc-getWindowingSystemInterface();
std::cout Detected Screens: _wsi-getNumScreens() std::endl;
My question is: How can I define the screen which show me my viewer?
Cheers
Martin
looks in the traits for setup your viewer. osgcompositeviewer example shows
usage of traits
-Nick
2010/6/10 Martin Großer grosser.mar...@gmx.de
Hello,
I get the number of screens with the following lines:
_wsi = _gc-getWindowingSystemInterface();
std::cout Detected Screens:
Hi LittleG,
you can control the screen which OSG should use with the env variable
OSG_SCREEN screen number, beginning with 0
You could set this env variable in your software with putenv.
Thank you!
Cheers,
Torben
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Is there a way or a library to ray cast in OSG?
Thanks,
Nikhil.
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Hi Nikhil,
On Thu, Jun 10, 2010 at 11:33 AM, nikhil raprolu simha
r.nikhilsi...@gmail.com wrote:
Is there a way or a library to ray cast in OSG?
The OSG doesn't natively support ray casting of convention OpenGL
geometry. The osgVolume NodeKIt does ray casting of 3d textures on
the GPU but I
OK, this is what I've done. I've Subclassed osg::Camera::DrawCallback and read
from the texture in the operator() using osg::Image::readPixels, with an
applied FBO with the texture i want to read from attached. The retrieved value
seems to be correct. The callback object is set as final draw
Hi all,
thanks for your help so far. I tried the --machines (4 processes) switch
together with manually settting the split level to 5, but still no luck; some
parts of my DTM are not build.
Here is some more information:
OSG 2.8.3, VPB 0.9.10, OSX 10.6.3, Mac Pro 2.93 GHz Quad Core Xeon with 8
Hi Felix,
I don't know what is causing the stall, and can't really given the
information at hand. Building to level 7 isn't a big build, and
osgdem on it's own should be able to build this without a problem.
The best I can suggest is run a single osgdem run within a debugger
and see if you can
Hi Robert,
thanks, will try that and see what is going wrong.
Will post as soon as I have a clue what might be the problem.
Cheers,
Felix
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Hello,
Once again, for OSG questions please post to the OpenSceneGraph mailing
list (subscribe at
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
or on the Forum (http://forum.openscenegraph.org/). Please DO NOT send
e-mail personally to one of the members of the
Hi Michael,
It's been a long time since I've touched the ffmpeg plugin, but here is how it
was:
1/ when the video sound is being played, the video time is synchronized with
the audio player (this tries to keep the video tightly synchronized with the
audio track);
2/ when there is no video
Hi Martin,
I get the number of screens with the following lines:
_wsi = _gc-getWindowingSystemInterface();
std::cout Detected Screens: _wsi-getNumScreens() std::endl;
My question is: How can I define the screen which show me my viewer?
If you're creating your window yourself using
Hi weihuan,
i use osgshadow in osgart, the shadow map work fine. the model is standing on a
plane, shadow cast to the plane, the plane is attach to the pattern, what i
want is to make the plane invisible but the shadow remains, to make it looks
like shadow on the top of pattern. i try alpha
Hi,
Thanks Robert.
And @all sorry for being vague in my previous post.
I need to simulate range space of a sensor.
(or more clearly)
I need to cast rays from a point(cone like beam) recognizing obstacles .
Thanks,
nikhil
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Hi Nikhil,
I need to cast rays from a point(cone like beam) recognizing obstacles .
That's clearer. So what Robert said would probably work for you: look
into LineSegmentIntersector, enabling kd-trees, and the osgintersection
example in the OSG sources.
Hope this helps,
J-S
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Hi,
Could you exactly tell me what to add in the CMakeLists.txt? I am rather new to
Cmake as well as osg.
...
Thank you!
Cheers,
Vincent
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Hello Vincent,
Could you exactly tell me what to add in the CMakeLists.txt? I am rather new to
Cmake as well as osg.
Please do a bit of research on your side. A simple case-insensitive grep
(or find in files) for ffmpeg in the OSG source tree would tell you
what you need to know...
In
Hi,
I am also interested in getting OSG to work on the iPhone. If there is a
version that works on the iPhone, can someone point me in its direction?
Thank you!
Cheers,
Sean
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Hi, Skylark
thanks a million for your advice. i was using shadow map, shadow volume did not
work. one thing i was confuse, if i add an uniform bool varible to the scene
node, is it can indicate which fragment(pixel) belong to shadow caster object
or receiver object? maybe i just dont know that.
Hi,
On Tue, Jun 8, 2010 at 11:18 AM, Brad Acree brad.d.ac...@lmco.com wrote:
When I export to IVE it crashes max, however when I export to osg it says
“error writing to file”. The two machines are of similar hardware, but the
second is slightly newer. Both machines are running windows Xp
Hi,
I checked my computer for those files you mentioned, but I could not find any
of the files you mentioned in my sys32 file. Any other ideas?
...
Thank you!
Cheers,
Brad
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Hi,
anyone has any other information about this problem?
Thank you!
Cheers,
Dario
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Hi,
I am still a newbie and I'm lost. :(
I am using OpenSceneGraph 2.9.7 with MS VS 2005 on Windows 7. I am trying
perform the demos in osgOcean. I was able to build OSG 2.9.7 and osgOcean.
But I am having troubles reading png and tiff files. (Cannot find plugin
message). I Have
Hello Adam,
Reading your message, it seems to me that you don't have a clear idea of
what you need to do to get to your desired goal. Key phrases like
obtain ... from somewhere and somehow cram... scream to me that you
need to understand a bit more instead of just going from one site to
J-S,
You are correct. Other than getting my osgOcean demo to work, I am not clear
on what I need to do. I only have a vague idea of the build environment and
can generally get things to work by tinkering(hacking). This, fueled by a
lack of patience on my part always ends in frustration and
Hi , I havent check the example of integration linked to Qt yet but I am
usingOsg embedded n Qt since a long time . A solution that work fine is to
create your own class that extend from QGLWidget qnd has a member
osgViewer::Viewer, then you add a timer who is connected to the signal
Hello again Adam,
I need to take the extra time to understand what I am doing.
Just a note: it usually takes less time when you take it step by step
and make sure you're doing it right, than when you just try tinkering
until you get it right. This is true for anything, and I also have to
its normal that when you set an osg::Group as the SceneData that when you add a
child the viewer is notify and update the graphic, imaging that you have to
create 1000 of objects, if you have to recreate a a root and set it to the
viewer each time its a pain... , for the detail you can lok
J-S,
Will definitely let you know! :D I am working on it as we speak. Thanks
again and stay tuned
Cheers,
Adam
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Try to use the function grabMouse() in the construstor of your viewer.
Cheers,
Thomas
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Hi,
i solved it by remove myosgroot\bin\osgPlugins-2.8.3 from the path
environment variable, or you can add yourOSGExproot\bin to the path, make
sure it is in front of myosgroot\bin\osgPlugins-2.8.3, you can check these 2
folder, they have same name dlls, might be the reason cause conflict.
Hi, Skylark
thank you for the detailed explanation. i'll try it.
...
Thank you!
Cheers,
Huan
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Hi, I have a problem with textures: my textures have sizes that are not power
of two, and I don't want OSG to rescale them.
OSG show me a message like:
Scalling image '...' from (200x200) to (256x256)
although I'm calling the function texture-setResizeNonPowerOfTwoHint(false);
The code I'm
On 11/06/10 15:13 , Manuel Garea wrote:
Hi, I have a problem with textures: my textures have sizes that are not power
of two,
and I don't want OSG to rescale them.
OSG show me a message like:
Scalling image '...' from (200x200) to (256x256)
although I'm calling the function
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