Hi Ricky,
I'm not sure how to answer your question because I'm not sure what
your actually asking as you mixed various different concepts up.
The osgGA camera manipulators automatically center on scenes that are
loaded by taking the center and radius of the bounding sphere of the
loaded model.
Hi Jim,
Jim Brooks writes:
Problem is that the visitor finds a Group node
not a matrix/transform node (from an .ac file).
A MatrixTransform is a Group. You can get it with dynamic_cast if that
node is truly your transform node.
--
Alberto
___
Hi All,
I'm working on a sw that needs to fill up some 300k of vertices into an osg
model, and it needs to do it AFAP.
Currently I'm using push_back - which should have been named 'drawback'.
What can I do ?
:?
Thank you!
Cheers,
Nir
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great work!
i just checked out a copy, tried to build Iphone_project but there's a
compiling error.
It seems that files under Libraries have incorrect references, those names are
red.
am I doing this in the right way?
I'm using xcode 3.2.2 with sdk 4.0
expecting for your reply, thanks :)
Hi,
My question is probably basic, but I didn't find the solution. So I come to you
for an explanation, please...
I use a osg::Vec3Array* object.
Concretely, in my application, I call :
osg::Vec3Array* vertex = dynamic_castosg::Vec3Array*(geom-getVertexArray());
to get the array of vertices (I
Nir Putter writes:
Hi All,
I'm working on a sw that needs to fill up some 300k of vertices into an osg
model, and it needs to do it AFAP.
Currently I'm using push_back - which should have been named 'drawback'.
What can I do ?
If you know that your vector is long enough, you can directly
Mathieu Rgn writes:
I use a osg::Vec3Array* object.
Concretely, in my application, I call :
osg::Vec3Array* vertex =
dynamic_castosg::Vec3Array*(geom-getVertexArray());
to get the array of vertices (I want to draw triangles implied by an
intresection with a ray).
If I want to get the 3
Hi,
I would like to know if there is a reason why the boolean parameters
_automaticSetup is missing in the serializer for osgParticle::ParticleEffect
I have particle effects that I want to build on my own and use the value stored
in osgParticle::Placer/Shooter/Counter, but they seem to be
Hi Nir,
All the osg::Array subclasses use std::vector so you have all the
usual std::vector methods for allocating space - resize and reserve,
and assigning vectors.
Robert.
On Sun, Jul 11, 2010 at 12:25 PM, Nir Putter nirput...@walla.com wrote:
Hi All,
I'm working on a sw that needs to fill
Hello:
I am trying to compile osg 2.8.3 in an iMac OSX 10.6.4 Snow leopard,
cmake 2.6-4. I have the GAL framework that came with QGis (
http://www.kyngchaos.com/software:qgis ) and also a more recent
version I compiled from source and installed to conventional UNIX
/usr/local subdir.
It compiles
Hello,
I've been working in osgCal and cal3d for a few weeks now and one thing I would
like to see in osgAnimation is the capability to control a bone during a cycle
animation. Specifically, I want to be able to control where a head is looking
while an idle animation is playing. I don't think
Hi,
I have a working osgVolume used in my program - I use it as a preliminary
visualization. Since it has only 1D transfer function support, and does not
combine with polygonal models, in later stage I replace it with
isosurface+polygonal model.
My version is basically a simplified osgVolume
Hi,
Am 12.07.10 16:46, schrieb Alejandro Aguilar Sierra:
Why it is trying to compile for PPC in an Intel architecture?
osg tries to build universal libs on mac os x. Set
CMAKE_OSX_ARCHITECTURES according to your needs and do a recompile.
cheers,
Stephan
Hi Michele,
In osgAnimation a Bone inherit from MatrixTransform so a way to do it
run a visitor that will check the matrix of your Bone. Another way could
be to add a Custom callback to your bone that will do something on your
Bone. I have not tried yet but I guess both way should work.
Cheers,
Hello,
I'm just curious as to the state of the 3dsmax exporter. If there is anything
that you need help with I'd be interested in getting involved.
-Michele
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http://forum.openscenegraph.org/viewtopic.php?p=29933#29933
Robert,
After running osgdem in the debugger, it is crashing in gdalrasterband.cpp
where an integer divide by zero is happening. Tracing up further, it appears
that in the method SourceData::readImage(...) in SourceData.cpp, the
variable destWidth is coming in as zero. Interestingly, the first
That works, thank you!
Now it stops at osgdb_qt, complaining about Movie not defined
[ 97%] Built target osgdb_imageio
[ 98%] Building CXX object
src/osgPlugins/quicktime/CMakeFiles/osgdb_qt.dir/MovieData.cpp.o
In file included from
All,
I have an application that does off screen rendering on Windows using
OSG 2.6 to capture screen shots... We had the need to do 10's of 1000s
of runs. Unfortunately (on our initial attempt) we were not able to get
even a 1,000 runs because of a memory leak. We exhaustively searched
our
Greetings All!
I hate to come up with another stupid one, but I've been banging my head with
this one!
One of the displays I doing has an ellipsoid globe appearing and above that, I
have some Overlay lines (what we call MOA lines) or marker lines. I have them
drawn above the globe and from a
Hi,
if you are compiling against 64bit, then you can't use the
quicktime-plugin, as quicktime is 32bit only. Set
OSG_DEFAULT_IMAGE_PLUGIN_FOR_OSX to imageio and try a recompile.
cheers,
Stephan
Am 12.07.10 20:20, schrieb Alejandro Aguilar Sierra:
That works, thank you!
Now it stops at
I would concur. This looks like a bug to me. Also the line
text-setAxisAlignment( (_orientation==HORIZONTAL) ? osgText::Text::XY_PLANE :
osgText::Text::XZ_PLANE );
Seems to be a workaround to the problem created by the wrong axis of rotation.
I can't imagine why you would want a horizontal
Hi everyone, it's me again.
I've managed to get everything right a few days ago, I was just missing a
viewer.realize() command! Now I can check that all of my matrices are ok, the
values are what they were supposed to be. However, the world coordinates I'm
getting after all the math are a bit
Greetings!
I Don't know if this is just a side project or something more serious, but when
I worked at Playnet I used a package from RAD tools called Granny2 (now called
Granny 3D). This was OpenGL based so I know it can be added to OSG.
This is a professional tool that uses 3D Studio Max for
Hi,
Am 11.07.10 17:40, schrieb Leen Monny:
great work!
i just checked out a copy, tried to build Iphone_project but there's a
compiling error.
It seems that files under Libraries have incorrect references, those names
are red.
am I doing this in the right way?
unfortunately the
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
On 07/12/2010 05:30 PM, Michele Olsen wrote:
Hello,
I've been working in osgCal and cal3d for a few weeks now and one
thing I would like to see in osgAnimation is the capability to
control a bone during a cycle animation. Specifically, I want to
Fantasic!
Now all we need is some way to do OSG in Android! Grin!
...
Cheers,
D Glenn
D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from your
Desk!
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I have recently implemented VRJuggler on my system to supplement OSG. However,
when running the sample application of VRJuggler OsgNav using an osg model with
particle effects the particles don't appear. I know this is an openscenegraph
and not a VRJuggler forum, but I also know there are a
Hi Sebastian,
On 1/07/10 20:49 , Ulrich Hertlein wrote:
The code is still compiling but isn't terribly well exercised or tested. I
can post a
copy if you're interested.
That would be nice, I guess the only change is inside osg::Object while the
additional
classes for Property and
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