Thanks..
But I am able to find this example.
The link i found is not working.
Can you plz post the link here?
Sorry for bothering again...
Thank you!
Cheers,
snehal
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Hi,
Ok. I did it like that. The same thing. Weird index values and bunch of
polygons. So i should search in render function?
Thank you!
Cheers,
Igor
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Hello Snehal,
I am new to both MFC and OSG. I am displaying the 3D point cloud in OSG. I want
to display this osg data in the window provided by the MFC.
Is there any way to do it? Please reply...
You can look in the OSG sources, there is an example called
osgViewerMFC. In general, if you wa
Hello Sanat,
However, both the spheres (1 and 2) have the same centre coordinates. When I
try the same thing using spheres that are bounds for the top-most PATNodes, I
again get the same result (i.e. centre coordinates are the same).
I find this confusing as both the nodes have different posi
Igor Lebedev wrote:
_indices is osg::PrimitiveSet, so it throws an error:
error C2676: binary '[' : 'osg::PrimitiveSet' does not define this operator or
a conversion to a type acceptable to the predefined operator
So i've got the wrong primitive set?
Not necessarily. What you have is the ba
Hi,
I'm having a scene with many osg::Nodes and i'm using the osgmanipulator
selection and dragger to select an object and then the dragger to drag the
object in the scene. I'm using the linesegmentintersector to check for the
intersections and then to move the objects around the scene.
I woul
Jason Daly wrote:
>
> Just to make sure you understand everything, some primitive sets include
> an index list, and others don't. You'll need to be sure you're
> accessing one of the DrawElements primitive sets to be able to get an
> index list.
>
> If you're sure your PrimitiveSet is a Draw
Rafa Gaitan wrote:
My first approach is trying to get all built, I've made some changes
into CMake for osgViewer, to not build if the system is not supported.
I know is not the best approach, but I thing that using
GraphicsWindowsEmbedded and using android sdk/ndk to create the
graphics context i
Hi, David,
David Wilson wrote:
Hi all,
First of all, thanks to the folks who built this library.
I'm building a 3D game engine based on osg::CompositeViewer featuring rather
larger worlds built using cubes. I've attached an image of what I'm trying to
create.
I was using ShapeDrawable for
Hi Jason,
>
> Hi, Rafa,
>
> Great to hear someone is working on Android!
>
> Just curious, how are you handling osgViewer? I tried to get an Android NDK
> build going with the crystax version as well, but I ran into a brick wall as
> soon as I got past osgUtil. I didn't have time to try and work
Igor Lebedev wrote:
Hi,
Okay...
I get indices like that:
_indices =
temp->asGroup()->getChild(0)->asGroup()->getChild(i)->asGeode()->getDrawable(0)->asGeometry()->getPrimitiveSet(0);
//temporary; data existence is checked; i know it's bad
and then
indices[i] = (int*)(*_indices).getDataPoint
Rafa Gaitan wrote:
Hi Robert,
I'm trying to build OSG with the android ndk (android-ndk-r4-crystax).
I have made some changes in the code to allow the build, but I think
recent changes in Texture.cpp have broken the build against
GLES/GLES2.
/Users/rgaitan/Projects/OSG/osg-trunk/src/osg/Textur
Hi everyone,
I am new to both MFC and OSG. I am displaying the 3D point cloud in OSG. I want
to display this osg data in the window provided by the MFC.
Is there any way to do it? Please reply...
...
Thank you!
Cheers,
Snehal
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Paul,
That did the trick. Thanks for the help.
I've programmed some OpenGl in the past, but yes, my knowledge/experience with
it is patchy. I own the Programming Guide, but was not aware of the online
book, so thanks for the link.
I've worked with blend functions before, but never heard of bl
Paul Martz wrote:
> It was posted here two weeks ago. Search the archives for the thread "osg
> course: oct 5-7, seattle, wa".
> -Paul
>
>
> ___
> osg-users mailing list
>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>
Hi all,
First of all, thanks to the folks who built this library.
I'm building a 3D game engine based on osg::CompositeViewer featuring rather
larger worlds built using cubes. I've attached an image of what I'm trying to
create.
I was using ShapeDrawable for the blocks until I read I would get
Hi,
Okay...
I get indices like that:
_indices =
temp->asGroup()->getChild(0)->asGroup()->getChild(i)->asGeode()->getDrawable(0)->asGeometry()->getPrimitiveSet(0);
//temporary; data existence is checked; i know it's bad
and then
indices[i] = (int*)(*_indices).getDataPointer(); //copy to 2-dime
Hi Robert,
I'm trying to build OSG with the android ndk (android-ndk-r4-crystax).
I have made some changes in the code to allow the build, but I think
recent changes in Texture.cpp have broken the build against
GLES/GLES2.
/Users/rgaitan/Projects/OSG/osg-trunk/src/osg/Texture.cpp: In member
func
Phil Fugue wrote:
Paul Martz wrote:
Have you considered setting BlendColor at the parent Group node and using one of
the blend function parameters that use constant color?
-Paul
Thanks for your response.
No I havent considered this. I dont understand how it will accomplish what I'm
look
Paul Martz wrote:
> Have you considered setting BlendColor at the parent Group node and using one
> of
> the blend function parameters that use constant color?
> -Paul
>
>
Thanks for your response.
No I havent considered this. I dont understand how it will accomplish what I'm
looking for.
Hi,
I am using osg in Python using the osgSWIG wrrappers. I have recently updated
to the latest osg (2.9.9) and updated osgSWIG appropriately. Anyway I have now
hit all the changes in osgAnimation and am trying to make my code work again.
Firstly I should say that a lot of bugs seems to have be
It was posted here two weeks ago. Search the archives for the thread "osg
course: oct 5-7, seattle, wa".
-Paul
David Glenn wrote:
Greetings!
I found out through the Khronos web site that there is going to be an Open
Scene Graph Corse offered in Seattle on Oct 5th-7th by Bob Kuehne.
Did a
Have you considered setting BlendColor at the parent Group node and using one of
the blend function parameters that use constant color?
-Paul
Phil Fugue wrote:
Hi,
I'm still fairly new to OSG and finding my way around. I have a little problem
that I need done very quickly, so hope someon
hi david,
thanks for the re-post - i *did* know about this. ;) i thought i posted a few
weeks back. if it didn't make it through everyone's filters, then here it
is again! two weeks remain for discounted pricing, and it'll be a good course.
we've given this course for a number of years, and it's f
Greetings!
I found out through the Khronos web site that there is going to be an Open
Scene Graph Corse offered in Seattle on Oct 5th-7th by Bob Kuehne.
Did anyone else knew about this?
...
D Glenn
D Glenn (a.k.a David Glenn) - Join the Navy and See the World ... from
Hi,
I'm still fairly new to OSG and finding my way around. I have a little problem
that I need done very quickly, so hope someone can help.
I'm trying to apply alpha to a group node so it affects all geometry under it
while preserving their other material properties.
I've loaded a .lwo model,
Hi Sanat -- I posted to osgBullet-users with a possible fix for your osgBullet
crash, but didn't see a reply from you. Did my suggestion resolve the issue you
were encountering?
-Paul
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Hi,
I tried the following code:
Code:
//BoundingSphere using computeBound()
osg::BoundingSphere bh1Sphere = backhoe1Group->computeBound();
osg::BoundingSphere bh1PATSphere = backhoe1PAT->computeBound();
//BoundingSpere using computeBound():
osg::BoundingSphere bh2Sphere
Hi,
Thank you Robert for replying so quick!
I appreciate it.
Cheers,
Boubacar from Mali, West Africa
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Hi,
I need to visualize points in 3D, whose positions are Gauss distributed. The
expected values and the standard deviations for each x, y and z coordinate are
given. So, how can I do that with OSG?
I could draw a sphere (using osg::SphereDrawable) with a fixed radius at the
center and another t
Hi Tugkan,
On Wed, Aug 18, 2010 at 10:39 AM, Tugkan Calapoglu wrote:
> Actually, draw always required more time than cull. If you look OSG
> examples, draw usually takes more time than cull. Now that draw reaches
> 16 ms border, this started to hurt us.
It is typical for cull to be shorted than
Thanks Robert!
I'm using quad buffer stereo and to enable or disable i have to create a new
graphic context. At the moment i trying to recreate a graphic context using the
following ops:
- remove my osgViewer::View instance from my osgViewer::CompositeViewer instance
- remove all osgGA event ha
Hi Robert,
our databases are for driving simulation and they are usually city
streets. We have been employing batching and occlusion culling with very
good results so far.
Extensive use of LOD's is problematic because
1- They actually reduce performance in most of the cases
2- The switching effe
Hi Tugkan,
On Wed, Aug 18, 2010 at 9:49 AM, Tugkan Calapoglu wrote:
> We observe that, as our databases grow, the performance requirement for
> draw thread grows faster than cull. In the long run, draw will be a
> serious limiting factor for us. So I wanted to see if we can take
> advantage of ha
Hi Robert,
thanks for the answer. Our scene graph is heavily optimized and there
doesn't seem to be any serious optimization possibilities. Maybe a few
percent improvement from here and there.
We observe that, as our databases grow, the performance requirement for
draw thread grows faster than cu
Hi Jasper,
It is possible to integration the OSG with an existing OpenGL context,
see the osgviewerSDL and osgviewerGLUT examples use of
GraphicsWindowEmbedded to do this.
If the 3rd party app is doing it's own OpenGL work then things get
more complicated as you'll need to make sure the OpenGL st
Hi Tugkan,
It only ever makes sense to parallelize draw dispatch when you have
multiple graphics cards and one context per graphics card. Trying to
add more threads than OpenGL/graphics card can handle will just stall
things and result in lower performance.
If your draw dispatch is overloaded th
Hi Andreas,
On Tue, Aug 17, 2010 at 4:54 PM, Andreas Roth
wrote:
> i want to enable and disable stereo in my application during runtime.
> Do i have to destroy the old graphic context and create a new one or is there
> an easier way?
It all depends on how you are doing stereo - anaglyphic and
i
Hi all, and thanks for your support so far.
We are using OpenSceneGraph for creating model views for a muscular-skeletal
simulation software package, which has worked really well so far.
We have had a number of inquiries if it would be possible to make this
modelview available to other external
Hi all,
we have a performance problem where the draw thread seems to be the
bottleneck. The target hw has 8 cores and a single GPU.
We already run cull and draw in parallel but parallelizing draw itself
would also help.
So I tried following setup:
2 windows
2 cameras (each on one window)
thread
Hi,
i want to enable and disable stereo in my application during runtime.
Do i have to destroy the old graphic context and create a new one or is there
an easier way?
Thank you!
Cheers,
Andreas
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Hi all,
has anyone successfully changed the default coordinate system of the new
(svn) osg manipulators?
I just want the camera to start up in the default OpenGL coordinate
frame: y-up, x-right, -z-forward.
I've been trying to set a CoordinateFrameCallback on trackball.
Firstly, it seems t
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