[osg-users] [osgPlugins] bus error when reading PNG data from stream for new plugin

2010-10-10 Thread Thomas Dickerson
I'm working on extending the bsp plugin to support the .dif (Dynamix Interior Format) used by Torque Game Engine and its successors. I am attempting to read the png lightmaps from the file stream, using the following code: Code: osg::ref_ptr reader = osgDB::Registry::instance()->getReaderWrite

[osg-users] Bounding box isue

2010-10-10 Thread Sajjad
Hello forum, I have created a heightmap from a texture and then get the bounding sphere of it. then i instantiated a bounding box and expanded it to contain the bounding box. Now if i scale the heightmap uniformly do i have retrieve the bounding sphere again and re-initialize the bounding box a

Re: [osg-users] render a node last

2010-10-10 Thread Trajce (Nick) Nikolov
Hi Lucie, you can add the node you want to draw last under new camera,and set the render order to big number (see Camera::setRenderOrder). You would then need to sync the new camera matrices with the main camera (probably via update callback). This is how I did it and it works -Nick On Fri, Oct

Re: [osg-users] Real-Time geometry editing - changing positions

2010-10-10 Thread Jean-Sébastien Guay
Hello Simon, Calling the "setVertexArray" every frame, however, brings the frame rate down dramatically, which isn't very acceptable. Is there a way to change vertices' positions in real time more effectively? This is an FAQ. Searching the list archives would have turned up many threads wher

[osg-users] Real-Time geometry editing - changing positions

2010-10-10 Thread Simon Kolciter
Hi, so basically I have this problem: I have an OSG program that is supposed to edit a 3D model (only positions of vertices) in real time. Right now I have this code: Graphic initialization function: { ... ref_ptr mesh = new Geometry(); mesh->setVertexArray(vertices); // Pre-computed Vec3Array