hi in order to display a rectangle roi over the 3d scene i use the example
provided in osg hud. however before drawing the roi i press a toggle selection
button which gets the stateset of the main camera as given below
Code:
osg::StateSet *stateSet = osg_viewer->getCamera()->getOrCreateStateSe
Hello dear OSG users,
Let's follow up on this thread, before I make another release of
cppintrospection, in order to package it in Debian! (and other
operating systems)
2011/3/15 Mike Wozniewski :
> In the meantime, there hasn't been a stable tag made for osgIntrospection in
> the svn. In order t
Hi Chris,
First of all, I have to commend you on all the work you've put into
doing this. You obviously put a lot of thought and research into your
problem, and explored multiple avenues before posting, which I have to
admire!
I've personally never needed more than the 8 light sources the fi
Hi Gordon,
I hope those puns were intended, in any case, they brightened my day ;)
I did search the archives and found one reference to the osgmanylights
tutorial, but unfortunately it is no longer on the site that it was
linked to, does anyone have a copy of that tutorial lying around in
their a
what can i do? ive always a crash?
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I created two new classes: ClipNodeReused inherited from ClipNode, and
ClipPlaneReused from ClipPlane (basically just overriding
apply(osg::State&)). These classes enable me to reuse the OpenGL clipping
planes so that I can do more than the graphics hardware limit of 6-8
clipping planes. This
Hi Guys
Thanks for the speedy replies, yes seems like using the same model view
matrix for the osg camera and then ensuring I reapplied the originals the
next time round. They were only getting applied on setup by the original app
then being read back from OpenGL before being applied again so thin
Hi Nick,
I am back :) ... this time from macedonia .. have you missed me??
Welcome back!
J-S
--
__
Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
http://white
Hi Thomas,
The OSG's cull traversal requires information about the viewport,
projecton and view matrices, and the draw traversals use this data in
the draw traversal, so you have to pass them in via the setting of
appropriate OSG data structures like osg::Camera. Applying viewports,
projectio
You could use an implicit constructor, e.g.
template
class Value {
Value(T);
Value(const Value&);
};
class Value;
template
void addMeta(const std::string&, const Value& v) {
Value* localcopy = new Value(v);
}
so the function call:
addMeta("myMeta", 5);
is implicitly converted to:
addMe
hello community,
I am back :) ... this time from macedonia .. have you missed me??
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Nick
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On 4/18/2011 8:19 AM, Thomas Hogarth wrote:
> I'm currently working on added some osg functionality to an existing opengl
> es app. The
> application already applies all the relavent matrix and viewport information.
> I was
> wondering if there was a simple way to just draw my osg viewer but wit
Hi All
I'm currently working on added some osg functionality to an existing opengl
es app. The application already applies all the relavent matrix and
viewport information. I was wondering if there was a simple way to just
draw my osg viewer but without applying any matrix or viewports to the
cur
Hi,
It works!
Thank you!
Cheers,
Lv
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Hi Ankur,
On Sat, Apr 16, 2011 at 10:40 AM, Ankur Gandhi wrote:
> You are right. both are quire different. I ported OSG over OpenGL ES 2.0 and
> everything is behaving in different way. I guess I almost need to rewrite my
> OpenGL application. Also i think i need to go through ShaderGen to unde
Hi all,
Just wanted to let you know that I recently added the first community
news item since 2009. :-)
http://www.openscenegraph.org/projects/osg/blog/Remo3Dv2.1
It would be nice if that section was more active, always fun to know
what happens with OSG-related projects and products.
Regard
HI Ankur,
osgUtil::ShaderGen was written for GL2 rather than GLES2, and we've
just quickly used this class as a fallback to provide some basic
fallback functionality, it's certainly not a ideal solution for GLES2
or able to cope with all fixed function state.
I'm not personally working on updatin
Hi JS,
About other serializers (Collada, FBX...), I guess it would be nice using the
OSG serialization (as you say), or a default/fallback one.
Sukender
PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/
- "Jean-Sébastien Guay" a écrit :
> Hi Sukender,
>
> > Act
Hi, Guarav
This could be driver issue, try latest drivers or google :)
Cheers,
Sergey.
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Hi,
On 18/04/11 08:26, sun qi wrote:
Hi,all
I was trying to save a render-to-texture image file many ways, however, failed
each time.
when i attach texture to camera.it works fine.
but i attach image to camera. it doesn't work right.
I saved the image data to .jpg, .png, .bmp format . but when
You could use a pbuffer instead of a window. See the osgscreencapture
example's pbuffer options.
jp
On 16/04/11 00:46, Matthias Asselborn wrote:
Hi,
i want to render a loaded scene into an image.
i dont want to see any viewer windows.
I have tried to realize it with osg::Viewer, but after t
Hi,all
I was trying to save a render-to-texture image file many ways, however, failed
each time.
when i attach texture to camera.it works fine.
but i attach image to camera. it doesn't work right.
I saved the image data to .jpg, .png, .bmp format . but when i double-click the
saved image file, t
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