Hi Mikhail,
I'm not the original author of osgManipulator, and alas, the original
author hasn't contributed since submitting, so it's now down the us to
maintain it. I did some updates to it last year to fix some issue,
but can't claim to be an expert and certainly can't off the top of my
head ma
Hi Abhishek,
The VPB svn/trunk fixes this issue. As Chris says these defines were
once provided but then were deprecated so we had to update our sources
to handle this.
Robert.
On Tue, May 24, 2011 at 7:19 PM, abhishek agarwal
wrote:
> Hi,
> i'm new @ vpb..
> i was trying to install vpb0.9.10
Hi,
I have discovered some problems with osgManipulator::Constraint such as
methods which will never called:
bool constrain(TranslateInLineCommand& command) const
bool constrain(TranslateInPlaneCommand& command) const
bool constrain(Scale1DCommand& command) const
bool constrain(Scale2DCommand&
Thanks for the fixes. Changes are now committed to svn trunk.
About the second issue, it seems a much complicated piece of code
for what it's doing. I suggest this lighter and cleaner alternative
instead of a template with three different typename parameters and the
huge expression with four s
The changes to osgpreview.cpp are for the first issue, while the changes to
utility.h are for the second way of solving the second issue.
Ryan
On Tue, May 24, 2011 at 12:59 PM, Javier Taibo wrote:
> Hi Ryan,
>
> Thank you for the patches. Can you send the whole files instead of
> patches, plea
On 5/24/2011 12:19 PM, abhishek agarwal wrote:
> Hi,
> i'm new @ vpb..
> i was trying to install vpb0.9.10 on ubuntu10.10
> when i make then it shows following errors
> /home/abhishek/VirtualPlanetBuilder/src/vpb/PropertyFile.cpp: In constructor
> ‘vpb::FileProxy::FileProxy(const std::string&)’:
>
Hi,
i'm new @ vpb..
i was trying to install vpb0.9.10 on ubuntu10.10
when i make then it shows following errors
>>>
bhishek@abhishek-T12Eg:~/VirtualPlanetBuilder$ make
Scanning dependencies of target vpb
[ 3%] Building CXX object src/vpb/CMakeFiles/vpb.dir/BuildLog.o
[ 6%] Buildi
Hello
Is there a way to use an extended GLWidget managed by GraphicsWindowQt together
within a custom traits?
Just overwriting GLWidget and give its instance as a parameter to the
GraphicsWindowQt constructor does not work out.
I did following nasty Workaround, but maybe there is a nicer way.
Hi Ryan -- I just wanted to alert you that the 2.8 branch now contains some
changes that will likely break the wrappers: Texture2DMultisample support
(you'll probably need to add support for this new StateAttribute) and some
changes to osgText. If you could provide updated wrappers, that would b
Hi Ryan,
Thank you for the patches. Can you send the whole files instead of
patches, please? You can zip all files together to make it easy.
Thank you!
Best Regards,
On Tue, May 24, 2011 at 7:28 PM, Ryan Pavlik wrote:
> Hello all,
> I've attached small patches to two issues I've foun
Hello all,
I've attached small patches to two issues I've found with Maya2OSG.
One allows it to build successfully with the current 2.8 branch - there are
some manipulators not available in this branch so we just disable them by
checking the osg version.
The other issue was ambiguity in calling
mrohn wrote:
> Hi,
>
> now we discovered that the fps drop down is related to the two sided
> lightning. If we disable the support for the two sided lightning we have the
> expected performance.
>
> But this is not a really good solution for us.
>
> Is there any assumption why this happens?
>
yes this is what i have done +
setting the actual node mask to 0x0 but i was thinking that there is a better
method
anyway thanks for your help
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On 5/24/2011 9:28 AM, issam boughanmi wrote:
> so basicaly i want to replace the models at runtime
> i have a node callback visitor that traverse a loaded model
> and in certains conditions replace the child nodes with something like this :
> osg::Node* _node = findNode("test");
> _Node = osgDB::
Hi,
so basicaly i want to replace the models at runtime
i have a node callback visitor that traverse a loaded model
and in certains conditions replace the child nodes with something like this :
osg::Node* _node = findNode("test");
_Node = osgDB::readNodeFile("myfile.ive");
but this h
On 5/22/2011 2:49 PM, Paul Martz wrote:
Hi all -- I've recently backported the Texture2DMultisample support to the 2.8
branch and was wondering if anyone had any simple test code they could share
that tests the functionality?
A re-post: I'd really appreciate community help to get the 2.8.5 rele
Thanks a lot .
testing
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On Mon, 2011-05-23 at 19:02 +0200, daniele argiolas wrote:
> Hi,
> is there a way to put a semitransparent image in a widget?
>
> I build my widget as:
>
>
> Code:
>
> widget = new osgWidget::Widget(imageSrc,notifySize[0],notifySize[1]);
> widget->setColor(1.0,1.0,1.0,1.0);
> widget->set
On Mon, 2011-05-23 at 19:02 +0200, daniele argiolas wrote:
> Hi,
> is there a way to put a semitransparent image in a widget?
>
> I build my widget as:
>
>
> Code:
>
> widget = new osgWidget::Widget(imageSrc,notifySize[0],notifySize[1]);
> widget->setColor(1.0,1.0,1.0,1.0);
> widget->set
I have been plugging away at this script and have a much better version now.
See attached. It works well for my simple tests - but I don't have many example
models to try.
Animations are supported as well as textures (either image or generated). It
does not support animated materials like the o
Hi,
I removed the "manual" call to readPixel and now... it works!
Thank you very much.
Cheers,
Giulio
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Yes, but I meant that you could load your VPB model as usual, but use
osgEarth just to render just the buildings and features.
Glenn Waldron / Pelican Mapping / @glennwaldron
On Mon, May 23, 2011 at 11:56 PM, Vijeesh Theningaledathil <
vije...@nal.res.in> wrote:
> Hi Glenn Waldron
>
> But will
Hi,
I need to save an osg/ive file using 4 components for vertex positions (x y z
and 1.0 for w). I need this so the texgen planes work correctly (if I omit w,
for some strange reason, the texture gen planes no longer apply correctly).
The problem now is that the matrix transform is no longer
Hi,
On 20/05/11 12:27, Giulio De Vecchi wrote:
Hi all,
I have a viewer from wihch i take some snapshot. The code is something like
this:
r_Viewer = new osgViewer::Viewer();
r_Viewer->setSceneData(p_RootNode);
p_hWND = reinterpret_cast (wnd);
osg::ref_ptr traits = new
osg::GraphicsContext
Thanks for the replay.
It doesn't work for me. It seems that there are some side effects: when I add
the slave camera the screenshot from the main camera stop to work.
I tried also with a composite viewer but... no: it doesn't work.
Anyway: thanks fot the suggestion. I'll study more carefully the
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