Hi,
is the image coming from the GPU? If so, you can let OpenGL convert it
for you on the way to CPU if you don't mind too much about transfer
speed. Also, double check the image writing code if a certain format
does not support BGRA.
jp
On 01/11/2011 02:40, Blake Mason wrote:
I have a
Hi Ryan,
On 31/10/2011 23:48, Ryan Pavlik wrote:
My workflow for simple applications is: Create/find models in Google
SketchUp (the 3D warehouse is very useful). Export to OSG -
https://github.com/rpavlik/sketchupToOSG - this works even with the free
SketchUp by automating the export to
Hi All,
Thanks for the feedback so far, keep it coming.
Forgot to mention, we use cdash as well, this is invaluable for me
when we are converging towards a release so it's a service we'll want
to maintain.
Robert.
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Hi Paul,
On Mon, Oct 31, 2011 at 4:39 PM, Paul Palumbo paul1...@yahoo.com wrote:
If I have a node with a SetSet attribute set to OVERRIDE and then have a
child node also set to OVERRIDE on the same attribute, what would the
attribute value be on the child? Is it the parent node's attribute
Hi Blake,
There isn't a convenience method built into osg::Image to do this, but
you could easily use gluScaleImage to convert the data. The new
inbuilt glu lib within the OSG-3.x has the ability to work without a
graphics context, this is enabled by passing in a PixelStorageModes
structure in
Hi Nico,
I'm also working with Qt as UI framework with OSG as a 3d renderer.
Have you successed to use another threading model than SingleThreaded ?
Thank you!
Cheers,
Aurelien
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43664#43664
Robert,
We have been using github for the osgEarth project and we're happy with it.
Here are some pros:
Github's pull-request system is nice (as a replacement for the
osg-submissions process). You can do your diff analysis right in the
browser. Here's an example: http://goo.gl/KacWp
The
Hi,
I want to make a Geometry to a RigGeometry and give them an InfluenceMap.
At first I create the InfluenceMap.
Code:
struct AddHelperBone : public osg::NodeVisitor
{
::osgAnimation::Skeleton* Skeleton;
AddHelperBone() :
Hi Glenn,
On Tue, Nov 1, 2011 at 11:58 AM, Glenn Waldron gwald...@gmail.com wrote:
Here are some pros:
Github's pull-request system is nice (as a replacement for the
osg-submissions process). You can do your diff analysis right in the
browser. Here's an example: http://goo.gl/KacWp
Thanks
On Tue, Nov 1, 2011 at 9:49 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Hi Glenn,
On Tue, Nov 1, 2011 at 11:58 AM, Glenn Waldron gwald...@gmail.com wrote:
Here are some pros:
Github's pull-request system is nice (as a replacement for the
osg-submissions process). You can do your
Thank you for the suggestions. The problem with writing my own frame loop (I
already have done that) is that I run into another strange issue with the
positioning of the graphics window.
I am not familiar with using custom visitors. I have already spent too much
time on this so may not have
Hi Thomas,
On Tue, Nov 1, 2011 at 3:22 PM, Thomas Lerman osgfo...@tevs.eu wrote:
Thank you for the suggestions. The problem with writing my own frame loop (I
already have done that) is that I run into another strange issue with the
positioning of the graphics window.
You have the access to
Yeah, I have been looking at the source code quite a bit lately trying to get
these things to work. I am not really sure what your are saying about the
following method:
Code:
int Viewer::run()
{
if (!getCameraManipulator() getCamera()-getAllowEventFocus())
{
I actually did check the png writing code and it supports BGRA as of OSG
3.0, however I have to support OSG 2.8 also, which does not have that
pixel format yet. I did try acquiring the image from the GPU using
GL_RGB but could not get it to work, so I stuck with how
osgscreencapture did it.
Hi,
I have two pictures where you can see the difference.
RigGeometry (normal)
[Image: http://s7.directupload.net/images/01/temp/iahp6pb2.png ]
(http://s7.directupload.net/file/d/2695/iahp6pb2_png.htm)
RigGeometry with InfluenceMap
[Image:
On 11/01/2011 12:17 PM, Thomas Lerman wrote:
Yeah, I have been looking at the source code quite a bit lately trying to get
these things to work. I am not really sure what your are saying about the
following method:
Code:
int Viewer::run()
{
if (!getCameraManipulator()
Greetings!
The biggest issue that I have had with tools outside of Creator is Hierarchy!
In simulation, you need to be able to control the model by using switching,
level of detail, etc.
I haven't seen that much in open source that addresses that issue! I'm not sure
if they have addressed
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