Hi,
For building OSG with FFmpeg support you need to use the shared FFmpeg
git-728f86e 64-bit Shared
(Latest)http://ffmpeg.zeranoe.com/builds/win64/shared/ffmpeg-20120612-git-728f86e-win64-shared.7z
and dev FFmpeg git-728f86e 64-bit Dev
Hi Nav,
there is a historical reason why this forum exists at all. In short: nobody is
hindered to post questions on Stackoverflow or whereever else. However, the top
experts working and maintaining OSG are all using mailing lists. This forum
provides a seamless connection between the mailing
Hi Abhishek,
for the sake of goodness you are asked to post your solution in this thread.
This might help new people to find an answer before posting a question.
cheers,
art
Abhishek Bansal wrote:
Hi,
Okay guys the problem has been solved !!
thanx for approving my post in just 5 days
Thank you for being open to the idea of shifting to StackOverflow (SO). I did a
bit of searching, and was surprised to find that the idea was not new.
First, I found that SO already supports a feed. I clicked on this link
http://stackoverflow.com/feeds/tag?tagnames=openscenegraphsort=newest
and
Hi,
Yeah Sure !!
Actually previously i was using TexuredQuad which was not showing up any
textures when i used shader. I changed it to Box and it worked.
Thank you!
Cheers,
Abhishek
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Hi WeSee,
On 13 June 2012 05:17, We See alois.wis...@swiss-simtec.ch wrote:
My suggestion would be common for all plugins.
I can't see a plausible general purpose callback system for all
plugins, the loaders all target such different types for file formats
that they really have next to nothing
Hi Ethan,
It rather looks like you have an resolution issue with the texture,
it's so low that when the tiles a divided the sampling of the texture
results in the blocks - this is what you'd expect when you switch off
interpolation of the imagery. Please just use the defaults, you'll
tend to get
Thanks Robert, I appreciate the quick reply. I seem to have it working the way
I was hoping by removing the --no-interpolate-terrain flag and by also change
the osgdem src code to allow me to use NEAREST min and max filters so that my
index colors wouldn't be interpolated.
--
Hi,
I am doing a program to capture the screen of renderer model. I did it by
setting graphic context. Now I am getting image.
Now I am setting all these images to an array and then finally saving to the
disk. But I am getting only the last image. Here is the code
Code:
Hi,
I currently have an osg scene running that uses hardware skinning (via
osgAnimation) to animate some character models. Using these models as as the
shadow casters and a ground plane as the shadow receiver I've been trying
to test the various osgShadow implementations.
My issue is this:
Hi, Koduri
ImageDB[imgIdx]=sCapImage;
Seems like you storing pointer to same image in all array elements, you should
use either
ImageDB[imgIdx]= new osg::Image(sCapImage, osg::CopyOp::DEEP_COPY_ALL);
or
ImageDB[imgIdx]=
static_castosg::Image*(sCapImage-clone(osg::CopyOp::DEEP_COPY_ALL));
Hello Joseph,
On Wed, Jun 13, 2012 at 1:32 PM, Nav Joseph nk...@tatapowersed.com wrote:
Thank you for being open to the idea of shifting to StackOverflow (SO). I
did a bit of searching, and was surprised to find that the idea was not new.
First, I found that SO already supports a feed. I
You've really got two questions here.
Forst: Why are the two examples different? The answer: it's probably a mistake.
If they are both doing effectively the same thing, they should probably both set
data variance the same way.
The other question: What is the appropriate way to set data
Hi,
My model is at point 2 and I want to rotate it to face Point 1.
Point 1 = 30,30,30
Point 2 = 10, 10, 0
How can I calculate the respective angles between two locations?
I am familiar with makeRotate and makeLookAt but need the respective angles...
Thank you for help on this simple
Hin Dan,
Makerotate will compute a rotation from front vector P1 to front vector P2.
You can decompose the Quat after if you need the angles.
Regards,
Vincent.
Le 13/06/2012 17:29, dan marshal a écrit :
Hi,
My model is at point 2 and I want to rotate it to face Point 1.
Point 1 =
Hello.
I am glad to announce that Vincent.B has been so kind to help us moderating the
forum. He was granted the moderator rights, hence respect his desicions and
just be as nice as possible within our community :)
Best regards,
Art
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Hi osgText also can work with wstrings, you can use those. (like L"గౌతమి" )Cheers,Sergey. 11.06.2012, 15:54, "John Vidar Larring" larr...@weatherone.tv:Hi Vishma, First thing to check: Is the c++ file which contains this line of code: osgText::String* string = new osgText::String("గౌతమి",
Using Vincent's method, you don't need the angle.
If you do need the angle, you don't need OSG, as trigonometry provides a
solution: The dot product of two normalized vectors is the cosine of the angle
between them.
-Paul
On 6/13/2012 9:40 AM, Vincent Bourdier wrote:
Hin Dan,
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osgText::String textstr;
textstr.set(Value, osgText::String::ENCODING_UTF8);
text-setText(textstr);
2012/6/13 Sergey Polischuk pol...@yandex.ru:
Hi
osgText also can work with wstrings, you can use those. (like Lగౌతమి )
Cheers,
Sergey.
11.06.2012, 15:54, John Vidar Larring
To unsubscribe simply follow the link provided on all posts to the mailing list.
On 13 June 2012 18:56, Ulrich Witschass u...@geektech.de wrote:
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Now I'm thinking that I need to just create an instance of RenderStage, make it
a member of my custom camera class, set it up with the frame buffer objects and
attachments, then use it by adding a post draw callback to my custom camera
class (derived from osg::Camera) ... Comments on this
Hi Robert,
Per your request, I am following up on this as a reminder for you to look into
this and/or get the results of what you found.
Thanks,
James
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Hi, Garret,
Perhaps the reason for what happens is the part of code inherited from
StandardShadowMap which forces null Program on Shadow RTT rendering.
Perhaps osg::StateAttribute::PROTECT on your animation shader can do the
trick ? You may also try to comment that part and see if helps:
See
Hi Jan,
I hadn't meant creating extra hoops. The idea was that it'd be easier for
people looking for OSG answers to find it easily on the StackOverflow answering
framework, if everyone on the mailing list shifted to StackOverflow, and so
that the moderators of the OSG forum could be spared of
In Chapter 12's Adding Occluders to a complex scene example, in the 2010
version of the beginners guide of OSG, there's an occluder node which occludes
10 randomly generated quads.
The fps shown in the book is 40fps, when the 10 'massive quads' are fully
occluded and 11.57fps when not
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