Hi,
I have quick demo program that basically needs to have two windows, one is an
OSG window and the other is a regular win32 window.
I create the win32 window in a new thread with a message loop
"while ( GetMessage( &msg, NULL, 0, 0 ) { ...}"
It works fine until the OSG window has started
Hello Per,
There is no such thing as noise for the OSG list, especially not when
it's so directly related to a project in the OSG ecosystem. It's totally
relevant and will be useful to someone else I'm sure. So I'm putting
this back on the list :-)
I didn't go from any pre-existing solution
Hello,
On 09/06/2012 06:45 PM, Rafa Gaitan wrote:
Catched! It was not in JNI, the problem was that in the Matrix
constructor I had the "a12" element repeated and setted in the "a13"
position! The example with the y-up orientation works as expected now.
Changes are checked in the repository.
W
Hey guys, I'm looking for some osgPPU example code demonstrating setting
up an osgPPU pipeline ONLY on an FBO texture. All of the examples in the
project currently--at least, as far as I can tell--appear to always use
the Viewer's Camera directly, which won't work for my use.
Futhermore, all of my
Hello.
First of all the SceneGraph that is created after i read the dae file
doesnt have any RigTransformSoftware node.
Does that mean the values in the vertex array in the rig geometry will stay
the same during the program execution (and they will never get the updated
value) ?
In order for me
Hi again :),
2012/9/6 Jan Ciger
> Hello,
>
> On Thu, Sep 6, 2012 at 5:37 PM, Rafa Gaitan wrote:
>
>>
>> Thank you, there is indeed a bug there :S. I was able to reproduce it. I
>> have also replicated it in native and it worked as expected, so something
>> is happening in the jni conversion pa
Hi Matthias,
I am using 10.7. Send me a link or a sample file to me off-list, and
I'll try it on my end. This file (
https://dl.dropbox.com/u/697565/greyscale_32bit.tif ) worked on my end.
I made a small patch to the imageio-plugin (
https://github.com/stmh/osg/commit/66efda74ebf3b289fa2d55866023
Hello,
On Thu, Sep 6, 2012 at 5:37 PM, Rafa Gaitan wrote:
>
> Thank you, there is indeed a bug there :S. I was able to reproduce it. I
> have also replicated it in native and it worked as expected, so something
> is happening in the jni conversion part. I'm debugging now and I will keep
> you i
Hi,
does it make sense to add a check in KeySwitchMatrixManipulator::handle()
method to avoid calling setByMatrix() if the selected manipulator is the
current manipulator?
Regards,
Gianni
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=49819#49819
Hi stephan,
Thanks for the reply. I thought already that I am the only one doing this.
Actually I have already the problem getting the byte information. Which OSX
Version are you using? Would it be possible to have a sample picture just to be
sure that we are talking about the same.
Cheers,
Hi Jan,
2012/9/6 Jan Ciger
> Hello Rafael,
>
> On Wed, Sep 5, 2012 at 11:29 PM, Rafa Gaitan wrote:
>
>> Hi Jan,
>>
>>
>>
>> Thank you, If it gives you any problem then send me the modified example
>> and I will try to reproduce it.
>>
>
> I have updated my code and the bug is still there.
>
> Yo
Hi,
Thank you for the quick answer.
I have changed my code using your advice by the following lines, but it
doesn't work yet.
int main ( int argc, char * argv[] )
{
osgViewer::Viewer viewer;
const std::string filename = "..\\data\\cessna.osg";
osg::ref_ptr model = osgDB::readNodeFile(filename)
Robert,
I don't revert the code. I moved the setInputRange block where you put
_eventQueue->frame( getFrameStamp()->getReferenceTime() );
What I don't see is if the block removal was intended or worked by accident on
most viewer and was unnoticed.
Regards,
-Fred
- Mail original -
De: "
Hi,
I have an OSG file contains a sequence of objects. I read this OSG file and
assigned to a transformation matrix.
Now I want to get back the sequence to the OSG::Sequence object from the
transformation matrix to control animation.
How can I get sequence and control the animaton?
Can you p
Hi I've used it and iirc it works just ok. I'm not used to slave cameras, but may be you are overwriting your slave camera output with viewer camera (which are without colormask)?You can check if it work with viewer.getCamera()->setColorMask(...) instead of using slave. Cheers. 06.09.2012, 15:08, "
Hi Fredric,
I made the changes to Viewer.cpp w.r.t generation of the frame event
to avoid a bug where the frame event would get the last frames X,Y,
button and key modifier settings rather than the current frames
settings, so I moved the frame generation till later.
I'm guess that the removal of
Well, restoring this block at the new frame call location fix the issue :
Index: src/osgViewer/Viewer.cpp
===
--- src/osgViewer/Viewer.cpp(revision 13092)
+++ src/osgViewer/Viewer.cpp(working copy)
@@ -797,6 +797,20 @@
Hi RigGeometry vertex\normal arrays updated according to animation when software rig transform implementation is used. Have a look at RigTransformSoftware::operator() source. If you set vertex position with setVertexAttribArray, it woudnt be updated, else if you set it with setVertexArray it would
Hi Robert,
rev 13092 is a change in osgViewer::Viewer only. Your comment was :
Moved the frame() event into the event traversal after then events and their
state have been accumulated.
In the end, this whole block disappeared :
if (_eventQueue.valid())
{
osgGA::GUIEventAdapter
Hello Rafael,
On Wed, Sep 5, 2012 at 11:29 PM, Rafa Gaitan wrote:
> Hi Jan,
>
>
> Thank you, If it gives you any problem then send me the modified example
> and I will try to reproduce it.
>
I have updated my code and the bug is still there.
You can get my modified example here:
https://dl.dro
Hi everybody,
I have a very basic problem and I think I'm doing something wrong
or, maybe, there is a bug.
I've been looking for older posts but I haven't found the solution to
my problem.
In the following program I use setColorMask and it doesn't affect
the rendering in anyway, am I missing som
Hello.
My task is to render an animated dae character with shaders.
I have created a simple vertex shader:
attribute vec4 position_attribute;
attribute vec4 color_attribute;
varying vec4 color;
void main(){
color = color_attribute;
gl_Position = gl_ModelViewProjectionMatrix * position_attribute
Hello Per,
I've used Maya2osg with Maya 2012 x64. I compiled the plugin myself though.
J-S
On 06/09/2012 3:22 AM, Per Nordqvist wrote:
Hi all,
I'm trying to find a working pipeline between osg 3.01 & Maya 2013.
I started with intermediate formats (3ds, flt, obj) but no joy,
material settings
Hi Frederic,
I've applied your fix to the CMakeLists.txt and installed FLTK on my
system and see the error with the camera manipulator. My guess there
is scale issue with the window coordinates and probably something is
missing from the example that should be passing on parameters to
osgViewer.
Hi Jordi Torres,
Thanks a lot for the nice help.
To day I did some experiments.
The AR library is giving pose matrix. Now I decomposed it into tans, rotation
and scale vectors. And checked with each one by matrix multiplication. I found
that the translation vector is irrelevant. I got transpo
jlouis2k4 wrote:
> Hello Robert,
>
> Thank you for that example. It works great when I use the QTabWidget instead
> of the QGridLayout. However there is a problem that the first node (In the
> first tab) Does not show when the program is run. I can open the other tabs
> and see the nodes in al
Hi Robert,
I was reported a problem in fgrun (the flightgear launcher) where camera
manipulation in the aircraft viewer is broken using OSG trunk, on Linux, but I
was able to reproduce it on Windows too. This video explain the problem :
http://youtu.be/xN1hTGte1EM
After bisecting, I found that
Hi David,
I can't recall all the options off the top of my head so with the help
of osgdem --help and grep I get:
$ osgdem --help | grep LOD
--LOD Create a LOD'd database.
--PagedLODCreate a PagedLOD'd database.
--subtile
-l Specify the number of PagedLOD levels t
Hi Koduri,
I forgot to mention in the previous post that I made video as background by
> making "GL_DEPTH_BUFFER_BIT". That is I used "
> _viewer->getCamera()->setClearMask(GL_DEPTH_BUFFER_BIT )".
>
>
> I have a look at the code of osgAnroidExample. But I am not able to find
> any specific info a
Hi all,
I'm trying to find a working pipeline between osg 3.01 & Maya 2013.
I started with intermediate formats (3ds, flt, obj) but no joy,
material settings are all messed up.
Now I am looking at the native osgMaya:
http://maya2osg.sourceforge.net/
but it only supports older version of Maya, i.e
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