Hi,
I am trying to make an animation to one model. What I want is to rotate the
model around its own axis and also to translate (rotation again) around
another pivot point, like Earth movements. I can achieve both movements
separately, but I dont know how to make both animations work at the
hi,everyone here
i have built OSG for Android and complie the example osgAndroidExampleGLES1.I
load a earth model it runs sucessfully.But it crashed unexpected.Log as showed
follow:
10-25 15:57:03.710: INFO/DEBUG(1732): *** *** *** *** *** *** *** *** *** ***
*** *** *** *** *** ***
10-25
Hi.
I get the following error when try to access the forum:
phpBB : Critical Error
Could not connect to the database
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Hi Shawl,
On 19 October 2012 06:52, wh_xiexing wh_xiex...@sina.com wrote:
i am newbie . my question is , i have a group which contains a lot
a gode. in order to speed the rendering . i don't know whether i need to
write a cull callback . or do nothing and let the osg system do the
HI Micahel,
Are you talking about the following code in Viewer::eventTraversal()
that responds to the osgGA::GUIEventAdapter::CLOSE_WINDOW event?
for(itr = gw_events.begin();
itr != gw_events.end();
++itr)
{
Hi Joe,
I can't say what might be wrong with the implementation you are using
given the details provided. In general sharing and cloning the scene
graph is easy and well established - it's been supported for a decade
now, so in principle trying to do what you are doing should be
possible.
Hi Peterakos,
On 19 October 2012 17:02, Peterakos hay...@gmail.com wrote:
What osgFX::Registry::Proxy proxy(new MyEffect); does ?
Couldnt find any reference anywhere. i see it is used in predefined Effects
like Outline.
The Proxy will be a static object that is constructed at start up that
Hi Michael,
On 20 October 2012 09:59, michael kapelko korn...@gmail.com wrote:
Does OSG have some sort of material files that can be applied to the same
mesh?
So far I've looked into osgt files and they store both mesh and
material inside one file.
The OSG doesn't have a specific material
Hi Chirstoph,
I'm surprised by you not getting any replies, guess everyone has been
busy, or perhaps confused by what you are after.
It sounds like to me you just need to use the OSG's standard
multi-texturing support, the OSG will manage handling of OpenGL
versions/extensions for you so you
Hi Toben,
On 19 October 2012 22:56, Torben Dannhauer tor...@dannhauer.info wrote:
What is the current status of this issue?
Currently I'm working with openthreads and learn a lot, but as the
threadstartedreported,
the application crashes more or less frequently if I use the notify macro
Hi Kristofer,
On 19 October 2012 13:17, Kristofer Tingdahl
kristofer.tingd...@dgbes.com wrote:
I am trying to get a Dragger on my HUD display, but I am not able to
manipulate it at all. If I add it the identical dragger to the normal scene,
it works as expected. Any insight in this is
Hi Auelien,
When you say input, is it simply that you want to initialize the
contents of the Camera 2's colour and depth buffers with the Camera
1's colour and depth buffers?
If so then one would typically just render the quad with the Camera 1
colour and depth buffers attached as textures and
HI Peter,
I'm afraid I've not got enough time available to look into this
problem right now, hopefully others can dive in. My suspicision is
that due to nuermical precision issues on constructing the linesegment
and/or intersecting this with the bonding volumes or meshes you aren't
always
Hi Aurelien,
Writing custom cull visitor is very unusual, and I think your request
for using different cull visitors into two different views might be a
first :-)
To implement I think the only way right now would be to get the
osgView::Renderer from the osg::Camera, then from this get the
Hi David,
I don't personally use Windows, it must a decade now since I last used
one for development... so I can't answer your question specifically.
Best I can do is say in general OpenGL releated features not working
across different systems is usually down to either a problem with the
Hi Hector,
There several ways of achiving what you want, one could precompute all
the positions and put them into an osg::AnimationPath and attach this
via an osg::AnimationPathCallback to a transform above the subgraph
you want to move - see the osganimation example, or write your own
update
Hi Kristofer,
I have just tested your cube.cpp and see the problem with being able
move the hud layer. I haven't drilled down into the code yet but I
strongly suspect the issue is nesting a HUD Camera in the scene graph
and how an intersection traversal will handle this case. My own
Should I create the patch for the functionality?
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Wang Rui, I research what format best to use for moving objects from
Blender to OSG, and I see Assimp claiming to load Blender files
directly. Since you said you wrote the plug-in already for it, I'd
like to try it out.
I have a follow up question: can I possibly differentiate Blender
model from
For the same *object. Sorry.
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Hi Robert,
thank you for your answer. I was using osg::AnimationPath for individual
animations, but when trying to combine both animations the behaviour is not
the desired. The problem is that I want to change dynamically the pivot
point of the translation animation. In other words, the rotation
Hi Mcahel,
On 25 October 2012 12:04, michael kapelko korn...@gmail.com wrote:
Should I create the patch for the functionality?
The question is how one might go about the patch. One could modify
ViewerBase to add g/setIgnoneCloseEvent(bool) and then read this in
Hi Héctor,
On 25 October 2012 12:34, Héctor Martínez hector.marti...@sensetrix.com wrote:
thank you for your answer. I was using osg::AnimationPath for individual
animations, but when trying to combine both animations the behaviour is not
the desired. The problem is that I want to change
Hi Robert,
thank you again.
Then it seems that the only way to concatenate animations is by creating a
custom UpdateCallback, right? Do you know any example about this that could
help me to develop my own callback?
I have also two more questions about animation:
- What is the addNestedCallback
Well, something like Alt-F4 is very-very intuitive, so forbidding it
will increase the number of angry people :)
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Hi Héctor,
On 25 October 2012 13:35, Héctor Martínez hector.marti...@sensetrix.com wrote:
Then it seems that the only way to concatenate animations is by creating a
custom UpdateCallback, right? Do you know any example about this that could
help me to develop my own callback?
You can nest
Hi,
While trying to debug some odd normals in my generated surface I was using the
normal pseudo loader with osgviewer to visualize the result.
But I was starting to get a lot of error messages:
CullVisitor::apply(Geode) detected NaN,
depth=-1.#IND, center=(0 0 0),
matrix={
Hello Houhouh (sorry if that isn't your name, but you didn't provide one
...),
On Thu, Oct 25, 2012 at 10:27 AM, houhouh houh...@163.com wrote:
10-25 15:57:03.710: INFO/DEBUG(1732): signal 11 (SIGSEGV), code 1
(SEGV_MAPERR), fault addr
You haven't provided the ABI you have compiled
Hello again,
On Thu, Oct 25, 2012 at 10:27 AM, houhouh houh...@163.com wrote:
In forums have a similar question ,but it didn't work.
http://forum.open
scenegraph.org/viewtopic.php?t=8959postdays=0postorder=aschighlight=androidstart=15
Did anyone have encountered the similar error~or anyone
Hi Michael,
AssImp use a simpler scene graph to manage read data, in which one
node could have a transformation matrix and multiple meshes, and
multiple child nodes. Materials (including textures) are managed
globally in a int, pointer map so objects could share one texture.
But one mesh can only
Hi Robert,
On Thu, Oct 25, 2012 at 11:11 AM, Robert Osfield
robert.osfi...@gmail.comwrote:
Hi Chirstoph,
I'm surprised by you not getting any replies, guess everyone has been
busy, or perhaps confused by what you are after.
thanks for your reply. Actually my post seems to show up twice on
On Wed, Oct 24, 2012 at 5:30 PM, Jason Daly jd...@ist.ucf.edu wrote:
On 10/24/2012 03:03 AM, Christoph Heindl wrote:
Ah, yes. If you want to end up exporting the mesh, then a real-time shader
might be a problem. It's not impossible, as there are formats like COLLADA
that allow you to embed
HI Chirstoph,
On 25 October 2012 17:13, Christoph Heindl christoph.hei...@gmail.com wrote:
Ok, so the fixed function pipeline does already contain an implementation
for multitexturing, in contrast to the programmable pipeline via shaders,
right?
Both fixed function and shaders support
Hi Robert,
On Thu, Oct 25, 2012 at 6:26 PM, Robert Osfield
This might well push you over the limit supported by fixed function
pipeline on your hardware so it's likely you'll need to look at using
GLSL shaders. As you have a pretty straight forward usage case this
won't require anything too
On 10/25/2012 12:17 PM, Christoph Heindl wrote:
I think you'd need to do an initial pass to see which photos cover
which vertices, then divide up the mesh accordingly. Only one
(maybe two or three) textures will need to be active for each
patch, which means you'd only need at
I would try multipass rendering first. It is likely to be the slowest, but
also probably the easiest to implement and you don't have to worry about
exceeding your hardware limits. This falls into the category of just get
it working and then worry about optimizing it later if necessary. Who
knows
Hi David,
On 25/10/12 2:17, David Sellin wrote:
I ported my program from mingw and Code Blocks to Visual Studio 2010 Express
and found
that I couldn't get uniform arrays to work. Has anyone experienced this? I'm
new to Visual
Studio so I might have missed something.
...
Old system:
OSG
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