Thanks !
Nick
On Fri, Mar 8, 2013 at 12:05 AM, Robert Osfield wrote:
> On 7 March 2013 22:56, Trajce Nikolov NICK
> wrote:
> > Hi Robert,
> >
> > was thinking more about this. Is the responsibility to load the model on
> the
> > callback? If so, then I got the idea
> >
> > Please let me know
>
On 7 March 2013 22:56, Trajce Nikolov NICK
wrote:
> Hi Robert,
>
> was thinking more about this. Is the responsibility to load the model on the
> callback? If so, then I got the idea
>
> Please let me know
Yep, it's the responsibility of the ReadFileCallback to do the reading
- typically you just
Hi Robert,
was thinking more about this. Is the responsibility to load the model on
the callback? If so, then I got the idea
Please let me know
Thanks
Nick
On Thu, Mar 7, 2013 at 11:39 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Robert,
>
> I took a look at this. Here
Hi Robert,
I took a look at this. Here is the ReadFileCallback method I am interested
in:
virtual ReaderWriter::ReadResult readNode(const std::string& filename,
const Options* options);
What I was expecting here was access the osg::Node that was loaded, so I
can apply a NodeVisitor prior to atta
awesome...thanx for the link.
as for the use of open flight i am trying to get away from that and use more of
an open source format and solution for the generation of content.
trying to make this world less of what you have and more of what you want to
create...
great work everyone...
---
Sorry about the link.. Try this
http://www.openscenegraph.org/documentation/NPSTutorials/osgUpdate.htm
I found the link above to be very helpful.
I've used blender in the past but not since they updated to the latest version.
You should be able to export a to osg like file. I prefer OpenFlig
What is the DataVariance for root? It should be DYNAMIC. Or, you should be
using SingleThreaded for your threading model, one or the other.
On Thu, Mar 7, 2013 at 9:57 AM, lucie lemonnier
wrote:
> Hi,
> I embed osg in wpf application with this code :
>
> http://www.openscenegraph.org/projects/os
Hi Lucie,
It seem that you try to remove children during cull pass (ie when
cullVisitor go through sceneGraph).
For each frame, the main loop use visitor to do many operation on
scenegraph :
even pass : EvenVisitor to dispatch even
update pass : UpdateVisitor to allow Node/StateSet/... to update
thanx wazman for the tip. the link included doesn't seem to work. i had to
get DOFTransform to work because the work i was doing used a very old way of
animating stuff using openflight (*.flt) and they use DOF nodes to do the
animation. I will investigate using the osgUpdate.
might need to
Tried that, no change.
Sergey Kurdakov
March 7, 2013
11:00 AM
Hi Randall,>but as
soon as I use the other
library to create a window ... the application crashesmaybe
others will give you better response, but I would suggest to set osg
into single threaded modeRegardsSerg
Wouldn't it be simpler to create a dataType for the turret as well as update
callback that will update the dof node with the incremental change during the
update phase.
Its been awhile for me but there should be example of this in the OSG Examples.
This also might be useful:
http://www.opensce
Hi,
I embed osg in wpf application with this code :
http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ#HowdoIembedanOSGviewerina.NETcontrol
I load a scene of vrml files.
osg::Group* root = new osgGroup();
for(int i = 0; i < listFichiers.size(); i++){
osg::Node* node = osgDB::readNodeFile(
Hi Randall,
>but as soon as I use the other library to create a window ... the
application crashes
maybe others will give you better response, but I would suggest to set osg
into single threaded mode
Regards
Sergey
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Hi Janna,
There are a couple of ways of tackling per view specialization,
1) Use a custom Node::traverse(NodeVisitor&) or NodeCallback that
provides a specialized operation per cull traversal - either
dynamically pushing state/modelview matrices onto the CullVisitor.
You can look at the NodePath
I'm confused by what your trying to do. What in particular is in the parent
node that is visible that you want to hide, and what do you have in the child
node that needs to remain visible.
Could you you give us a example of what your trying to do?
Scott
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Hi,
I've been looking into the way to enable per-view (per-camera) control of the
various visual effects. For example one of the effects is using camera position
and orientation for computation of the object scale. I would like to add an
object once into the scene graph, have multiple views an
I'm using OpenSceneGraph with another library that also offers some
rudimentary windowing code (on Windows right now). OpenSceneGraph works
fine to create viewers and render, but as soon as I use the other
library to create a window (which has really nothing to do with the
OpenSceneGraph stuff, no
Hi Pjotr,
This works, thanks a lot !
Cheers,
Aurelien
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Hi,
Have you tried
camera->setImplicitBufferAttachmentMask(osg::Camera::IMPLICIT_COLOR_BUFFER_ATTACHMENT);
Pjotr
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Hi Aurelien,
When we first implemented osg::Camera RTT using FBO's it was necessary
to have a depth buffer otherwise the drivers would not be happy. I
wouldn't thought this would be required now though. Places that
manage the OpenGL side of attachments are in src/osg/Camera.cpp and
src/osgUtil/R
Hi,
As a preprocessing, I need to render a lot of quads to a texure. I already have
something working with a render to FBO, but since I don't use depth test and I
disabled depth write, I'm looking for a way to save some GPU memory by avoid
the use of a depth buffer.
I tried this :
p_camera->a
Hi,
I'm also interested if you have a solution to easily pick points & lines !
Thank you!
Cheers,
Aurelien
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On Thu, Mar 7, 2013 at 4:53 AM, Robert Milharcic <
robert.milhar...@ib-caddy.si> wrote:
> On 4.3.2013 11:05, Andreas Roth wrote:
>
>> hanks to Aurelien for the work-around.
>>
> Hi Andreas,
>
> That is of course my personal opinion, but i think PolytopeIntersector is
> overkill for most, if not al
Hi,
[SEMI - SOLVED ]
The error I had was in the same machine I compiled it ( 32bit) . No way to make
it working on that machine.
I then tried the binary in a 64 machine and it works :-)
Thank you!
Cheers,
Tonino
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On 4.3.2013 11:05, Andreas Roth wrote:
hanks to Aurelien for the work-around.
Hi Andreas,
That is of course my personal opinion, but i think PolytopeIntersector
is overkill for most, if not all usage scenarios plus it doesn't work
correctly on a scaled geometry. I simply took LineSegmentInter
On 6.3.2013 9:36, Gianni Ambrosio wrote:
Hi Robert,
then there is something missing somewhere or a mistake from my side.
I derived from osgQT::GLWidget to have a QGLWidget to insert in my GUI.
The usual way to get to the osgQT::GLWidget is something like this:
osg::ref_ptr gwQt = new
osgQt::G
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