Dear Nick thanks a lot for your code snippet. I appreciate it. I am after
custom mouse event handling, I dont want TrackBallManipulator as I am more
interested to manage events from Qt.
On Thu, May 9, 2013 at 2:35 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Sujan,
>
> vi
I am trying to implement my own pan functionality in osg scene using Qt.
Please tell me if it is right ?.But it's not happening.
Check my snippet.
void CSGraphicsView::mousePressEvent(QMouseEvent *e)
{
lastPos = e->pos();
}
void CSGraphicsView::mouseMoveEvent(QMouseEvent *e)
{
float dx = (e
Hi Braden,
I can't see a way for us to directly help you as the problem is in your own
code, the code snippet your've provided doesn't appear to tally with the
error message you've reported so we are really far more in the dark than
you.
The only thing I can say is that in general it should be fi
Hi Daniel,
For the osgParticle::PreciptiationEffect I used quads rather than point
sprites as point sprites are just appropriate for circular points or cases
where it's OK for the texture to be screen aligned.
With modern graphics cards I'd just pass a point to the vertex shader and
have a geomet
Hi Pablo,
You are the first person to report trying to combine z portioning and
occlusion query, so while it might be possible you might be the first to
try :-)
The only way I can think of it working would be to doing the occlusion
query work per partition, as the occlusion query has to be in the
Hi,
Posting this on behalf of a colleague:
I have built OSG3.0.1 in /usr/local directory. But I found that few of the
files were missing in /usr/local/include/osgShadow directory which are already
there in the windows equivalent.
NOTE: - I have a windows based application (contains OSG and OSGE
Hi Nav,
The OSG is almost indendtical for all platforms and your certainly
shouldn't see any differences in osgShadow which has no platform specific
files or features.
The question has to be how did you end up with different versions of the
OSG on Windows vs Linux, only you can answer this one.
I am trying to pan my model pls check the code snippet below.
viewer = composite view.
getTransform() will return a osg::PositionAttitudeTransform list.
But my object is moving in z direction as well inwards outwards. What am I
doing wrong please help. Thanks Sujan
void CSGraphicsView::pan( float
Oh thanks for that. He checked and saw that the Linux version was 3.0.1 and the
windows version was 3.1.4. I guess he got one of the nightly builds, because
3.0.1 is the latest stable release.
Nav or Joseph? You can call me Nav :-)
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Hi Sujan,
what are you trying to do with your 'pan'? To move an object, or to move
the camera (view) ?
Nick
On Thu, May 9, 2013 at 1:03 PM, Sujan Dasmahapatra <
sujan.dasmahapa...@gmail.com> wrote:
> I am trying to pan my model pls check the code snippet below.
> viewer = composite view.
> get
Nick I want to move the object a simple pan with mouse.
On Thu, May 9, 2013 at 5:32 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Sujan,
>
> what are you trying to do with your 'pan'? To move an object, or to move
> the camera (view) ?
>
> Nick
>
>
> On Thu, May 9, 2013 at
Hi Sujan,
here is how I would do it:
//Let load the model:
osg::Node* model = osgDB:: readFile();
// Create MatrixTransform on top of it
osg::MatrixTransform* mxt = new osg::MatrixTransform;
// create the scene
mxt->addChild(model);
viewer->setSceneData(mxt);
Now, having it like this, by
thanks a lot Nick let me try this way. thanks
On Thu, May 9, 2013 at 7:18 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Sujan,
>
> here is how I would do it:
>
> //Let load the model:
> osg::Node* model = osgDB:: readFile();
>
> // Create MatrixTransform on top of it
>
Yes Robert,
but the main problem is that many times an occlusor will be in a different
partition than the occluded object. And thats the main problem I think..
Objects in different distant partitions will be culled out by the current
partition
I canĀ“t think of anything.. I thought about ma
Hi Pablo,
I can't think of way of having occluder set up in different depth range to
the objects it's being occluded with jump through hoops with shaders that
would unify the depth used in the test to the same range. This is really
down to handle though, you are so off the map of what is normally
Hi Robert,
Thank you very much, setting the geometry to dynamic was the key.
Thanks,
Braden
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Thanks,
Agreed, I may have to implement something using CPU, like tests using
occluder's shadow volume or something like that..
Anyway thanks again.
[]s Pablo
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I have been exploring osgParticle::ExplosionEffect for use with our software
and have run into a few things I haven't yet been able to figure out.
1) We use the Qt resource system to compile and link into our executable some
of the binary resources we need, including some images. I have used thi
Hi,
This post was really helpful for me but I still couldn't add points on the fly
either. A few edits made it happen so I'm attaching my M_OSG_line_strip class.
To use the class I have the following in my CreateScene()
Code:
osg::Vec3Array* line_pts = new osg::Vec3Array;
line_pts->pu
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