Hi,
When using OpenSceneGraph 3.0, one can use the binaries kindly provided
by AlphaPixel. And its convenient for users who want to create applications
especially on Visual Studio and Windows.
Since OpenSceneGraph 3.2 has been released officially, I want to know
will its binaries be supplied?
Hi,
SOLVED
So the problem was that I was corrupting "something" by doing two things in my
application: 1.) I was initializing my osg::GraphicContext::Traits on a
different thread than I was running and 2.) I was initializing the
osg::GraphicContext itself on a different thread than I was runn
HI Alexandre,
On 20 August 2013 17:03, Alexandre Vaillancourt <
alexandre.vaillancourt.l...@gmail.com> wrote:
> May I ask why the way I'm going is not a good approach?
>
It was far more complicated than it needed to be and you weren't getting
the result you wanted...
> (Please note that my O
Hi Massimo,
I can't think of any changes between 3.1.7 and 3.2.0 that are likely to
cause a problem. Could you post the a.tif file so I can test against it.
Thanks,
Robert.
On 20 August 2013 16:23, Massimo Tarantini wrote:
> Hello,
> it seems vpb is broken with OSG 3.2
> (it work with OSG 3.
Hello,
it seems vpb is broken with OSG 3.2
(it work with OSG 3.1.7)
This is the simple command:
Code:
osgdem -t a.tif -l 3 -o furlo.osgt
the image a.tif is
[Image: http://img16.imageshack.us/img16/6614/nbon.jpg ]
The result in osgviewer is
[Image: http://img96.imageshack.us/img96/7932/5d
Hi Alexandre,
My advice is NOT to do what you are doing, and NOT to follow osgdistotion.
I'm not going to try and debug your approach as it's just wrong to start
with. If you want to keep following go for it but I won't be spending my
time help you bark up the wrong tree.
Robert.
On 20 August
HI Dario,
I would typically use a NodeMask combined with a TraversalMask on the
CullVisitor (controlled via osg::Camera's CullSettings interface) that
switches off traversal during the cull traversal.
Robert.
On 20 August 2013 13:36, Dario Minieri wrote:
> Hi,
>
> Sorry for noob question, but
Hi Robert,
Thanks for your answer.
I have implemented something like what's in osgdistortion (--faces), with
the 3 slave cameras, FoV of 60 degrees and the rotation of the left and
right slave cameras by 60 degrees. It gives much better results than my
first implementation of using a single camer
I've been doing that by adding a cull callback to the node I want invisible
like so:
Struct AlwaysCullDrawable : public osg::Drawable::CullCallback
{
/** do customized cull code.*/
virtual bool cull(osg::NodeVisitor*, osg::Drawable* drawable,
osg::State* /*state*/) const
Hi,
Sorry for noob question, but I need to make an object totally transparent (as
invisible) but I have to maintain your "presence" in the world (the object
can't be masked). This means that the object isn't visible but all collisions
and others interactions in the world have to work.
I can ma
Thanks Robert,
I was thinking to do something like this (but will look in your pointed
direction as well).
osg::State & state = *renderInfo.getState();
osg::ref_ptr< osg::StateSet > stateSet = new osg::StateSet();
state.captureCurrentState( *stateSet );
state.disableAllVertexArrays();
st
On 20 August 2013 13:05, Trajce Nikolov NICK
wrote:
> lol ;-) ... Come on. I am trying to wrap it with osg code instead of
> OpenGL calls (and forgot many things in between the ages)
>
There isn't a straight single line call, or answer to your question about
resetting state.
osg::State has a lis
lol ;-) ... Come on. I am trying to wrap it with osg code instead of OpenGL
calls (and forgot many things in between the ages)
Nick
On Tue, Aug 20, 2013 at 3:00 PM, Robert Osfield wrote:
>
> On 20 August 2013 12:54, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> So Robert, w
On 20 August 2013 12:54, Trajce Nikolov NICK
wrote:
> So Robert, what is the answer?
>
42 ;-)
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Hi Robert,
I'm aware of the empty state set.
In my case I of course change the state set.
Will this achieve the desired effect?
Hi Sebartian,
A default constructed StateSet is empty, so pushing it on the
osg::State won't do anything at all. Also StateSet::pushStateSet()
never applies any S
So Robert, what is the answer?
Nick
On Tue, Aug 20, 2013 at 2:52 PM, Robert Osfield wrote:
> Hi Sebartian,
>
> A default constructed StateSet is empty, so pushing it on the osg::State
> won't do anything at all. Also StateSet::pushStateSet() never applies any
> State, it just pushes a StateSet
Hi Sebartian,
A default constructed StateSet is empty, so pushing it on the osg::State
won't do anything at all. Also StateSet::pushStateSet() never applies any
State, it just pushes a StateSet on the osg::State stack, the overall
current state will applied once State::apply() is called.
Robert.
Hi Sebastian,
you are right.I can get renderInfo.getState() for the current state, was
wondering about the usage though. Let me try your suggestion and thanks!
Nick
On Tue, Aug 20, 2013 at 2:06 PM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> Hi Nick,
>
>
> void Drawable
Hi Nick,
void Drawable::drawImplementation(osg::RenderInfo& renderInfo) const
{
osg::ref_ptr standard_state(new osg::StateSet);
renderInfo.getState()->pushStateSet(standard_state);
perform CustomRendering();
renderInfo.getState()->popStateSet(standard_state);
}
This will replace
Hi Community,
I have a custom rendering with GL calls and I want to wrap them in push/pop
StateSet (and everything). I see in osg::State all the push/pop (like
pushUniformList) methods are not accessible. Any hint how to do this?
Here is what is something like I need:
void Drawable::drawImplement
Hi,
Ohoh I solved the problem, the quad was not directed along the good plane ...
Thanks to those who spent time to search a solution.
Cheers,
Mike
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Hi John,
I'm a bit confused as what to further explain. For precision purposes it's
the math operations done to clamp the line segment to the bounding box that
is important. The maths operations bascially use the length of the line
segment in each axis and the distance from each face to the star
Hi Robert,
Thanks for your precise answer.
I will follow your board.
Cheers,
Mike
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Hi Robert,
I have lost in your reasoning. Let me go back to be sure we understand each
other.
> The bounding box based epsilon will likely fail when the size of the box is
> very small compared to the length of the line segment.
I came to conclusion that size of bounding box does not matter.
Hi Björn,
simple things first, did you try with
SET OSG_OPTIMIZER=OFF
Regards, Laurens.
On 8/15/2013 10:14 AM, Björn Blissing wrote:
To clarify the problem further. Loading and playing single FBX files seems to
work fine. My problems begins when I try to copy animations from several FBX
files
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