Hi Robert,
Yes, you are right! It's the problem of my driver. I installed a new driver,
and the problem is gone now.
Thank you!!
Cheers,
ying
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Hi Yu,
here’s a snippet of an app using osg inside a classic Cocoa-app. The trick is
to let osg create a view only and then add this view into your
NSView-hierarchy.
osg::ref_ptrosgViewer::GraphicsWindowCocoa::WindowData win_data = new
osgViewer::GraphicsWindowCocoa::WindowData(
Actually, the modelview matrices I get (from CullVisitor::getModelViewMatrix()
inside the operator()(Node*, NodeVisitor*) of a cull callback) do seem correct.
It is just that I may not fully grasp what they actually contain at that point
in the code. I thus have a couple of additional
HI Liu,
Do to custom OpenGL calls after the main view has rendered add use a
osg::Camera FinalDrawCallback. The following OSG examples implement
final draw callbacks so have at look at them for guidance:
~/OpenSceneGraph/examples$ grep FinalDrawCallback */*.cpp
Hi,
Keep in mind zoom and field of view (FOV) aren't quite the same thing... that
first parameter should probably be more like fov / zoom, where typical fov's
are around 45 degrees.
I'm pretty sure Sebastian's advice will get you going; lots of people are using
SilverLining with OSG and lots
Hi Trajce!
Thanks for your help.
I've been browsing the manipulator's source code and found something
interesting: the SET_CENTER_ON_WHEEL_FORWARD_MOVEMENT flag.
If I understand correctly, having this flag set will make that if zoom in the
view, the camera will update its position on each
Hi Frank and Sebastian,
So i just tested setProjectionMatrixAsPerspective it really worked as
alternate to makeScale, zooming the scene as expected (but not quite...)
Zooming now does not hide Silverlining's rain and clouds. That's Ok. On the
other hand, now that i'm altering FOV, it reaches a
Apologies for duplicates.
Hello,
Feel free to SHOW OFF your OpenScenegraph appyness, guruness, savy,
groovyness, at SIGGRAPH 2014 on Wednesday Aug 13, 2014.
First Come First served.
John F. Richardson
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osg-users mailing list
Hi Andres,
I must leave you to your own now and the other from the community that know
the specifics of the trackball code. But want to encourage you to read the
code understand it and maybe do mods based on your need - that is actually
how we all learn osg, by reading it :-). You are definitely
drout wrote:
now that i'm altering FOV, it reaches a point when zooming in, where the
screen flashes due to each raindrop passing in front of the scene. As far as
i could figure out by observing it, the rain is implemented as thin
semi-transparent rectangles (raindrop) in a plane so this
You're right, i'm going off-topic, sry :-s I will try to modify that config
file - that was a very interesting hint, Thank you again!
...
Thank you!
Cheers,
lawrence ;)
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Hi All
Small bug when configuring for Android on OS X, at the the moment i think the
fact I'm on iOS is overriding everything
We end up with this in GL header file
#include TargetConditionals.h
#include OpenGLES/ES2/gl.h
We need this
//#include TargetConditionals.h
#include GLES2/gl2.h
I'll
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