Dear All,
I have the OSG 3.0 version build for Win64 with MinGW and I set C::B to run the
OSG examples search directories, linker and runtime libraries. I also have
wxWidgets 2.8.12 version installed? Trying to compile the osgviewerWX example,
compiler produces following errorswhat can be the
Hi Soyna,
The compile errors look likely due to a mis-match between which version of
WxWindows the osgviewerWX supports and the version you have installed. I
am not a WxWindows user myself, and the osgviewerWX example was a
contribution from the community so I don't have any expertise with
Dear All,
When we try to integrate the OSG rendering context into another Win32/64 window
via window handle do we need to hook also the message handling mechanism ? If
so can you give me an example for that ?
Regards,
From: sonyablade2...@hotmail.com
To: osg-users@lists.openscenegraph.org
Date:
Hi Sonya,
although on Windows is sufficient to set the window handle in the traits,
based on your app you might really want to pass the messages explicitly.
Here is a snippet of an example:
MSG msg;
if (::PeekMessage(msg,NULL,0,0,PM_NOREMOVE))
{
::GetMessage(msg, NULL, 0,
Hi,
I'm trying to integrate shivavg library (version of openvg specification) with
my osg application. I've created new class derrived from osg::Drawable for some
openvg primitive. But trying to create this drawable causing crash. After
digging in sources, there is getting extensions list
Hi Nick,
this belongs in a loop. Here is the lib::postMessageWith this I assume you
mean that we have to embed/hook the first code poriton into WndProc loop,
right ??Because all this are runing under the OnButtonClick for me, I'll chage
it hooked into main window WndProc but for time being I
No, you are calling the WndProc in the last line explicitly. It has to be
in a loop for example where you are calling viewer-frame(); Also
check if fWndProc
is NULL
Nick
On Mon, Aug 11, 2014 at 12:39 PM, Sonya Blade sonyablade2...@hotmail.com
wrote:
Hi Nick,
this belongs in a loop. Here is
I already checked the fWndProc, it is not NULL but still raises the exception,
very weird.
Regards,
Date: Mon, 11 Aug 2014 12:43:28 +0200
From: trajce.nikolov.n...@gmail.com
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Integrating OSG in C::B wxWidgets
No, you are calling the
I think if you are calling in OnButtonClick, you are already in the
WndProc, thus calling it again will result in recursive endless calls.
Nick
On Mon, Aug 11, 2014 at 12:53 PM, Sonya Blade sonyablade2...@hotmail.com
wrote:
I already checked the fWndProc, it is not NULL but still raises the
Hi,
Is there a good way to create a sphere patch geometry - where the patch is
defined by 4 points on the sphere surface? I tried a SphereSegment (see
attached image), but the resulting geometry follows the longitudinal lines, and
so gets narrower as the longitude lines converge. In other
Hi Michael,
I would just create the geometry using an osg::Geometry and specify the
vertices and primitives exactly how you want. SphereSegment was written
for very specific usage case of visualization of radar coverage and isn't
written to be a general sphere segment visualization.
Potentially
Hi Robert -
Thanks, if I don't find an existing solution, I will probably start with the
SphereSegment and see if I can modify it to my needs (which is basically a
radar visualization).
Normally a radar field-of-view visualization would not narrow along the
longitudinal lines. The radar
Hi,
In my shader I would like to have the direction of the light (sunlight) in
eye-space, and since it doesn't vary per vertex I would like to pre-calculate
it in OSG.
I'm not sure how to do this, I thought it would make sense to multiply the view
matrix with the direction of the light like
For vectors, You can use the model view matrix, but omit the translation
component. I believe the call is Matrix::transform3x3.
On Aug 11, 2014 12:40 PM, Bram Vaessen bram.vaes...@gmail.com wrote:
Hi,
In my shader I would like to have the direction of the light (sunlight) in
eye-space, and
thanks I noticed I had to use the (vec3, matrix) version instead of the
(matrix, vec3) version to make it work. So that does a v*M[0..2,0..2]
However in the shader (glsl) it's gl_NormalMatrix * gl_Normal...
seems to be the other way around. Any clarification on this?
thanks!
OpenGL NG was announced today and is a complete API break. It's not clear what
the timeframe is on this project, but it does seem like a big deal long-term
with major implications for OSG. I'd be curious to hear any opinions on this
development from the OSG community.
The OpenGL spec and GLSL both use post-multiply notation. OSG uses
pre-multiply notation. The two produce identical results because they do
the same thing internally.
-Paul
On Mon, Aug 11, 2014 at 3:06 PM, Bram Vaessen bram.vaes...@gmail.com
wrote:
thanks I noticed I had to use the (vec3,
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