Hi,
is this advice from last year still active?
I tried to write a Dot file for the scene, using the Dot writer.
It created a simple graph, but only for the main camera.
In order to also show in the graph the geodes that are attached to the slave
camera (I use masks), do I have to
Hi Andres,
On 3 October 2014 14:28, Andrés Barrionuevo abarrionu...@gmx.com wrote:
is this advice from last year still active?
What do you mean by active?
The dot plugin/graphic viz can still be used, it's still part of the code
base and works as before.
I tried to write a Dot file for
Last time I used it I think it wrote everything, regardless of mask.
osgWorks ( https://code.google.com/p/osgworks/ ) separately implemented its
own dot writer around the same time. It is pretty similar, but has somewhat
different info and representation. I both both helpful at different times.
Hi,
I am new at OSG but i find it really interesting!! Currently i am trying to use
two cameras... one master camera for my visualization maybe with a fixed
manipulator and a second camera placed at my truck (my scene is a truck and a
plane) rendering on the depth image of the driver's view..
Hi All,
I'm new to the OSG and just starting out with osgWindow examples.
Imagine that we have an green rectangle model of 1280x1024px size (an .osg or
.flt format).
Changing the code example to 1280px width and 1024px height (in order to
respect the actual screen resolution) and adding the
Hi,
I have built the osgAndroidExampleGLES2 of examples and installed the apk on my
Android phone.
It can not load the model's texutre. But the osgAndroidExampleGLES1 can load
the texture smoothly.
I built the osg from the stable release 3.2.1 on windows7 x64 box with cygwin
and Android
And there is another problem, the texture of cow.osg can not be loaded. I have
copied the Images directory to my phone.
...
Thank you!
Cheers,
Xia
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61191#61191
Hi Xia,
for loading cow.osg there was answer - there is need to write your own
loader, which will pass textures to respective shaders
to save osg models in OpenGL ES 2.0 friendly format there is a write plugin
https://github.com/cedricpinson/osg/tree/master/src/osgPlugins/osgjs
but you would
Hi Manos,
It is possible to use Viewer with the main view controlled by the master
Camera and associated CameraManipulator or youw own scheme for setting it's
view matrix, and then have a slave Camera that has it's ReferenceFrame to
ABSOLUTE_RF, and then have your main loop or callback set the
Hi Filipe,
I could tell how but you'll be better served just learning how to answer
simple questions yourself but look at the examples and code.
One trick is go and search the code base, in include osgViewer you'll find
the following references to setUpView*()...
View:void
Hi,
Progress! This is where I'm at, I don't see any errors (log is attached) but
my terrain is only blue(image attached). Since I don't see errors I don't know
what to do next. Any help would be appreciated.
I haven't commented out or altered the OSG code other than removing windows32
and
Did the code come with GLES2 shaders already set up? What does the program
look like when run on a genuine GLES2 device? What is the source of the
terrain? VPB? OSGEarth? Some random OpenFlight file?
On Fri, Oct 3, 2014 at 12:10 PM, joey pedroza jpedr...@thex1.com wrote:
Hi,
Progress! This
Hi,
not sure on the GLES2 shaders. I will check. Also I have not ran this on our
GLES2 device yet. They don't want me to bother unless I can get it to work on
Windows 7 with an emulator. As we believe it will run on our target even though
with my experience so far I'm going to be in a world
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