Hi, Rober
I have not added any object to outputParameters, and after script run I have
object in output parameters. So I understand it outputParameters.
But I still have problem with value object as Vec3f or similar.
here is C++ code .
int main( int argc, char **argv )
{
osg:
HI Patryk,
You code snippets is a bit confusing - it's way overcomplicated for what it
should be. My best guess is that you've somehow confused how the
osg::computeLocalToMatrix(NodePath) should be used. Simply give it the
NodePath from root to specific node of interest, computeLocalToMatrix wil
Hi Jay,
There isn't an osgGA::CameraManipulator for doing specifically what you
want so you'll need to write your own CameraManipulator to do this or
simply set the viewer's Camera's view matrix each frame within the frame
loop. This shouldn't be difficult, the OSG has Matrix/Vec3 classes to help
I'm just starting to play around with openscenegraph and I'd like to know if
what I'm describing is possible. I have two nodes, which may both have paths.
I'd like to attach a line of sight camera between the two nodes in such a way
that the camera is aiming at node 1 from node 2 at all times. I
Hi,
I want to get the position of the center of my cone which was transformed
earlier. My point is I cannot get that position only by multiplying by matrices
of PositionAttitudeTransforms. Can someone help me?
Here is the code:
Code:
cone = new osg::Geode();
cs = new osg::Cone(osg::Vec3(
Hi Glenn,
On 19 February 2015 at 16:21, Glenn Waldron wrote:
> Well.. the possibilities really are endless. Today in osgEarth there are
> probably 15+ VirtualProgram modules for terrain alone, plus various others,
> and support for including custom user shaders (http://goo.gl/I51FHv).
>
> What t
On Wed, Feb 18, 2015 at 3:16 PM, Robert Osfield
wrote:
> Hi Glenn et. al.
>
> Today I've been revisiting the osgTerrain::DisplacementMappingTechnique,
> GeometryPool and associated shaders to make better use of the new
> #pragma(tic) shader composition. I haven't completed this work yet, but
> a
Hi Alex,
It's difficult to work out what you are doing as you don't specify what you
mean by intersection. Do you mean you are using
osgUtil::IntersectionVisitor and one of the Intersector subclasses like
LineSegmentIntersector?
As a general note, the OSG's Intersection classes don't know about
Hi Sebastian,
I'm currently working on wrapping up the shader composition usage in
osgTerrain and not yet in place where I can down tools and take on another
potentially complicated subject. Once I've wrapped up my current work I'll
have a look. Others are welcome to dive in and have a look.
Ro
HI Wojtek,
On 19 February 2015 at 13:17, Wojciech Lewandowski <
w.p.lewandow...@gmail.com> wrote:
> I am not actively working with any code which would require shader
> composition at the moment but I saw few such efforts in various projects in
> the past, so I am really glad OSG is going to impl
HI Christian,
You application has complete control of when and how
Viewer::updateTraversal() gets called. You could not bother calling
updateTraversal() in your frame loop, and just do you own update management
or subclass from Viewer::updateTraversal() and implement the ordering just
how you wan
Hi Robert,
On 19 February 2015 at 10:19, Robert Milharcic wrote:
> 1. Add a new layer of abstraction for StateSet's define API, lets say
> class object ShaderDefine that we can subclass. The ShaderDefine (or any
> other suitable name) would contain std:string _defineName, std::string
> _defineVa
Hi,
I recently compiled successfully OSG 3.2.1 with Qt 5.4.
Looking at Qt 5.4 release notes, Qt have improved integration with third
parties 3d engines so I wonder if someone have solved multithreading problem on
Qt.
I read in this forum that someone have compiled OSG 3.2.1 with Qt 5.4 an
mul
Hi all,
I have a class derived from UpdateOperation() that inserts and removes
things into and from the scene graph.
There is a bit of a problem as it appears that MyUpdateOperation() is
called after the update callback of other scene graph obkects (like e.g.
InstanceCallback::update()). In my ca
Hi, Robert,
I am not actively working with any code which would require shader
composition at the moment but I saw few such efforts in various projects in
the past, so I am really glad OSG is going to implement own scheme and
users will not need to invent the wheel anymore ;-). As someone only mil
Hi,
Hi Robert,
I was amazed by the simplicity of the new pragmatic shader composition
- but yet it is so powerful. Well done! So, I was making good progress
porting old shader composition code to pragmatic one until I hit the
wall. The problem is, I don't see any obvious way to extend the
cu
Hi Robert,
I was amazed by the simplicity of the new pragmatic shader composition -
but yet it is so powerful. Well done! So, I was making good progress
porting old shader composition code to pragmatic one until I hit the
wall. The problem is, I don't see any obvious way to extend the current
Hi Martin,
>From what you've written it's difficult to know exactly what you've done
wrong or are mis-understand. A complete c++ example would be easier to
know exactly what you've done and to recreate the problem.
The role of the outputParameters in the ScriptEngine::run(.., Parameters&
outputP
Hi, Robert
I have success with small example on OSG version 3.3.3. I call lua function.
function test (s)
k = s.Name;
print(k);
s.Name="InScript";
print(s.Name);
no = new("osg::Group");
no.Name = "Node2";
s:addChild(no);
return no;
end
Hi, Robert
I have success with small example on OSG version 3.3.3. I call lua function.
function test (s)
k = s.Name;
print(k);
s.Name="InScript";
print(s.Name);
no = new("osg::Group");
no.Name = "Node2";
s:addChild(no);
return no;
end
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