I have specified the geometry
Code:
osg::GraphicsContext::Traits *traits = new osg::GraphicsContext::Traits;
traits->windowDecoration = false;
traits->supportsResize = false;
traits->sharedContext = NULL;
traits->doubleBuffer = true;
traits->red = 8;
traits->blue = 8;
Apparently, the issue was linked to the fact that the View containing the
camera for the mirror were not added as children of the main
CompositeViewer that we use.
I'm not sure why it's like that as I don't know enough of the relations
that are between the StatsHandler and everything else, but it
Hi Clement,
I checked what you suggested but I don't really understand how I can retrieve
the respective colors of each points I am looking for.
Do you have any idea how it can be done ?
You need to extend your visitor to capture the StateSet active for your
drawable. You need to add a osg::N
Hi Christian,
I have started working with the integration of the Oculus 1.3 SDK, but haven't
finished quite yet. Mostly because due to lack of time.
Hopefully I will get some spare time and be able to complete the work during
the week.
Best regards
Björn
F
I checked what you suggested but I don't really understand how I can retrieve
the respective colors of each points I am looking for.
Do you have any idea how it can be done ?
...
Thank you!
Cheers,
Clement
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Read this topic online here:
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Hi,
I tried Javier's example, but I don't know how to modify the code, so that the
stencil plane covers the "holes" on the clipped geometry.
In this case the plane is renedered over the whole scene.
I tried to remove the transformation and projection, then the plane was
rendered on the correct
>
> There isn't too much others can help with because the problem is likely
> very specific to the things you've done. The best we can do is make
> general suggestions and things to try. The finding that mirrors have an
> effect is hint that either the mirrors are overdrawing the stats or leaking
There appears to be ongoing integration work for OpenVR (SteamVR) here:
https://github.com/ChrisDenham/osgopenvrviewer
Christian
2016-03-30 16:14 GMT+02:00 Chris Hanson :
> On Wed, Mar 30, 2016 at 7:19 AM, Christian Buchner <
> christian.buch...@gmail.com> wrote:
>
>> Hi,
>> I just wanted to a
Yeah, I had a client that did this (in reverse).
You don't really need it statically linked unless you want an EXE that has
no dependent DLLs. My client just used a build of OSG that was made with
the COLLADA plugin, and OSGconv's DAE models into OSGB. Another client of
mine did use the OSG COLLAD
On Wed, Mar 30, 2016 at 7:19 AM, Christian Buchner <
christian.buch...@gmail.com> wrote:
> Hi,
> I just wanted to ask around rather generally, how OSG integration with
> various VR SDKs is coming along.
>
Can osgoculus be built against the recently released SDK version 1.3 at
> this time?
>
I h
Hi,
I just wanted to ask around rather generally, how OSG integration with
various VR SDKs is coming along.
Can osgoculus be built against the recently released SDK version 1.3 at
this time?
Is anyone working on a HTC Vive (OpenVR) or OSVR (
http://osvr.github.io/compatibility/ ) integration int
A statically linked osgconv binary with the required DAE and OSG2 plug-ins
activated should do the trick. See the osgstaticviewer example for the
required preprocessor macros to activate statically linked plug-ins.
Christian
2016-03-30 9:41 GMT+02:00 Joe Kindle :
> Hey :)
> I'm looking for a s
Hey :)
I'm looking for a simple way to convert osgb file to .dae file, in a computer
that which doesn't have osg environment installed.
In other words, I want to build an .exe file that gets .osgb file and converts
it to .dae file
Thanks!:)
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Hi,
On Wednesday, March 30, 2016 08:19:31 Robert Osfield wrote:
> On 30 March 2016 at 08:14, Andrey Perper wrote:
>
> > >I guess he wants to have the updateCallback called for "culled" geodes,
> > or some way to check if the node was culled.
For a similar problem, I also had subclassed the stan
On 30 March 2016 at 08:14, Andrey Perper wrote:
> >I guess he wants to have the updateCallback called for "culled" geodes,
> or some way to check if the node was culled.
>
> Yes!! that is correct!
>
The OSG by default calls update callbacks on all nodes that have an update
callback, so works fin
On 29 March 2016 at 21:50, Alexandre Vaillancourt <
alexandre.vaillancourt.l...@gmail.com> wrote:
> It seems related to how we do our mirrors: it works well when there are no
> mirrors, but when we start the software with the mirrors, the issue
> happens. I'll keep on digging...
>
There isn't too
>I guess he wants to have the updateCallback called for "culled" geodes, or
>some way to check if the node was culled.
Yes!! that is correct!
> I know too little about the specifics of your application.
The Application has earth + missile tracks on earth.
I just add these tracks to scene and
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