Hi,
Anyone can help me pl,
...
Thank you!
Cheers,
Tung
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Hi Sebastian.
Thank you for your answer.
What i want to do is to detect if a bounding box is inside the view frustum,
but i don't know how to do. Can you give me some hints? I am new to osg.
Cheers
John
SMesserschmidt wrote:
> Hi John,
>
>
> > Hi,
> >
> > how to detect if an object bounding
Hi all,
I have an interesting problem to which I found a strange solution. I don't know
why the solution works, and I'd like to know if anyone here could shed some
light.
I have an OSG-based visualization API that is designed for use from within any
user-provided GUI toolkit. All OpenGL render
I gotcha. In a legacy situation, it might be hard to integrate osgEarth
properly.
So, what is your current remaining obstacle?
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Hi Jason,
I'm not making a full new application, I'm just upgrading the old OpenGL code
to OSG, so there is lots of things I should have to destroy to use osgEarth,
like the way tile are loaded, georeferencing management all that tools made to
works on the rasters.
My decision was to use OSG
Hi,
I want to know if Someone has an exemple of making osg Multi-touch work under a
WPF control ?
Thank you!
Cheers,
Théo
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Hi,
Thank you i found the solution, I had a ClearNode in the scene with the wrong
setClearMask()
Thank you!
Cheers,
Théo
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Hey Valerian,
Just curious, but what do you need to do with non georeferenced images that
osgEarth can't do? Are you providing georeferencing yourself externally?
Jason
On Mon, Jun 27, 2016 at 6:05 AM Valerian Merkling
wrote:
> Chris, I already try to use osgEarth, it's really good but I can'
Hi John,
Hi,
how to detect if an object bounding box collision with the camera frustum?
I wonder if someone can suggest me how to do such check?
Please explain, what you're after. What exactly do you mean when you're
asking for a collision? Inside the frustum? Intersected by the frustum?
It mi
Hi,
how to detect if an object bounding box collision with the camera frustum?
I wonder if someone can suggest me how to do such check?
Thank you!
Cheers,
John
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Nick.
Ok, thank you so much. I will look up more information about what Robert said.
Trajce Nikolov NICK wrote:
> Hi,
>
>
> well, for this I think what Robert suggested suits better. I don't know the
> details of the Polytope that much but I think you just need to re-create the
> View frustum
Hi,
well, for this I think what Robert suggested suits better. I don't know the
details of the Polytope that much but I think you just need to re-create
the View frustum as a Polytope and do the intersectons... I hope Robert
will shed more light into this
On Mon, Jun 27, 2016 at 10:20 AM, John
Hi, robert.
Thank you for your reply.
I never use the PolytopeIntersector, can you tell me more hints? Because i am
new to osg or show me some website so that i learn osg quickly.
Thanks.
Jhon.
robertosfield wrote:
> Hi John,
>
>
> As Nick suggest you can use a cull callback to report back wh
HI, Nick.
Thank you so much for your answer.
I will try this. I have one more question. How to detect if a node's bounding
box collision with the camera view frustum. Can i solve this problem with
osgUtil::CullVisitor?
Trajce Nikolov NICK wrote:
> somthing like this:
>
> struct MyCullCallback
Hi,
I'm newbie in 3dsMax and want to export an human model with animation, I
created a biped and skinning to model, create some animation and make it run,
in 3ds max, i can see the model moving with linked biped inside, but when i
export to IVE format, just biped moving, model not move followin
somthing like this:
struct MyCullCallback : public osg::NodeCallback
{
void operator()(osg::Node* node, osg::NodeVisitor* nv)
{
osgUtil::CullVisitor* cv = nv->asCullVisitor();
//osgUtil::CullVisitor* cv =
dynamic_cast(nv);
if (cv && cv->isCulled(node))
{
something like this:L
On Mon, Jun 27, 2016 at 9:12 AM, John Lee <357059...@qq.com> wrote:
> Hi,
> Thank you for your answer.
> i can't find this method asCullVisitor(). I am using osg 3.4.0.
> I am so sorry, and I am new to osg. So I wonder if you can give me more
> hint.
> Thank you again.
>
>
Hi,
Thank you for your answer.
i can't find this method asCullVisitor(). I am using osg 3.4.0.
I am so sorry, and I am new to osg. So I wonder if you can give me more hint.
Thank you again.
Trajce Nikolov NICK wrote:
> Try CullCallback, in there you can get the handle of the CullVisitor and d
Hi,
setting useDisplayLists to false indeed fixed both issues. Thank you very much.
Cheers,
Philipp
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Hi John,
As Nick suggest you can use a cull callback to report back when a node
and it's subgraph are likely to be within the view frustum, however,
this is constrains you to doing the test in the cull traversal.
However, if you want to do the test outside the cull traversal then
you'll need to
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