Hi,
I synced today my repo with the master branch in GitHub and got an error when
building with CMake:
Code:
globbed:
CMake Error at
D:/PROYECTOS/SITEGI/LIBRERIAS/MSVC/2010/boost_1.50_prebuilt/share/cmake/boost/BoostConfig.cmake:15
(include):
include could not find load file:
Thanks for your help!
I'll check on the CMake forum.
Cheers,
Andrés
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Hi,
Still struggling with this. Any idea?
...
Thanks and cheers!
Andrés
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Hi,
I've been playing around with the Computing the world bounding box of
any node example in the Cookbook, which uses a ShapeDrawable. I've read in the
Doxygen docs that:
The implementation of ShapeDrawable is not geared to efficiency; it's better
to think of it as a convenience to
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,
I (again for the screenshots) started a StackOverflow question
You can upload here pics too. There's a size limit, though.
...
Cheers,
Andrés
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Hi Robert!
The osgtext example works fine, my app not. The difference is that I was
calling:
Code:
osgText::readFontFile(arial.ttf);
instead of:
Code:
osgText::readFontFile(fonts/arial.ttf);
I added the fonts part but the cubic display persists.
Now, in both situations (using
Hi,
I changed the code logic in my app and got rid of the camera creation. Now the
font is loaded and displayed :)
As for my various modifications to osgtext, it's just a pointer check. I
mean, the pointer shouldn't be NULL becuase without the check it is returned.
But then if I write down
Hello!
I've updated from version 3.0.1 to version 3.2.1. I'm testing it but everything
seems fine except for the Freetype plugin.
I want to display text using the Arial font. OSG seems to find the font and
load the freetype plugin, but the text displaying is cubic.
With version 3.0.1 the
Hi Tianlan (I think you've romanized the order of your name, right?),
you were right!
It was a rogue debug Qt library that got mixed with the release ones in CMake.
Before posting the question, I checked the libs in CMake several times but
missed that one!!!
...
Thanks and cheers!
Hi,
I've downloaded the new version (3.2.1) and built it with support for Qt 4.8.
When I tried to use the libs in my app (which worked fine with version 3.0.1) I
got two errors.
First one, from QGraphicsWindowQt:
Code:
GraphicsWindowQt:24:21: fatal error: QGLWidget: No such file or directory
Hi STTrife,
thanks for your help. I'll check the info you gave me!
...
Thank you!
Cheers,
Andrés
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Hi STTrife (),
Yeah, I also thought of the POST_RENDER camera, but I wanted another opinion :D
About the cull masks, I switched them off. I thought it would be more efficient
using them, but that's not my main concern right now. The clear color was a
just a test to see what the specified
Hi,
I've been able to setup a HUD via a slave camera in my app to draw a cross that
would always face the user. Since I wanted that cross to be able to move
across all the scene, I did the setup of the slave as the following:
Code:
osg::ref_ptrosg::Camera hud = new osg::Camera;
Hi,
I'm playing with the osgcompositeviewer example in order to load and show the
axes in the scene. I want that when I rotate the model in the first view, the
axes get updated accordingly, but I don't want them to change position or allow
the user to zoom them.
So, I got this thing running
Hi Robert,
thanks for the info! In the example the function keys worked right!
...
Thank you!
Cheers,
Andrés
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Hi,
I'm trying to detect the press of some keys in a custom event handler.
Code:
if( osgGA::GUIEventAdapter::RESIZE == ea.getEventType() ) {
switch( ea.getKey() ) {
case osgGA::GUIEventAdapter::KEY_L:
// More things...
break;
case
Hi Nick!
You were right. I needed to specify the Z value.
I also had to change the values of the vertices, as I had them wrong, but thas
was my fault.
...
Thank you!
Cheers,
Andrés
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Hi again,
Jus a doubt with my previous code: is my way of getting the center of the
screen right?
Code:
osg::Viewport* vport = camera-getViewport();
osg::Vec3d vc = osg::Vec3d( vport-x() + vport-width()/2, vport-y() +
vport-height()/2, 0.0 );
Or is there a better way?
...
Thank you!
Hi,
no need to reply. I have loaded different models and tried with the code as-is.
It really draws the cross in the middle of the screen!.
...
Thank you!
Cheers,
Andrés :D
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Hello there!
I've struggling a while with the setup of a HUD camera.
What I want to achieve is to show cross in the middle of the vieport.
I have been able to display text, but not the cross, so I'm requesting a little
help with this ... :)
Here's the code for the viewer (it is based in the
Hi Nick,
I am reading the code. Thanks for your help!!! :D
...
Cheers,
Andrés
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Hi Trajce!
Thanks for your help.
I've been browsing the manipulator's source code and found something
interesting: the SET_CENTER_ON_WHEEL_FORWARD_MOVEMENT flag.
If I understand correctly, having this flag set will make that if zoom in the
view, the camera will update its position on each
Hi,
I have a viewer with several models loaded. When doing a rotation with the left
mouse button, it seems as if the camera takes into account all the scene.
Would it be possible to change the rotation axis?
For example, if I zoom in and can only view a tree and a car, I want to rotate
as if
Hi Trajce!
Yes, it is the Trackball manipulator.
So changing the home position will do the trick? Nice.
But doing this, it would also require changing the wheel zoom code, wouldn't
it? I mean, if I zoom and inmediately want to rotate, the home position should
already be updated.
What do you
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