Another slant at this, I've created a transform type to inherit osg::Transform
that lets me set by matrix and by position, attitude, scale.
Code:
class ExtendedTransform : public osg::Transform
{
public:
ExtendedTransform();
Hi there,
This might be a load of rubbish and not possible mathematically, but I'm trying
to decompose a matrix and apply it to an osg::PositionAttitudeTransform in
order to set the PAT by matrix.
The reasoning behind this is I am using PAT to give a human friendly position,
rotation, scale
Hi there,
I'm using the ScreenCaptureHandler to capture a screenshot of the current view
and save it to disk. I would ideally like to save at a specific resolution, say
1280x1024, however the handler is saving the image at the current size of the
viewer.
My application is a CAD style applica
Hi there,
I am developing a CAD-Style application and am interested in using
osgManipulator to provide picking, moving, rotating and scaling of objects. I
just have a couple of questions with regard to the use of manipulators, and
hope some of you can take the time to answer them for me.
Fir
Hi there, and thanks for your response,
well I am using small feature culling in my application to improve performance.
Its a CAD-style app and I have hundreds of thousands of Geodes on the screen at
any one time. Many are really small so I am throttling small-feature culling to
maintain a dec
Hi there,
a quick question for you guys, is it possible for a Geode to be excluded from
SMALL_FEATURE_CULLING?
Thank you!
Andrew
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Hi there,
I am trying to load an osg::Image using the setImage method - inparticular I am
copying a Managed bitmap (System.Drawing.Bitmap) to the osg::Image to use it as
a texture map.
As you can see I'm having a few problems. Here's the osg::Image texture mapped
onto a quad when I load it i
Hi Paul,
Cheers for your response, ok I missed that first time around, so it is
possible, that's good, just not 100% sure on how you implemented it.
One special case is in my system the transparent box is sort of a zone that the
camera may move inside or outside. I need it to render properly
Hi there
A quick related question for you guys, does OSG do the transparency bin sorting
per Geode or per primitive?
I have a Geode with multiple transparent primitives in it, however one is a box
with 4 sides created using QUAD_STRIP and top/bottom created using POLYGON and
as such as not com
Hi Brett
Could you elaborate on how you did it? I am facing a similar problem.
Thank you!
Cheers,
Andrew
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osg-u
I realise this is a bit of a complicated question, but does anyone have any
ideas if this is possible with OSG?
Cheers,
Andrew
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Hi Adrien,
I'm afraid I don't have an answer for you, but I am about to attempt to do the
same thing, so would be interested to hear the answer.
Any ideas OSG community?
Thanks,
Andrew
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Hi,
Well, that was simple
Code:
virtual osg::BoundingBox computeBound() const
{
osg::BoundingBox bbox;
// Compute the min/max X and Y values for the grid
float miny = (m_posY-(m_vHeight/2*m_zoom));
float maxy = (m_posY+(m_vHeight/2*m_zoom));
float minx = (m_posX-(m_vWidth/2*m_zo
Hi Chris,
Thanks for the heads up, I was digging around and found the drawImplementation
method in Drawable myself so decided to give it a go. However I've had less
than spectacular results!
My first test was to take the code from ShapeDrawable that draws a box. Here it
is for completeness sa
Ok, wise advise, just since this is a grid (Rendered once) per frame, I will
need to resize the grid lines/thicknesses/spacing on every frame (as I zoom/pan
my scene).
I guess I have enough to go digging now though, certainly you've given me some
good ideas,
Thank you,
Andrew
-
Ok, so I could use a HUD and attach behind my scene - clever, I like it :-)
Now the question is, how do I get access to just glBegin/glEnd?
I was thinking of creating a class that inherits ShapeDrawable and just
rendering my lines (I have found some legacy code that calculates the lines and
sub
Edit:
Perhaps another way of asking this question - I know how to render my grid
using OpenGL calls, I would basically use glBegin(GL_LINES) / glEnd and draw
the lines at the appropriate spacing and thickness.
So the question is - is there a way to directly push something onto the GL
renderi
Hi there,
A simple question, would anyone know how I could implement an infinite grid in
OSG?
This is an image showing what I am trying to achieve.
[Image: http://i137.photobucket.com/albums/q217/andyb1979/InfiniteGrid.png ]
Ideally as the user zooms in/out I would like the grid to subdivide
Hi there,
I have a rather strange problem that I would like to tackle using OSG, I wonder
if anyone could offer some advice on whether it is possible or not?
In brief, the application I am working on must allow users to detect what parts
of a scene containing in a large CAD model are and are n
Hi,
I have no idea if deep copy will solve your problem, but if it doesn't, another
way (albeit expensive in CPU) will be to serialize/deserialize your entire
scene via memory streams, thereby forcing a copy operation.
Here, I had a thread where I asked about this,
http://forum.openscenegraph
Hi there
Don't use the ShapeDrawable class, these are pretty slow and inefficient.
Instead, draw the geometry yourself.
Here - this function will create a cone with different top/bottom radius, and a
length. Variables needed by the function include
startRadius (float)
endRadius (float)
lengt
Hi there,
I am using a custom CameraManipulator class (inheriting
osgGA::MatrixManipulator) which is added to my scene after the OpenSceneGraph
is initialised
The CameraManipulator has two member variables I've added, a Vec3d target and
position. These are used to create a projection matrix b
Yep, will do, its a great start though, thanks
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Hi all,
An update on this problem, I've managed to solve it by the following steps
[list=]
[*]As I was operating in Debug mode, the IVE plugin required "zlib1d.dll" - so
I copy/pasted zlib1.dll and renamed it to "d" and put this in C:\. I can
confirm this works now in debug and release
[*]Then
Hi Gordon,
Thanks for your reply, I'm going to give that a go.
First check - see if its in the bounding sphere of the PAT
Second check - go for the bounding boxes of the drawables.
I guess I'll need to inverse transform my point by the PAT's matrix first?
Anyway good to know it's not too diff
Hi there,
Given a single object in my scene graph defined by the hierachy
PositionAttitudeTransform (x1)
|
Geode (x1)
|
Geometry (x1)
|
Drawables (x Many)
Is there a simple way to determine if a point location is inside the geometry,
taking into account transforms applied by the PAT?
To clarify this problem,
I have checked my environment variables and added the plugins directory to
PATH, I also was missing zlib1.dll which I have copied to the bin directory.
Now when I go to the command prompt and type
"osgconv --format ive"
it comes back with a ReaderWriter for the IVE f
Hi there,
I finally got around to implementing this functionality (!!) - it works great
with "osg" as the target format, but with "ive" the getReaderWriteForExtension
call returns null.
I assume I am missing an environment variable or something and the OSG cannot
find the correct plugin? For
Hi Robert,
Thank you for your reply. Some quick questions for you -
By custom nodes do you mean my own classes inheriting a node? If so, no I don't
have these. I am creating geometry inside Geode's in code, but the structure is
very simple.
As for the .ive format, I'll do a bit of googling
... To add to the above, I just noticed osg::ReaderWriter::writeNode has an
overload accepting a std::ostream
I imagine this is what I'm looking for - the ability to read and write nodes to
a memory stream.
Does anyone have any experience this this overload and can offer comment on it?
Thank
Hi there,
This is the first time I've posted on these boards, I wonder if any of you guys
can help me out?
I am developing a CAD application that uses OpenSceneGraph and I need to
implement custom serialization of the CAD data to/from disk. This requires
saving individual nodes and their chil
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