Hello,
I just built a development build of osg 2.8 successfully with the 10.5 sdk.
However, when trying to compile my app against the 2.8 frameworks, I keep
getting the following linker errors:
"OpenThreads::Atomic::operator--()", referenced from:
osg::R
Hi Stephan,
I did use the xcode-projects to build osg. I used the 10.5 sdk and development
build.
I can run the examples no problem.
I have cleaned my project several times also.
I didn't check out the src code from svn, I just grabbed the zipped src from
the osg homepage.
Hope some of this
I have added the OpenThreads Framework to the project settings. I have also
built OpenThreads Frameworks two different ways:
- The first was with the OpenSceneGraph.xcodproj.
- Then I read some of the notes and it said sometimes there are problems with
the OpenThreads Framework, so I built it aga
Stephan,
Sorry this took me so long to get posted, I've been out of the country for the
last couple weeks. Anyways, here's a shortened version of my build log, I
removed a bunch of the warnings coming from wx. If you want to see the full
log, I'll repost.
Building target “ASDS-v2.0” of projec
Hi everyone,
I am working on a system to drag and drop shapes into the scenegraph in a Qt
application. I have the ability to drag shapes from a list widget into the
QOSGWidget and then render the shape at (0, 0, 0). What I would like to do is
modify this to attach the shape to the mouse so the
try to utilize a library
for an app that requires overriding a major portion of the rendering logic.
In summary, is there any possible way to make the current renderingTraversal
design of OSG accomplish what I'm looking for...which is a incremental
renderingTraversal?
Thanks for your h
Wow I feel like today is my birthday! Thanks for the pointers Robert. I think
options 1 and 2 both sound like they have the potential to do exactly what I
need. OSG for the win! I'll try them out and post back with my results.
Thanks again,
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Christian
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Read this topic onlin
I wanted to post my solution up just incase someone ever runs into anything
similar. I was able to take Robert's solution 2 and run with it. I split up the
scenegraph under a switch node that renders different subgraphs on different
frame calls. I have also created my own implementation of an in
Hi everyone,
I'm trying to figure out whether back face culling is culling my geode or not.
I only have a single geometry drawable in the geode. The geode is getting
culled out properly when it is not facing the camera, but I can't figure out
how to tell that it was culled using the following c
Hi Aurelien,
Gave it a try and still no luck. Just always comes back as false.
Thanks though!
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Christian
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http://forum.openscenegraph.org/viewtopic.php?p=43846#43846
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Well what I actually need is whether it is being culled in the current frame.
Doesn't do me any good to know if it was culled on the last frame because my
program uses lazy rendering.
Let's try switching gears, I also know you can use a DrawableCullCallback as
well, but I can't seems to figure
I have found a solution for now. What I am doing is just manually calculating
if the polygon is facing the camera or not. Here's some pseudo code:
Code:
osg::Vec3d camPos = something;
osg::Vec3d camDir = pointOnPolygon - camPos;
double dotProduct = camDir * polyNormal;
if (dotProduct > 0.0f)
Great question!
I should have given more clarification in my previous post. The normal vector
of the polygon I'm using is not the regular normal vector, but instead the
vector produced by the CCW cross-product of the border vertices in the polygon.
This ensures that I don't have that problem si
Hello,
I'm feeling pretty defeated at this point and figured I need to ask for some
help. I feel like what I'm trying to do should be very easy and that I'm just
making it too difficult. What I'm trying to do is translate and scale a quad
about an anchor point. I've managed to get the initial l
Okay so I was able to figure out my issue. Amazing what some sleep does for the
mind. Anyways, the problem was that I was trying to put the anchor point back
then add an additional translation to try to get it in the correct place. The
solution is much easier.
Code:
osg::Matrix matrix;
// 1
Hello,
I've dug through the forums as much as possible and I can't seem to figure out
if there's a way to actually do this. I've written my own wrapper for a custom
osg::Node that sits in my own library. I need to have the ability to create
different versions of my serialization to accommodate
Hi Wang Rui,
That would be greatly appreciated. Do you have any kind of a rough estimate on
when you may have some time to get to this work? I would be glad to help you
test the solution once you have some patches available. I don't need an
immediate solution, but in the next couple of months w
Hi Wang Rui,
Just wanted to ping this ticket to see if you've had a chance to make any
progress.
Thanks!
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Christian
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Hi everyone,
Got a quick question which I'm hoping is easy. I've compressed some osg files
using the osg plugin with a custom "vipre" extension using the zlib compressor
with a simple app I built on Mac OS X and now I'm trying to read that file back
in on iOS. I'm able to read the files in no p
Well now I can see why I was having problems. Looks like we've got a copy/paste
error in the osgDB::Registry USE_COMPRESSOR_WRAPPER macro. It is currently this:
Code:
#define USE_COMPRESSOR_WRAPPER(classname) \
extern "C" void wrapper_serializer_##classname(void); \
static osgDB::PluginFunction
Hi Wang,
Just wanted to ping this ticket again to see if there's any update.
Thanks!
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Christian
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