I'm having a problem trying to calculate the UP vector of a node as it
makes a 360 roll.
I'm setting the camera viewpoint like this:
//Update View
osg::Vec3 eye( cameraX, cameraY, cameraZ);
osg::Vec3 center(nodeX,nodeY,nodeZ);
osg::Vec3 up(nodeX,nodeY,nodeZ);
viewer->getCamera()->setViewMatrix
]
[mailto:[EMAIL PROTECTED] On Behalf Of
Cysneros, Nelson SPAWAR
Sent: Thursday, February 28, 2008 10:35 AM
To: OpenSceneGraph Users
Subject: [osg-users] Calculating Up Vector
I'm having a problem trying to calculate the UP vector of a node as it
makes a 360 roll.
I'm setting the camera
I'm having a problem with an existing application that runs well on a
32-bit windows XP (VS 2003) system, but does not seem to work when ran
on a 64-bit windows XP (VS 2003) system.
I narrowed down the problem to Openthreads, seems that my threaded while
loop never (or rarely) gets called. I
5/28 Cysneros, Nelson SPAWAR <[EMAIL PROTECTED]>:
I'm having a problem with an existing application that
runs well on a
32-bit windows XP (VS 2003) system, but does not seem to
work when ran
on a 64-bit win
I'm trying to integrate my application with wxWidgets. I have the
osgviewerWX example working. When I create a wxLogWindow to provide a
console equivalent, the log window works, but the application doesn't
close properly (get a wxWidgets assert when closing the main frame).
Existing code:
/
I have the osgviewerWX example running with OSG v2.2 and WxWidgets
v2.8.4 and everything seems to be working correctly.
But I did notice that the Stats display does not come up, although in
the example the StatsHandler was added to the viewer EventHandler.
viewer->addEventHan
I'm integrating an existing (working) OSG(tried v2.2.0 & 2.6.0)
application with WxWidgets v 2.8.8, but I keep getting the following
error message:
"Run-Time Check Failure #0 - The value of ESP was not properly saved
across a function call. This is usually a result of calling a function
declared
On the osgplanet example, if I wanted to view any selected planet and
have it be my center of focus, while still being part of the overall
simulation, what would be the best way to do this?
1. Attach a camera to every planet, and when selected pass the camera
to the main view.
osg
it attaches
multiple NodeTrackerManipulators, one for each planet of interest, then
a KeySwitchMatrixManipulator is used at the top to select which planet
to view. Please have a look at the code.
Robert.
On 8/11/07, Cysneros, Nelson SPAWAR <[EMAIL PROTECTED]> wrote:
>
>
> On
I had a similar problem, but my cow was black.
What worked for me was to normalize it, because I changed the scale of
my cow.
osg::StateSet* rootState = node->getOrCreateStateSet();
rootState ->setMode(GL_NORMALIZE,osg::StateAttribute::ON);
I am using OSG 2.0 though. Hope this helps
I'm drawing osg::PrimitiveSet::LINES deep inside my node architecture.
The lines come up the right color, but depending on the camera position,
the line tends to turn black. I would like the line color to stay
constant regardless of the camera position.
>From doing some research it seems like
Thank you Jean,
I'm still new to all this. All I found on emissive color is the following:
glMaterial Default Parameters
GL_EMISSION (0.0, 0.0, 0.0, 1.0) emissive color of material
Is this what you had in mind:
osg::StateSet* state = geode->getOrCreateStateSet();
state ->set
Did you download the dependencies?
http://www.openscenegraph.org/projects/osg/wiki/Downloads/Dependencies
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of hemanth
korrapati
Sent: Tuesday, October 16, 2007 1:53 AM
To: osg-us
Just a thought...
"The crash is caused because _parents.end() returns an iterator whose
container pointer is NULL."
Iterator end() returns interator positioned immediately after the last
item. So if you want the the last item, you should be using something
like end()-1.
At least that's what
I'm getting these warning also.
Can I do anything to get rid of them?
Thanks
--
From: Mario Valle <[EMAIL PROTECTED]>
Subject: Tons of warnings from include fil
Thank you Robert,
I think I'm unclear on how to scale the subgraph.
I tried adding a PositionAttitudeTransform object as a child of the
AutoTransform and scaling it. I also tried adding the AutoTransform as
a child to a PositionAttitudeTransform that is scaled. Neither seemed
to work. Am I d
till want auto scaling enabled that can be done too by using
a PositionAttitudeTransform as a child of AutoTransform.
It works as one would suspect, you just have to compensate for any
previous,
automatic scaling.
/Peter
On 2007-07-24 (Tue) 10:25, Cysneros, Nelson SPAWAR wrote:
> Thank you Ro
be done too by using
a PositionAttitudeTransform as a child of AutoTransform.
It works as one would suspect, you just have to compensate for any
previous,
automatic scaling.
/Peter
On 2007-07-24 (Tue) 10:25, Cysneros, Nelson SPAWAR wrote:
> Thank you Robert,
>
> I think I'm unclear on h
This seemed to work for me:
Osg::StateSet* state = geode->getOrCreateStateSet();
Osg::Depth* depth = new osg::Depth(osg::Depth::Function::ALWAYS);
state->setAttribute(depth);
-Or-
state->setRenderBinDetails(11,"RenderBin");
-Or-
state->setMode(GL_DEPTH_TEST,osg::StateAttribute::OFF);
state-
FYI,
I was having problems similar to this also on my Windows machine.
Decided to switch to SingleThreaded until I had time to figure it out.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Stephan
Maximilian Huber
Sent: Wednesday, July 25, 2007 8:22
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