orth, up, right etc.. you have a chance with scale/units. you have to know
the orientation details of the models
Sorry not much help really
______
Gordon Tomlinson
Email : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gord
one using VS2005 upgrade to Sp1, it fixes alot of
issues and saves much grief
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com
show
quite a few dialogs on the issue ;)..
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com
__
"Self defence is not a functi
its for Visual Studio 2005/VS8.0
I HIGHLY would recommend that any one running 2005 installs Sp1 for
VS2005/VS8.0
I know we will be still on V2005 for at least 2 years
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
Website
If your running VS 2008 then you will HAVE to compile all the 3rd party
dependencies yourself...
At this time nobody is contributing a package like Mike W's package for
VS2005/SP1
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
We
You have 2008 ;). so you could contribute
I'm sure Mike would share his build stuff etc ...
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinso
4bit stuff )
______
Gordon Tomlinson
Email : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com
__
"Self defence is not a function of learning tricks
but is a function of how quickly and intensely one
can arouse one
Hi
One things I noticed is you do 'osg::ColorMask mask'. This is wrong you
need this to be a pointer to an osg::ColorMask instance
FYI If you post a question my code won't compile at least provide the
compilation errors...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
HI Peter
Its really is as simple as Paul says,
a Node Kit simply extends a basic OSG node to do a specialised task not
support directly by the core node types, just as an osg::Group derives from
osg::node and to provide a method to group one or more nodes , while a
osg::Transform provides a n
Other things to check/understand
If you are using MikeW's pre-build 3rdParty packaged files you should be
using Visual Studio 2005 and VS SP1 must be installed
( other wise you must build them your self)
Note you cannot use MikeW's 3rd party prebuilt package with VS2003 or
VS2008, if you are
What do you mean 'Good docs don't grow on trees' ?
dang nabbit someone has been telling me pork pies again
:)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mike
Weiblen
Sent: Monday, June 16, 2008 11:54 AM
To: [EMAIL PROTECTED]; OpenSceneGraph
Paul Martz already answered second question
"The OSG Ref Man v2.2 contains an environment variable reference that
documents the Optimizer flags (see the OSG_OPTIMIZER env var). "
And as to documentation issues have a search through the archives there was
some very long discussions on this, and
may need to be made to the read and write
______
Gordon Tomlinson
Email : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gord
See your GL header GL/gl.h this is were you will find most defines as per
OGL 1.2 ( maybe 1.4), after that you have to look in the extension headers
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David _
Sent: Wednesday, June 18, 2008 8:15 AM
To: osg-users@lists.opensce
it's called 'Significant
> Size', which is a single value. On the Open Flight LOD node
>
> Obviously it up to the scene graph what field means ;), the OSG flight
> loader may not support this ( not checked ), so to support it Changes
> may need to be made to the re
No problem doing a poll on http://www.vis-sim.com/3dsceneBB/, the form is
setup for users to create polls...
( please note I have *.gmail.com on new account addresses disabled due to
high spam attacks, I will turn this off if needed
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAI
Just a side note, some Plugins licenses do not allow static linking so you
need to check that issue
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Melis
Sent: Wednesday, June 18, 2008 10:21 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem
I could turn the reg requirements of on the Poll/forum if folks don't won't
to register
Looks like only one option can be voted for, but if non registered voting is
allowed you may be able to vote more than once
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Be
OK I have change the Poll forum
http://www.vis-sim.com/3dsceneBB/viewforum.php?f=34
To aid the poll for OSG I have relaxed permissions, you don't need to be
registered ( but I'll have to watch what happens )
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
No I turned off the need to register for the Poll
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Melis
Sent: Wednesday, June 18, 2008 11:38 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] problem with osg 2.4 stable release
Gordon Tomlinson
HI
OK the POLL is UP at http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=1035
There's a slight glitch the forum software will not allow me to set voting
to a non-registered user...
So you need to register :(, I will see if I can hack the PHP/db tonight to
allow this to happen
failed to help so far, any one know of such a best
anywhere ?
Best Regards
Gordon
__
Gordon Tomlinson
Email : gordon.tomlinson @ overwatch.com
YIM/AIM: Gordon3dBrit
MSN IM : Gordon3dBrit @ 3dSceneGraph.com
ew to
all etc.
Thanks for the help
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinso
r so, as I have real life requirements on my time
such as work
If I do find enough free time to work with the new software I'll certainly
inform the list and transfer vote to it, but as said I cannot say when that
might happen
__________
Gord
I believe ttat’s a quicktime error and not OSG error
Try Google “quicktime error 2095”
__
Gordon Tomlinson
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of ? ?
Sent: Sunday, June 22, 2008 9:23 AM
To: osg-users
Look at the code of and how the Drive Manipulator works then use it and the
other manipulators/motion models as a template.
Then you create your own manipulators/motion model with the physics and
properties etc that you require for your application
-Original Message-
From: [EMAIL PROTECT
Some possibilities
1) Could use a shader
2) You could apply a material color
3) You traverse the nodes scene graph, finds it geometry, retrieves the
color arrays and change their values
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of hui
Sent: Monday, June 23, 2008
See
http://www.openscenegraph.org/projects/osg/wiki/Support/Tutorials/CameraCont
rol
Note the values given to a matrix for HPR are Radians not degrees
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM : [EMAIL
anism
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com
__
-Original Message-
From: [
to use an . Then you'll get your
image data back as a string from the DOM, which you can parse however you
want.
Using an is really just as good as using since nobody
supports anyway.
On Mon, 2008-06-23 at 22:16 -0400, Gordon Tomlinson wrote:
> Hey I'm complaining :)
>
>
d stuff, thankfully we have an engineer that
does ;) and no you cannot have him ;)
__
Gordon Tomlinson
Email : <mailto:[EMAIL PROTECTED]> [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM : <mailto:[EMAIL PROTECTED]>
[EMAIL PROTECTED]
Website : <h
One issue to watch out for with code going from windows 32 bit to 64 bit
code
At times people use the trick of passing a pointers address around using
integers, which works a treat on win32,
But doing this on 64bit system on windows will kill you...
From: [EMAI
Well you will have to walk the node returned by ReadNodeFile scenegraph,
typically with a nodevisitor
until you find osg::geode, look through the sample and examples they show
how to walk a scenegraph and how to create nodes and geom, the mail archives
while also contain pointers if not code on h
It is Service Pack 1 for Visual Studio 2005
This is a MUST have patch for VS
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jean-Sébastien Guay
Sent: Friday, June 27, 2008 10:44 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Debug Libraries error
Node Masks is the thing to look at using
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Argentieri,
John-P63223
Sent: Friday, June 27, 2008 2:28 PM
To: [EMAIL PROTECTED]
Subject: Re: [osg-users] osgViewer help needed
Robert,
That will be difficult to a
view.
We'd run out of bits pretty quickly.
John
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gordon
Tomlinson
Sent: Friday, June 27, 2008 2:39 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] osgViewer help needed
Node Masks is the t
You most likely do not have a valid Opengl Context as you doing this in the
main Application thread
You will need to make you application single threaded if you want to do it
this way
Or the traditional way would be with a post draw call back ( there are many
examples floating around )
_
__
Gordon Tomlinson
Email : gordon.tomlinson @ overwatch.com
YIM/AIM: Gordon3dBrit
MSN IM : Gordon3dBrit @ 3dSceneGraph.com
__
Telephone (Cell): (+1) 571-265-2612
Telephone (Work): (+1) 703-437-7651
"Self defence is not a functi
Robert
Osfield
Sent: Thursday, July 03, 2008 11:43 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] What happens to the Low-res data of a PagedLod
whenthe hi-res data has been paged in ?
On Thu, Jul 3, 2008 at 4:35 PM, Gordon Tomlinson
<[EMAIL PROTECTED]> wrote:
> What happens to the Low
this would need to be done by users who use IME and it would
certainly need to be #ifdef'd/config'd out for majority users as their
systems typically would not have support for IME
______
Gordon Tomlinson
Email : [EMAIL PRO
ave a bad build, try a full clean and full rebuild
8) Turn on all exceptions, see if your throwing a lot for some reason
9) Check the OpenGl Vendor string to ensure you're not picking up Microsoft
software driver for some reason
___
If you write your own intersection visitor or extend one then YOU can do
want when your visitor hits a osg::Switch node
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gianluca
Natale
Sent: Monday, July 07, 2008 8:23 AM
To: 'OpenSceneGraph Users'
Subject
And the answer was ?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
[EMAIL PROTECTED]
Sent: Monday, July 07, 2008 5:31 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Centroid Varying Shader Variable
Never mind I guess I found my answers here
As long as the compiler follows the C++ spec , stl vectors should be
contiguous memory
But note vec4 could be either a vec4f or vec4d so will only be 16 bytes if
it expands to vec4f
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Spilling
Sent: Tuesday, July 08, 2
YOU need to go here
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org to
unsubscribe
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM : [EMAIL PROTECTED]
Website : www.vis-sim.com
The Collada import plug-in for OSG does not support skeleton/skinning at
this time...
So not a route you could really use unless you want to add support to the
Collada plug-in ;)
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Mark
Henderson
Sent: Wednesday, July 09
Users
Subject: Re: [osg-users] animated 3d model loading
>.<
Are there any plugins that do support it?
-Mark
On Wed, Jul 9, 2008 at 9:58 AM, Gordon Tomlinson
<[EMAIL PROTECTED]> wrote:
The Collada import plug-in for OSG does not support skeleton/skinning at
this time...
So not a route
A little note on automatic updates on Video drivers, they are typically
quite OLD, take the one for my 8800 the automatic update wanted to place a
9/2007 on my machine yet I have a 4/2008 driver already installed...
Note sure what MS are upto...
-Original Message-
From: [EMAIL PROTECTED
Vincent
You post your initial question at a little over 2 hours ago.. you need to
give people time to possibly respond maybe 1-2 days
http://www.catb.org/~esr/faqs/smart-questions.html
also a search of the mailing list archive will throw up quite a few
discussions and solutions on this very
What is Artoolkit? , I dont recall having heard of that before especially
with respects to OSG
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Luis Miguel
Granado
Sent: Friday, July 11, 2008 6:13 AM
To: OpenSceneGraph Users
Subject: [osg-users] Artoolkit
ecial rectangular markers:
You put these special markers in a scene.
You record the scene with your camera (calibrated)
The library automatically detect markers and by analysing perspective
deformation of those, it estimates the pose of the camera relatively to the
markers.
2008/7/11 Gordon Toml
This is a compiler problem not an OSG problem, so you really need to ask
Microsoft, it's a problem with their compiler and code not OSG
__
Gordon Tomlinson
__
From: [
A search of the mailing list archives will answer this often asked question
you need a valid graphics context to do this which is typically available in
the draw process, t
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Carlos
Sanches
Sent: Tuesday, July 15, 2008 12:23
You have the source code and you have the crash, so one way to find the
cause of the issue, is for you to debug the code, set some break points in
and around the functions of the crash as shown in your stack trace
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Beh
Do you have the location of the missing Dll's in your path ? The location
needs to be...
Or place all the DLL's in the same directory as your applications exe..
See my posts on my forums about Dll search orders under windows
http://www.vis-sim.com/3dsceneBB/viewtopic.php?t=14
-Original Mes
Does your terrain does have Normals ?
Also you have a scale on your terrain (and a non-uniform scale at that) so
you WILL have to re-normalize your normals
See http://www.vis-sim.com/osg/osg_faq_1.htm#f19
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ümit Uzun
Sen
The reason you need GL_RESCALE_NORMAL is because you have scaled your
terrain. OpenGL by default does NOT scale normal on a scale matrix because
the act of rescale requires the use of sqr roots and this is expensive. when
you have a lot of them every frame ( see any good OpenGL book for details)
HI
WRT your OGL read, I suspect you are doing this in a process with NO OGL
context,
OSG 2.x is multi-threaded by default unlike 1.x, so you can only do OGL
calls in the Draw process with say a draw callback
( see examples and mailing list archive on the subject)
Also See the examples in 2.4/5 f
Look around and in the examples for osg::Material and osg::StateSets ( The
OSG uses Materials just the same as OGL, )
You could apply a material state to a root node of your object
Have a root round the Examples and a search of the mail-list archives, there
have been some recent discussion on u
Hi Chris
We used the osgEphemeris project that Don Burns did along with some of our
stuff on top
There were issues that had to be dealt with but it worked ok ...
Certainly better than working from Scratch...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf
good old windoze
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM : [EMAIL PROTECTED]
Website : www.vis-sim.com www.gordontomlinson.com
who care's if it dirty, if it works it works ;)
I'm still not sure why your doing this, this way, as you have to add all
your nodes to your scene, and if you add a simple addNodestoScene type
function that say does somehting like addNodestoScene (
osgDb::LoadNode("myfile.flt")) or similar the you
Try a search of the mail list archive or through google (1st hit)
http://lists.openscenegraph.org/pipermail/osg-users-openscenegraph.org/2007-
December/005306.html
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Javier
Taibo
Sent: Wednesday, July 23,
Looks like an interesting project
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David _
Sent: Wednesday, July 23, 2008 7:51 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] projects using OSG that appear on the web
Hi, i´ve seen that there are some proje
Has Max head room entered the OSG ;)
Your email is repeating ;) ,at least for me
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Robert
Osfield
Sent: Wednesday, July 23, 2008 8:02 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Is this a too dirty ha
Are you using Visual Studio 2005 ?
You can get this type message if you have VS2005 installed but not the
VS2005 SP! patch
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ariasgore
Sent: Thursday, July 24, 2008 8:42 AM
To: OpenSceneGraph Users
Subject:
Also make sure in your projects that the manifests are being embedded the
doe need to be imbedded
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ariasgore
Sent: Thursday, July 24, 2008 8:42 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Freetype Plu
Have you tried ?
It took us not more than a couple days to move away form producer in our
apps
Some things a little different and you pick up those up quickly when you
convert
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Bruno
Carneiro de Castro
Se
None that I'm aware of
The OSG file readers are about loading the data into the scene graph, not
about probing files for properties or meta data
You will have to implement your own probe mechanism for this
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of TANG
Fangqin
modeler considered the origin center of the model
__
Gordon Tomlinson
www.vis-sim.com
www.gordontomlinson.com
__
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL
Hi
No leak, the reference count is Zero after you create the instance
The count is only incremented when you add the instance to a parent
So in your example below the count will be 1 after viewer.setSceneData(g)
...
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
Look around the osgHud examples and search mail archive for previous post
it may help you get what you want
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM : [EMAIL PROTECTED]
Website : www.vis
Can you not use an alignment #pragma around the struct to force alignment
size ?
#pragma pack( push, 16 )
union
{
struct
{
__m128 _R0,_R1,_R2,_R3;
};
value_type _mat[4][4];
}
#pragma pack( pop )
__
Gordon
You could debug the issue, find the problem and possibly fix it, after all
you’re the one that is experiencing the issue and you have full the source code
__
Gordon Tomlinson
Email : [EMAIL PROTECTED]
YIM/AIM : gordon3dBrit
MSN IM
Hi David
I know we use it in our app with dynamic allocations ( thru new ) this is on
Windoze with VS, not doing it with unions though
I used it for the first time when working with a Lidar reader recently
__
Gordon Tomlinson
When you collecting/drawing your bounding volume Are you taking into account
the bounding boxes are localized with respect to the geometry they contain
And NOT to the origin or any transforms
__
Gordon Tomlinson
Email : [EMAIL PROTECTED
Having never used a ColorMatrix in OpenGL or OSG
What effect is this supposed to produce ?
Do you have screen grabs of what it should look like if done in raw Opengl ?
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Rahul Jain
Sent: Monday, July 28, 20
Hi David
My company makes very heavy use of SSE in our main products, and there are
vast speed improvements to be gained, sadly I don't have permission to
provide profiling data
We use SSE's for heavy heavy matrix work outside of OSG, we use some we have
added to our OSG/OGL apps such as for no
MS does a very poor job,
I know most of our SSE is asm'ed
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of David
Spilling
Sent: Tuesday, July 29, 2008 9:11 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Using SSE within OSG
Benjamin,
may I suggest that
HI
I can only go buy our low level masters and their profiling shows that the
hand road asm'ed SSE code is significantly fasted than MS VS compiled code
Obviously this our experience in our environments and we computationally
heavily and moving and editing terra-bytes of data around in real-tim
OGL sets up a default material , you may be picking this up
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Dieter
Pfeffer
Sent: Wednesday, July 30, 2008 8:09 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] transparency becomes dark
Thanks Ulrich a
)
__
Gordon Tomlinson
<mailto:[EMAIL PROTECTED]> [EMAIL PROTECTED]
IM: <mailto:[EMAIL PROTECTED]> [EMAIL PROTECTED]
<http://www.vis-sim.com/> www.vis-sim.com
<http://www.gordontomlinson.com/>
/Thread as your doing below (
UNLESS you have OSG in Single Thread MODE )
__
Gordon Tomlinson
[EMAIL PROTECTED]
IM: [EMAIL PROTECTED]
www.vis-sim.com www.gordontomlinson.com
Uhmm.. The OpenSceneGraph\examples\osgviewerMFC example shows you how to use
OSG with MFC
Use the example as you base
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ümit Uzun
Sent: Wednesday, July 30, 2008 11:27 AM
To: OpenSceneGraph Users
Subject: [osg-users] osgV
Once again the ShapeDrawbles confuse the issue
1) YOU CANNOT do what you want with ShapeDrawables END of story
1) DONT USE ShapeDrawable they are there as an aid to some geometric
operations and not designed FOR Rendering use ( Robert has said many times
he regrets the dang things)
2) Shape
A drawable does not have to be osg::Geometry ( ShapeDrawAble for instance ;)
) I can see many cases were it does not need to be Geometry in the classic
sense, where my node for instance is a basically a Opengl node were I do my
own Opengl calls etc
-Original Message-
From: [EMAIL PROTEC
Perhaps a read of http://www.catb.org/~esr/faqs/smart-questions.html is
required by Fangqin
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Melis
Sent: Thursday, July 31, 2008 11:04 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] A problem rela
I get his as well
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Argentieri,
John-P63223
Sent: Thursday, July 31, 2008 10:49 AM
To: [EMAIL PROTECTED]
Subject: [osg-users] GraphicsWindowWin32 Minimize Console Flood
Hello osg gang.
I'm sure that I'm not the only one t
the array to visualise it
Best Regards
Gordon
______
Gordon Tomlinson
Product Manager (3d)
Email : gordon.tomlinson @ overwatch.com
__
"Self defence is not a function of l
t for inspiration.
Good luck!
Jason
On Thu, Jul 31, 2008 at 3:41 PM, Gordon Tomlinson
<[EMAIL PROTECTED]> wrote:
Ok I know I'm reaching and hoping here ;)
typically with say Vec3Array you populate along the lines of
osg::ref_ptr verts = new osg::Vec3Array;
verts->push_back(1, 1, 1 ));
GOOGLE with get this
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of GMD
GammerMaxyandex.ru
Sent: Monday, August 04, 2008 6:58 AM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] How can I get know suuports video-card shaders or not?
How can I
You also need to show how you are extracting the rotational values and how
your setting them
To add to the issue there are many ways to set Quats up and retrieve the
rotational values out of them which can return different results
And again as Robert pointed out getting a transforms matrix and
That should have been
A GOOGLE will get this for you
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gordon
Tomlinson
Sent: Monday, August 04, 2008 7:56 AM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] How can I get know suuports
Providing the code you use to set the translation and rotations may help
folks see what may be wrong
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Gordon Tomlinson
[EMAIL PROTECTED]
IM: [EMAIL PROTECTED]
www.vis-sim.com www.gordontomlinson.com
/
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Gordon Tomlinson
[EMAIL PROTECTED]
IM: [EMAIL PROTECTED]
www.vis-sim.com www.gordontomlinson.com
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-Original Message-
From: Tueller, Shayne R Civ USAF AFMC 519 SMXS/MXDEC
[mailto:[EMAIL PROTECTED]
Sent: Monday, August 04, 2008 7:30 PM
Heres an old exmaple
http://www.3drealtimesimulation.com/osg/code/osgcode_bbox1.htm
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Joakim
Simonsson
Sent: Tuesday, August 05, 2008 7:59 AM
To: OpenSceneGraph Users
Subject: [osg-users] Calculate BoundingBo
: Tuesday, August 05, 2008 8:04 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Calculate BoundingBox
Wow! Thanks for the extremely fast answer :)
På Tue, 05 Aug 2008 14:02:06 +0200, skrev Gordon Tomlinson
<[EMAIL PROTECTED]>:
> Heres an old exmaple
> http://www.3drealtimesimula
You might want to ask these Opengl questions over at the probably more
appropriate forums at www.opengl.org
_
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
hesicong2006
Sent: Wednesday, August 06, 2008 11:26 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] About sort
HI Adrian
I know for our apps we need to do some investigation of what OGL features we
have or don't have , and were doing this in the first draw, which is not
ideal as in many cases asking Opengl if it supports feature A is problematic
as drivers lie and say they say they support feature A but a
Well your mixing MS runtime flavours , this is BAD
You need to resolve these conflicts, some can be done as the output tells
you by using the link line command '/NODEFAULTLIB:library'
You also need to ensure all the libs you are using are built with the same
MS runtime do a Google, MSDN search e
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