Hey Robert,
One of my coworkers replied on Monday but is still waiting approval.
A few of us are interested in meeting up. Thursday evening would work best. We
know the area well and can pick a venue. Let us know!
Thanks,
Jeremy
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use FBOs?
I'm using OSG 3.4.0 and CentOS 7.
Thank you!
Jeremy
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ht
Excellent thanks. Looks like that's called in place of the default read
implementations how would one invoke the default read functions and then do
my filtering afterwards
On Mon, Dec 14, 2015, 8:33 AM Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Hi Jeremy,
>
&g
What's the preferred method of loading a model, for example an open flight
model, and pruning it of unneeded data? I assume that would be by making a
custom visitor that modifies the hierarchy. Is that correct?
How would you do this with respect to the pager? I don't see a mechanism to
inject a cu
only remote files cached,
but perhaps better off implemented as a custom subclass.
Thanks
On Fri, Dec 11, 2015 at 6:39 AM Robert Osfield
wrote:
> On 11 December 2015 at 11:33, Jeremy wrote:
>
>> That's fine, I will probably do that, but is it not reasonable for the
>> def
That's fine, I will probably do that, but is it not reasonable for the
default to be able to handle network paths and construct working cache
paths as well?
On Fri, Dec 11, 2015, 2:10 AM Robert Osfield
wrote:
> Hi Jeremy,
>
> The FileCache::isFileAppropriateForFileCache(..) method
I have a large data set that is on a network that my application pulls
small sections of. I want to use the file cache to build local caches of
only the content the application needs without needing to clone the entire
tree.
When i register a file cache with my prototype application(which is
curre
:08 AM, Jeremy wrote:
> Excellent. Sounds perfect for my needs. I will check that out. I'm on 3.2
> at the moment.
> On Feb 4, 2015 2:30 AM, "Robert Osfield" wrote:
>
>> Hi Jeremy,
>>
>> You don't really provide enough info about how you are d
I am having this problem with OSG 3.3.3 and Qt5 and MSVC2013
Commenting out the #define GL_ARB_vertex_buffer_object in osg/BufferObject
does indeed allow it to compile.
On Sun, Feb 1, 2015 at 10:56 AM, Robert Osfield
wrote:
> Hi Phileppe,
>
> I presume Qt5.4 is define the various GL values in i
Excellent. Sounds perfect for my needs. I will check that out. I'm on 3.2
at the moment.
On Feb 4, 2015 2:30 AM, "Robert Osfield" wrote:
> Hi Jeremy,
>
> You don't really provide enough info about how you are doing things to
> know what be going amiss so
terate the named properties of the entire hierarchy. Ultimately
I'm looking for a way to visualize the internal state of all the various
osg object types to a UI, or to script interfaces or whatever.
Thanks
Jeremy
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s for each individual face.
On Sun, Jan 25, 2015 at 4:01 AM, Robert Osfield
wrote:
> Hi Jeremy,
>
> I just had a quick look at the code. It's rather dated.
>
> I'd be inclined to replace almost all the code in the
> ReaderWriterOBJ::convertElementListToG
uch bad
primitive sets up front.
Thanks
Jeremy
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On 06/03/2013 01:07 AM, Mahdi Samadzad wrote:
Dear All,
I need to create an aircraft HUD with its many indicators for
airspeed, altitude, heading, Horizontal Situation Display and Vertical
Deviation Indicator. It should look like this:
http://www.loop-net.info/hud/fl.html
I think I should
On 05/28/2013 01:20 PM, Farshid Lashkari wrote:
Hi Jeremy,
This sound very similar to an issue I've encountered before. Does your
RTT Camera object use a RELATIVE or ABSOLUTE reference frame? Also,
are you applying any ComputeBoundingSphereCallbacks to you scene or
override the "co
Hello everyone! I'm running into a problem in my application where I'm
trying to switch between two different subgraphs as the result of some
event (key press or similar). The first of these two objects is a
standard subgraph with nothing too sophisticated going on. The second of
these is a RTT
On 05/14/2013 04:47 AM, Bruno Ronzani wrote:
Hi Jeremy,
Very cool indeed ! Thank you for adding the pre-compiled OSG too ;)
I just needed a quick example to test everything out.
If I can show that OSG works fine - means at least 30fps, with image rendering,
interactions and movements - on
Take a look at this little project I started:
http://osgrpi.googlecode.com
I'm not done polishing things up (and I don't even use X11 at all here),
but those kinds of things could be resolved with the right time/money. :)
I would imagine that for most people want to use the RPi and OSG, X won
On 04/15/2013 12:37 PM, Judson Weissert wrote:
Hello,
I have been experimenting with the osgWidget library recently, and
came across what I believe to be a memory leak. I added a break point
to the osgWidget::Callback destructor, and it is never called when
running the osgwidgetcanvas example
On 04/03/2013 09:20 AM, michael kapelko wrote:
Hi.
I've been researching Cairo / Pango for GUI use with OSG, and googled
this up:
http://forum.openscenegraph.org/viewtopic.php?t=6394
The osgPango page ( http://code.google.com/p/osgpango/ ) says:
Screenshots
COMING BACK SOON (August, 2012)
I
On 03/15/2013 12:42 AM, Alexandre Valdetaro wrote:
I am having this same problem here. Did anyone find a solution for it? Does
anyone not have this problem?
I'll take a look later today and see if I can't figure out what is going on.
Thanks,
Alex
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On 03/14/2013 12:14 PM, Aitor Ardanza wrote:
Hi,
I don't understand the Jeremy answer... when you say call update() function,
you are refering to osgWidget::Box update?
I need to reposition some GUI box when the window is resized. If I call..
void HyperPatientVRGUI::resize(int w,
On 01/31/2013 04:30 PM, Stuart Mentzer wrote:
Hi Robert,
You were right: the problem was broader than OSG. The fix was to modify
/etc/X11/xorg.conf so that these 2 lines were in the "Files" section:
Code:
Section "Files"
ModulePath "/usr/lib64/nvidia/xorg"
ModulePath "/usr/l
On 01/17/2013 03:57 AM, Serkan Ozkaymak wrote:
Hi,
Is linear gradient color supported by osgnvpr ?
This is easy to do, but I don't know if I got around to doing it quite
yet. Hit me up on googletalk if you need to know more.
Thank you!
Cheers,
Serkan
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On 01/04/2013 09:33 AM, Ethan Fahy wrote:
Hello all,
I have an osg project that uses shaders to write float32 values representing
temperatures to my framebuffer texture. I would like insert a CUDA or OpenCL
kernel to take those temperature values in the framebuffer and reinterpret them
as co
Hey guys!
You've probably heard by now, but there is a really great up-and-coming
website/organization/movement called Coursera that I learned about last
year.
http://www.coursera.org
https://www.coursera.org/user/i/cec974e9434316ce7625ee9df772effe
There are some REALLY great math and graphi
On 12/07/2012 12:27 PM, Paul Martz wrote:
(Sorry if this shows up twice; I originally posted it Tuesday but it
has not echoed back to the list. Test emails seem to work, so trying
again...)
Hi Jeremy -- Since you know the FOV in y (it's 45.0 degrees), you can
compute the distance to &q
Hello everyone! I'm writing a bit of code using parts of OSG and pure
OpenGLES2. This isn't exactly an OSG question, per se, but there are a
lot of OpenGL experts here and this is a great resource. :) Any help is
appreciated!
In my particular scene, I do not maintain a matrix representing my
On 11/20/2012 01:50 PM, Jason Daly wrote:
On 11/20/2012 09:50 AM, Jeremy Moles wrote:
Hey guys--anyone using OSG with the Collada reader on Linux? Although I
doubt this is a Linux-centric issue.
I've tried the 2.2 (won't even build), 2.3 and 2.4 (neither of which
work with the OSG c
Hey guys--anyone using OSG with the Collada reader on Linux? Although I
doubt this is a Linux-centric issue.
I've tried the 2.2 (won't even build), 2.3 and 2.4 (neither of which
work with the OSG code) to no avail. Is there something obvious I'm
missing here?
The wiki indicates I should use
Has anyone had the chance to play with OSG on the RaspberryPi? I have a
number of OpenGLES2 examples working using their Broadcom "VideoCore"
API and I intend on trying to put together a simple
GraphicsWindowRPi.cpp implementation later today.
I just wanted to quickly ping the lists and see if
On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote:
> Hi Jeremy,
>
> Thanks for the tests and feedback. I'm focusing on creating a material
> system which may be a little similar to the Ogre one but will be very
> easy to integrate with OSG scenes. I'd like to also have
On Tue, 2012-09-11 at 20:36 +0200, Janna Terde wrote:
> Hi Jeremy,
>
> I can cull the RTT camera using its cull mask or node mask however I need to
> know when should I do it. I would like to cull the camera when the node
> representing the mirror (Geode) is culled so when it is
On Tue, 2012-09-11 at 16:52 +0200, Janna Terde wrote:
> Hi,
>
> I have a scene containing several mirrors but I would only like to enable RTT
> camera if the node representing a mirror is visible. I am trying to check if
> the specific Drawable was culled or not but so far I was not getting the
On Tue, 2012-09-11 at 10:54 +0800, Wang Rui wrote:
> Hi Jeremy,
>
> Thanks for the tests and feedback. I'm focusing on creating a material
> system which may be a little similar to the Ogre one but will be very
> easy to integrate with OSG scenes. I'd like to also have
On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote:
> Hi all,
>
> Just to announce that the material system is still in progress and
> I've just made the first version for myself to test and use. An
> optimized version with a complete deferred shading pipeline (XML
> files) will be submitted if it
On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote:
> Hi all,
>
> Just to announce that the material system is still in progress and
> I've just made the first version for myself to test and use. An
> optimized version with a complete deferred shading pipeline (XML
> files) will be submitted if it
somehow
missed) which I will experiment with.
Thanks for the nudge. :)
> Cheers.
>
> 07.09.2012, 00:25, "Jeremy Moles" :
> > Hey guys, I'm looking for some osgPPU example code demonstrating setting
> > up an osgPPU pipeline ONLY on an FBO texture. All of the exam
Hey guys, I'm looking for some osgPPU example code demonstrating setting
up an osgPPU pipeline ONLY on an FBO texture. All of the examples in the
project currently--at least, as far as I can tell--appear to always use
the Viewer's Camera directly, which won't work for my use.
Futhermore, all of my
On Tue, 2012-09-04 at 19:21 +0100, Robert Osfield wrote:
> Hi Jeremy,
>
> It should be possible to do a
>
> drawImplementation(..)
> {
>
> state.apply(stateSetOne);
> // do stuff
> state.apply(stateSetTwo);
> // do more stuff
>
>
On Tue, 2012-09-04 at 19:15 -0400, Jean-Sébastien Guay wrote:
> Hi Jeremy,
>
> In the past I've done similar low-level 2-pass rendering in a Drawable,
> by doing as Robert suggests. Apply one stateset, draw, apply another,
> draw again (same or different geometry).
>
&g
ference between:
> _program->apply( state );
> and
> state->apply( _program.get() );
> is that the latter tracks the currently bound program, doesn't bother to
> apply
> it if it's already in use, and would probably allow you to remove the call to
> setL
I am creating a custom Drawable that needs to push a Fragment Shader
into the current rendering state and then, after a single extension
call, subsequently remove this shader from the state.
I have some code I noodled through to make this work, but I feel like
there is probably a better way. It go
On Thu, 2012-08-30 at 14:02 +0200, Rafa Gaitan wrote:
> Hi everybody,
>
>
> I'm glad to announce osgAndroid (OpenSceneGraph for Android). It
> consists in a set of Java/JNI wrappers of OpenSceneGraph and some
> helper classes to easily develop OSG applications in Android.
Just out of curiosity,
On Tue, 2012-08-28 at 16:59 +0200, Miguel Lokida wrote:
> So i see what you mean. But how can I declare the position of my widget
> relative to the parented window ?
>
> Here's the code I use:
>
> [code]
> const unsigned int MASK_2D = 0xF000;
>
> // note: osgViewer::Viewer* ptrViewer;
> //
On Tue, 2012-08-28 at 11:05 +0200, Miguel Lokida wrote:
> Hi,
>
> I want to use an osgWidget to draw a compass. So, I need to use the rotation.
> The problem is that the origin of the osgWidget is at the bottom left and not
> at the center of the widget.
>
> How can I specify the center of my
On Mon, 2012-08-27 at 21:04 +0100, Robert Osfield wrote:
> Hi Jeremy,
>
> On 27 August 2012 17:34, Jeremy Moles wrote:
> > You can (and in fact you have to!), but it won't set the dirty flags of
> > the parent Geode, so you're forced to call dirtyBound() on it as
On Mon, 2012-08-27 at 15:12 -0400, Judson Weissert wrote:
> On 8/27/2012 2:22 PM, Jeremy Moles wrote:
> > On Mon, 2012-08-27 at 13:54 -0400, Judson Weissert wrote:
> >> Hello,
> >>
> >> I was hoping someone could help me with a camera manipulator/scaling
On Mon, 2012-08-27 at 13:54 -0400, Judson Weissert wrote:
> Hello,
>
> I was hoping someone could help me with a camera manipulator/scaling
> problem that I have been having.
>
> I have a scene graph that contains geometry representing a hydraulic
> fracture. The fracture length is of the order 1
On Mon, 2012-08-27 at 17:30 +0100, Robert Osfield wrote:
> Hi Jeremy,
>
> On 27 August 2012 17:21, Jeremy Moles wrote:
> > This isn't currently possible because of the dirtyBound() prototypes on
> > Drawable and Node (they are not const). However, if this is an API
>
On Mon, 2012-08-27 at 16:50 +0100, Robert Osfield wrote:
> Hi Jeremy,
>
> The OSG uses a compile traversal that is called on the first frame of
> rendering (Renderer.cpp's Renderer::compile() method) and this will
> call your Drawable::compileGLObjects(), this can then set
Hello all!
I'm working on a NodeKit (that is coming along nicely, btw) for using
the NVidia NV_path_rendering extension with OSG. This new extension has
an interesting--and, AFAIK, hitherto unseen--rendering model.
When using NV_path_rendering (which I will call NVPR), one must feed
path coordina
; I think there are others that are missing but I haven't done a thorough
> > search.
>
> If they aren't in OpenSceneGraph-Data then I don't have them. Perhaps
> Jeremy Moles might be able to help now he's back coding on the OSG
> agai
Is your method declared as const? I always forget that...
On Aug 23, 2012 8:28 AM, "Vincent Bourdier"
wrote:
> Hi,
>
> I don't think, there are mutiple camera, for HUD, but the graph is
> attached to the main one.
>
> Regards,
>
> Vincent.
>
> Le 23/08/2012 10:28, Sergey Polischuk a écrit :
>
>>
On Mon, 2012-08-20 at 17:55 -0400, Jean-Sébastien Guay wrote:
> Hi Jeremy, nice to see you back writing graphics code!
I finally have the time again!
> In the past, when I've needed to have a contextID in a custom Drawable,
> I've always gotten it from inside my drawable
n
> set
> the global state for a context and flip it to true. Would something like that
> help?
> -Paul
Certainly, but I'm still stuck on actually SETTING the state in the
first place. :)
> On 8/20/2012 10:27 AM, Jeremy Moles wrote:
> > Hello everyone! I have a bit of
Hello everyone! I have a bit of a strange question here, so please bear
with me. I'll try to be as descriptive as I possibly can, though I'm
certain I will misuse some terminology.
I am adding support for the NV_path_rendering extension to
OpenSceneGraph. This extension adds a number of new functi
Well, that fixed one big issue! Now to figure out another one you mentioned.
Thanks so much for that, J!
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ke"?
I did try issuing a command like, "CXXFLAGS=-D__STDC_CONSTANT_MACROS
./configure" before typing any commands like make or cmake. That did not seem
to resolve the issue, unfortunately.
Jeremy
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Thanks for responding, Alberto. I updated ffmpeg using the information from
the Ubuntu Compilation Guide at the ffmpeg website and attempted the
compilation and install with a fresh start. It still gave me the same error
upon halting. Would you happen to have any other ideas or suggestions?
d the recommendation of typing
"CXXFLAGS=-D__STDC_CONSTANT_MACROS ./configure" before make but that did not
solve the problem. I'd really appreciate anyone's help.
Thank you!
Cheers,
Jeremy
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Hi Stephan,
I finally find the time to try your solution, and that works perfectly fine!
The background video is displayed at 30fps independently of the 3D scene, so
the user experience is much better now :D
Thanks a lot and merry Christmas !
Jeremy
sth wrote:
> Hi,
>
> instead
preview layer at 30 fps. I think we can tolerate if the
rendering of the scene is not perfectly smooth, as long as the video behind is.
Anyway I will try your suggestion as soon as possible. Be sure I'll give you
some feedback then!
Best,
Jeremy
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>getCamera()->setClearColor(osg::vec4(0.0f, 0.0f, 0.0f, 0.0f));
The background is black as expected, but the alpha value is not considered (as
if it was always 1.0f).
Any ideas?
Thanks!
Cheers,
Jeremy
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On Sun, 2011-10-30 at 09:09 +0100, Stefanos Kougiou wrote:
> Hi,
>
> I am building an application using OSGARt and I recently tried to use the
> example: osgwidgetlabel to show some static labels on the viewer.
>
> I followed the procedure as in the example and the labels were visible on the
On Tue, 2011-10-11 at 04:08 +0200, dan marshal wrote:
> Very sorry!
>
> If I create a window using:
>
> osgViewer::Viewer viewer;
> osgWidget::WindowManager* wm = new osgWidget::WindowManager(
> &viewer,
> WINDOW_WIDTH,
> WINDOW_HEIGHT,
> MASK_2D
> );
On Sun, 2011-10-09 at 04:53 +0200, Rishabh Taneja wrote:
> Hi Jeremy,
>
> I am a newbie in osg. I am working on a project to build a virtual
> environment.After trying a lot, I am not able to create first person
> experience in my environment. Can you help me out in this regard
On Tue, 2011-10-11 at 17:32 +0100, James Turner wrote:
> Hi,
>
> I'm experimenting with replacing an existing widget set with versions based
> on osg::Widget. I hope to create most items by composition, eg a scrollbar as
> two end buttons, plus a 'track' and 'thumb', each an osgWidget::Frame or
On Mon, 2011-10-10 at 17:25 +0200, dan marshal wrote:
> Hi,
>
> I am using osgWidget to run osg inside a window frame.
Can you clarify what you mean by this? osgWidget is an OSG nodekit, I'm
not entirely sure what to derive from this statement (which makes the
rest of the e-mail impossible to und
On Thu, 2011-09-29 at 23:02 +0800, Wang Rui wrote:
> Hi Jeremy,
>
> 2011/9/29 Jeremy Moles :
> >
> > BTW: It's a shame you can't add GUI stuff to your upcoming book. The
> > current osgWidget is just... not enough. :)
> >
How long do I have then to clea
On Thu, 2011-09-29 at 22:39 +0800, Wang Rui wrote:
> Hi Jeremy,
>
> We have already done an initial flash integration (including osgFlash
> abstract layer and plugins) in osgXI using GameSWF (public domain).
> But the ActionScript support is poor. Another two implementations done
On Wed, 2011-09-28 at 11:37 -0600, Paul Martz wrote:
> On 9/28/2011 9:22 AM, Jean-Sébastien Guay wrote:
> > Hi Jeremy,
> >
> >> My question is how do I render these objects? Should I treat them
> >> specially (for example, adding them in a post render camera) or s
On Thu, 2011-09-29 at 20:48 +0800, Wang Rui wrote:
> Hi Alessandro,
>
> I'd like to list the titles of all recipes finished until now as below.
>
> Thanks for the support. :-)
>
> Wang Rui
>
> ---
>
> [Chapter 1]
> Checking out the latest version of OSG.
> Configur
Hey guys, looking for some quick design advice before I start hacking
something that I'd end up scrapping.
I've written a pretty traditional FPS camera; game-like movement and
strafing, sprinting, mouse viewing by warping the pointer to the center
of the screen, axis inversion, etc. All the stuff
On Sun, 2011-09-25 at 03:23 +0200, Damyon Wiese wrote:
> Hi Jeremy,
>
> Just thought I would post to clarify the post about my exporter (This one:
> https://code.google.com/p/blender-osgexport-25/).
>
> I originally tried to update Cedrics exporter for blender 2.5 and g
On Fri, 2011-09-23 at 17:36 +0200, Alberto Luaces wrote:
> Jeremy Moles writes:
>
> > Some history: Alberto wrote the first osgexport.py.
>
> Hi Jeremy,
>
> just a clarification: I didn't wrote anything :) As far as I know, the
> original osgexport.py scri
On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote:
> "Benjamin Gehmlich" writes:
>
> > Hi Alberto,
> > thanks for your answer, but there is a Problem with blender.
> >
> >
> > When I want to add the osgExport file ("Install Add-On"), there happens
> > nothing.
> >
> > What I have done
> >
On Mon, 2011-09-19 at 12:52 -0600, Paul Martz wrote:
> On 9/19/2011 11:16 AM, Jeremy Moles wrote:
> > I can't help but wonder how to best do something like this in OSG. :)
>
> The general solution -- OSG or whatever -- is to render your scene into one
> or
>
Hello all. I spent the weekend relaxing (the first in many), and had the
chance to play a few video games I've been getting behind on. It wasn't
long, however, before I saw something I wanted to implement myself,
which led me to this post. :)
In a large number of FPS/3PS shooters these days there
On Sat, 2011-09-17 at 01:46 +0200, Trystan Larey-Williams wrote:
> Hi all,
>
> I've used osgPango successfully in the past on a different system, but am
> facing a strange problem now. All text renders black including in all the
> out-of-box examples (osgpangoanimation, etc), regardless of what
On Thu, 2011-09-15 at 12:00 +0100, Robert Osfield wrote:
> Hi All,
>
> I'm note yet clear on exactly where the problems are stemming form
> with the NVidia 275+ drivers but with the assumption that the
> glGetActiveUniform is appending a [..] and the the matching
> glGetUniformLocation can handle
Who needs an invite? :) I've got 150...
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On Tue, 2011-09-13 at 15:35 +0200, Kevin DeMott wrote:
> So I'm pretty close to getting this working using the osghud example code.
>
> The problem I'm having now is that color grid on the left side of the screen
> is not visible at the start of the application. I traced this problem down to
>
On Sat, 2011-09-03 at 13:01 +0200, Joel Graff wrote:
> Hi,
>
> I have a graph that I serialize with a simple call to osgDB::writeNodeFile(),
> but it contains a node that is auto-generated when the application starts.
> Is there a way to exclude that node from serialization? I'm familiar with
On Fri, 2011-09-02 at 18:11 +0200, Alessandro Terenzi wrote:
> Ok and thanks for your help.
I think I might finish my own personal solid+wireframe GLSL example here
in a few minutes. Would this be of use to you? (It is derived from this
example:
http://www2.imm.dtu.dk/~jab/Wireframe/
> Cheers.
On Fri, 2011-09-02 at 13:17 -0400, Cary, Karl A. wrote:
> I developed something that uses tiffs as textures and developed it in
> CentoS 5.5 and everything works just fine. The installation of OSG on
> the system was actually built on a CentOS 5.6 machine and then rpm’d
> and installed on the 5.5 s
On Sat, 2011-08-27 at 07:09 +0200, Martin Scheffler wrote:
> Hi Jeremy,
>
> I hope I haven't discouraged you from continuing development on osgWidget! A
> "native" osg gui would have a lot of advantages over an external library. The
> main reason I did not consi
On Fri, 2011-08-26 at 06:38 +0200, Martin Scheffler wrote:
> Hi all,
>
> On a long train ride yesterday I had the chance to work on my osg
> implementation of a libRocket interface. You can download the code from the
> attachment.
>
>
>
> libRocket is a nice little GUI library that seems to b
On Wed, 2011-08-24 at 06:43 +0200, Mark Kilgard wrote:
> Jeremy,
>
> Very cool to see this OpenSceneGraph support for NV_path_rendering.
And even cooler to get an @nvidia.com response. :)
> I hope you'll explore the ability to mix 3D and path rendering within a
> depth-
On Tue, 2011-08-23 at 22:27 +0200, Tony Horrobin wrote:
> Hi Jeremy,
>
> The glsl attachments have been squashed - could you attach them as .txt,
> please?
>
> I believe you have to bind shader vertex attributes as PER_VERTEX as opposed
> to colours and normals which
On Tue, 2011-08-23 at 22:27 +0200, Tony Horrobin wrote:
> Hi Jeremy,
>
> The glsl attachments have been squashed - could you attach them as .txt,
> please?
>
> I believe you have to bind shader vertex attributes as PER_VERTEX as opposed
> to colours and normals which
Hello everyone.
I am using custom vertex attributes but running into a strange issue. I
do not seem to be able to use:
BIND_PER_PRIMITIVE
..when using custom vertex attributes. Is this a known limitation, or is
it likely a bug/me doing something wrong? I have attached a simple
example of
On Fri, 2011-08-19 at 16:36 +0200, Daniel Cámpora wrote:
> Hello :),
>
> I'm working my way on osgWidgets, and I have come into using callbacks for
> them.
>
> The way for adding callbacks on them is by means of the method
> "osgWidget::EventInterface::addCallback", but I didn't find any way to
On Fri, 2011-08-19 at 15:31 +0200, Daniel Cámpora wrote:
> Hi,
>
> I had the same problem and ended up overriding the _calculateSize method as
> you are doing.
>
> However, I don't think this is an error of the bounding box. What happens
> internally is that the text has a width and height acco
On Wed, 2011-08-17 at 08:48 +0800, Wang Rui wrote:
> Hi Jeremy and Robert,
>
> In fact the osg::Image class can be derived and it is possible to
> write serializers for the subclasses. In
> osgWrappers/serializers/osg/ImageStream.cpp you will find an example
> which has no dif
On Tue, 2011-08-16 at 12:42 -0400, Jeremy Moles wrote:
> Hello everyone; this is probably a question only a few people could
> possibly, answer (Robert, Wang), but here goes:
>
> I have created a derived osg::Image class (osgCairo::Image), and this
> has worked just fine for the
Hello everyone; this is probably a question only a few people could
possibly, answer (Robert, Wang), but here goes:
I have created a derived osg::Image class (osgCairo::Image), and this
has worked just fine for the last few years. However, I want to add
strong serialization support for my nodekits
On Fri, 2011-08-12 at 11:09 +0200, Yue Zijian wrote:
> [code]
> #include
> #include
> #include
>
> const unsigned int MASK_2D = 0xF000;
>
>
> int main(int argc, char** argv) {
> osgViewer::Viewer viewer;
>
> osgWidget::WindowManager* wm = new osgWidget::WindowManager(
> &
On Thu, 2011-08-11 at 08:16 +0800, Wang Rui wrote:
> Hi Jeremy,
>
> Yes. The serializers at present don't support constructor with
> arguments. It is welcome if you and anyone else could provide the
> functionality. :-)
I'll see if I can do it...
BTW: Working with the
This question is for anyone who has used the new serialization interface
introduced by Wang Rui in 2010 (osgWrappers/serializers).
Is it possible to pass arguments to the object's constructor? The 2nd
argument to the REGISTER_ macro lets you define the protocol for object
creation, but the argumen
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