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
mputeBound" method of any nodes?
ABSOLUTE.
And no, I'm not applying any BoundingSphere callbacks...
Cheers,
Farshid
On Mon, May 27, 2013 at 11:07 AM, Jeremy Moles <mailto:cubic...@gmail.com>> wrote:
Hello everyone! I'm running into a problem in my applicat
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 the
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
--
Read this topic online here
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, int h)
{
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
--
Read this topic online
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
next few weeks.
On 12/4/2012 7:47 AM, Jeremy Moles wrote:
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
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
a DOF effect file and an updated example some days later to
> demonstrate how these work.
Hi Wang,
Did you ever get a chance to work up an example showing something like
this? I've been trying to get it to work using a modified blur-x/blur-y
approach from osgPPU, but have had no succes
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 outside of the
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
ly once? (For example,
by setting the NodeMask to 0xF for one frame, then back to 0x0 when
you're done updating the View).
Is there a term for this kind of approach, and would it make sense to
also support this model of rendering directly or should it be left up to
the user?
> Thanks,
>
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
>
> }
I've settled on:
drawImplementation() {
state.
previously,
which is why I've had the issues. HOWEVER, I could just implement
everything as shaders anyways.
What I really seem to need is like a State::save(), State::restore()
kind of thing...
> J-S
>
>
> On 04/09/2012 1:23 PM, Jeremy Moles wrote:
> > On Tue, 2012-09-0
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
>
an API
change you'd be agreeable to, I'd be happy to submit it. :)
> bounding box based on the input parameters to your Drawable, or let
> the use define this or leave it up to the compile method.
>
> Robert.
>
> On 27 August 2012 16:22, Jeremy Moles wrote:
> > He
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 :
>
>>
in this, as
it was a "deferred" approach I was taking and was looking for some
assurance this was an acceptable approach. :)
> J-S
>
>
> On 20/08/2012 12:48 PM, Jeremy Moles wrote:
> > On Mon, 2012-08-20 at 10:44 -0600, Paul Martz wrote:
> >> What you seem to be s
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
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.
Sure, do you ha
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
er
look (later, when there's "more at stake") might be good. :)
> Wang Rui
>
>
> 2011/9/29 Jeremy Moles :
> > On Thu, 2011-09-29 at 20:48 +0800, Wang Rui wrote:
> >> Hi Alessandro,
> >>
> >> I'd
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 should I
> >> simply position them p
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 got some
> way but realise
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 consider osg widget was the lack of doc
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-buffered perspective scen
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 can be PER_PRIMITIVE.
> The
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 can be PER_PRIMITIVE.
> The
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
n't remember why I use special
> reader/writer functions to handle images. Maybe it is only a
> plagiarism of old osgDB::Input/Output class' methods. :-P
Perhaps this is where I should look then. :)
> Cheers,
>
> Wang Rui
>
>
> 2011/8/17 Jeremy Moles :
> > He
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(
> &
ct(), what the serializer macros
do, etc.
It's been quite easy though, and I'm definitely not using it a "simple"
way. :)
> Wang Rui
>
>
> 2011/8/11 Jeremy Moles :
> > This question is for anyone who has used the new serialization interface
> > intr
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
On Wed, 2011-08-10 at 12:35 +0200, Ankur Gandhi wrote:
> Dear All,
>
> I am making a scene graph in OSG and things are going great. Extensive
> support is available in forums and tutorials of OSG. Thanks a lot for that.
>
> I have one doubt. It may not be related to OSG but may be related genera
On Wed, 2011-08-10 at 14:21 +0200, Cedric Pinson wrote:
> Hi,
>
> just to talk about the blender 2.5 exporter. The plugin is on github
> https://github.com/cedricpinson/osgexport
> I fixed a few things and optimized model. I setup unittest too.
> Sadly the exporter does not support animation yet.
On Tue, 2011-08-09 at 22:05 +0200, Paul Leopard wrote:
> I have some code I have inherited that was developed on Linux. I am trying to
> get a Windows version of it to run but there is an inconsistency that I am
> unable to explain. Perhaps someone here has seen this issue before ...
>
> Anyway,
ri, Aug 5, 2011 at 2:56 AM, J.P. Delport
> > wrote:
> > Hi Jeremy,
> >
> > if this could be combined with osgEarth it would be very cool
> > for overlays.
> >
> > rgds
> > jp
> >
On Fri, 2011-08-05 at 10:11 -0500, Michael Weiblen wrote:
> heh, first osgVRPN, now osgNVPR :-)
>
> That said, this is quite an interesting extension.
>
> -- mew
Hmm, perhaps osgNVPath would be better. :)
> On Thu, Aug 4, 2011 at 2:23 PM, Jeremy Moles wrote:
> >
NVidia recently added an extension to their 275+ series of drivers
called "GL_NV_path_rendering." This turns path (sometimes called vector
graphics) rendering into first class drawables in OpenGL. Honestly, it's
one of the coolest things I've seen in a while, and naturally--given my
interest in Ope
Hello all! I am writing a custom Drawable that uses some new OpenGL
extension functions. I have an Extensions class (essentially copied from
the one defined in PixelBufferObject) that does the standard binding of
extension name string to function pointer.
However, these are members of the Extensio
On Thu, 2011-07-28 at 18:53 +0200, Daniel Cámpora wrote:
> Hi :)
>
> Well, the widget button will trigger an animation, and my whole application
> should be aware of this. I think the best way to do this is triggering a
> custom event on the start of the animation, so I'd need the GUIActionAdapt
On Thu, 2011-07-28 at 14:22 +0200, Daniel Cámpora wrote:
> The examples don't contain exactly what I want to do. I'd like to have an
> EventHandler triggered with the mouseRelease action, but I need to keep the
> GUIEventAdapter and GUIActionAdapter parameters. As far as I can tell, I
> can't do
On Wed, 2011-07-27 at 19:17 +0200, Daniel Cámpora wrote:
> Hello again, Jeremy,
>
> I'm digging into this topic of the EventHandlers for the Widgets. Before
> implementing my own EventHandler for what I'm trying to do, I'm looking at
> how does MouseHandler works to see if I can use it.
>
> In
to remain an issue for NVidia drivers
going forwards, but we'll have to see... perhaps someone with more
authoritative knowledge can comment on why this could be happening.
> 27.07.2011, 09:51, "Jeremy Moles" :
> > On Thu, 2011-06-16 at 14:08 -0400, Jeremy Moles
On Thu, 2011-06-16 at 14:08 -0400, Jeremy Moles wrote:
> Hello folks! Anyone here using the 275 series of NVidia drivers?
> (Doesn't matter what OS, the bug is on Linux and Windows for me...)
>
> It appears that this driver doesn't understand GLSL arrays anymore. At
> l
On Tue, 2011-07-26 at 20:13 +0200, Daniel Cámpora wrote:
> Hello again :),
>
>
> Jeremy Moles wrote:
> >
> >
> > > From the addremove example from the sources, I see we can either set a
> > > mask within the widget (like in "Button"
On Tue, 2011-07-26 at 18:16 +0200, Daniel Cámpora wrote:
> Hi Jerome,
>
> After some research and code reading, osgWidgets are much clearer to me. Once
> I realized the WindowManager - Window - Widgets structure, everything went
> smoother. I have a couple of questions.
>
> Is there a method to
http://www.thisamericanlife.org/
For those of you who live in the US, this was a great, GREAT episode of
"This American Life" on NPR last weekend. It talks about how absolutely
insane the patent system is in the US. It's so absurd and depressing I
honestly want to stop being a programmer and becom
On Fri, 2011-07-22 at 10:50 +0200, Daniel Cámpora wrote:
> Hi community,
>
> I've bumped into using osgWidget for an application I'm developing. It seems
> very powerful and customizable, yet I can't find any documentation / tutorial
> on how to use it.
>
> Is there any documentation available
rying to think of way to do it just GLSL, but I can't quite come
up with anything.
On Fri, 2011-07-01 at 13:19 -0400, Jeremy Moles wrote:
> Hello all! In just a few days (I will finish the code over the holidays)
> I'm going to be submitting a bit of code to Robert to evaluate for
>
ent ViewMatrix and and the algorithm's idea of "scale."
I get decent results with a 1:1 ratio, but there's more to it than that.
Much reading shall take place!
> >
> > Glenn Waldron / Pelican Mapping / @glennwaldron
> >
> >
> > On Tue, Jul 5, 2011 at 12
Hey guys, I have a really quick question. I'm trying to debug a piece of
code and what I need is access to the current MV/Proj matrices as
affected by the Viewer's active camera.
I see that they can both be queried from an osg::State object, though
I've never had to interface directly with this.
I would also like to quickly top-post myself and say that I see A LOT of
posts on the lists lately about osgText, and the next few months might
be a great time for people to pitch in with TextNode and get their stuff
working. :)
On Fri, 2011-07-01 at 13:19 -0400, Jeremy Moles wrote:
> Hello
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