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
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 cubic...@gmail.com
mailto:cubic...@gmail.com wrote:
Hello everyone! I'm running into a problem in my application where
I'm trying
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
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
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
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 03/14/2013 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 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
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
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
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
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
than voodoo magic.
Now, of course, it makes perfect sense, and I honestly think I've
acquired a whole new perspective at solving problems in graphics
mathmatically. I even went and picked myself up a trig/calc book at BN
to worth through over the next few weeks.
On 12/4/2012 7:47 AM, Jeremy
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
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
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 code
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
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 success.
Thanks,
Wang Rui
2012/9/11 Jeremy Moles cubic...@gmail.com:
On Mon, 2012-09
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,
Wang Rui
2012/9/11 Jeremy Moles cubic...@gmail.com:
On Mon, 2012-09-10 at 22:57 +0800, Wang Rui wrote
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 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 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 could
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 could
with.
Thanks for the nudge. :)
Cheers.
07.09.2012, 00:25, Jeremy Moles cubic...@gmail.com:
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
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
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() {
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
bound program, doesn't bother to
apply
it if it's already in use, and would probably allow you to remove the call to
setLastAppliedProgramObject(0).
-Paul
On 9/4/2012 9:58 AM, Jeremy Moles wrote:
I am creating a custom Drawable that needs to push a Fragment Shader
into the current
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, 2012-09-04 at 11:05 -0600, Paul Martz wrote:
Doesn't a Drawable's state get applied prior to the call
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, does
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 widget
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;
// note:
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
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 cubic...@gmail.com wrote:
Hello all!
I'm working on a NodeKit (that is coming along nicely
On Mon, 2012-08-27 at 17:30 +0100, Robert Osfield wrote:
Hi Jeremy,
On 27 August 2012 17:21, Jeremy Moles cubic...@gmail.com 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
change you'd
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 1000ft,
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
problem that I have been having.
I have a scene
On Mon, 2012-08-27 at 21:04 +0100, Robert Osfield wrote:
Hi Jeremy,
On 27 August 2012 17:34, Jeremy Moles cubic...@gmail.com 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 well.
This can
Is your method declared as const? I always forget that...
On Aug 23, 2012 8:28 AM, Vincent Bourdier vincent.bourd...@gmail.com
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
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
again...
I'm going to fix these soon, hang tight. If you need immediate help,
send me something offlist or just hit me up on Googletalk.
Robert
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 saying is that you want to set some OpenGL state once
that
applies to all contexts, and not have to set it every frame. AND, you
don't want
to have to add
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
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 a strange question here, so please bear
with me. I'll try to be as descriptive as I possibly can, though
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 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 have
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 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
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.
Configure
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 properly to be
2011/9/29 Jeremy Moles jer...@emperorlinux.com:
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
On Thu, 2011-09-29 at 23:02 +0800, Wang Rui wrote:
Hi Jeremy,
2011/9/29 Jeremy Moles jer...@emperorlinux.com:
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 clean things up? :)
Oh, in fact
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 realised that
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
1.) put the osg folder
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 script belongs to Rubén López.
CRAP, you're right
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 the
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 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
more textures. Then draw a fullscreen quad
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 the
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
the
Who needs an invite? :) I've got 150...
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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 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
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 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
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 be well
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 scene as
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.
Then copy
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.
Then copy
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
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 according
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 remove
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 jer...@emperorlinux.com:
Hello everyone; this is probably a question only a few people could
possibly, answer (Robert, Wang
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
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 last few years
On Fri, 2011-08-12 at 11:09 +0200, Yue Zijian wrote:
[code]
#include osgWidget/Util
#include osgWidget/WindowManager
#include osgWidget/Canvas
const unsigned int MASK_2D = 0xF000;
int main(int argc, char** argv) {
osgViewer::Viewer viewer;
osgWidget::WindowManager* wm =
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. It
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 general
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
been quite easy though, and I'm definitely not using it a simple
way. :)
Wang Rui
2011/8/11 Jeremy Moles jer...@emperorlinux.com:
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
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, the
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 jer...@emperorlinux.com wrote:
NVidia
:
Hi Jeremy,
if this could be combined with osgEarth it would be very cool
for overlays.
rgds
jp
On 04/08/2011 21:23, Jeremy Moles wrote:
NVidia recently added an extension
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
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
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 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 GUIActionAdapter
to see... perhaps someone with more
authoritative knowledge can comment on why this could be happening.
27.07.2011, 09:51, Jeremy Moles jer...@emperorlinux.com:
On Thu, 2011-06-16 at 14:08 -0400, Jeremy Moles wrote:
Hello folks! Anyone here using the 275 series of NVidia drivers
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 an
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 become
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
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), or add callbacks in the
Window. Is there a preference on doing
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
least, not like it used to. Crazy
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 for
, 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
inclusion into OSG proper. It is a continuation of his
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.
that.
Much reading shall take place!
Glenn Waldron / Pelican Mapping / @glennwaldron
On Tue, Jul 5, 2011 at 12:01 PM, Jeremy Moles jer...@emperorlinux.com
mailto:jer...@emperorlinux.com wrote:
Hey guys, I have a really quick question. I'm trying to debug a piece of
code and what I
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
inclusion into OSG proper. It is a continuation of his experimentation
with a new text interface called TextNode.
TextNode diverges a great deal from what
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