Classification: UNCLASSIFIED
Caveats: NONE
Kim,
Thank you for the information, after digging down some I saw the nodekit
section that listed some of the projects that are available.
Thanks again,
Mike
Michael Hartman
Torch Technologies
Huntsville, AL 35802
Supporting US Army Aviation
Hi,
Choco does it again! Thanks for posting that solution in code! In my app, all
I was missing was the removeTextureAttribute.
Thank you again!
Cheers,
Michael
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and thanks for a great scene graph, btw!
Cheers,
Michael
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a major overhaul is needed for the txp plugin to be
able to handle multiple cameras. As I mentioned earlier, one workaround is to
make sure that each TXPNode is only visited by one camera - for instance by
loading the terrain anew for each camera.
Cheers,
Michael
[/list]
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Great, your code works flawless. I spent hours figuring out to get the rotation
right.
Thank you so much!
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Has no one ever done this before? ;)
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always looks somewhere else. So
I suppose either I use the makeRotate in a wrong way or the rotation somehow
depends on the position within the EllipsoidModel (maybe some conversion from
world to local coordinates or vice versa?)
Any ideas?
Michael
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Hi,
I forgot to say, that right now I don't care about the roll of the model. But
the point is that it is not even heading in the right direction. Thats my top
concern right now, but I just don't get it...
Michael
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head
in the right direction right now. It is probably pretty simple to do -- but
I've searched the forum and googled for this but I still have no clue on how to
solve this... any ideas?
Thank you!
Cheers,
Michael
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-threaded mode. I am on WindowsXP,
using an NVidia card, not that I think that makes a difference.
I also seem to recall, that the active lod node list in the pager starts to
grow rapidly when I put the second camera into the scene graph at runtime.
Cheers,
Michael
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So on to the next hurdle... It seems that the post process example only works
for a single render. I didn't notice this at first since nothing was moving in
the scene. However, if we make it match what the osgPrerender example does by
having an update callback rotate the cow, nothing happens.
Looks good!
With the sobel filter I get ~360 fps.
With the 5x5 Gaussian blur I get ~300 fps.
The graphics hardware is a GeForce GTX 280.
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Sure, after removing the filter I was getting ~530 fps. Since fps is
nonlinearly related to frame time, here's the breakdown:
530fps = ~1.89ms
360fps = ~2.78ms (sobel)
300fps = ~3.33ms (5x5 guass)
So the cost of applying the slightly more expensive 5x5 filter kernel cost
about 3.33ms -
So I've been studying the example code and the first thing that sticks out to
me is that they require some default shaders to be set even though they do
nothing special. Why doesn't this work with the fixed function pipeline?
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their names. Issues with
COLLADA using non-unique IDs prompted me to suggest setting pointers to
identify related objects, but I can work around it another way.
Thanks for your quick response
-Michael
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with steps 1,2, and 3. What's the best way to do this?
Michael Guerrero
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the 21st
August.
-Michael
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the difference in the projects but couldn't find anything.
So maybe somebody can help me with that PLEASE :(. What is the missing
parameter ?
Thank you!
Cheers,
Michael :? :? :? :? :? :?
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ensure that the memory
of the with new allocated drawables will be freed?
Thank you!
Cheers,
Michael
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So to clarify exactly where the exception is thrown here is the call stack:
ot11-OpenThreadsd.dll!OpenThreads::cooperativeWait(void * waitHandle=0x00b0,
unsigned long timeout=4294967295) Line 53 C++
ot11-OpenThreadsd.dll!OpenThreads::Win32ConditionPrivateData::broadcast() Line
73 +
= new OpenThreadObject;
myThread-start();
myThread-cancel();
myThread-join();
myThread-start();
myThread-join();
}
Are canceled threads allowed to be restarted?
Michael
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way whatever that may be.
Thanks,
Michael
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I have my environment variables setup. However, linking the example I
get numerous unresolved external errors. Not sure what is wrong. No
compile errors.
Trying to figure if it is my osglibs that are bad or what. Still trying
to figure it out.
Michael
On Sun, 2009-08-16 at 16:52 -0400, Jean
FBX reader is coming very soon... :)
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Soon = now :)
Testing fixing very welcome.
Now osgAnimation is supported by FBX, my hope is that other people will soon
add support to DAE, 3DS etc.
I don't intend to do a writer, but that should be relatively easy for
someone who does want to do it. FBX provides many ways to represent data,
Finally found it. I am having trouble compiling it. I keep getting
osg/Geode does not exist. It is in
C:\Program Files\OpenSceneGraph\include\osg. What could be wrong? I
have changed the project and told the project file where my osg is
installed.
Michael
On Sat, 2009-08-15 at 12:07
I for the life of me cannot find the demo. Can you send it to me off of
the list?
Thanks,
Michael
On Wed, 2009-08-12 at 14:55 +0100, Andrew Burnett-Thompson wrote:
Hi there, there's a great demo covering integration of OpenSceneGraph
with C++/CLI discussed here:
http
the scene. That is where I am stuck. Have not done any 3D with
windows/VS 2005 and was looking for a little help to get going.
Michael
On Tue, 2009-08-04 at 21:48 -0600, Chris 'Xenon' Hanson wrote:
Michael W. Hall wrote:
Since I am having issues with my linux box, I am tinkering with OSG
Hi rosme,
I have been looking for the things you are working also. Is it possible for you
to ship me the files you have. If so that would be great.
...
Thank you!
Cheers,
Michael
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Since I am having issues with my linux box, I am tinkering with OSG in
Visual Studio 2005. I am not having much luck. I was wondering if
anyone can point me to some good example code for VS 2005.
I am wanting to do C++/CLR.
Thanks for any help.
___
Hi, Jason
And thank you very much for that answer. Now I got the picture of what OSG is.
I will have look at the example you mentioned today or tomorrow. Should it
prove to be a too large piece of work to do, I always have option to write the
needed application extension from scratch. :)
M
Hello,
I've made an OpenGL application of considerable size and now I am exploring
possibilities to display its results on a stereoscopic wall. Particularly, I
will be let to try this on a VR system that is in possession of Technical
University Sofia, in Bulgaria.
As the machine they use a
!
Cheers,
Michael
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render but these camera
are added to the root node of the scene graph and not as a slave camera to the
view.
Thank you!
Cheers,
Michael
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Can someone help me out with building this? I have been following the
directions, but no luck yet. I created the environment variable as the
instructions said, but I get errors saying that it cannot open the osg
files.
These files are on my system and in the location specified. Any help is
Additional information. The error is looking for files in
osgIntrospection. I do not see this in my osg install directory.
However, I had no errors on the build of OSG or the install and none on
VPB.
Michael
On Fri, 2009-07-10 at 17:05 -0500, Michael W. Hall wrote:
Can someone help me out
would appreciate any help.
Michael
On Fri, 2009-07-10 at 17:10 -0500, Michael W. Hall wrote:
Additional information. The error is looking for files in
osgIntrospection. I do not see this in my osg install directory.
However, I had no errors on the build of OSG or the install and none on
VPB
I got it to build. I kept messing with it and finally got it to work.
However, I am trying to build the osgDotNet wrappers and I am having
trouble there. Has anyone built these?
I have been following the steps and have had no luck.
Michael
On Sun, 2009-07-05 at 15:47 -0600, Chris 'Xenon
http://en.wikipedia.org/wiki/Conversion_between_quaternions_and_Euler_angles
On Mon, Jun 29, 2009 at 5:47 PM, Rabbi Robinsonlonga...@gmail.com wrote:
Hi,
The animation supports euler but not quaternion. Is there any easy way to
convert quaternion to euler?
Thank you!
Cheers,
Rabbi
I can say that I am 100% sure that you do not need a Geforce card, or
actually any video card at all, to write and use programs that are
built on the PhysX SDK. You would only need a Geforce card if you
decided to use hardware acceleration, which currently only works for
fluids and cloths. So
Ümit Uzun,
Modeling dynamic entities in physics is quite different from the
visual model that you are accustomed to. Personally, I would create
your physical model of your jeep and your world in physics, and allow
physics to determine the intersects. Your visual world will, probably,
contain much
One more thing, if you do your collision detection in OSG, you will
need to handle the physical response yourself. The physics engine is
already set up to handle that correctly. For starters, i'd just stick
with physics.
On Thu, Jun 18, 2009 at 2:54 AM, Sergey Kurdakovsergey.fo...@gmail.com
Sorry, that link just isn't working at all for me. Could you give me a
different one or someone relay that information here?
Thanks for your help,
Michael
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Wojciech Lewandowski lewandow...@... writes:
Miguel,
I am not sure whats the problem. Shadows on the ground look ok. So the
matrices must be ok as well. All I can notice is improper self shadowing on
soldier models. If this is the case then look at following thread:
Vinay Shah vinay.s...@... writes:
Hi,
I would like to render an image to a scene that is later used for image
processing. I am hoping to have the image
in memory as an 24 bit RBG image.
Is this possible without drawing it to the screen and taking a screen shot?
Can I render
, gl_TexCoord[3]).r;
Here's an image showing what I get as a result:
http://img269.imageshack.us/img269/5712/shadowerror.jpg
Has anyone gotten this to work?
Is there an extra step that I'm missing?
Thanks,
Michael Guerrero
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Alan,
THANKS! I am able to transform from a CADARG tile to an OSG image now.
Together with the georeferencing data coming from GDAL, I should be set.
Thanks for all the pointers.
Michael
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg
OSG_USE_FLOAT_BOUNDINGSHPERE and
OSG_USE_FLOAT_BOUNDINGBOX in our bindings project.
Cheers,
Michael Day
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert Osfield
Sent: Saturday, May 02, 2009 1:02 AM
them. I still
have the VPB I was trying to build. The dates on the files are 26 April
2009, so that is probably the date I got them from SVN.
Michael
On Sun, 2009-05-03 at 09:18 +0100, Robert Osfield wrote:
Hi Michael,
So in theory we have the same CMake version, but different results
through FC10 betas. I
finally last Thursday wiped my system and installed FC10 fresh and OSG
built. The only issue I had was the Policy issue.
Michael
On Sat, 2009-05-02 at 08:58 +0100, Robert Osfield wrote:
Hi Michael,
What version of Cmake are you using?
I'm using CMake 2.6.2 and don't
I hadn't tested this yet, and I can confirm Oleg's errors. I have
submitted a fix.
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: 01 May 2009 08:46
To: OpenSceneGraph Users
Subject:
make: *** [all] Error 2
Any ideas?
Michael
On Fri, 2009-05-01 at 14:39 -0500, Michael W. Hall wrote:
I get the following warning during the generate of ccmake for VPB:
CMake Warning (dev) at src/vpb/CMakeLists.txt:38 (ADD_LIBRARY):
Policy CMP0003 should be set before this line. Add code
that it's a Vec3f).
Is this a difference between OSG 2.6.x and 2.8.0? Is there a solution?
We've been able to build our PyOSG bindings against OSG 2.6 successfully
without this issue in the past.
Thanks,
Michael Day
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rg
[mailto:osg-users-bounces at lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.o
rg ] On Behalf Of Day,
Michael (Mike) (CIV)
Sent: Friday, May 01, 2009 3:52 PM
To: osg-users at lists.openscenegraph.org
http
You need to take into account the aspect ratio of the display format,
I believe, if i understand what you are asking..
It is only necessary to make war with five things: with the maladies
of the body, with the ignorances of the mind, with the passions of the
body, with the seditions of the city,
Hi,
Im Using the OsgDXFPlugin to read DXF Files, i searched for an solution
to add more normals for better smoothing, and found the SmoothingVisitor.
I applied it in the scene.h (osgdxfplugin) under the function createTriGeometry
and createQuadGeometry osgUtil::SmoothingVisitor::smooth(*geom)
Hello,
I need to show an complete SceneGraph in an TreeView (QT),
to browse trough the scene objects.
Im asking here, cause i hope somebody can give me examples
or some information how to solve that problem.
Google want give me more :(
Thankas a lot !
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I bought and installed a Quadro FX 570 today. I still get the same error
message when I try to load using Quad_Buffer? I've got the most up to date
driver?
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I am trying to open a very simple, small dxf in OSG.
i type:
osgviewer.exe --stereo QUAD_BUFFER a.dxf
into the command line and i get this error message:
Error: [Screen #0] GraphicsWindowWin32::setPixelFormat - No matching pixel
format found based on traits specified
GraphicsWindow has not
That was it. New machine, its been a couple of years. Do you recommend the
Quadro?
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do you guys know of a method to convert dxf to obj. when load my dxf in OSG,
there are pieces missing from my model? I was told obj would function better,
or would you recommend a different format?
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Hi,
Im working on an osg application which need to show some information
about osgObject from the Node like name in an TreeView.
I start browsing the loaded model with the Debuger to find the
Information i need.
First i load via ReaderWriterDXF and dxf-file into ReadResult Object.
If i watch
If you built your openscenegraph from source, you will need to install
the dependencies into the source tree, rerun cmake and set up the
library directories to point to the correct dependencies. Basically,
you need to build the plug-ins before you can use them.
On Wed, Apr 8, 2009 at 7:04 PM,
Hello,
I thought I would take a look at virtual planet builder, but I'm having
difficulty figuring out how to build osgdem. Step 2 on the osgdem
Quick Step by Step Guide seems like it might be out of date. Any help
would be appreciated.
Thanks,
Mike
Step 2 says make a copy of Make/dependencies. Where is
Make/dependencies?
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
boun...@lists.openscenegraph.org] On Behalf Of Paul Melis
Sent: Tuesday, March 31, 2009 8:57 AM
To: OpenSceneGraph Users
Yes. That page refers me to the osgdem page.
To generate database see osgdem user guide page
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgde
m
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-
Thanks for the quick update.
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Robert
Osfield
Sent: Tuesday, March 31, 2009 9:09 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Virtual Planet
Hello,
I apologize in advance if this has already been answered, but I didn't
find anything. One of the stats views shows DatabasePager time to
merge new tiles. What is the meaning of the different values,
especially the requests value? What would cause it to spike on a flt
file?
purposes.
On Fri, Mar 27, 2009 at 8:26 AM, Eric Sokolowsky esok@gmail.com wrote:
Robert Osfield wrote:
Hi Michael,
Does the code still work under FLTK1.x?
Has FLTK2 finally been officially release yet?
Robert.
FLTK 2 has not been officially released. It has been under development
/include -o
osgviewerFLTK
If you want the changes, feel free to use them, they built okay on my
machine with the latest svn version of fltk2.
Michael A Bosse'
-
The desire for safety stands against every great and noble
enterprise. - Tacitus
Those who would give up essential liberty
Any ideas/comments on this? (I knew I shouldn't sent the email out on Friday)
Hi all,
Some background first:
I've upgraded my code from 2.4 to 2.8.
I have a queue of ParticleEffects contained by osg::PositionAttitudeTransform's
that get moved around. So whoever was the last effect
me know if I am missing something else. I am
going to give that a try.
Michael
On Sat, 2009-03-07 at 09:49 +, Robert Osfield wrote:
Hi Michael,
You either have to install OSG and VPB or set up LD_LIBARARY and PATH
env vars to point to respective lib and bin directories.
Robert
Hi all,
Some background first:
I've upgraded my code from 2.4 to 2.8.
I have a queue of ParticleEffects contained by osg::PositionAttitudeTransform's
that get moved around. So whoever was the last effect to move, gets put into a
new position and reset to look as if it's a totally new
AFAIK you play as a human in Descent ;)
Essentially it's to give the effect of walking/running, so how about
WalkManipulator?
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Sukender
Sent: 19 March
: libvpb.so.8: cannot open
shared object file: No such file or directory
That lib is there also. Any ideas to try? I am running FC10.
Thanks,
Michael
On Sun, 2009-01-25 at 11:58 +0100, Ralf Stokholm wrote:
Hi Michael
I have set up my build of osg using externals in svn.
osg
http
resize, to span the entire 4 monitors.
strange, huh?
ml
--
Michael Logan Perot Systems Govt. Services / NASA Ames Res. Ctr.
S/W Engineer - Lunar Atmosphere Dust Environment Explorer
Task Lead- Visual Cueing Simulation
Task Lead- Human Manual Operational Control Performance
http
Is there a way to export Object nodes instead of Mesh nodes when converting
from OpenSceneGraph to OpenFlight?
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...
http://groups.google.com/groups/unlock?_done=/group/osg-users/msg/02fc8318d
f6e0acemsg=02fc8318df6e0ace @lists.openscenegraph.org] On Behalf Of
Michael
Kelley
Sent: Wednesday, February 04, 2009 5:17 PM
To: osg-us...
http://groups.google.com/groups/unlock?_done=/group/osg-users/msg/02fc8318d
I have built OSG 2.6.1. Now I am trying to get the VPB to build. I got
the latest from SVN, but I see that the chart says VPB r924 is the one
to use. Could someone tell me how to get the version of VPB that will
compile against OSG 2.6.1?
I am using Fedora Core 10 x86_64.
Thanks,
Michael
in 3d space.
So looking at this code. I guess a way to proceed is to implement my own
intesector for intersecting with a sphere. Once I have intersections working
with the sphere I can then use this code as a base for working out the
texture coordinates.
Does this sound reasonable?
Cheers
Michael
this with TriangleFunctor? Or, is there another method I
should be using for my collision detection that will give me access to the
texture coordinates of the triangle.
Thanks
Michael
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On Thu, Dec 18, 2008 at 4:43 AM, Ulrich Hertlein u.hertl...@sandbox.de wrote:
On 17/12/08 10:56 AM, Jason Daly wrote:
Ulrich Hertlein wrote:
I agree that the implementation is hacky but the functionality is
definitively useful (speaking for zip files only):
- they are a common way to
I did stumble across FWTools and installed that. I will look at the
other dependencies also.
Michael
On Wed, 2008-12-24 at 09:59 +0100, Raymond de Vries wrote:
Hi,
You can also get prebuilt gdal from VTP (Virtual Terrain Project):
http://www.vterrain.org/Distrib/win.html But when using
. Could
someone put me on track?
Thanks,
Michael
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I just ran the configure utility. I am getting errors with CMake
configure. Reports that a lot of the variables are set to not found.
Windows XP BTW and Visual Studio 2005.
Michael
On Tue, 2008-12-23 at 15:33 -0600, Michael W. Hall wrote:
I am trying to build VPB on my Windows machine. I
Attached you will find reported errors.
Michael
On Wed, 2008-12-24 at 00:58 +, Simon Hammett wrote:
Well it's hard to give you any pointers if you don't supply the error
messages...
2008/12/23 Michael W. Hall hal...@att.net:
I just ran the configure utility. I am getting errors
I doubt very seriously that it would take much effort to port these to
a less hackish method. If I get some free time, i'll look into doing
it.
It is only necessary to make war with five things: with the maladies
of the body, with the ignorances of the mind, with the passions of the
body, with
Did you remove the camera manipulator for the second view?
It is only necessary to make war with five things: with the maladies
of the body, with the ignorances of the mind, with the passions of the
body, with the seditions of the city, with the discords of families.
- Tacitus
The desire for
is that required? If
someone could give me some pointers it would be appreciated.
I am trying to build it for VS 2003.
Michael
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for the reply,
Michael
On Sat, 2008-12-06 at 19:08 +0100, Janusz wrote:
Michael: You need wxwidgets/windows only if you intend to build the
osgwxviewer example. If this is your only source of error, ignore it. Janusz
Michael W. Hall pisze:
I am trying to build OSG on my Windows XP box. I downloaded
Never mind. I hit configure a second time and it enabled the Generate
button. The project files were created and I am building it now.
Thanks for the wxWindows infomation.
Michael.
On Sat, 2008-12-06 at 19:08 +0100, Janusz wrote:
Michael: You need wxwidgets/windows only if you intend to build
Hi all!
We are having this issue as well in our simulation software, since we
are also rotating our smoke particles to add a nice motion the smoke.
Any idea when it will be fixed? Or does someone know of a workaround?
Kind regards,
Michael
***
Zsa Zsa Gabor - A man in love is incomplete until
Hi all!
Does anyone know if the bug mentioned in the following post will be
fixed or if there is a workaround?
http://www.mail-archive.com/osg-users@lists.openscenegraph.org/msg18069.html
We use it, like Erik Johnson mentioned, to create a nice motion to
smoke effects.
/Michael
***
Steve
That works completely. I installed it without any other installed and
it works without error.
On Fri, Dec 5, 2008 at 5:35 PM, Andreas Goebel [EMAIL PROTECTED] wrote:
Hi all,
I have now repackaged the xpi.
I have turned my old laptop, that does not have dev-libraries, and tried it,
and it
Hi,
I also have -O3 -DNDEBUG for CMAKE_CXX_FLAGS_RELEASE
Debian testing/unstable
cmake version 2.6.2
installed from official debian package cmake 2.6.2-2
Michael
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On Wed, Dec 3, 2008 at 4:37 AM, Ümit Uzun [EMAIL PROTECTED] wrote:
I have though to send bbb before Robert but then think it might be seen
foolish :) But Robert seems braver :) Congratulations!
And it's my turn :)
ccc
2008/12/3 Robert Osfield [EMAIL PROTECTED]
On Wed, Dec 3, 2008
You could use a callback on the transform from the hand to update the
transform on the other node. The other way is to position the other
node under the hand in the hierarchy. The transforms of the other node
then become relative to the hand. You'd need to convert local to world
in order to do
I have an osgGA::AnimationPathManipulator in my application that I am
using to do camera animations. It appears that although I routinely
set a new camera animation path (in response to gui click events from
another thread) the camera continues on the original path as if it was
ignoring my
Hi Robert
Thanks a lot for your help. This will do exactly what I need.
Cheers
Michael
On Wed, Nov 26, 2008 at 7:58 PM, Robert Osfield [EMAIL PROTECTED]wrote:
Hi Michael,
On Wed, Nov 26, 2008 at 12:57 AM, Michael [EMAIL PROTECTED]
wrote:
Thanks for the clarrification. After reading
(without
wxWidgets it's always 2.1).
Michael
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