Hi everyone,
I am working on a little toy flight sim type program using the blue marble data
with virtual planet builder, built with --geocentric in wgs84. I have managed
to integrate some basic physics, and I set up an eye-point above the vehicle
facing down with north always up in my view. I
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
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,
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,
I submitted it mostly in case there was anyone out there who wanted to
use that example with fltk2, not really my intent to replace the
existing example. FLTK2 is (and probably will be for a long time) in
flux. For my purposes fltk2 is working correctly, but I wouldn't
recommend it for production
As part of something I am working on in school, I needed to use an
osgViwer::Viewer inside of an fltk2 GlWindow. I modified / updated the
existing example osgviewerFLTK.cpp to work with the most recent svn
version of fltk2. The code is included with this email, hopefully all
that you should have
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 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
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
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
So long as your database coordinates and your physics coordinates are
the same, the best thing to do is to use a PositionAttitudeTransform
for each actor, and update it if the physics actor it is linked to
changed last frame.
On Wed, Jul 9, 2008 at 4:27 AM, yan wei [EMAIL PROTECTED] wrote:
Hello
You can do along the lines of what Delta3D has done, by using
http://plib.sourceforge.net/ as a source of your data and interfacing it
into OSGGA.
On Tue, May 6, 2008 at 12:10 PM, Stephan Maximilian Huber
[EMAIL PROTECTED] wrote:
Zoltán schrieb:
Or, is there a way to make an osgEventHandler
What version of Delta3d are you using? Also, this question may be better
suited for the Delta3d forums http://www.delta3d.org/forum/index.php
On Mon, Mar 31, 2008 at 5:06 AM, Kama [EMAIL PROTECTED] wrote:
Hi, all,
In OSGViewerMFC MDI or SDI, it begin a thread in OnInitialUpdate() of
I am also interested in the backwards compatibility with OSG 1.2. Thank you
for your time and money of your sponsor.
On Thu, Mar 27, 2008 at 1:41 PM, [EMAIL PROTECTED] wrote:
Hi Paul,
Will your work integrate with OSG1.2 ?
Irrespective of that, I will give it a go soonest and give you some
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