Hi,
I'm new to OSG and would like to know if there's a standard method/class to
create an alpha-blended compass/navigator widget like the one in Google
Earth.
I'm an experienced OpenGL user and normally, I would simply map a few
overlapping quads with alpha-blended textures and draw them last
Robert,
So, should I follow the procedure outlined in osgDem's User guide or use
VirtualPlanetBuilder instead?
osgDem did not built as part of my OSG v2 project, so I assume it's only
available in VirtualPlanetBuilder now?
I'm sure this is all chrystall-clear to you guys, but for a newbie, it'
Robert,
I tried compiling VirtualPlanetBuilder off the SVN source and I get a link
error where "vpb.lib" is not found:
LINK : fatal error LNK1181: cannot open input file 'vpb.lib'
Does osgDem compile or should I wait until you're done moving it over to
VirtualPlanetBuilder?
Thanks,
- Nick -
Has anyone been successful at building osgDem in the past two weeks using VS
7.1 & CMake? If so, any way I could get an exe or a step-by-step tutorial? I
need to evaluate this software for a proposal at my company and I'm running
out of time. I am the only one pushing oss as it is ;)
Thanks,
-
sts.openscenegraph.org
>To: osg-users@lists.openscenegraph.org
>Subject: Re: [osg-users] Building osgDem - vpb.lib
>Date: Wed, 8 Aug 2007 06:29:09 +0100
>
>HI Nick,
>
>On 8/7/07, Nick Prudent <[EMAIL PROTECTED]> wrote:
> > I tried compiling VirtualPlanetBuilder off th
negraph.org
Subject: Re: [osg-users] Compass/Navigator Widget
Date: Wed, 8 Aug 2007 09:11:29 +0200
El Martes 07 Agosto 2007, Nick Prudent escribió:
> Hi,
>
> I'm new to OSG and would like to know if there's a standard method/class
to
> create an alpha-blended compass/naviga
Anybody knows if osgDB::readNodeFile() is supposed to fail in DEBUG mode? If
so, what technique are you using to debug your OSG I/O?
Thanks,
- Nick -
_
Share More On Messenger with a Windows Live Space
http://spaces.live.com/?mkt=
ll searching (file) path is wrong, may some dlls from latest svn
>version others
>from elder version are taken. i don't know.
>
>otherwise remove whole OSG version, rebuild it. may this helps. i did a
>rebuild form
>the scratch this afternoon. everythings seems
OK, I'm almost there...
I'm trying to generate the PugetSound sample database as outlined in the
osgDem user guide.
Unfortunately, it seem that the system uses extentions that my graphic card
cannot support. I have a 2002 nVidia Quadro2 MXR/EX/Go with 32MB ram.
Here's the message I get from th
sts.openscenegraph.org
>To: osg-users@lists.openscenegraph.org
>Subject: Re: [osg-users] osgDEM and PugetSound Demo
>Date: Thu, 9 Aug 2007 12:53:30 +0100
>
>Hi Nick,
>
>On 8/9/07, Nick Prudent <[EMAIL PROTECTED]> wrote:
> > It looks like everything is going fine until it tries
enegraph.org
>To: osg-users@lists.openscenegraph.org
>Subject: Re: [osg-users] osgDEM and PugetSound Demo
>Date: Thu, 9 Aug 2007 12:53:30 +0100
>
>Hi Nick,
>
>On 8/9/07, Nick Prudent <[EMAIL PROTECTED]> wrote:
> > It looks like everything is going fine until it tries to create a pixel
Robert,
Here it is again (verbatim between the dotted lines):
-
PixelBufferWin32::init(), Error: some wgl extensions not supported
Failed to create pbuffer, failing back to normal graphics window.
This application has requested the Runtime
pt answers.
- Nick -
>From: "Nick Prudent" <[EMAIL PROTECTED]>
>Reply-To: osg-users@lists.openscenegraph.org
>To: osg-users@lists.openscenegraph.org
>Subject: Re: [osg-users] osgDEM and PugetSound Demo
>Date: Thu, 09 Aug 2007 16:47:41 -0400
>
>Robert,
>
&g
The osgDem User guide
(http://www.openscenegraph.org/osgwiki/pmwiki.php/UserGuides/Osgdem) refers
to a example project called "osgsimplepager":
"Simply load the database in your app (make sure it supports the
osgDB::DatabasePager? - see osgsimplepager example for details)."
I can see here
(
r don't need to
>care about the pager anymore.
>
>may you would like to get some examples have we can do a paged database? is
>that what you are looking for?
>
>/adegli
>
>2007/8/14, Nick Prudent <[EMAIL PROTECTED]>:
> >
> > The osgDem User guide
lepager.
> As Adrian mentioned osgsimplepager was removed as it is now
>redundent, one simply just uses osgViewer::Viewer or CompositeViewer
>and they will handle all the paging for you - you don't need to lift a
>finger.
>
>Robert.
>
>On 8/13/07, Nick Prudent <[EMAIL PR
> > http://www.openscenegraph.org/osgwiki/pmwiki.php/UserGuides/Osgdem
>
>This is old Wiki.
OK, so where is the new Wiki? While you're at, is it possible to remove the
"transition" www.openscenegraph.com web site? This is the first thing Google
sees and it's very confusing. That and the fac
Robert,
Last week I gave a call to one of the osg veteran who told me about all the
recent changes and how to navigate the osg docs. Now it's OK, but imagine
someone new coming in and not knowing where to look...
The fact is, after less than two weeks, I have a running OSG/MFC/GDAL
applicatio
Anyone knows of a Windows front-end for osgDem? I am writing one right now
and would like to check out some examples first.
Thanks,
- Nick -
_
Get Cultured With Arts & Culture Festivals On Live Maps
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Antoine,
Thanks for the advice. Actually, I have already started saving osgDem
parameters as XML to allow users to save their sessions.
My clients have "Command-Line-O-Phobia", so they asked me to add a simple UI
for executing osgDem. It's not difficult, but I was wondering if anyone had
done
Robert,
Thanks for the update. No matter how it's implemented internally, there is
still a need for my clients to not have to hack a command line or a text/xml
file. They are not programmers (they don't even use Windows's
CommandPrompt). When VPB is up and running, I'll just update the back-en
After compiling osgdb_ecw.dll, I've sucessfully loaded an ECW image file
using osgViewer --image option, yet the same file produces the following
message in osgDem:
ERROR 4: `ortho_image_ecw\_1_8_scale2.ecw' not recognised as a supported
file format.
Aren't osgDem and osgViewer using the s
ci pour le coup de
pouce.)
Thanks,
- Nick -
>From: Antoine Hue <[EMAIL PROTECTED]>
>Reply-To: osg-users@lists.openscenegraph.org
>To: osg-users@lists.openscenegraph.org
>Subject: Re: [osg-users] ECW Image Files - Secret Tricks?
>Date: Sat, 18 Aug 2007 23:40:57 +0200
>
&
Antoine,
You're right: the error is in GDAL. I tried GDAL_CONVERT.EXE and was greated
with a similar error message. The GDAL.org page
(http://www.gdal.org/frmt_ecw.html) mentions that ECW is an "option". So it
looks like I'll have to compile my own version of GDAL and link with
ERMapper's SDK
Antoine,
So how do I make sure that the osgdb_ecw.dll plug-in gets called instead of
GDAL? As it is, osgDem just stops (crashes actually...). I am not looking
foward to recompiling GDAL ;(
- Nick -
I meant that OSG plugins are called in sequence, each plugin is trying
to load the file and r
On 8/19/07, Antoine Hue <[EMAIL PROTECTED]> wrote:
>
> Nick Prudent wrote:
> > Antoine,
> >
> > So how do I make sure that the osgdb_ecw.dll plug-in gets called
> > instead of GDAL? As it is, osgDem just stops (crashes actually...). I
> > am not looking foward
Hi,
As a recent newbie myself, here what I suggest you read:
1) OpenSceneGraph Quick Start Guide
http://www.osgbooks.com/the_books/openscenegraph_reference_ma_2.html
After you're done reading this, you can write basic scene graphs and start
reading the source code.
Free as a PDF download, or 1
I'm a newbie too and I disagree. I'm also starting from ground-zero and I
find it very useful and well-written.
The Quick Start Guide assumes that you already know the following:
* OpenGL
* C++
* STL
Without this fundation, it's going to take longer.
We all start from a different pla
Paul,
One way to do quick tutorials on the go without spending a lot are YouTube
Screen Casts. I recently learned a few PHP programming tricks from this
serie:
>>>http://www.youtube.com/watch?v=Z5egpgAVxQI&mode=related&search=
On the Mac, there are a few free solutions for doing this. I'm not
written a lot of OpenGL, read the OpenInventor
book, learned other 3D packages, and taken a graduate
course in Computer Graphics. I still find myself
having to guess at what a particular class or function
is supposed to do or how a particular function is
supposed to be called. I can imagine ho
idea.
- Nick -
From: "Robert Osfield" <[EMAIL PROTECTED]>
Reply-To: osg-users@lists.openscenegraph.org
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] Tutorials
Date: Wed, 22 Aug 2007 09:38:07 +0100
Hi Nick,
On 8/22/07, Nick Prudent <[EMAIL PROTECTED]> wr
Hi,
The MFC example seem to have changed lately. I suggest you grab the latest
version from SVN and compile that. I'm not usre this will fix your problem,
but worth try anyway.
- Nick -
From: ÕÔÃ÷ΰ <[EMAIL PROTECTED]>
Reply-To: osg-users@lists.openscenegraph.org
To: osg-users@lists.opensc
Still working on my osgDem UI...
The osg Dem Guide Page
(http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/osgdem)
lists a bunch of options. I now see that the -m (Load Model) is disabled, so
I'm wondering about the state of the other flags.
Does anyone know if any other flag
Newbie question:
How do you find out if a osg:Group node is a Switch? Node::asGroup() can be
used to determine if thi is a osg::Group, but what about osg::Switch ?
Thanks,
- Nick -
_
Put Your Face In Your Space with Windows Live S
There *is* an OSG discussion
forum:http://www.3drealtimesimulation.com/3dsceneBB/index.phpIt's just not very
official (and not used much, from what I can see...). Email works great for me.
This together with the Wiki makes for a great community. Friction? What
friction? This mailing list is mo
/ is a switch
> else
> // is not a switch
>
>
> Rafa.
>
>
> On 8/27/07, Nick Prudent wrote:
> > Newbie question:
> >
> > How do you find out if a osg:Group node is a Switch? Node::asGroup() can be
> &g
Nick -
> Date: Mon, 27 Aug 2007 17:16:26 +0200
> From: [EMAIL PROTECTED]
> To: osg-users@lists.openscenegraph.org
> Subject: Re: [osg-users] Switch Group Detection
>
> Nick Prudent wrote:
>
> >Thanks Rafa. That's what I'm already doing...I was hoping fo
How can I make sure an object fits inside a camera view after loading a new
scene. All the examples load scenes and Viewer/Camera at startup. I want to add
nodes to an existing scene; not create a new one.My OSG tree looks like this:
+ File 1
David,
Let me get this straight: you want to read models that are already in memory?
What did you use to load them in memory in the first place? If you have a lot
of models in formats supported by OSG, it should not be a problem.
Anyone correct me if I'm wrong, but there's only one way to re
OK,
I've tried redefining the manipulator directly and I tried with the main
camera. Both methods fail to actually update the trackball's center & radius.
Ex:
m_rpMainCamera->setViewMatrixAsLookAt( vnew_eye, vnew_center, vnew_up );
or...
m_rpTerrainManipulator->setHomePosition( vnew_eye,
puteHomePosition();
>
> Or just set it manuual via:
>
>viewer.getCameraManipulator()->setHomePosition(...);
>
>
>
> On 8/28/07, Nick Prudent wrote:
> >
> > OK,
> >
> > I've tried redefining the manipulator directly and I tried with
Found this recent thread on changing the camera position:
http://article.gmane.org/gmane.comp.graphics.openscenegraph.user/15567/match=change+camera+position
The solution mentionned goes like this:
---
From: Matteo Campana
Subject: Re: Change camera position
Ne
Thanks Robert,
* Using setHomePosition(...) + home() did the trick. Yes!
* Using computeHomePosition() + home() pointed somewhere in space...
I'm wondering if I can move from one place to the next on my terrain data using
this technique...Trying it right now...
Regards,
- Nick -
I'm a newbie too and have had the same problem applying the MFC example to my
own app. The problem was that wasn't giving a complete path. Use szPathName
instead of szFilename from the MFC file dialog.
Another way is to have the directory containning your data in your PATH
environment variabl
I've used Collada-DOM before for another project but for some reason cannot
seem to provide the correct include directories for building the COLLADA
plugin. I develop on Windows.
Does OSG expect any special directory structure or environment variable? What
parameters should be put in CMake t
More speciffically: what entry is expected under COLLADA_LIBRARY?
Thanks,
- Nick -
> From: [EMAIL PROTECTED]> To:
osg-users@lists.openscenegraph.org> Date: Thu, 30 Aug 2007 08:17:27 -0400>
Subject: [osg-users] CMake COLLADA Parameters>>> I've used Coll
another plugin... I changed it to add the library to both optimized and debug
specifically instead of specifying none and then it worked... Not sure if the
collada-plugin would have worked if I had done this change before instead...>
Modified files attached...> /Daniel> On 8/30/07, Nick Prudent
Thanks Daniel,
This will save a lot of collective hair pulling ;)
- Nick -
_
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___
osg-
For those interested. I finally finished my little osgDem UI and it turned out
pretty good. My clients are happy because they don’t have to deal with the
command line. Actually, I find it easier to use too since it automatically
validates long and complicated argument strings.
You can see a s
Speaking of billboards...other than OSG/IVE is there an existing file format
that can save billboards with transparencies so they appear correct once loaded
in a osgViewer-based app?
I'm new to terrain viz and would like to use the billboards for doing trees,
but they always appear opaque once
I'm currently designing a property sheet system for selected Nodes so users can
change their drawing states and rename them.
My question: Is it adviseable to rename nodes via the osg::Object::setName()
function or is this something that should be avoided? I'm just asking to be
sure that I'm no
Inside my render loop, I'm updating some geometry based on external events.
When I change a transform (rotation + translate), everything updates fines.
However, if I change vertices directly, nothing happend. Is there a flag that I
need to reset to force the system to recompute the render grap
I'm wondering how to go about "layering" manipulators so that by default the
terrain manipulator is used except for a small corner of the screen where I
want a custom manipulator (like Google Earth's compass manipulator). Is there
already a mechanism for doing something like this?
Thanks,
tor ( to be> created also ) and forwarding
the handle() callback to the right> manipulator regarding the mouse position.>>
Nick Prudent a écrit :>> I'm wondering how to go about "layering" manipulators
so that by default the terrain manipulator is used except for a sma
tor ( to be> created also ) and forwarding
the handle() callback to the right> manipulator regarding the mouse position.>>
Nick Prudent a écrit :>> I'm wondering how to go about "layering" manipulators
so that by default the terrain manipulator is used except for a sma
For those who deal with terrain in OSG, what tool do you use to create trees as
textured transparent billboard to be loaded by OSG? I'm just wondering what's
the best native format for creating the trees.
Examples:
FLT --> OSG --> IVE
or
3DS --> OSG --> IVE
or
VRML --> OSG --> IVE
...
Thank
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