. The
bounding box seems to set to the initial position, and then it clips as
soon as it moves.
Any ideas how to resolve this?
--
Randall Hand
www.yeraze.com
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So, it seems Collada2.2 on Windows with Visual Studio 2012 is just a
no-go.. Autodesk doesn't have an FBX that works with VS2012 yet, and the
beta they have doesn't work with OSG. what's the current way of getting
animated models from a tool like Maya into OpenSceneGraph?
--
Randall Hand
Hi,
Well, I can only find an OSG exporter for an older version of Blender, which I
can't find any good way to import from Maya (Collada seems the usual way, but
Maya does 1.5 and this older Blender only reads 1.4).
...
Thank you!
Cheers,
Randall
--
Read this topic online
, as well as getting lots of Cg header errors when using their
provided solution file.
Has anyone tested if the new Collada 2.4 works with the OSG Plugins?
Can anyone provide a copy of the good-working version of Collada for me
to build?
--
Randall Hand
www.yeraze.com
(arguments )-- trajce nikolov nick
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Randall Hand
March 23, 2013
10:41 PM
Is there
@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Randall Hand
March 29, 2013
9:18 AM
Well, I want to do it "in"
the frame.. Basically, I'm hoping to get OSG to do the scene traversal
for culling, etc, then read the znear/z
te traversal.
Robert.
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Randall Hand
March 29, 2013
9:55 AM
I'm currently using the
viewer.getCamera()-setUpdateC
Is there (I'm sure there is) a way to retrieve the autocalculated ZNear
ZFar from the scene graph on a per-frame basis? I figure it's
somewhere in a traversal structure, but I'm not exactly sure where or
how to get to it.
Can someone enlighten me?
to prevent this behavior?
--
Randall Hand
GPG Key: 4096R/F8CEF2FC
http://pgp.mit.edu:11371/pks/lookup?op=getsearch=0xBD73D58EF8CEF2FC
http://www.yeraze.com
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modeRegardsSergey
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Randall Hand
March 7, 2013
9:03 AM
I'm using OpenSceneGraph with another library that also
Has anyone worked on getting an Alembic plugin for OpenSceneGraph? I
hear from multiple sources that Alembic is replacing FBX as a common
interchange format, and it's all based on HDF5.
--
Randall Hand
GPG Key: 4096R/F8CEF2FC
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stinfo.cgi/osg-users-openscenegraph.org
Randall Hand
November 27, 2012
10:43 AM
I need to write an
application to use Stereo support (120hz, quadbuffered 60hz) to
render stuff out to a display, but it's not yourtypical left-right
stereo. In addition, I have a regular viewer show
unrelated as special hardware on the output will be
processing them. With OpenScenegraph, is there a way to construct a
view where i can directly access the Left Right buffers like this?
--
Randall Hand
http://www.yeraze.com
I
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Randall Hand
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, I wanted to know if there's something
simple I could try or ask him to do that might resolve it. (eg: check a
box in the export for Making OpenScenegraph compliant Textures :) ).
--
Randall Hand
http://www.yeraze.com
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I've got a pretty decent little OpenSceneGraph system going, but I'm having
problems getting it to work multithreaded. If I set
Code:
viewer-setThreadingModel(osgViewer::Viewer::SingleThreaded );
then everything works fine, but if I enable any method of multithreading then
I get strange
Hi,
I've been programming in OpenGL for several years now, and I'm about to start a
new project and thought OpenSG might be a good tool to use. However, I'm
integrating data from lots of outside sources (gyros, cameras, network, etc) so
I can't just do a Viewer run() (looking at doing the
, or you will get fbo setup
errors.
Cheers.
14.09.2012, 11:26, Sergey Polischuk pol...@yandex.ru:
Hi Randall
All color attachments must have same size, format, and channels count.
Cheers.
14.09.2012, 08:29, Randall Hand randall.h...@gmail.com:
I'm trying to write a simple app to render
;
osg::ref_ptrosg::GraphicsContext gc =
osg::GraphicsContext::createGraphicsContext(traits.get());
With my other 2 gc's set almost identically, but with the sharedContext
set to this one (to share the texture)
Stephan Maximilian Huber wrote:
Hi Randall,
Am 14.09.12 13:54, schrieb Randall Hand
ra. I set
windowDecorations and such to false, but it's still there (hidden behind
my other camera displays). Is there any way to hide it? I tried
setting pbuffer=true on that gc, but then the whole app dies (I get
blank textures everywhere).
Randall Hand
September 14,
::Matrixd(), false);
}
V.run();
}
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Randall Hand
http://www.yeraze.com
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's simpler, faster, and
less error-prone.
Liking OSG so far.. Bit of a learning curve from basic OpenGL, but not
as bad as I thought once I quit expected it to do magic things for me :)
Randall Hand
September 11,
2012 4:36 PM
I've done this in raw
OpenGL before, b
tosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Randall Hand
September 10,
2012 10:29 PM
It's better, but still slower
than I'ld expect. Hovers now around 100-110fps.--Randall
Handhttp://www.vi
Scene Graph I get over 1000fps).Is this typical performance? I
really expected to still be getting100+fps easy with such trivial
geometry.
Randall Hand
September 10,
2012 9:35 PM
I'm experimenting with OpenScenegraph for a new project, and I've build a
simple application
;
}
and later in the code I call :
void osgRenderer::RegisterWithScene(osg::Group* _root) {
viewerColor-setSceneData(_root);
viewerColor-assignSceneDataToCameras();
}
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(in each of my 2
viewers). I've already set the vsync=false in my Stateset for the
viewer (if I run with _nothing_ in my Scene Graph I get over 1000fps).
Is this typical performance? I really expected to still be getting
100+fps easy with such trivial geometry.
--
Randall Hand
http
It's better, but still slower than I'ld expect. Hovers now around
100-110fps.
--
Randall Hand
http://www.vizworld.com
On Mon, Sep 10, 2012 at 10:10 PM, Chris Hanson xe...@alphapixel.com wrote:
On Mon, Sep 10, 2012 at 8:35 PM, Randall Hand randall.h...@gmail.comwrote:
I'm experimenting
hrm.. Well, I'm using the osgteapot example code (
http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osgteapot/osgteapot.cpp),
that i modified to use basic front/back emissive materials instead of
textures.
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Randall Hand
http://www.vizworld.com
On Mon, Sep 10
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