Dear Trajce,
do you have any idea how incomplete is your answer? There's no point in knowing
the function if I don't know how to set its parameters correctly.
What everybody learning OSG need is "a simple source code showing how it's
done", and this means a few lines of code, not less than a si
I want to change the camera direction with the mouse, and position with the
keyboard. I've found an example on how to change the position, but still
couldn't find anything explaining how to change the direction (and not sure if
the position will change correctly when the direction changes). All
Thank you, Julien.
Though there are two different CMakeLists.txt files
(https://github.com/xarray/osgRecipes/CMakeLists.txt and
https://github.com/xarray/osgRecipes/tree/master/cookbook/CMakeLists.txt), I
tried with the first one, because you said so. I had to give a value to the
OPENSCENEGRAP
Hi,
I'm following the OpenSceneGraph 3 Cookbook
(http://ahux.narod.ru/olderfiles/1/OSG3_Cookbook.pdf) to learn more about OSG.
So I created a directory Cookbook following the directory structure from the
source code here (https://github.com/xarray/osgRecipes/tree/master/cookbook).
Before compi
Thank you, Glenn, but this part was already solved.
About sending the camera's coordinates to screen text, I've found a solution
elsewhere:
Code:
Vec3f eye;
while ( !viewer.done() ) {
eye = viewer.getCamera()->getInverseViewMatrix().getTrans();
te
Hi,
I'm using a projected (flat) map in osgEarth, and TrackballManipulator to move
the map with the mouse. In the beginning I see nothing, because the flat map is
0 pixels thick. After I click and push the screen down, I see the map turning
towards me, and then I start to see the TIFF texture (
So, I learned how to put HUD text, and I'm trying to understand the movement of
the camera sending the camera's coordinates to this text. However, the three
coordinates (heading, pitch and roll) are always 0 or pi, which seems more a
rounding error than anything else. It seems the world is movin
> If you feed the TIFF LWZ coder the same 4-bit data as the PNG is made form, I
> would think it would code about as efficiently, even if the data is stored in
> an 8-bit representation.
I used QGIS to convert from PNG to TIFF. The image only has 16 colors, so maybe
it's QGIS fault. Later I
Hi,
Well, I formatted my computer and installed a new Debian version (9.6).
Installed a fresh copy of OSG, but still got the same error. Probably there's
some variable missing, but since nobody tells us which variable it is, I said
"f*** cmake" and compiled from command line. I've tried adding
Hi,
Sorry, I didn't post the updated code:
Code:
#include
#include
#include
#include
#include
#include
#include
#include
#include
using namespace std;
using namespace osg;
using namespace osgEarth;
using namespace osgEarth::Drivers;
int main (int argc, char** argv) {
MapOption
I just tried it, but still the camera is messed up. No matter which numbers I
choose to eye, center and up, it never behaves as default. I have not even a
clue about the difference between 10, 100 and 1000, which one should I use?
(I'm using osgEarth's Map and MapNode, btw, which are displaying
Hi Sam,
By "home" I think you mean
Code:
viewer.getCameraManipulator()->setHomePosition( eye, center, up );
This really changed camera's position, though it's totally freaking out now
(I'm still fiddling with the values in eye, center and up).
But I have no idea what you meant by "delta ti
Hi,
I'm able to change the camera's position with TrackballManipulator. However,
I'd like to change the camera's initial position, but all the examples I've
found just won't work. My source code is:
Code:
#include
#include
#include
#include
#include
#include
#include
#include
#include
Well, I managed to create a georeferenced texture file in TIFF format. However,
since it's about twice the size of the PNG (even compacted with LZW), it would
be great if PNGs could be used instead.
I also managed to make the map projected (flat), by adding the following code
in the beginning:
Ok, Chris, I got it.
Is there any way to tell the program where to put the PNG image? Or must I use
a georeferenced TIFF?
Other thing, the XML documentation
(http://docs.osgearth.org/en/latest/references/earthfile.html#map) explains
that I can choose between a geocentric (ellipsoidal) or a pro
Hi Chris,
following the example, I thought I could use directly a PNG instead of a .earth
XML. Now I tried a XML.
My source code, main.cpp:
Code:
#include
#include
#include
#include
#include
#include
#include
#include
using namespace std;
using namespace osgEarth;
using namespace osgE
Hi,
Following this example
(http://docs.osgearth.org/en/latest/developer/maps.html#programmatic-map-creation),
I'm trying to use a PNG instead of a link (like the example uses a TIFF for
elevation). However, I got the following error:
> [osgEarth]* Error in XML document: Error document empty.
Well, I just formatted my computer and reinstalled everything. Now it runs all
lines up to addLayer and then hangs (which is an advance). The provided url,
http://labs.metacarta.com/wms-c/Basic.py/1.0.0/satellite/, gives a timeout in
the browser, so I think that's why it's hanging now. What othe
I've had a similar problem in Debian Stretch. I'm using OSG 3.6.3, which I
build with CMake. I removed the option BUILD_OSG_DEPRECATED_SERIALIZERS, and
included the options BUILD_OSG_APPLICATIONS, BUILD_OSG_EXAMPLES,
BUILD_OSG_PACKAGES and BUILD_OSG_PLUGINS_BY_DEFAULT.
osgviewer cessna.osg
giv
Hi,
I'm following the example from here
(http://docs.osgearth.org/en/latest/developer/maps.html#programmatic-map-creation).
This line, however:
Code:
map->addImageLayer( layer );
won't compile. g++ says:
> error: ‘class osgEarth::Map’ has no member named ‘addImageLayer’; did you
> mean ‘
Hi,
I'm following OpenSceneGraph 3.0: Beginner's Guide
(https://www.packtpub.com/game-development/openscenegraph-30-beginners-guide),
and right at page 44 there is a CMakeLists.txt that won't work. CMake is giving
the following error message:
> Could NOT find OpenThreads (missing: OPENTHREAD
Hi Robert,
> Building under linux/unix is explained in the OpenSceneGraph/README
Right. But you also has a link at Documentation | Platform Specific | Linux. I
thought everything platform specific would be there, but it wasn't, so I went
to other sources (before remembering the README), and di
Hi,
Book? C'mon! We're in 2017!! How do OSG intend to be a great 3D base without an
up to date tutorial on-line?
I'm trying the tutorials in the wiki of openscenegraph dot org (can't upload
the link before I have 2 posts...)
they're about 8~9 years old, and they're crashing most of the time (a
Hi everybody,
I'm tyring to compile your tutorials on the wiki (can't send the links yet,
this is my second post). I'm having some strange "Segmentation faults" that
appear some times, disappear other times. I think it may be because these
examples are rather old (8~9 years).
I'm using the lat
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