I was sidetracked for a while with exams and such, but I got back to work and I
think I have all but one (or two) of the bugs worked out.
Looking at the image below (and ignoring the wooden gates), the bottom half
represents what the top half should look like, minus the lighting. The faces
Hi,
I have loaded a 256x256 HeightField, created a HeightFieldLayer, and added it
as the ElevationLayer to a TerrainTile. Now, if I would like to go about
texturing patches of terrain, do I essentially need a separate TerrainTile for
each individual area to be textured? And if this is the
Hi,
I would like to be able to load the terrain format used by the Torque Game
Engine. A couple questions about how to use the Terrain mechanisms built in to
OpenSceneGraph:
If I have a heightfield which tiles cleanly, is there a mechanism to
make a terrain repeat indefinitely?
robertosfield wrote:
If there are lots of changes then consider placing the changes into a
separate plugin, but this does also assume that their is a different
file extension for this file format, I don't know anything about the
Dynamix Interior Format so can't comment on this. Whether you
Robert,
That is the response I was anticipating, but it's good to have my suspicions
confirmed.
Thanks,
Thomas
Vermont Sustainable Heating Initiative (http://www.sustainableheatingvt.org) ||
Village2Village Project (http://www.village2villageproject.org)
Hi,
When rendering translucent objects in OpenSceneGraph, do I need a Drawable per
set of translucent primitives, or a Geode per set? I'm asking because some of
my models have a mixture of translucent and opaque materials, in terms of graph
structure it seems like per-Geode would make more
Hey everyone,
Over the last few weeks I've been working on upgrades to the ReaderWriterBSP
class to allow it to load drawable geometry from files in the Dynamix Interior
Format, a bsp format used by the Torque Game Engine, and it's derivatives. I
have a few more bugs to track down with some
Skylark wrote:
Ah yes, I should have thought before replying - on MacOS the Quicktime
or ImageIO plugins will be preferred... Then Stephan's way should work
for you.
Sorry for wasting your time.
Not at all, it's always pleasant when someone takes the time to respond, even
if the
Skylark wrote:
Hi Stephan, Thomas,
To preload the png-plugin:
osgDB::Registry::instance()-loadLibrary(png); // or osgdb_png, not
sure right now.
Or I find it easier to do:
osgDB::Registry::instance()-loadPluginForExtension(png);
J-S
Unfortunately as far as I can tell,
I'm recompiling a debug build now and setting XCode up to debug a shared
library, but I'm not sure what information would be helpful to you? Debugging
is usually an interactive process, so without more specificity than use a
debugger I can't do much more than take a screenshot, or upload a zip
Stepping through the code in XCode, I am crashing somewhere inside of
ReaderWriterQT (specifically at GetGraphicsImporterForDataRef(dataRef, 'ptr ',
gicomp); inside of QuicktimeImportExport::doImport), which would seem to
confirm what you are saying. Is it possible that the QT code isn't
Sorry for the double post, but since I'm not sure how Mail2Forum handles edits
to posts on the forum, I figured it would be better to avoid any confusion
between the two communication channels.
I've gotten osgdb_png.so to compile, how might I go about forcing its use (in
place of osgdb_qt.so)
Ulrich Hertlein wrote:
A stack trace is usually helpful, as it would tell you where (in what
function) the crash
occurred. To that effect, it does not need to be interactive.
As Stephan already said, any additional information is helpful (your original
mail didn't
have a lot of
sth wrote:
The quicktime plugin can handle input from streams but needs some
assistance, as it can read a LOT of image-formats. It needs a mime-type
/ file-extension and a size of bytes to read from the stream.
This makes sense, but is also semi-problematic, since I don't know how big the
I'm working on extending the bsp plugin to support the .dif (Dynamix Interior
Format) used by Torque Game Engine and its successors. I am attempting to read
the png lightmaps from the file stream, using the following code:
Code:
osg::ref_ptrosgDB::ReaderWriter reader =
Alberto Luaces wrote:
Hi Thomas,
since osgDB::ifstream inherits from std, you can try putback(char c)
http://www.cplusplus.com/reference/iostream/istream/putback/
That sounds great, thanks. I was simply unsure if this was allowed, as the
documentation makes no mention of inheritance.
I'm sorry if this is something that I should know, but osg::ifstream doesn't
seem to have any way of peeking at the next byte or reading/pushing back a
byte. I am attempting to implement a platform agnostic readLine() method that
can handle \r\n, \r, or \n. Is there a wrapper class I should be
Tim Moore wrote:
You don't need to do anything special for a ReaderWriter that you wish to
link into your application. You write the class in exactly the same way,
including the REGISTER_OSGPLUGIN macro. Your plugin will be registered early
and OSG will use your code to load that file
That's good to know, I've registered for a wiki account and will do my best to
post useful tips that I figure out. Most of the information I've seen on there
up to this point seems to be related to developing around OSG rather than
developing to extend it, which seems a little silly given how
Hi Robert,
Thank you for the time you take to make your response, and the level of
information you included in it. Unfortunately I think you may have
misunderstood my original question. I was not inquiring about the possibility
of serializing my own classes into the native binary format, but
Hey everyone,
Is it possible for osgDB to load classes implementing ReaderWriter
functionality out of my application binary, or must they be stored in a
separate .so in the plugin directory? If so, are there any special directions I
need to follow to get this working?
Secondly, what is proper
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