api. I think the only way, is to create a C++11
smart pointer templated by osg smart pointer or a class which contains the osg
smart pointer.
Do you have an idea to use C+11 smart pointer instead of osg one?
Thank you!
Cheers,
Vincent
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I really dislike the idea of having to install an SDK or a library to start
working on my projects. That's why i usually add libraries as submodules on my
git projects and use CMake to statically link them to my application. Here's a
similar workflow:
github: Polytonic/Glitter
Bullet, Assimp,
I've been looking for a PBS pipeline example in OSG. Does anyone know if such a
thing exists? Some examples in other open-source libraries:
github . com/tobspr/RenderPipeline/
ogre3d . org/2016/01/01/ogre-progress-report-december-2015
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put viewWidget in the QMainWindows instead of the QMdiArea, there is no problem.
I would like know if you have a solution to use QMdiArea.
Thank you.
Cheers,
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thread when the viewer is run multi-threaded, this is
regression from Qt4.
Vincent[/code]
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-getOrCreateStateSet();
st-setMode(GL_BLEND, osg::StateAttribute::ON);
st-setRenderingHint(osg::StateSet::TRANSPARENT_BIN);
Does anybody know what the problem is?
Thank you!
Cheers,
Vincent[/code]
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Sorry, the moderation team approves the topics for each new users on their free
time, and according to the holidays and personal time usage, sometimes
moderation is very late.
I'm trying to be more efficient...
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one doing like this? I really have not any idea with it.
Thank you!
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as CullCallback on the same geode, now it works.
Maybe this is something very simple, but after a day on this issue I'm
getting mad.
Thanks for your help.
Regards,
Vincent.
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Hi,
Nice idea, but there is no other callback antwhere in the code, so i
don't think so.
thanks,
Vincent.
Le 23/08/2012 08:55, Stephan Huber a écrit :
Hi,
any chance there's another updatecallback attached to one of the geode's
parents and it is missing a traverse(node, nv) ?
cheers
Hi,
I don't think, there are mutiple camera, for HUD, but the graph is
attached to the main one.
Regards,
Vincent.
Le 23/08/2012 10:28, Sergey Polischuk a écrit :
Hi
iirc update traversals (and may be event traversals too) dont traverse
subgraphs under nested cameras. Is it your case
Snippet There is not const, isn't it ?
Snippet
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv);
Vincent.
Le 23/08/2012 14:30, Jeremy Moles a écrit :
Is your method declared as const? I always forget that...
On Aug 23, 2012 8:28 AM, Vincent Bourdier
vincent.bourd
Hi,
Please have a look in osg example, there is one about robot using transforms if
I'm not wrong.
Thank you!
Cheers,
Vincent
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Thank you!
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Hi,
Sorry I did not understood that this document was a final choice. I'm
interested in L-Systems more in than tree generation, so I don't think it will
be interesting to work together.
Good luck.
Cheers,
Vincent
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Hi,
I'm interested in procedural generation, more precisely in L-Systems (base
system of fractals).
I'd be interested to work on something like tree generation.
I also have some LOD / pagedLOD experiences.
Does this project is a personal one ? something industrial ?
Regards,
Vincent
Hin Dan,
Makerotate will compute a rotation from front vector P1 to front vector P2.
You can decompose the Quat after if you need the angles.
Regards,
Vincent.
Le 13/06/2012 17:29, dan marshal a écrit :
Hi,
My model is at point 2 and I want to rotate it to face Point 1.
Point 1
to try this a few months, and we'll see if I'm a
good moderator.
Regards,
Vincent.
Le 03/05/2012 19:34, Jordi Torres a écrit :
Hi Art,
I have added this announcement to the new website too. Hope it help to
find somebody.
Cheers.
2012/5/2 Art Tevs arti_t...@yahoo.de mailto:arti_t
Hi Robert,
Thanks for you help too.
I'm very late on my osg posts but the mask were a good improvement,
sufficient for now.
But I'll keep in mind your suggestion for the future implementation.
Thanks again everyone !
Regards,
Vincent.
Le 18/04/2012 10:13, Robert Osfield a écrit :
Hi
Hi,
The masks was a good idea, and there is a little bit improvement but not
enough in my case...
I'm still trying to make some improvement using them, but without the
expected success.
So if you have any other idea... please share it !
Thanks.
Regards,
Vincent
Le 16/04/2012 17:27
Nice idea, I'll look at this ASAP.
Thanks!
PS : other idea / tips are still appreciated :-)
Regards,
Vincent
Le 16/04/2012 17:27, Kim Bale a écrit :
Whilst I haven't used osgWidget, I know we had a similar performance
issue with picking when we didn't use an appropriate node mask
the widgets, using a simple XY square test...
Thanks for your answers.
Regards,
Vincent.
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Very nice job !
I already tried to make an OSG based game, this was not so beautiful !!
Regards,
Vincent
2012/3/21 Terry Welsh mogu...@gmail.com
Hi guys,
Thanks for the kind words. Unfortunately, the little people cannot
extinguish themselves. Life is hard for virtual fodder :( I
object in graph? maximum number of embedded transparent object ?
Thank you for your help !
Cheers,
vincent
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Hi,
i construct some geometry (with setVertexArray, addPrimitiveSet, ...)
when i call getshape() from this geometry, it return me null pointer ?
could anyone tell me why ?
Thank you!
Cheers,
vincent
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,
to obtain the base code to take screenshots.
Regards,
Vincent.
Le 08/03/2012 17:33, Zachary Hilbun a écrit :
Hi,
I want to be able to animate a scene and then write the images to an image
format such as mpeg or other format.
Is this possible using OSG?
If so, is there any documentation
,
Vincent.
Le 20/02/2012 09:18, Martin Großer a écrit :
Hello,
When I get a scene graph and I want to do something with a geode in world
coordinates, I have to use the world matrix of the geode (usually the matrizes
of the parents). Now, the difficult part is a node can have several parents. I
);
or
_image-setImage(width, height, 1, GL_RGB,
GL_BGR, GL_UNSIGNED_BYTE, data, osg::Image::NO_DELETE);
Regards,
Vincent.
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for your help, I'll continue to analyze this.
Regards,
Vincent.
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...
Any suggestion will be very useful.
Thanks a lot.
Regards,
Vincent.
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element (vertex, ege
and face) but I'm looking for something more optimized or more easy to
do in a few days if possible...
Thanks.
Regards,
Vincent.
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and safe...
Thanks.
Regards,
Vincent.
Le 16/01/2012 10:26, Robert Osfield a écrit :
Hi Vincent,
I'm not clear on what you are after, but I can say that there isn't
anything close to resembling what you are talking about in the OSG so
you'll need to roll your own visitor.
Robert
On 16
the datas ?
Thanks.
Regards,
Vincent.
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Hi Robert,
Thanks for you help.
I think I can do something not so bad with that.
Regards,
Vincent.
Le 16/01/2012 20:04, Robert Osfield a écrit :
Hi Vincent,
On 16 January 2012 14:55, Vincent Bourdiervincent.bourd...@gmail.com wrote:
Thanks for the idea I'll will start with that.
How
Hi,
The update callback is done to be updated each frame in the traverse()
method.
Rewriting it is necessary to update it.
So add a callback on the decorator and update it in traverse() method.
Regards,
Vincent
Le 18/11/2011 09:39, xbee a écrit :
Hi all,
I'm trying to make blinking a part
is certainly able to manage your scene.
Hope it helps !
Regards,
Vincent.
2011/9/21 Marcus Rabe film_foot...@yahoo.de
Hi,
Paul you are right I forgot to write the hole code for the LOD
implementation, sorry.
Code:
osg::ref_ptrosg::Node lodLevel3 = originalGeode;
osg::ref_ptrosg
.
There is no need to check the euclidian distance to my mind, isn't it ?
Thanks for your help.
Regards,
Vincent
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Hi Peter,
Yes this is a nice precision, the euclidian distance will be a second
pass to check the intersected results.
Thanks a lot :-)
Regards,
Vincent
Le 08/09/2011 10:21, Peter Hrenka a écrit :
Hi Vincent,
Am 08.09.2011 10:00, schrieb Vincent Bourdier:
Hi Peter
Le 08/09/2011 09:40
Hi,
Using a simple system equation you should find it.
Just google it...
Regards,
Vincent.
Le 07/09/2011 11:32, Andreas Roth a écrit :
Hi,
this maybe a stupid and simple question. I have two lines and i want to
calculate the intersection point of the two lines.
For both lines is have
Thanks a lot for your work, it is a pleasure to have a very good library
still living and with a lot of people concerned and interested.
Regards,
Vincent.
Le 28/06/2011 12:03, Robert Osfield a écrit :
I'm chuffed to bit to be able to announce the OpenSceneGraph-3.0.0
release, a release
this helps you
Regards,
Vincent
Le 15/06/2011 15:56, Aitor Ardanza a écrit :
Hi,
I need to update a node that is not included in the scene graph. I define it as
follows:
Code:
for...
osg::Geode* geodeMorph = new osg::Geode ;
geodeMorph-setName(animations[i].callName);
geodeMorph-addDrawable
Thanks! I will try this out.
Cheers,
Vincent
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Hi,
I'm working on a part of a big application that has to render a few 3D views of
the same scene, spread along multiple screens. The application itself is
entirely using X/MOTIF and my part receives a widget in which I have to draw
the 3D content every so often.
It was working well before
.
This is where I am stuck for now...
Cheers,
Vincent
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answer but maybe it can help you.
Regards,
Vincent.
Le 06/05/2011 09:45, Gianni Ambrosio a écrit :
Hi All,
I implemented a class that embeds an osg::Group. The real graphics for my
object is loaded from a file with a readNodeFile() call and the resulting node
is set as child
Hi,
But what is the best solution ? I just have some hesitation to modify
the linker settings instead of solving the problem for real... but if it
is the best way...
Regards,
Vincent
Le 29/04/2011 15:23, Frederic Bouvier a écrit :
Hi,
yes, adding /FORCE:MULTIPLE to the linker command
Hi,
Sorry to insist but I would appreciate any advices about this issue.
Maybe I'm the only one who encountered it, but the patch I did is not
so... clean to my mind...
Thanks.
Regards,
Vincent.
Le 21/04/2011 14:50, Vincent Bourdier a écrit :
Hi all,
I just found a fix after some
to be sure to understand why this occurs,
but any advices or explanations are welcome.
If my fix is accepted this could be a submission for OSG, eventually...
Thanks.
Regards,
Vincent.
Le 20/04/2011 14:54, Vincent Bourdier a écrit :
Hi Mourad
Thanks for your answer but I already checked
Hi all,
No advices or ideas ? Am I the only one this this issue
Regards,
Vincent
Le 04/04/2011 17:36, Vincent Bourdier a écrit :
Hi all,
I've an issue concerning the std::ifstream in my application.
I know that I need to use osgDB::ifstream instead of std::ifstream and
I did everywhere
Hi Mourad
Thanks for your answer but I already checked that. TsLib_MDdNET2010 is a
static lib but linked with /MD(d), like my application...
Vincent.
Le 20/04/2011 11:50, Mourad Boufarguine a écrit :
Hi Vincent,
On Mon, Apr 4, 2011 at 4:36 PM, Vincent Bourdier
vincent.bourd...@gmail.com
Hi,
Thanks for you work on this release, I really apreciate this and I'm
going to use it in a few days :-)
Regards,
Vincent.
Le 11/04/2011 20:43, Chris 'Xenon' Hanson a écrit :
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.4
We will need to go about
Hi Chris
Thanks for this release, I just build it on WinXP and VS2010.
No errors, and the version number in the DLL file name is set :-)
Just to be sure, is it expected that the DLL file name number is the
same for OSG 2.8.3 and 2.8.4 ?
Thanks,
Regards,
Vincent.
Le 07/04/2011 04:43
this ...
Thanks.
Regards,
Vincent.
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to fix this issue ?
Thanks for your help,
Regards,
Vincent.
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Studio 2008 project with only the
sources/src/include directory... so the project do not compil.
How can I change that to have the good include directories ?
I join my CmakeLists.txt configuration file, if it can help
Thanks for your help.
Regards,
Vincent.
cmake_minimum_required(VERSION
Hi,
OSG, example and most of the plugins compil well (I do not have all the
required dependencies for all plugins) on VS2010 on win XP pro
I'll try the RC2 now
Vincent.
Le 28/03/2011 22:29, Chris 'Xenon' Hanson a écrit :
On 3/28/2011 2:27 PM, Paul Martz wrote:
I'm just the svn commit
Hi,
I've compiled 2.8.4-RC2 on my winXP and VS2010.
No errors.
Good job :-)
Vincent.
Le 29/03/2011 05:18, Wang Rui a écrit :
Hi Paul and Chris,
I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built
fine in both debug and release configurations. But when I tested the
ffmpeg
consequence, or something forgotten ?
Thanks.
Regards,
Vincent.
Le 29/03/2011 05:18, Wang Rui a écrit :
Hi Paul and Chris,
I've tested 2.8.4-rc2 on my Windows XP and VisualStudio 2005. It built
fine in both debug and release configurations. But when I tested the
ffmpeg plugin with:
# osgmovie
Hi,
So for this header issue, there is no planed change on 2.8.3 ?
The only fix is to add the include by hand ?
Thanks.
Regard,
Vincent.
Le 17/03/2011 19:32, D.J. Caldwell a écrit :
Sorry, everyone. I hit Send too fast before I could remember
something else import to my experience
Hi,
So first of all why not just give a patch to apply, provided with the
sources or on the download wiki page ?
Regards,
Vincent.
Le 22/03/2011 16:14, Chris 'Xenon' Hanson a écrit :
On 3/22/2011 7:42 AM, Vincent Bourdier wrote:
So for this header issue, there is no planed change
Hi,
I have been trying to link OSG to my system on Mac OS X (it's working in
Windows) using 2.9.11.
I got OSG to compile in dynamic mode (I really want static but that's a another
post) with the following command:
cmake .. -DCMAKE_BUILD_TYPE=Release -DCMAKE_OSX_ARCHITECTURES:STRING=i386
(
animationPath.get() );
noeud-setUpdateCallback( apCallBack.get() );
...
noeud-setScale(Vec3d(2,2,0.5));
noeud-getOrCreateStateSet()-setMode(GL_NORMALIZE, osg::StateAttribute::ON);
Thank you!
Cheers,
vincent
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ControlPoint cp_i = ControlPoint (
pos_i,
quat_i,
((PositionAttitudeTransform*)noeud)-getScale() ))
Cheers,
vincent
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!
Cheers,
vincent
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a
simplest way ...
t=3844
Thank you!
Cheers,
vincent
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!
Cheers,
vincent
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is finished ?
and
how can i pause it and restart it later?
Thank you!
Cheers,
vincent
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as orphaned when the ref_count equals 1.
I understand why it is considered as orphaned due to its ref_count (1
means only the actual reference and no parents in the scene graph) but I
don't understand how or when this can arrive...
Can you help me ?
Thanks.
Regards,
Vincent
What is the problem ?
You should have a look on osg website to find installation help.
Vincent.
Le 18/01/2011 10:08, Tze Shyuan a écrit :
Hi,
I am new in using open scene graph, and i have problems is setting up osg with
microsoft visual 2008 c++ express edition. can anyone help me up
.
Thanks for your help.
Regards,
Vincent.
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to be sure they won't crash because of bad_alloc errors
that are not managed.
Thanks, I'll have a look at the things you gave to me.
Regards,
Vincent.
Le 13/01/2011 11:32, Robert Osfield a écrit :
Hi Vincent,
The OSG threads that will run automatically are the DatabasePager when
you have paged
that
there is 2 threads running for the rendering...
I know I'm not supposed to disturb the rendering threads, but if I
cannot get them there is no risk at all...
Did I miss something ?
Thanks.
Regards,
Vincent.
Le 13/01/2011 11:49, Vincent Bourdier a écrit :
Hi Robert,
First of all
2010/12/26, issam boughanmi amigof...@gmail.com:
Hi,
using delta3d 2.4 +osg 2.8.2
i have a pagedlod terrain built with vpb 0.9.10 (i think) and some other
objects in my scene
i have a crash in my application
after switching to the debug mode the crash occur in this line
Code:
void
Congratulations !
I was interested in writing this book as Packt offered me, but it was
too much work and I'm not an OSG master yet ...
Now I'm very interested in reading it !
Vincent.
Le 22/12/2010 14:04, Wang Rui a écrit :
Hi all,
After 6 months work, we would finally proudly announce
to understand what is really done.
I hope this will help you.
Regards,
Vincent.
2010/12/10 lucie lemonnier lucielemonn...@hotmail.fr
Hi,
I want to change the 3D model dynamically at the runtime.
I have inatialize my node at :
_model = new osg::Node();
_model = osgDB::readNodeFile
Hi,
ok, I found the trick. I must set the output depth to the number of output
textures: setOutputDepth(3);
Vince
...
Thank you!
Cheers,
Vincent
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[1] and gl_FragData[2]. 0 is used for the
rendering in the next unit, 1 and 2 are redirected as input textures to the
concerned input UnitTextures.
A colleague could read in former post that the MRT could not work correctly in
this version of PPU. Is that really the case ?
Vincent
Hi Alexander,
How do you get CATIA geometries ? do you use an external library ?
Thanks
Regards,
Vincent
Le 22/11/2010 13:52, Alexander Moeller a écrit :
That was exactly what i was looking for.
My goal is to read CATIA-files and display them with OSG. Up to now i could use
a library
Same thing here, the external libraries are not free and sometimes
contains bugs/crash...
If you would share any progress on how is it possible to manage CATIA
file with only free libraries, I would be very grateful and interested
in helping you.
Regards,
Vincent.
Le 22/11/2010 14:07
,
Regards,
Vincent.
Le 10/11/2010 18:24, lucie lemonnier a écrit :
Hi,
How to render an imported model semi-transparent?
Thank you!
Cheers,
lucie
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Hi Manuel,
I'll try it sooner to be sure, it could be nice to have some debug info
rules for OSG classes that we can share.
Thanks for the information
Regards,
Vincent.
Le 25/10/2010 09:54, Manuel Garnier a écrit :
Hi Vincent,
I have to disagree with you : it works for me with VS 2008
Nice :-)
Its works well on VS2008 SP1
Thanks for the tip
Regards,
Vincent.
Le 25/10/2010 10:21, Vincent Bourdier a écrit :
Hi Manuel,
I'll try it sooner to be sure, it could be nice to have some debug
info rules for OSG classes that we can share.
Thanks for the information
Regards
Hi,
FYI, this is not compatible on VS2008 and previous versions. (I mean the
_vcee_autoexp variable)
For theses versions you have to edit the autoexp.dat file.
Sorry I didn't tried already
Vincent.
Le 22/10/2010 10:35, Dženan Zukić a écrit :
Hi,
have you tried it? Opinions, experience
the input texture between 2 frames ?
Vincent
...
Thank you!
Cheers,
Vincent
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it to the input unit texture (unitTexture) with
unitTexture-setTexture(t0);
One can do ping pong with several textures because of the mrt parameter of
setOutputTexture and getOutputTexture, and it works.
I hope I was clear enough. If not, do not hesitate to ask me.
Vincent
...
Thank you
Hi Art,
I agree, I couldn't get it working. The only way I found was to let
osgPPU process my computation until the normals and then use it as
output texture on the geometry that has the reflection and refraction
shader like one do in the example osgvertexprogram.
Vincent
Le 05/10/2010 15
Hi,
your are right Robert. I got something working by having a look to
osgvertexprogram (for reflection/refraction, I just converted the ARB shader
into a glsl one) and some other shader examples that process normals.
Thanks !
Vincent
...
Thank you!
Cheers,
Vincent
could
use the gameoflife example but I don't see how I could integrate it.
Thanks a lot in advance for all your advises,
Vincent
...
Thank you!
Cheers,
Vincent
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=32253#32253
a lot in advance,
Vincent
...
Thank you!
Cheers,
Vincent
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=31958#31958
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http
.
Hope this will help you.
Regards,
Vincent.
Le 08/09/2010 14:20, Roman Grigoriev a écrit :
Hi,
I have LOD with 3 nodes and use updatecallback to Animate children, I setup
updatecallback to my highest LOD, my when i switch to medium lod my update
callback worked also. Is it possible to switch
,
Vincent.
Le 02/09/2010 16:45, Robert Osfield a écrit :
HI Vincent,
What do you mean by 3D envelope, it's rather an open ended all by
itself. Convex hull? Bounding box? Bounding sphere? A pre-paid A4
envelope perfect for sending large pictures through the post?
Robert.
On Thu, Sep 2, 2010 at 3
.
Regards,
Vincent.
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Hi,
I could read this post but didn't see any answer of it.
Does someone have a working implementation of that ?
Thanks,
Vincent
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Hi Robert,
Thanks a lot for this answer, I tried and this fix my issue :)
Regards,
Vincent.
Le 16/07/2010 10:50, Robert Osfield a écrit :
Hi Vincent,
Do you mean that I have to initialize the Bounding Sphere of the PagedLOD
node when I create it ? because I didn't found any special
Hi,
what do you mean with osgPPU ?
Vincent
Le 03/08/2010 18:15, Jeremy Moles a écrit :
On Tue, 2010-08-03 at 12:30 +0200, Honnet Vincent wrote:
Hi,
I'm a new in using OpenSceneGraph, so if this problem was already
solved, please send me the link. But I didn't find anything that could
help
to understand everything or/and to modify it so
that I get the process I need.
Could someone help me ?
Thanks in advance, regards,
Vincent
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Hi Robert,
Thanks for your answer.
Do you mean that I have to initialize the Bounding Sphere of the
PagedLOD node when I create it ? because I didn't found any special
method in LOD or PagedLOD about that.
Thanks.
Regards,
Vincent.
Le 10/07/2010 11:32, Robert Osfield a écrit :
Hi
of their children.
Any idea would be very appreciated because after 8h on this issue, I
still have no idea of the problem...
Thanks for your help.
Regards,
Vincent.
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