Hi Robert,
A very minor one, but I've noticed that in
osg::Text::computePositionsImplementation(), any bounding box margins set are
never taken into account when calculating the position of the text, as the
positions are calculated from the bounding box before the margins are applied.
Code:
Hi Robert,
Another minor observation is that intersections no longer seem to work on
osgText. You can see this in the osgpick example when you click on any of the
text.
Cheers,
Jamie
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Hi,
I just tested it with windows 10 / VS2013. I had to make a couple of minor
changes to the osgcluster and osgbindlesstext in order to get those examples to
compile. I've posted the modified files in submissions.
It works ok for the most part but I've noticed a few models (which used to work
Not sure if you've seen it but there's a simple example in the osgocean
example, which just adjusts the floating objects height and orientation, based
on the water surface intersection point and intersected geometry normal.
It only works for small objects around the same size or smaller than
Hi,
I think you can use Virtual Planet Builder to generate a paged quad tree
terrain database from your data. It uses GDAL to read grid data, which I
believe supports at least one of the surfer grid formats.
Cheers,
Jamie
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Hi,
Just to reply to my own last message. I have now managed to get it working
properly. The mistakes were my own...
Thanks
jamie
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Hi Fabrizio,
I'd be interested to see your patches to get osgOcean working with osg 3.4.0.
I'm just in the process of trying to get it working. I've changed a few things
and got it to compile at least, but there's quite a few glitches, garbled
statesets etc. I've had slightly more success
Hi,
We're currenltly just embedding our osg window into Qt as foreign windows as
decribed here: http://forum.openscenegraph.org/viewtopic.php?t=13602.
This has worked well for us since Qt 5.4 although there are a few quirks,
notably the lack of keyboard focus in the osg window and also you
Hi Robert,
I just tried with Trunk and dont get any crashes when using the old
geometrytechnique. No problems when opening the stats either.
Thanks
jamie
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Hi,
If it's of any help I've observed pretty much the same thing, when using the
old geometrytechnique (win 7 VS2010). I've tried with .osgb and .ive vpb
generated terrain databases.
With a singlethreaded viewer it seems to work although crashes when opening the
stats.
With a multithreaded
Hi,
I just re-tried your example with Qt 5.4 alpha on windows and it now works fine
(multithreaded as well). I really like the simplicity of it.
Cheers
Jamie
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Hi,
It's good to know you've got it working like this.
I've tried your example with windows 7, Qt 5.1 and I get the following Qt error
and the osg window doesnt embed into the Qt widget.
QWindow::fromWinId(): platform plugin does not support foreign windows.
From the Qt documentation
Hi,
I've had no problems using Qt4.8 with 3.0.1, (Qt 5 wont work with it though).
Cheers,
jamie
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Is the following an option?
Code:
viewer-stopThreading();
*add / remove objects here
viewer-startThreading();
jamie
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Have you tried just calling the manipulators 'computeHomePosition' then 'Home'
function?
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I'm not very familiar with osgearth terrains but I'm pretty sure the quad tree
is made up of something like osg::PagedLOD nodes, each with a TerrainTile and a
group of similar child osg::PagedLOD nodes. As each osg::PagedLOD is loaded,
the range is evaulated to decide whether to load the next
Hi,
The paint event is never called if you have zero size margin in a layout.
If you only have a single view then there's no point in having a layout anyway
instead you can use a GLWidget widget directly
Code:
GraphicsWindowQt::getGLWidget()
Cheers,
jamie
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Hi,
Have you seen the qml ogre demo? I assume you could do the same thing for osg.
Regards,
Jamie
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Hi,
If you increase the -l numOfLevels argument to 4, you'll at least preserve
all the original heightmap points at the highest LOD tiles when you zoom in
(albeit in a series of tiles). If you search for 64 instead of 63 you'll see
where the default tile size is coming from.
If you just want
indicator in a slave camera.
Any obvious reason why I might need to manually resize my GLWidget before they
start Autotransforming?
Thanks,
Jamie Robertson
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Nevermind, I figured it out, It was due to programmatically setting my main
cameras setViewMatrixAsLookAt in some other code just after adding the
autoTransforms.
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Ah ha, that makes sense.
Many thanks for the expanation.
Jamie Robertson
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);
Setting either the margin or spacing to something other than zero displays the
viewers ok.
Anyone encountered this before?
Im using osg 3.0.1, windows7.
Thanks,
Jamie Robertson[/code]
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