I hope there will be a name now, otherwise call me Sam :)
The funny thing is that disabling light worked before on other models, while
assigning emission color, the objects have color, no matter if lighting is
on or off (actually it is not full white, but I am on it)
The other problem was
odel, that would be visible if
the polygon mode would be not in wire mode and all edges that would be
filtered by depth check, even if they are frontfaces should not be drawn.
Is this possible? GL_DEPTH_TEST is enabled and I checked osg::Depth but
haven't found anything helpful ye
.uk/~axs/fig/cube-only.png
What I want to render, is only the left, front and top side of the cube but
still remain in wired mode (like as the cube would be filled white). So I
think yes, this seems to be hidden line removal (correct me if I am wrong)
Thanks for the term so fa
may
achieve the result I need.
Thanks :)
--
From: "Robert Osfield" <[EMAIL PROTECTED]>
Sent: Wednesday, August 06, 2008 11:22 AM
To: "OpenSceneGraph Users"
Subject: Re: [osg-users] Polygon Mode = Wire and some Depth
output that is seen on screen which is in my case
not guaranteed.
Is there a possibility to achieve that?
Thanks
Sam
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ssion color should do that, but it doens't :/
Thanks
Sam
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knows a way.
Thanks
Sam
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Hello,
I must admit that without a comment osgtexture1 is not very clear to me. I
see how it creates colored stripes onto the texture but cannot spot any
contour related information. TextGen creates coords but how does that help
me?
Thanks
Sam
Hello everybody,
Because i'm doing a work that a colligue started about 2 years ago, i'd like to
improve performance and efficiecy for his program by adding a support for the
osgUtil::Simplifier to use the Decimation algorithm implementation. Since the
older version there was no support for the
Thank you Robert for the answer.
But updating the osg version of the application(it's a huge application with
too many classes and dependencies) may cause some problems.
I don't know realy the real impact of a such update but i remember that i tried
to update the old version to the new one and
Thank you Brian.
But once again if i tried to use osgUtil::Simplifier in osg1.2 what should i do
to get the Simplifier options in my program without updating the OSG version
Thank you in advance.
Cheers
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Thank you Robert and Brian i appreciate your help :) :o
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Hi All,
I have a snippet of code that I am trying to reproduce using OSG, it was
originally written in pretty raw gl with glm. You can view it here:
http://pastebin.com/PYphHLYE
I currently have the following snippet and the geometry references are all
over the place. If somebody could take a qui
NED MESSAGE-
> Hash: SHA1
>
> On 24/06/15 22:50, sam wrote:
> > Hi All,
> >
> > I have a snippet of code that I am trying to reproduce using OSG,
> > it was originally written in pretty raw gl with glm. You can view
> > it here: http://pastebin.com/PYphH
On 25/06/15 00:13, sam wrote:
> > Ah, I see. Throwing the parent matrix at the end of the
> > multiplication puts the debug data in the correct place! Thanks,
> > Jan. Only other issue is the model is coming in on its side
> > compared to the basic viewer camera.
> >
When it comes to OSG, is there a reader type class that will handle all the
endianness of a file for you? Or is it up to the responsibility of the
programmer creating the plugin to do the data reading?
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Hi All,
I'm attempting to formulate the best way to stream in nodes that make up
regions. These regions normally consist of anywhere between 4,000 to 6,000
nodes and end getting stitched together. My question is: Is the PagedLOD
node what I want to use? I'm a little confused as to how the paging s
When running the example "osgViewerQt" there is some serious lag /
performance issues. Is there something I have to tweak or change in order
to get a smooth QT + OSG integration? I'm running QT 5.4.1 and OSG 3.2.1.
Thanks.
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Hi Sebastian,
Is this approach still valid with lots of little nodes that have no LOD
detail against them? Or should I just tell my brain that the LOD part of
the node isn't really applicable for what I'm doing and continue with your
advice?
Thanks, Sam
On Mon, Jul 6, 2015
Hi All,
I seem to be having an issue with texturing a mesh. The file format is not
my own and its pretty obscure. I've gotten the format to load in a few
other engines, but I'm struggling with the texturing in OSG. I've noticed
the texture coords on the mesh don't clamp to [0,1]. Could this be cau
Hi All,
I have a gui that I'm trying to convert over to the osgWidget system and
I'm having an issue with understanding exactly how this will work. My 2d
elements are stored as:
rect = left, top, right, bottom
rect = 0,449,640,480;
How would I go about converting the above into the proper 3d poi
-3.2.1\include\osgViewer/ViewerBase(338):
note: This diagnostic occurred in the compiler generated function
'osgViewer::ViewerBase &osgViewer::ViewerBase::operator =(const
osgViewer::ViewerBase &)'
1> GraphicsWindowWin32.cpp
1>D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(55):
warning C4589: Constructor of abstract class 'osg::Operation' ignores
initializer for virtual base class 'osg::Referenced'
1>
D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(55):
note: virtual base classes are only initialized by the most-derived type
1>D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(81):
warning C4589: Constructor of abstract class 'osg::Operation' ignores
initializer for virtual base class 'osg::Referenced'
1>
D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(81):
note: virtual base classes are only initialized by the most-derived type
1>D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(85):
warning C4589: Constructor of abstract class 'osg::Operation' ignores
initializer for virtual base class 'osg::Referenced'
1>
D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/OperationThread(85):
note: virtual base classes are only initialized by the most-derived type
1>D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgUtil/UpdateVisitor(99):
warning C4456: declaration of 'callback' hides previous local declaration
1>
D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgUtil/UpdateVisitor(93):
note: see declaration of 'callback'
1>D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgViewer/ViewerBase(338):
error C2249: 'osg::Object::operator =': no accessible path to private
member declared in virtual base 'osg::Object'
1> D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/Object(197):
note: see declaration of 'osg::Object::operator ='
1> D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osg/Object(52):
note: see declaration of 'osg::Object'
1>
D:\Programming\Libraries\OpenSceneGraph-3.2.1\include\osgViewer/ViewerBase(338):
note: This diagnostic occurred in the compiler generated function
'osgViewer::ViewerBase &osgViewer::ViewerBase::operator =(const
osgViewer::ViewerBase &)'
1>D:\Programming\Libraries\OpenSceneGraph-3.2.1\src\osgViewer\GraphicsWindowWin32.cpp(1641):
warning C4838: conversion from 'int' to 'DWORD' requires a narrowing
conversion
1>D:\Programming\Libraries\OpenSceneGraph-3.2.1\src\osgViewer\GraphicsWindowWin32.cpp(1641):
warning C4838: conversion from 'unsigned int' to 'BYTE' requires a
narrowing conversion
1>D:\Programming\Libraries\OpenSceneGraph-3.2.1\src\osgViewer\GraphicsWindowWin32.cpp(2705):
warning C4457: declaration of 'lParam' hides function parameter
1>
D:\Programming\Libraries\OpenSceneGraph-3.2.1\src\osgViewer\GraphicsWindowWin32.cpp(2460):
note: see declaration of 'lParam'
1> Generating Code...
== Build: 0 succeeded, 1 failed, 7 up-to-date, 0 skipped ==
Is this an OSG issue or Visual Studio 2015?
Thanks, Sam
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Hi Robert,
I successfully compiled OSG-3.4 RC 8 with Visual Studio 2015. I'll be sure
to report let you know if I find any issues with the build.
Thanks!
On Sun, Aug 2, 2015 at 12:16 AM, Robert Osfield
wrote:
> Hi Sam,
>
> Fixes these compile errors and warnings will requires
hink of is manipulating the
UV coordinates in an update callback.
Thanks, Sam
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o
the state set itself?
Thanks, Sam
On Wed, Aug 26, 2015 at 3:04 PM, Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de> wrote:
> As always I'd suggest shaders, as fixed function pipeline has been
> deprecated 10 years ago ;-)
> You could use the osg_SimulationTime
Nevermind! As always, simply searching OSG popped up what I needed. Thanks!
On Wed, Aug 26, 2015 at 3:10 PM, sam wrote:
> I can appreciate your stance on going to shaders, and I completely agree.
> I'd like to quickly prototype this up and swapping to shaders will,
> unfortunat
set.
Thanks, Sam
On Thu, Aug 27, 2015 at 12:48 AM, Voerman, L. wrote:
> Hi Sam,
> I once solved this with an sequence of textureMatices, (example attached).
> Wat solution did you find?
> Regards, Laurens.
>
> On Thu, Aug 27, 2015 at 12:12 AM, sam wrote:
>
>> Nevermind! A
ut having to do
this override?
Thanks, Sam
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So I should keep it out of the viewer then? I guess I'm still a little
unclear on how to integrate the rest of the systems so they get updated
every frame.
On Sun, Aug 30, 2015 at 7:50 PM, Tony Vasile wrote:
> Hi Sam
>
> You probably don't want all you networking code in the
Hey All,
This isn't directly related to OSG but hopefully someone has the quick fix
for this. How do I get visual studio intellisense to pick up the OSG header
files and treat them as hpp files. Currently they are just treated as plain
text.
Thanks
What version of ffmpeg is required to use the plugin for OSG 3.2.3? When
trying to use the latest build of ffmpeg; I get some undeclared identifier
errors which seem to be caused by deprecation of some functions within
ffmpeg.
Thanks, Sam
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Hi Robert,
I'm attempting to use the latest git build of ffmpeg (
http://ffmpeg.zeranoe.com/builds/). I am going to try with 2.5.2 next.
Would it be possible to get ffmpeg added to the dependencies package for
OSG? I'll let you know how it goes.
Thanks, Sam
On Wed, Sep 9, 2015
Using ffmpeg 2.5.2 cleans up the compilation issues. I used a precompiled
version of ffmpeg which was compiled with a prior version of VS so I do get
a SAFESH warning.
On Wed, Sep 9, 2015 at 9:26 AM, sam wrote:
> Hi Robert,
>
> I'm attempting to use the latest git build of f
Hi All,
When dealing with the osgWidget is it only intended to have one canvas? So
when I create my window manager and other components is safe to also create
the canvas? I guess some clarify of the canvas is what I'm after.
Thanks, Sam
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hange color based on what is below it. I have tried to turn off
blending and change the blend function but no luck thus far. Any help would
be greatly appreciated. Here is the original texture image:
[image: Displaying b_gui_cmn_button5_center_up.png]
Thanks
Hi Robert,
What is the best way to send a small example through the mailing list?
Pastebin? Inline? I'm not very familiar with how the mailing lists formats.
Thanks, Sam
On Mon, Oct 26, 2015 at 4:25 AM, Robert Osfield
wrote:
> Hi Sam,
>
>
> It's hard to know what
Hi Robert,
The issue was with our image loader and not with the GUI itself. Once we
managed to track that down the fix was pretty straight forward. Thanks.
On Mon, Oct 26, 2015 at 1:02 PM, Robert Osfield
wrote:
> Hi Sam,
>
> On 26 October 2015 at 17:52, sam wrote:
>
>> What
Hi All,
We are looking to do multi-texturing on OSG Widgets. For example we have a
button with a left texture, a center texture, and a middle texture. What is
the best way to go about applying all 3 to the button?
Thanks, Sam
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clone using
DEEP_COPY_ALL - this feels incorrect. Ultimately I'd like to be able to
share the geometry across all the meshes in the scene but still have them
animate independently. Is there an example that can point me in the right
direction?
T
#x27;t work
at all. Any insight or help would be greatly appreciated.
Thanks, Sam
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Doh! Thanks, Glenn. Unfortunately I still have some holes in the map but
its starting to look considerably better. I will definitely looking to
using a TextureBuffer.
On Fri, Apr 15, 2016 at 12:50 PM, Glenn Waldron wrote:
> Sam,
> I think you are not calling setNumElements() on your u
Would there be a big performance difference between using a TextureBuffer
Object and a UniformBuffer object?
Thanks, Sam
On Fri, Apr 15, 2016 at 1:15 PM, sam wrote:
> Doh! Thanks, Glenn. Unfortunately I still have some holes in the map but
> its starting to look considerably better.
; Glenn Waldron
>
> On Fri, Apr 15, 2016 at 6:09 PM, sam wrote:
>
>> Would there be a big performance difference between using a TextureBuffer
>> Object and a UniformBuffer object?
>>
>> Thanks, Sam
>>
>> On Fri, Apr 15, 2016 at 1:15 PM, sam wrote:
>>
Hi All,
Is there a simple way to disable the plugins from building in OSG? I'd like
to be able to just build the OSGCore without having to uncheck the boxes in
visual studio.
Thanks, Sam
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Hi All,
Is there a simple way to disable the plugin project files from being
generated via CMake?
Thanks, Sam
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Hi Alberto,
No. I was hoping to avoid hacking the CMakeFiles up. I will give this a try.
Thanks!
On Tue, Nov 8, 2016 at 5:07 AM, Alberto Luaces wrote:
> sam writes:
>
> > Hi All,
> >
> > Is there a simple way to disable the plugin project files from being
> gene
Hi Guys,
What was the version of FFmpeg that OSG 3.4 was developed against?
Thanks, Sam
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Hi Gianni,
Does 3.0.2 still have the deprecated functions that are used in OSG 3.4? I
check against 2.8.6 and I don't get any unidentified function errors. I
will try 3.0.2 and give an update.
Thanks, Sam
On Wed, Nov 16, 2016 at 11:51 PM, Gianni Ambrosio
wrote:
> Hi Sam,
> if you d
Hi Guys,
Sorry to hijack this thread a little bit. What would you guys consider the
best source of information for Vulkan? Primarily focusing on the
fundamentals.
Thanks, Sam
On Mon, Feb 13, 2017 at 5:43 AM, Robert Osfield
wrote:
> On 13 February 2017 at 12:17, Nickolai Medvedev
>
Hi All,
Is there a simple way to display the bounding box of Geode or Geometry? Or
will I have to write up something to do it?
Thanks, Sam
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t; I manipulate my scene with a Mouse Manipulator (Trackball), hence the
>> view is refreshed and I can see my nodes, but if I zoom in they disappear
>>
>> 2017-06-22 18:23 GMT+01:00 Sam Brkopac :
>>
>>> Hi Bruno,
>>>
>>> After you manipulate the
.com/en-us/library/ms173499.aspx
Looks like most of the projects now force it on in CMAKE.
Thanks, Sam
On Thu, Apr 19, 2018 at 1:14 PM, Robert Osfield
wrote:
> Hi Jason,
>
> On 18 April 2018 at 20:59, Jason Beverage wrote:
> > I'm compiling the master in debug with MSVC 2015
Hi Peter,
Not sure how you're attempting to compile OSG but I'd recommend you'd do
the following:
[image: osg1.png]
>From here I would hit Configure and then Generate. Open up the ALL_BUILD
project and right-click OpenThreads and hit build. This will ensure all the
dependencies are in place.
If you're generating the cmake file through the cmake application then it
should be generated in your build folder. If you are using cmake on the
command line then you will need to pass cmake -G "Visual Studio XX" to the
command line, where XX is your Visual Studio version.
On Sun, Jun 3, 2018 at
Hi Robert,
Regarding SceneGraphTestBed are we looking to have a library to help
facilitate testing? What is the current vision for the test repository.
Thanks, Sam
On Tue, Jun 5, 2018 at 1:35 AM Robert Osfield
wrote:
> Hi Julien,
>
> On 4 June 2018 at 18:03, Julien Valentin
> wro
en the entire map is rendered
to view the flags. Solid colored triangles would be preferable.
Thanks, Sam
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to do the mapping? Or
will it be parse -> set settings -> and then parse.
Ideas are welcome.
Thanks, Sam
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re questions or feedback,
I'd love to hear it.
Thanks, Sam
On Wed, Dec 5, 2018 at 3:16 AM michael kapelko wrote:
> Hi.
>
> It would be good to know what that format is all about, never seen it
> before.
>
>
> On Tue, 4 Dec 2018 at 23:46, sam wrote:
> >
> > Hi
Hey Rodrigo,
You have to set the home position of your camera manipulator and make a
call to home(1). You can force the delta time with a 1.
Sam
On Mon, Jan 7, 2019 at 6:48 PM Rodrigo Dias wrote:
> Hi,
>
> I'm able to change the camera's position with TrackballManipulator.
After you set the home position try:
viewer.getCameraManipulator()->home(1);
Sorry I'm not right in front of my computer right now.
On Mon, Jan 7, 2019 at 7:26 PM Rodrigo Dias wrote:
> Hi Sam,
>
> By "home" I think you mean
>
>
> Code:
> viewer.getCa
https://github.com/openscenegraph/OpenSceneGraph/blob/master/examples/osgposter/osgposter.cpp
On Tue, Apr 16, 2019 at 12:22 PM Catalin Flower wrote:
> Hi,
>
> What is the canonical way to capture an image of a view to memory with
> different resolutions?
>
> Thank you!
>
> --
>
hi
i would like to get a better understanding of osg's various possibilities in
terrain-visualization. currently i'm using osggis/virtualplanetbuilder to
display georeferenced, common gis rasterfiles which work wonderful. but as an
osg-newbie i also would like to know what are the approaches of
hi,
i would like to extend the example-program "osgforest" in a way so that the
placement of trees becomes user-controllable via an additional raster mask. in
detail: a 1bit rasterfile should mark treeless areas with a value of "0" and
tree-covered areas with a value of "1". subsequent this man
hi,
i have a question concerning the "osgtessellate" example. why vanishes the
TRIANGLE_STRIP primitives constructed in the function "makePolsTwo()" after
"TESS_WINDING_NEGATIVE?
as far as i understand, a similiar primitive, constructed in "makePols()" is
created with same settings, like the o
hi,
i wanted to debug an osg example (osgtessellate) to see how the number of
primitives changes inside a "Geode" instance while tessellation is done. first
of all, let me tell you that i'm not only new to osg, but also to debugging c++
applications, so if something seems strange the way i hav
hi,
as far as i understand every Drawable object in the scenegraph does have a
"_boundingBox" data member.
* does the user have to manually initalize this boundingBox (with a call like
"myDrawableOject.computeBound()"), or has it already been set by osg to nodes'
geometry extent (xmin, xmax, y
hi,
i just noticed that osgdem provides --forest/--buidling outline options. whats
the effect of that in the generated file?
best regards,
christian
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hi,
i'm using vpb-0.9.9 and osg-2.8.0. as long as i don't use shape files with the
--forest/buidling option, osgdem works flawless, but when i use it, it crashes
at the following line:
Code:
D:\workspace\test-geodata\vpb\graz>osgdem -t ortho\test.tif -d dem\test.tif
--forest forest\test.shp
hi
i have built osg against fwtools-2.0.4. now i'm planning to install the latest
fwtools version - what steps will i have to take referring my osg library ?
* does it suffice to update my %PATH% systemvariable from "...program
files\fwtools2.0.4\bin;..." to "...program files\fwtools2.2.8\bin;.
Hi,
i' m looking for a way to get the vertex positions of my geometry. i know there
are methods, provided by osg, to access these vertex positions, but i wanted to
get some insight how they are handled by osg, so i debugged a simple scene.
i found the "geometry" object along with the "_primitiv
hi,
thanks for the hints, after searching for some of the terms i stumbled over
"http://www.openscenegraph.org/projects/osg/wiki/Support/ProgrammingGuide/AnalysingAScenegraph";
which proved very helpful. (maybe someone references it in the tutorial
section)
best regards,
christian
---
Hi,
i'm working on a point-in-polygon test. my current implementation has a list
with plain pointers that hold references to the polygons' properties. (i use
them to ease the calculating of an inside-result for that polygons)
Code:
class FetchedPolygon {
public:
FetchedPolygon(osg::
Hi,
could someone tell me in a few sentences what a proxynode (or is it just
proxy?) in osg is, and what it is used for?
thanks in advance,
christian
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Hi,
i have a question about using VBOs and Display Lists in osg
according to my OpenGL book, both methods will optimize rendering due geometry
is moved to the graphics-hardware. it also says, a constraint when using
display lists is, that data can't be changed afterwards. so its great for
ren
hi,
refering to osgforest as example, is a method like createTransformGraph, where
the different looking trees are based on the same (scaled) tree model better
from a performance point of view? i mean better than the two other fixed
pipeline methods in this example
thanks in advance,
christian
Hi,
i'm using osggis to convert an esri shape file to an .osg file. i want to use
the scenedata, more precisely the vertex positions from that file. i need them
for an analyzing function, and won't add that loaded file directly into my
scenegraph, because i don't want to display it before analy
thank you all for the performance hints, as far as i have understood you, i
should try to move from a "geode->addDrawable(createSingleTreeSprite)" to a
"geode->addDrawable(createMultiTreeGeometry(Cell)).
with that approach also different tree geometry (width/size) should be possible
without per
hi,
i have a question concerning the "osgtessellate" example. in its functions
"makePolsTwo" and "makePols" a Geometry/Tessellator derived object
(tessellateDemoGeometry) is used to create drawables.
a comment in the tessellateDemoGeometry class declaration says: "an example of
using current g
btw. after retessellation a geometry, where are the additional created vertices
stored? are they added to the end of the existing vertexarray?
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Hi,
i have a similar situation like the threadstarter longa...@gmail.com. i think i
understand what you are recommending, but i dont know how to apply duplicate
vertices (i also want to use different normals) for a triangle_strip primitive.
Thank you!
Cheers,
Christian Sam
rip's
planar face in addition and using FLATSHADING. i know this is not the same like
the above mentioned in SMOOTHSHADING, but i think it would certainly better
than the average normals.
so what do you think of that approach, or maybe you might have some other ideas?
Best Regards,
Christian S
normals array 3, for the normals of vertex 4 and 5, pointing north)
this will result in two exact overlying, seperate triangle_strips so no
difference will be noticed,
[Image: http://www.spatiality.at/osg/roof.jpg ]
but wouldn't their faces z-fighting?
Best regards,
christian sam
Hi,
okay, now i think i understand you. first step: construct the roof in
conjunction with a normalarray that defines normals for as much as complete
faces as possible. for the remaining ones, construct further primitives, which
overlap the faces where the right normals weren't defined till yet
Hi,
update: i'm now using another concept. (i think thats the one you recommended
at the beginning of the thread)
instead of my original indexlist: 0, 1, 4, 2, 5, 3, 4, 0 which prevents me from
assigning more than one normal per vertex, i'm using index swaps to "(re)visit"
a vertex more than o
Hi,
according to documentation: "Fast paths use vertex arrays, and
glDrawArrays/glDrawElements."
- what is the difference between vertex arrays and glDrawArrays, or is it meant
as generic term for glDrawArrays/glDrawElements?
will the use of something like this drop me into slow path mode?
hi bryan, thank you for your reply.
>
>
> >
> > according to documentation: "Fast paths use vertex arrays, and
> > glDrawArrays/glDrawElements."
> >
>
> Which documentation?
>
- sorry, i meant "according to (doxygen) reference"
(http://www.openscenegraph.org/documentation/OpenSceneGraph
Hi,
i need a little help with some lighting issues. the geometry, a roof, consists
of a drawable with one primitive (DrawElement TRIANGLES) and associated normal
vectors per vertex. the problem is, the resulting shading of the rendering is
not what i have expected.
[Image: http://www.spatiali
Hi,
okay, i think i figured out that the odd shading is only a result of my
missunderstanding of the normals BIND_PER_VERTEX concept.
my geometry has 9 vertices - i thought if i use a drawElement index with index
swaps to revist a vertex, this would give me the opportunity to use more than
one
Hi,
i wanna thank the two posters for clarifying which different approaches are
possible for this issue, because problems like that weren't covered in the
basic opengl books i have read.
Cheers,
Christian
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Hi community,
i have three questions:
- if i want to replace a geometry's vertexarray, which was defined through an
imported .osg nodefile, does it suffice to just call setVertexArray(newArray)?
- will the previous array be automatically deallocated?
- does this also apply in a case when the
Hi community,
i have a bunch of categorized roof-types. out of a handful of different
textures (small dimensioned), i want to assign - depending on the rooftype, a
texture per roof. the roofs are not ordered per rooftype, and i hardly expect a
roof to have the same texture assigned like the pre
hi paul, thanks for the reply
Paul Martz wrote:
>
> OSG already sorts by state at runtime...
>
this is i wanted to know. (i wasn't sure if the optimizer is responsible for
things like that)
best regards,
christian
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Hi,
i included the following lines in my applicationcode:
#include "../include/FirstPersonManipulator.h"
viewer.setCameraManipulator(new osgGA::FirstPersonManipulator);
and got:
1> Creating library D:\workspace\test-osg\sln\graz\Debug\graz.lib and object
D:\workspace\test-osg\sln\graz\Debug\gr
Hi community, i'm currently trying to understand how the various
camera-manipulators work (trackball, terrain, ufo, etc.) and several questions
arrived:
- the first thing that confused me was, that Y/Z-vector directions are now the
openGL-way. (is there a reason why OSG normally uses Y as forwa
Hi robert,
thanks for replying. after some thoughts about it, i will ask the second
question another way.
how can i get a coordinateframe from only providing a position?
Code:
CoordinateFrame eyePointCoordFrame = getCoordinateFrame( eye )
- respectively
holds a coordinateFrame in case of
Hi simon,
i got it working, i added the osgGA namespace to the parameters of the function
below. i had to remove the outer enclosing namespace declaration, because the
compiler complained:
virtual void init(const GUIEventAdapter& ,GUIActionAdapter&); -> virtual void
init(const osgGA::GUIEventAd
Hi,
okay, after some examples debugging i think i got it:
a CoordinateSystem is a user added node, which provides methods that allow to
setup a matrix with lat/lon instead of cartesian coordinates.
on flat environments, there is no need to setup a CoordinateSystem. when
getCoordinateFrame(pos)
Hi,
i have a manipulator which stores the rotation in a quaternion. i would like to
extract the angle of the, in matrix-words, x-axis of that rotation.
(think of a firstperson-view - i would like to extract the angle which defines
how much i look up/down)
is there an easy way to get this done?
Hi max, thanks for the hint
i needed some time to inform myself about quaternions, because like you, i
tried to avoid using them.
you mentioned "Your X-rotation is "pure" in the quaternion.", nevertheless i
don't know how to get only the Pitch-rotation (to say it in euler words) out of
them.
Hi,
i had to do a little further research on the web because first i didn't
understand what your code-snippet is doing. i found a website which describes
the whole topic:
"http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToEuler/index.htm";
thank you james and max for
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