Hi,
I too have had these same kinds of problems with the FBX SDK...
I got the sdk from Autodesk and found those same kinds of complaints... like
this function is not a member of so and so... and yes... they do indeed play
games with the members of certaiin classes (they can't make up their
Hi,
Just as a follow on after reading Andrea's last post... I am not using the
static libraries, so I'm not sure that requires is all that relevant... (if
that helps other things).
Cheers,
tim
--
Read this topic online here:
Hi,
Just for completeness of subject matter...
After giving up on forcing CMake to help generate the appropriate includes for
my VS10 project files with osg 2.9.11... I used some of the following to
complete the ones it did generate...
Preprocessor- for annoying mismatches of levels
Hi Chris,
I am having the same frustrating problem with dicom plugin using 3.6.
No matter how many times I reconfigure with CMAKE and regenerate, as well as
playing with the FindOurDCMTK.cmake for the find utility... it refuses to put
the additional include files in the solution files in my
Hi,
I've come to the conclusion that osgdem is the culprit for backwardizing the
resulting 3d ive model for what once was my .asc file.
I've tried a number of conversions to different projections and osgdem refuses
to display the correct orientation of any of my non-geocentric attempts.
I've
Hi,
My starting file of interest is an ASC file with the following gdalinfo
Driver: AAIGrid/Arc/Info ASCII Grid
Files: sd_1_3_110805.asc
Size is 11880, 9720
Coordinate System is `'
Origin = (-117.910,33.391)
Pixel Size = (0.92592592593,-0.92592592593)
Corner
Hi,
I have updated my gdal to openev with fwtoolkit, and redid the exercise of
transforming the elevation data. Using OpenEV and doing the translation and a
viewing in the tif format, I can see what I expect for my coastline.
However, when I generate the terrain with osgdem using my new found
Hi,
Well... I've confirmed that if I flip the picture of my model 180 degrees
horizontally... It is correct...
Now... How still do I avoid getting that way in the first place?
And/or... how can I correct this?
I have done ...
gdal_translate xx.asc xx.tif
gdal_addo -r average xx.tif 2 4 8 16
J-S, KC, Jason
Trez Cool...
Thank you! An impressive start. I now have a kick in the butt to study up and
now also have some nice links with what appears to be great information. Looks
like a lot to absorb. I hope to first find a base technique to try for my
baby-step and see where it takes
Hi,
It got rather lonely out here, but during my quiet time I have found that
perhaps one shouldn't use autocomputehomeposition. It seemed to take me to the
edge of my universe, and I finally found myself by racing forward forever until
my object appeared in the view.
In experimenting with
Hi,
I have found my object finally by turning off by NOT relying on
setAutoComputeHomePosition, and these other set creatures.
Code:
osgGA::NodeTrackerManipulator* nt = new osgGA::NodeTrackerManipulator();
nt-setNode(trackedNode);
nt-setTrackNode(trackedNode);
Hi,
When boat is placed in ocean at a specific waterline... when viewing from
above, that waterline is also in the boat.
Although my boat is in no immediate danger of sinking... what must I learn in
order to exclude the effect of the surface of the ocean from invading my space?
Thank you!
Hi Tom...
Thanks for taking a look and actually saying something... It is appreciated.
I had found the link you were showing me and learned a few more details that I
was able to use to move my little boat around and about quite effectively,
although some of those basic questions remain
J-S, Thanks for the hints...
I appreciate the comments. Up to this point I do not yet know what a shader
does for a living... except that I presumed it shaded surfaces somehow.
So... that will be my first step... I wouldn't have known that they were
involved in cutting (culling) unwanted
Hi,
Once getting my model positioned on the surface and moving with the standard
manipulators, I wanted to use a NodeTrackerManipulator to fly behind my model
wherever it was going. I had limited success in that the camera seemed to be
moving along with something, but could not see the model
Hi,
I am using oceanExample, and modified the boat transform to use a
PositionAttitudeTransform instead of the MatrixTransform just because I wanted
to learn a bit more and eventually go underwater with my model and fly around
with perspective...
I was successful at orienting my boat and
J.S, Kim...
Thank you!
I wasn't expecting multiple models to exhibit the same behaviour. I'll try some
different types other than collada models to see how they do.
I'll see about the bounding box idea... sounds useful... Thanks for the tips.
I'll keep studying... there is much I would like to
Hi Kim,
below is an excerpt for those that are only on the mail list... I included
pictures and got a note back from the administrator that the pics were too
large and would not be sent on to the mailing list. so here is a blurb without
the pics... and maybe you could look at the pictures on
Hi,
well...
I finally got my boat INTO the water after findiing that the one supplied with
the example was perfectly happy sitting IN the water instead of floating around
in the air...
I also got a shark model which exhibited the same characteristic of floating 10
feet ABOVE the water
Hi,
I need help understanding what may be at play here...
With the testCollision option to secure a boat for myself on the ocean, I
promptly used a different boat I got from a collada dae file (a wooden dory
from google sketchup 3dwarehouse), and ignored the one coming with the example
Hi,
When moving underwater at long last... found that upon using the '-' key to
move underwater... a white bar (which seems to accumulate from the shimmering
surface when first going to the sub-surface) appears in the middle of the
screen. I am using Win 7 and have compiled with MS vs 2010 and
Hi Niel,
I have just experienced the same thing (I believe) as I was trying to play with
osgOcean and could not get the libraries to play nicely so I downloaded the
source to build the libraries myself.
After building... I tried osgOcean again and found that it couldn't even find
the libraries
Hi,
Thank you, Robert...
I wasn't sure about how expensive certain implementations could be and was
concerned about the difference between 1 switch and a bunch of geodes each with
a drawable text versus one geode with a bunch of drawables and node masking.
Geodes just sound so impressive...
Hi, Tim
Tim here again...
Just letting you know what I came up with...
Since I couldn't figure out how to talk to an individual drawable text node
attached as one of many to a geode, and I couldn't add a switch to the geode
and add a bunch of text objects to the switch, I went to what I
Hi, tim
This is just a note from tim to yourself...
Just checking on the basics you want to accomplish...
You have some persistent data in the form of labels that you would like to
enable or disable depending on mode/state or a certain menu configuration.
You would also like to enable/disable
Hi,
Thank you all for being here!
I have placed text around a display that corresponds to physical buttons on a
bezel panel. I would like to gain control over wether or not the text displays
for a particular soft label depending on a MODE of operation, HIGHLIGHT or
DIM or BLINK the soft label
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