Hi Gordon,
In Creator/OpenFlight, the defaults for all the DOF min's and max's are all
0's and the step values are all 0's
and of course the scale current is set to 1,1,1
OK then the values that are now set should be correct (since the default
ctor for Vec3 sets it to (0,0,0) ).
J-S
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penscenegraph.org
Cc: OpenSceneGraph Submissions
Subject: Re: [osg-users] Transforming nodes
Hi Gordon,
> To me that seems a rather bad default to have for scaling on a DOF, I
> would have assumed the default would be 1,1,1 not 0,0,0
That's bitten me a few times too. Specifically when I create D
Hi Gordon,
To me that seems a rather bad default to have for scaling on a DOF, I would
have assumed the default would be 1,1,1 not 0,0,0
That's bitten me a few times too. Specifically when I create DOFs
programmatically instead of reading an FLT file.
Is there a reason why its 0,0,0, and
Hi,
>
> but for some reason the default scale for an osgSim::DOFTransform is (0,0,0)
To me that seems a rather bad default to have for scaling on a DOF, I would
have assumed the default would be 1,1,1 not 0,0,0
Is there a reason why its 0,0,0, and not 1,1,1 and should we change it
BTW the
Dear Brendan,
That was absolutely the problem!! Thanks so much for your help.
Sincerely,
Oren
p.s. I wish there was some kind of heads-up in the header file for
DOFTransform!!
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Hi Oren,
This mightn't be your problem, but for some reason the default scale for an
osgSim::DOFTransform is (0,0,0). This is what I usually forget when using it.
Cheers,
Brendan
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bump...
I've managed to insert DOFTransform nodes into my model but the geometry under
these nodes are not being drawn even though the drawable update callbacks are
definitely being called...
The weird thing is, if I replace the DOFTransform with a simple
MatrixTransform, the geometry renders
wow, thank you guys for the great help... DOFTransform seems to be right on the
money.
Oren
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Paul Martz wrote:
Have you looked at transform nodes other than MatrixTransform? Either
osgSim::DOFTransform or osg::PositionAttitudeTransform lets you set a
"pivot point". I've seen this in the code but never used it. But it
sounds like it would make it easier for you to compose the
transform
Oren Fromberg wrote:
Thanks for the suggestion... I'll definitely check it out.
my other question is how do I modify the geometry on the gadgets to be located
around an origin, namely the point around which the gadget transforms? so if my
gadget is located at point (x,y,z), I want the point of
Thanks for the suggestion... I'll definitely check it out.
my other question is how do I modify the geometry on the gadgets to be located
around an origin, namely the point around which the gadget transforms? so if my
gadget is located at point (x,y,z), I want the point of articulation to be at
Have you looked at transform nodes other than MatrixTransform? Either
osgSim::DOFTransform or osg::PositionAttitudeTransform lets you set a
"pivot point". I've seen this in the code but never used it. But it
sounds like it would make it easier for you to compose the
transformation that you need
Hello everyone! Here is my question:
I have a model of a sea faring vessel that has little gadgets on it like
radars, turrets, propellors, etc. these gadgets are fully contained in separate
named Geodes. That means that the geometry in the geode is specified relative
to the origin of the ship a
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