On Fri, May 8, 2009 at 2:21 PM, Allen Saucier wrote:
> Hi,
> Thanks everyone! I'll try these suggestions and see where they lead. Now
> that the OSG .org site is backup, I can to look @ the composite viewer
> example! Yeha.
The osgcompositeviewer is part of the OSG source distribution so
unle
Hi,
Thanks everyone! I'll try these suggestions and see where they lead. Now that
the OSG .org site is backup, I can to look @ the composite viewer example! Yeha.
This group is great! :D
...
Thank you!
Cheers,
Allen
--
Read this topic online here:
On Thu, May 7, 2009 at 11:20 PM, Allen Saucier wrote:
> Would y'all mind pointing me in the right direction to be able to have two
> "views" into a single scene and be able independently control the cameras in
> each?
Well convert your language above into classes, you'll have two
osgViewer::Vie
Hi,
Allen Saucier wrote:
Hi all,
After reading this thread, i think i'm in the right place. Please let me know
if I'm not w/my question.
I've got one scene, two graphics windows each with a different camera and I want to be able to manipulate the camera in each window separately.
Right
2, center2, up2);
Regards,
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Allen Saucier
Sent: Thursday, May 07, 2009 4:21 PM
To: osg-users@lists.openscenegraph.org
Subject: Re: [osg-users] switc
Hi all,
After reading this thread, i think i'm in the right place. Please let me know
if I'm not w/my question.
I've got one scene, two graphics windows each with a different camera and I
want to be able to manipulate the camera in each window separately.
Right now, when I move one camera w
Hi ben,
where did you put your code? I put them in the updatecallback function,
that's why mine will change every frame.
Yun
2009/3/20 Ben
>
> benbao wrote:
> > I try to use nodemask but doesn't work.
> > Id do this :
> > Code:
> >
> > osgViewer::CompositeViewer viewer;
> > osgViewer::Graphics
benbao wrote:
> I try to use nodemask but doesn't work.
> Id do this :
> Code:
>
> osgViewer::CompositeViewer viewer;
> osgViewer::GraphicsWindowEmbedded* gw = new osgViewer::GraphicsWindowEmbedded;
>
> osgViewer::View* vue2D = new osgViewer::View;
> osgViewer::View* vue3D = new osgViewer::View
I try to use nodemask but doesn't work.
Id do this :
Code:
osgViewer::CompositeViewer viewer;
osgViewer::GraphicsWindowEmbedded* gw = new osgViewer::GraphicsWindowEmbedded;
osgViewer::View* vue2D = new osgViewer::View;
osgViewer::View* vue3D = new osgViewer::View;
viewer.addView(vue2D);
viewer.a
Hi, Ben,
I use something like
camera0->setNodeMask(0X);
camera1->setNodeMask(0);
to enable camera0 but disable camera1.
I hope it helps.
Yun
On Fri, Mar 20, 2009 at 10:48 AM, Ben wrote:
> Hi,
> if I have understood , I must design my application with a Compos
HI Ben,
On Fri, Mar 20, 2009 at 9:48 AM, Ben wrote:
> Hi,
> if I have understood , I must design my application with a CompositeViewer
> in order to use two scene, each in it's own view.
> I have a 3D classic view and a "map vue".
> How can I display only one at once using compositeviewer? (I do
Hi,
if I have understood , I must design my application with a CompositeViewer in
order to use two scene, each in it's own view.
I have a 3D classic view and a "map vue".
How can I display only one at once using compositeviewer? (I don't see how to
use nodemask)
thank's
ps: sorry to post begi
Robert Osfield wrote:
Hi Peter, Benoit et,
On Mon, Mar 16, 2009 at 8:15 PM, Peter Amstutz
mailto:peter.amst...@tseboston.com>> wrote:
The way I handled this in my application was to create multiple
instances of osgViewer::Viewer with a separate camera for each
view but all bound t
Hi Peter,
On Tue, Mar 17, 2009 at 12:57 PM, Peter Amstutz wrote:
> 'll take a look at this. The (doxygen) documentation is a bit thin here,
> so I wasn't sure what exactly CompositeViewer was for -- I assumed it was
> for rendering multiple subwindows of a single main window.
>
> I'm still fuzz
Hi Yin,
For scene graph related render to texture work use a Camera in the scene
graph. NodeMask and switches can be used.
Robert.
2009/3/16 Lingyun Yu
> Hi Robert,
>
> I also meet the same problem, I have 128 snapshots of particles, and I want
> to use those 128 shapshots to make an real tim
Hi Robert,
I also meet the same problem, I have 128 snapshots of particles, and I want
to use those 128 shapshots to make an real time animation.
First thing I tried, was using a update callback function and bind it on my
geode, everytime I just updated all positions of particles. But obviously it
Hi Peter, Benoit et,
On Mon, Mar 16, 2009 at 8:15 PM, Peter Amstutz
wrote:
> The way I handled this in my application was to create multiple instances
> of osgViewer::Viewer with a separate camera for each view but all bound to
> the same output window. On each render iteration, draw just the ac
The way I handled this in my application was to create multiple
instances of osgViewer::Viewer with a separate camera for each view but
all bound to the same output window. On each render iteration, draw
just the active camera.
The best solution depends on exactly what you need to display; I
thank's, but I don't see how to use osg::CameraViews, does somebody have a
little example??
I will try to specify more what I want to do.
I have one scene to render with 2 differents views, one as a FPS 3D vue, and
one as "2D vue" (the camera is on top with an orthografic vue).
Each camera has
benbao wrote:
> what is the best way to switch between 2 cameras to render?
> Each camera corresponding to a point of view, I need to render only one
> camera at once.
>
You can add different osg::CameraViews to a scene and use the
CameraViewSwitchManipulator to toggle between predefined cam
Hi
what is the best way to switch between 2 cameras to render?
Each camera corresponding to a point of view, I need to render only one
camera at once.
thanks
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