Worked like a champ... Thanks!
CD
On 2014-02-05 00:55, Sebastian Messerschmidt wrote:
Hi Conan,
You need to write a nodevisitor which inspects all nodes and geodes
with statesets.
Inside the stateset you can access the TextureAttributes and get the
images there.
the geodes apply then should
Hi Conan,
You need to write a nodevisitor which inspects all nodes and geodes with
statesets.
Inside the stateset you can access the TextureAttributes and get the
images there.
the geodes apply then should like this:
void MyVisitor::apply( osg::Geode& node )
{
osg::StateSet* state_set =
I need to load a model and traverse the scene graph and dump all the
textures to individual files. I assume I would do this with a
NodeVisitor but it is unclear to me how to get the texture data/filename
etc. I assume I would need to get the stateset, if it exists, from each
node, then get th
HI Nilton,
I think you might be misunderstanding the use of the word traverse in
the context of scene graph traversal. When the NodeVisitor traverse
the scene graph they are consider the internal data structure links
between parent nodes and their children. In the case of the cull
traversal a su
Hi everybody,
I am not sure that the class "TRAVERSE" could control the transpass of the
building walls.
I would like not to pass by the walls while navigating with the camera.
My source code is:
nodePath[c]->setUpdateCallback( new SetTransverse() );
...
class SetTransverse : public osg::No
Sorry for the mass, I'm really new into OSG and I just can't find some basic
info.
We (www.jct.ac.il) are doing some 3D non-linear implicit function research
and we draw them on screen, for some reason I need to know the distance of
my camera to the closest polygon/vertex and then run some math iss
Hi Oren,
This is a topic that has been discussed in osg-users before so please
check through the archives.
You started the thread before, and got and answer that looked for
clarification, but instead of engaging you just ask the same question
again in another thread. This isn't a good use of th
Hello all,
how do I traverse the list of geometry created during the cull traversal??
thank you
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Hi Valery,
Geode's are meant to be leaf nodes, so are no intended to have
children other than drawables - which is why traverse() isn't
appropriate in this case.
If you do want to customize behaviour then could implement override
the Geode::accept() method, this is called before the
NodeVisitor::
Thanks a lot for explanation to you and Артём, but my class is derived
from Geode, therefore osgUtil::UpdateVisitor::apply(Geode&) calls
handle_geode_callbacks(osg::Geode& geode), which doesn't call traverse
anyway:
// should we traverse just in case a subclass of Geode adds children??
Won't for no
Opps...
2008/5/19 Robert Osfield <[EMAIL PROTECTED]>:
> For an example of this have a look at the implementation of the Switch
> node - src/osg/Switch.cpp.
I'm meant to write osg::Sequence, rather than Switch, so you'll want to look
at src/osg/Sequence.cpp.
Robert.
__
HI Valary,
The update and event traversals both have use a mechanism that stops
traversal when no children of a node contain
any nodes that requiring traversing. This feature is key to maintain
good performance on very large databases, without
it the update/event traversals would take dozens of
<[EMAIL PROTECTED]> schrieb am Mo, 19.5.2008:
> Von: Валерий Быков <[EMAIL PROTECTED]>
> Betreff: [osg-users] traverse
> An: osg-users@lists.openscenegraph.org
> Datum: Montag, 19. Mai 2008, 11:00
> Hi all.
>
> I have a question why Node::traverse(NodeVisitor&
Hi all.
I have a question why Node::traverse(NodeVisitor&) doesn't called with
NodeVisitor of type UPDATE_VISITOR?
I have a class derived from Geode and I remoulded function
traverse(NodeVisitor&) for some update operations:
void MyClass::traverse(osg::NodeVisitor& nv)
{
if (nv.getVisitor
14 matches
Mail list logo