is a bit surprising as a osg::LightSource is a Group and
> therefore also has a StateSet.
> Actually, I find the whole Light / LightSource (which is a Group) / Light
> set as a StateAttribute a bit confusing.
>
> Paul
>
>
> Vincent Bourdier wrote:
>
>>
Right
Thanks a lot for your help.
Regards,
Vincent
2008/8/8 Jean-Sébastien Guay <[EMAIL PROTECTED]>
> Hi Vincent,
>
> just one last question : my callback is a structure, and there is no
>> traverse() method to call... is it a problem ?
>>
>
> It overrides a base class which has a traverse() m
--
> *From:* [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] *On Behalf Of *Vincent
> Bourdier
> *Sent:* Tuesday, September 16, 2008 5:22 AM
> *To:* osg
> *Subject:* [osg-users] Culling problem
>
> Hi all,
>
> I have a strange problem : Nodes are
Hi all,
First of all, a little question : I have a draw time increasing... after
about 10 minutes the FPS is little due to very hight draw time... What can
do that ? what the draw do ?
Here are some questions about OSG application optimizations :
When applying a jpeg texture on a node, I suppos
Hi,
Searching memory leaks, I use some libraries looking at leaks but it is very
difficult to know if a leak is really one or not, specially due to
ref_prt<>.
Is there any free profiler (memory, time, number of acces, ...) for windows
or even for VS 2005 (not Team edition) to trace an OSG based
Hi
Maybe the camera is only moved and not scaled... try with getTrans();
Vincent.
2008/9/18 forest37 <[EMAIL PROTECTED]>
>
> hi all,
> When the secne is zoomed in or out ,I want to get the zoom scale.I do
> it like this:
> osg::Camera* camera= viewer.getCamera();
> osg::Matrix vm=c
r help.
Regards,
Vincent.
2008/9/18 Vincent Bourdier <[EMAIL PROTECTED]>
> Hi,
>
> Searching memory leaks, I use some libraries looking at leaks but it is
> very difficult to know if a leak is really one or not, specially due to
> ref_prt<>.
>
> Is there any free
I know... but I am under windows... and so I have to forget this one... :'(
No one under windows ?
Thanks.
2008/9/19 Alberto Luaces <[EMAIL PROTECTED]>
> El Viernes 19 Septiembre 2008ES 13:00:57 Vincent Bourdier escribió:
> > No one never profile his OSG code ?
>
> Ye
ibault Genessay <[EMAIL PROTECTED]>
> Hi Vincent
>
> On Fri, Sep 19, 2008 at 1:12 PM, Vincent Bourdier
> <[EMAIL PROTECTED]> wrote:
> > I know... but I am under windows... and so I have to forget this one...
> :'(
> > No one under windows ?
>
> You c
Hi
@Sergey : I currently do it, but it returns me a lot of leak, and a lot
looks like false positive...
Thanks Jean-Sébastien for AQTime ans gDebugger, I'll have a look at these.
Thibault, thanks a lot for this very detailed answer. I think I will find my
problems with all these possibilities.
Hi,
Looking for memory leaks, Visual Leak Detector return me that :
-- Block 0 at 0x01F12C18: 100 bytes --
Call Stack:
z:\projets\easymonitoring\3dem\trunk\include\terrain\textureinit.h (39):
TextureInit::TextureInit
z:\projets\easymonitoring\3dem\trunk\src\terrain\terra
Hi all,
I read that all the objects that inherit from Referenced need to be in a
ref_ptr.
Ok that sounds good , but :
In this case I don't know if I need to put the ref_prt in argument or if
only the ptr is needed.
bool VisualEffects::setTransparency(string name, float alpha){
osg::ref_ptr n
Up,
Ok with the rules :
http://andesengineering.com/OSG_ProducerArticles/RefPointers/RefPointers.html
But there is nothing about ref_ptr<>s in argument...
any idea ?
thanks.
Regards,
Vincent
2008/9/22 Vincent Bourdier <[EMAIL PROTECTED]>
> Hi all,
>
> I read that
<[EMAIL PROTECTED]>
> Hi Vincent
>
> On Mon, Sep 22, 2008 at 5:23 PM, Vincent Bourdier
> <[EMAIL PROTECTED]> wrote:
> > Hi all,
> >
> > I read that all the objects that inherit from Referenced need to be in a
> > ref_ptr.
>
> They don't
Hi,
I'm looking at a way to determine if a node is visible (in the frustum) or
not.
I saw something about cullvisitor and isCulled()
But, I do not understand how to implement that visitor.
I saw a osg::Drawable::cullcallback ...
Do I have to make my callbak ingerit from this class ?
What operat
rectly against the view frustum.
>
> Robert.
>
> On Thu, Sep 25, 2008 at 4:15 PM, Vincent Bourdier
> <[EMAIL PROTECTED]> wrote:
> > Hi,
> >
> > I'm looking at a way to determine if a node is visible (in the frustum)
> or
> > not.
> >
>
for you ?
(the mix between Cullcallback and osgUtil looks strange for me... but...)
Thanks,
Regards.
Vincent
2008/9/25 Robert Osfield <[EMAIL PROTECTED]>
> On Thu, Sep 25, 2008 at 4:23 PM, Vincent Bourdier
> <[EMAIL PROTECTED]> wrote:
> > Hi Robert,
> >
> >
_cull = nv->isCulled(*node);
osg::notify(osg::NOTICE)<<"Cull "<<_cull<<"\n";
};
bool tileVisibleCallback::isCulled(){
return _cull;
};
Nothing is return as cull state... the visitor seem do be visiting
nothing...
Any Idea ? experience ?
Thanks.
able
> *should* be culled by returning true or false.
>
> osg::NodeCallback has a virtual operator() that does what you want.
>
> You need to derive your callback from osg::NodeCallback, implement
> operator() (as you
> already do), and call:
>_mainChild->setCullCa
2008/9/26 Ulrich Hertlein <[EMAIL PROTECTED]>
> Hi Vincent,
>
> Vincent Bourdier wrote:
> > If if do a nodevisitior, I've the problem that the operator() takes a
> > nodevisitor in parameter and so I can't obtain the cull state with that.
> > (method
Hi,
I found an other solution using a vector to store the visible elements and
clearing this list each render loop. I is the more simple solution I think.
thanks for your help.
Regards,
Vincent.
2008/9/26 Ulrich Hertlein <[EMAIL PROTECTED]>
> Hi Vincent,
>
> Vincent
hild->getCullCallback())
> _mainChild->getCullCallback()->setNestedCallback(tvc.get());
> else
> _mainChild->setCullCallback(tvc.get());
>
Do you see something not clear ? unstable ? what can engender problems ?
Thanks a lot.
Regards,
Vincent
20
he stack has been filled by a never ending
> loop. This is all your code we are talking about here so you the only
> person in a position to debug it.
>
> Robert.
>
> On Mon, Sep 29, 2008 at 2:52 PM, Vincent Bourdier
> <[EMAIL PROTECTED]> wrote:
> > Hi
> >
&g
Hi all,
I'm currently looking at a way to allow me changing the color of a geode,
from a model 3D done under 3dsmax. This geode ha no texture, and is composed
by 18 primtiveset. No color array seems to be in the datas, but it appear in
the color applicated in 3dsmax.
I make this :
osg::ref_ptr g
__
> *(C): (+1) 571-265-2612
> (W)**: (+1) 703-437-7651*
>
> "Self defence is not a function of learning tricks
> but is a function of how quickly and intensely one
> can arouse one's instinct for survival"
> - *Master Tambo Tetsu
Up !
I anyone have a solution or and idea, I take it, otherwise I have to draw my
geometry mysefl in OSG and it will be more complicated and less beautiful.
Thanks a lot.
Regards,
Vincent.
2008/10/3 Vincent Bourdier <[EMAIL PROTECTED]>
> Hi Gordon
>
> I make this :
>
rt in this area but you should dump your loaded .3ds
> file as a .osg file and look and see what is causing it to be colored. As I
> recall, the 3DS is loaded with materials for anything that is colored... so
> setting vertex colors isn't going to help you.
>
> -Paul
>
> Vin
Hi all,
My problem with my application is with the long-term execution :
After 10 or 20 min of execution, I have this warning : Warning: detected
OpenGL error 'mÚmoire insuffisante' after RenderBin::draw(,)
The applications load an write a lot of images during the execution, it can
helps you to s
Hi all,
Randomly my application freeze. I can have the stack state during the
freeze, and it seems to be in win32thread.cpp line 645 on
// Wait for the timer.
if (WaitForSingleObject(sleepTimer.get(), INFINITE) != WAIT_OBJECT_0)
{
return -1;
}
If I am good, the wait() do not
hi
Why not just use the cameraLookAt to compute camera direction ? the node
will always be seen from the camera...
Vincent.
2008/10/13 forest37 <[EMAIL PROTECTED]>
>
>
> hi all,
> I set a animationpath to a node,how can i know whether the node is
> moved outside of the viewport?
> wh
Hi,
I'm currently on a problem :
I change the color of a node (osg::PAT) but I don't want its child osg::text
to have the same color...
On the PAT I do a
node->getOrCreateStateSet()->setAttributeAndModes(mat.get(),osg::StateAttribute::ON);
On the text :
osg::ref_ptr mat =
(osg::Material*)t
a little UP..
Sorry for the convenience, but I would be very useful to solve this problem
now...
Thanks.
Regards,
Vincent.
2008/10/17 Vincent Bourdier <[EMAIL PROTECTED]>
> Hi,
>
> I'm currently on a problem :
>
> I change the color of a node (osg::PAT) but I
Currently being the #9 of all the time ... don't know if it is a good or a
bad thing ^^
2008/10/29 Serge Lages <[EMAIL PROTECTED]>
> Yeah I am in the top 10 ! :)
> Next step will be the top 5 !
>
> On Tue, Oct 28, 2008 at 9:01 PM, Paul Martz <[EMAIL PROTECTED]>wrote:
>
>> > Hi Jeremy,
>> >
>> > >
Hi,
To use a lot of callback, you need to verify that you call *traverse(node,
nv);* at the end of each callback operator() to continue traversing the
graph.
If I'm right, all the callback are traversed at each frame, during the
update (for the updatecallback) and is it not done in a parallel th
Hi,
Just a simple question for you :
When I get the Radius of a BS of a node, do I get the radius in World scale
unit ? or is the raduis depending on the scale of the node ?
for the moment I use : *node->getBound().radius() *
node->getWorldMatrices()[0].getScale()[0]
*But I am not sure of the re
03-437-7651*
>
> "Self defence is not a function of learning tricks
> but is a function of how quickly and intensely one
> can arouse one's instinct for survival"
> - *Master Tambo Tetsura*
>
>
>
> ----------
> *From:* [EMAIL PROTECTED] [m
Hi,
This a math problem, depending on OSG.
I need to apply 2 rotation to a vector. I would be very simple if I can
cumulate the 2 quat in one.
How to do it ? Do Osg implement a method to combine two rotations ?
thanks.
Regards,
Vincent.
___
osg-us
Hi
I was not sure that the * operator would compute the quaternion that I'm
looking for.
I looked in the sources, but the code is very hard to understand for me.
If you are sure, I will do it of course.
thanks
Vincent.
2008/10/31 Paul Melis <[EMAIL PROTECTED]>
> Vincent
If I apply 2 quat on the same vector in the same line or in two instruction,
the result is the same...
so q = q1*q2 look the 2 rotation accumulation, depending of the order of
course.
thanks,
Vincent.
2008/10/31 Paul Melis <[EMAIL PROTECTED]>
> Vincent Bourdier wrote:
>
>&
hanks a lot,
Regards,
Vincent.
2008/10/30 Vincent Bourdier <[EMAIL PROTECTED]>
> Thanks Grodon.
>
> :-)
>
> 2008/10/30 Tomlinson, Gordon <[EMAIL PROTECTED]>
>
>> Hi
>>
>> Get bounds is the local coordinates of the node.
>>
>> So yes
e go at once, so one can't
> say that one is local or one is world coordinates unless you know that
> you are at the topmost or child below bottom most transform.
>
> Robert.
>
> On Thu, Nov 6, 2008 at 4:18 PM, Vincent Bourdier
> <[EMAIL PROTECTED]> wrote:
> > H
So, I've tested on OSG 2.7.5... and it not seems working... picking
billboard do nothing else piking the node behind the billboard(s)
...
Any proposition/idea ?
Thanks.
Regards,
Vincent
2008/11/12 Vincent Bourdier <[EMAIL PROTECTED]>
> Hi Robert,
>
> Okay I will tr
t;[EMAIL PROTECTED]>
> On Wed, Nov 12, 2008 at 3:16 PM, Vincent Bourdier
> <[EMAIL PROTECTED]> wrote:
> > So, I've tested on OSG 2.7.5... and it not seems working... picking
> > billboard do nothing else piking the node behind the billboard(s)
> > ...
> >
&g
Hi All,
I've seen an old post on picking billboards :
http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/32123
But with OSG 2.6.1, I still cannot pick a billbord. The first intersected
node returned is the node behind the billboard...
Does it have been implemented as predicted ?
tha
rds.
>
> Robert.
>
> On Wed, Nov 12, 2008 at 10:29 AM, Vincent Bourdier
> <[EMAIL PROTECTED]> wrote:
> > Hi All,
> >
> > I've seen an old post on picking billboards :
> > http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/32123
> >
,
Vincent.
2008/11/12 Vincent Bourdier <[EMAIL PROTECTED]>
> Sorry I have no simple code or small example to give.
> Is the billboard picking supposed to be OK with OSG 2.7.5 ? If it work
> somewhere, I will make a simple example or look at my code... If not, I
> don'
a lot.
Regards,
Vincent.
2008/11/13 Robert Osfield <[EMAIL PROTECTED]>
> On Thu, Nov 13, 2008 at 8:11 AM, Vincent Bourdier
> <[EMAIL PROTECTED]> wrote:
> > With OSG 2.7.5, launching osgpick lz.osg and picking trees, I can pick
> > billboards !
> > So picking on Bi
are having the same problem that
> I did.
>
> Judd Tracy
> Assistant in Simulation
> Institute for Simulation and Training
> University of Central Florida
> Phone: (407) 384-5507
> [EMAIL PROTECTED]
>
>
>
> Vincent Bourdier wrote:
>
>> for the moment :
&
Hi Jean-Sébastien,
For the moment I use
*view->computeIntersections(x, y, intersections)*
with view from :
*bool PickHandler::handle( const osgGA::GUIEventAdapter&
ea,osgGA::GUIActionAdapter& aa ){
osgViewer::Viewer* view =dynamic_cast( &aa );
...}*
This is nearly the same thing than int
Hmm, just some screenshot as texture on two quads ? Seems too simple...
2008/11/17 Robert Osfield <[EMAIL PROTECTED]>
> For a bit of fun see if you can explain the attached screenshot...
>
> If if you get that right your next challange is explain exactly how I
> went about writing this email...
Hi all,
Using composite viewer, I have a strange behavior :
If, during the build of my scene, I make 1, 2... osgViewer::view in the same
composite viewer, everything is godd and work well.
But, if during the render loop (after 200 frame() ) I had one View, with the
same code of the previous, I h
d graphics context. There
> has been plenty discussed about this on osg-uses over the years so
> check out the archives on the topic.
>
> Robert.
>
> On Tue, Nov 18, 2008 at 1:20 PM, Vincent Bourdier
> <[EMAIL PROTECTED]> wrote:
> > Hi all,
> >
> > Usi
become a problem... I don't think this is an OSG basic
behavior, but I anyone have an idea about that... it can help me.
Thanks for help,
Regards,
Vincent
2008/11/18 Vincent Bourdier <[EMAIL PROTECTED]>
> Hi Robert,
>
> What I don't understand is why I get this e
Hi,
Making a new king of skymap, I have this problem : the light source, closer
to the skymap (sphere with blue material only), make it render white,
because of the lighting...
I want to obtain the same thing without this white area...
I need to manage opacity of this sphere, so Lighting ON seem
Lightweight cross-platform game engine -
> http://pvle.sourceforge.net/
>
> Le Wed, 19 Nov 2008 16:28:41 +0100, Vincent Bourdier <
> [EMAIL PROTECTED]> a écrit:
>
> > Hi,
> >
> > Making a new king of skymap, I have this problem : the light source,
> closer
>
; http://pvle.sourceforge.net/
>
>
> Le Wed, 19 Nov 2008 17:32:52 +0100, Vincent Bourdier <
> [EMAIL PROTECTED]> a écrit:
>
> > Hi,
> >
> > 2008/11/19 Sukender <[EMAIL PROTECTED]>
> >
> >> > Yes, I have a partially white sphere. I cannot set s
use of lighting? If yes, try disabling specular
> >> components (on both light and sphere material if needed), this may be
> that
> >> white spot. Or did you set light colors components >1?
> >> And as far that I know, opacity is not related to lighting: you
//pvle.sourceforge.net/
>
>
> Le Wed, 19 Nov 2008 17:51:25 +0100, Vincent Bourdier <
> [EMAIL PROTECTED]> a écrit:
>
> > If I make a setcolor(R,G,B,0.5) the transparency is OK, so I can assume
> this
> > will be OK dynamically.
> >
> > But for the moment I u
Can't you use OSG to render stereo pictures on the same output and use only
one projector ? Osg_stereo example works like that if I remember well. I
don't think two projector are needed.
Vincent.
2008/11/20 lucas Grijander <[EMAIL PROTECTED]>
> hehe, it's not an old card! it's a new laptop De
2008/11/20 lucas Grijander <[EMAIL PROTECTED]>
> only one projector? but how do you create the 3D effect?
>
> Jaime.
>
With the filtered glasses.
The passive stereo effect is just that : 2 picture with 2 colored components
(red and blue basically) projeted on a wall/screen with the interval bet
2008/11/20 Paul Melis <[EMAIL PROTECTED]>
> lucas Grijander wrote:
>
>> you are right, but I have polarized glasses that go together with the
>> polarized lenses of the projectors. I think we can have much better quality
>> like that.
>>
> You might be surprised. Depending on the polarization type
2008/11/20 Paul Melis <[EMAIL PROTECTED]>
> Vincent Bourdier wrote:
>
>>
>>
>> 2008/11/20 Paul Melis <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>
>>
>>lucas Grijander wrote:
>>
>>you are right, but I have polarized g
Thanks a lot :-)
I'm just curious and interested.
Regards,
Vincent.
2008/11/20 Jean-Christophe Lombardo <
[EMAIL PROTECTED]>
> Bonjour Vincent,
>
> Vincent Bourdier wrote:
>
>> Off topic question but : Where did you find theses glasses ? very
>> difficult to f
Hi,
Using the JNI to control 3D application from Java, I am implementing
multi-view.
Following the osg example ThirdPersonView, I try using only one
compositeviewer, and add some osgViewer::View to it.
But, depending on adding a view from the JNI or from C++ frame loop, I have
not the same behav
Sorry to insist, but I am surprised to see no answer ?
Any suggestion or idea will be very appreciated.
thanks a lot.
Regards,
Vincent
2008/11/28 Vincent Bourdier <[EMAIL PROTECTED]>
> Hi all,
>
> Looking in the archive I didn't found what I need, so this is the pr
*www.vis-sim.com www.gordontomlinson.com*
>
>
> ______
>
>
>
> *From:* [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] *On Behalf Of *Vincent
> Bourdier
> *Sent:* Friday, November 28, 2008 8:14 AM
>
Hi,
I just make a little update :
I don't remember (and I don't find) what is the order of the elements to
render...
It seems to be :
1.skybox
2.transparent elements
3.orther
isn't it ?
Thanks,
Regards,
Vincent.
2008/11/28 Vincent Bourdier <[EMAIL PROTECTED]>
> Y
>>
> >>
> >>
> >>
> >> 1 Skybox
> >>
> >>
> >>
> >> 2 Opaque
> >>
> >>
> >>
> >> 3 Transparent
> >>
> >>
> >>
> >>
> >>
> >>
> >> __
> >>
> >
Thanks a lot,
Skybox in second or render first is the same result...
Thanks for help.
Regards,
Vincent
2008/12/1 Andreas Lindmark <[EMAIL PROTECTED]>
> It is often better to draw the skybox last.
>
> 1. Opaque objects
> 2. Skybox
> 3. Transparent objects
>
> ATI has published a paper called
2008/12/1 Jean-Sébastien Guay <[EMAIL PROTECTED]>
> Hi Vincent,
>
> Skybox in second or render first is the same result...
>>
>
> See the article Andreas linked, it's not the same. Visually it is, but not
> in terms of z buffer.
>
Of course, I read it, and I just confirm that visually the render
Hi,
Still me and my rendering problems :
I just need to set a node to be always rendered (or not).
It needs to not depend on the Zbuffer/culling.
Maybe I am confuse, but I have tried this :
*osg::ref_ptr state = node->getOrCreateStateSet();*
> *state->setMode(GL_CULL_FACE, osg::StateAtt
Hi,
Maybe you can have a look on osg sources, on osgViewer and statistics...
If you make a new viewer, press 's' and see the statistics... it can gives
you an idea of what you can obtain.
An other way can be to do it manually : with a nodecallback or a
cullcallback, you can check if a node is in
Hi,
I know that I want to render some nodes without Z-buffer. It is a choice,
implemented as a solution enabled ans disabled in real-time execution, when
necessary. Sure there will be no nodes (clouds) over it. I know exactly what
can be the associated problems.
Near/Far calculation is already di
y one
> can arouse one's instinct for survival"
> - Master Tambo Tetsura
>
>
>
> -Original Message-
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Ulrich
> Hertlein
> Sent: Wednesday, December 03, 2008 12:53 AM
> To: OpenSceneGraph Use
ast, still have no results...
Just a question now (or two) : If I set the depth test on a node (PAT) or if
I set it on a drawable/geode/... is there some difference ?
Have you any idea of why I have no visible results ?
Thanks,
Vincent.
2008/12/3 Vincent Bourdier <[EMAIL PROTECTED]>
Hi Jean-Sébastien,
Using a HUD-like system seems to be a extrem solution for me... I am just
looking at a way to set a node always rendered...
For the moment, using the .osg format file to see my stateset, I see that
the culling test still stay ON.
I correct it ; my code is now :
*node->se
Sorry :
made a mistake
*Depth {
UniqueID Depth_2
function NEVER
writeMask TRUE
range 0 1
}
*is really*
Depth {
UniqueID Depth_2
function ALWAYS
writeMask TRUE
range 0 1
}
*
2008/12/4 Vincent Bourdier <[EMAIL PROTECTED]>
>
Hi,
First, sorry to post a lot on mailing list, but I have some difficulties,I
do not find any way to solve them, and I didn't find a way to stop time ...
This problem concern mathematical things, based on Quat, PAT, matrices, ...
I implement a new manipulator, with a way to set a node as refere
Hi,
Hmm, complicted yes, but...
2008/12/4 Andreas Goebel <[EMAIL PROTECTED]>
> Hi,
>
> sounds complicated.
>
> You could do the following: You don´t need to do any translations to your
> camera, you only need to apply the same rotation as to your node, but not to
> the absolute position of your
Andreas Goebel <[EMAIL PROTECTED]>
> Vincent Bourdier schrieb:
>
>> Hi,
>>
>> Hmm, complicted yes, but...
>>
>> 2008/12/4 Andreas Goebel <[EMAIL PROTECTED] <mailto:[EMAIL PROTECTED]>>
>>
>>Hi,
>>
>>sounds complicat
Hi David,
I see what you mean, but if I have this problem, I just would see this as
"jitter" as you said, but the camera would not move strangely without
shaking...
I don't think this is the reason even it was in the past 3 months ago !
Still earing your ideas...
Thanks,
Regards,
Vincent.
2008/12/4 Jean-Sébastien Guay <[EMAIL PROTECTED]>
> Hi Vincent,
>
> Using a HUD-like system seems to be a extrem solution for me... I am just
>> looking at a way to set a node always rendered...
>>
>
> I did not suggest a HUD approach, Ralph did. It's one possible solution,
> but see below for wh
Hi,
Exactly !
I will have a look one time more on NodeTrackerManipulator... but last time
I read the sources... I do not understand how it works...
And my manipulator is too much customized to be replaced by another
manipulator...
Thanks for help...
Still waiting for a mathematical revelation if
2008/12/4 Jean-Sébastien Guay <[EMAIL PROTECTED]>
> Hi Vincent,
>
> My Earth model is already divided into lots of groups/drawables... So when
>> I put the normal COMPUTE_NEAR_FAR_MODE, the plane and the Earth are well
>> renderd... But, the frustum near plane is too far... because, even if I can
Hi Jean-Sébastien,
Of course I compared my current version and the last one...
If I keep the last one... nothing changes compared to new...
The big changed I did is to switch for osgViewer to composite Viewer...
I'll have a look on that... because I will become mad looking my code still
not work
Hi,
Using a nodeTrackerManipulator to make some tests, I think I get some bug in
precision...
I set the tracked node with a PAT.
Each frame, this PAT is modified with two Quat and one translation.
Each Quat one is a different rotation... they are added (Q = q1 * q2) and
applied to the PAT.
The
/12/5 Robert Osfield <[EMAIL PROTECTED]>
> Hi Vincent,
>
> The Quat is stored as doubles, as should the rest of the internal
> variables in NodeTracker.
>
> Which version of the OSG are you using? Older versions didn't use double
> maths.
>
> Robert.
>
>
ation done \t";
> }
> cpt++;
>
> viewer.frame();
> }
>
>
If you set the trackball manipulator, the box move and rotate randomly...
If you set the other manipulator, the box move... and it is supposed to be
motionless relative to it...
Any idea ?
T
Hi,
It is not a PAT children problem...
I'll have a look one day on reproducing the problem... but for now it is not
a priority.
Thanks for your help, and thanks a lot to everyone here, I've been very
"intrusive" this week, sorry for that.
Regards,
Vincent.
2008/12/5 Jean-Sébastien Guay <[
2008/12/8 Ferdi Smit <[EMAIL PROTECTED]>
> What the subjects says :) Is it global? Annoying... I use it for reference
> docs :P
Same thing for me...
No OSG all the day :'-(
>
>
> --
> Regards,
>
> Ferdi Smit
> INS3 Visualization and 3D Interfaces
> CWI Amsterdam, The Netherlands
>
> _
Hi,
I don't know why you light do not move with your camera, but if you need a
callback to move it, try osg::StateAttribute::Callback.
I did one and it works well.
Not really a solution, but it can help...
Regards,
Vincent.
2008/12/8 Jean-Sébastien Guay <[EMAIL PROTECTED]>
> Hi all,
>
> Q
Hi all,
Working on a CATIA model, exported using 3dsmax (to make an IVE file), it
appear that a lot of geometries have shared stateSet...
The problem is that when I modify one... all the other nodes are modified
too.
So, is there any way to avoid that ? I've tried a lot of options with osgEXP
fro
uot;Self defence is not a function of learning tricks
> but is a function of how quickly and intensely one
> can arouse one's instinct for survival"
> - *Master Tambo Tetsura*
>
>
>
> ----------
> *From:* [EMAIL PROTECTED] [mailto:
> [EM
Thanks for the link,
To make a little update : I've made my own nodevisitor to clone the shared
stateset, and it work well and fast.
Be carefull : the osgUtil::optimizer share duplicated node/stateset by
default...
Thanks for help
Regards,
Vincent.
2008/12/10 Andreas Lindmark <[EMAIL PROTECT
trunk is where you want to be, but..
> with it comes a risk of build breaks. Build breaks do tend to get
> fixed pretty quickly though, but you might need to become active in
> helping fix them :-)
>
> Robert.
>
> On Wed, Dec 10, 2008 at 10:37 AM, Vincent Bourdier
> <[EMAIL
no pb during compilation ... but when I configure my project...
in ...\sources\src\Xcode\OpenSceneGraph\config\OpenThreads/Config(4) :
AvailabilityMacros.h not found ... I didn't found it in OSG..
hmm where is it ?
thanks,
Vincent.
2008/12/10 Vincent Bourdier <[EMAIL P
gt; Robert.
>
> On Wed, Dec 10, 2008 at 12:10 PM, Vincent Bourdier
> <[EMAIL PROTECTED]> wrote:
> >
> > no pb during compilation ... but when I configure my project...
> >
> > in ...\sources\src\Xcode\OpenSceneGraph\config\OpenThreads/Config(4) :
> > A
Hi,
I want to have the lastest source code, to benefit of submissions.
My goal is just to update my src osg OSG each day and recompile on my
computer...
is http://www.openscenegraph.org/svn/osg/OpenSceneGraph/trunk the good SVN
adress to checkout ?
or
http://www.openscenegraph.org/svn/osg/OpenS
ction.
>
> A couple of days back I was compiling the OSG svn on a Mac, albeit via
> remote login and didn't have any problems with the cmake based build.
>
> Robert.
>
> On Wed, Dec 10, 2008 at 12:28 PM, Vincent Bourdier
> <[EMAIL PROTECTED]> wrote:
> &g
.r.t doing an out of source build in a hand
> built directory? I'm perplexed how you've got you're build into this
> state.
>
> Robert.
>
> On Wed, Dec 10, 2008 at 1:19 PM, Vincent Bourdier
> <[EMAIL PROTECTED]> wrote:
> > hm ...Sorry but I'm not
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