christophe loustaunau wrote:
osg::ref_ptr osg::Node Earth = osgDB::readNodeFile(Earth.ive);
osg::ref_ptr osg::Node Europe = osgDB::readNodeFile(Europe.ive);
...
osg::StateSet* state=root-getOrCreateStateSet();
...
state-addUniform( new osg::Uniform(texEarth, 0));
...
state-addUniform( new
Charles Cosse wrote:
i've just completely overhauled my Dell M70 and upgraded to Gentoo 2007,
and OSG-2.0, of course, and can report that everything works beautifully.
Gentoo's emerge/portage system was designed after Debian's apt/get
system, by the same guy (or one of them -- Daniel Robbins?)
Ciao Davide,
[EMAIL PROTECTED] wrote:
Sorry, but I don't understand where I'm wrong.
I don't have a osg::
Geometry, I only have an osg::Node and I can't set the texture
coordiantes ...
Somewhere in the tree under the Node you have is one or more Geode which
has one or more Geometry objects.
BOURDIN Pierre wrote:
Le vendredi 29 juin 2007 à 12:52 +0200, Benoît Poulard a écrit :
And if I load 2 différents models like an helo in the server and and
wheel on the client (see screenshot), each application shows its own
model, but the actions made on the master are forwarded on the client
Robert Osfield wrote:
On 6/26/07, 石头 [EMAIL PROTECTED] wrote:
I am sorry I did't explained clearly which type of the magnifying
glass
I need to realize.
Like a telescope, and the circle area(the cursor is the center) of the
scene is magnifying when My mouse move on the screen.
I
Stephan Maximilian Huber wrote:
martin.lavery schrieb:
Just been fixing what seems to be a bug in the MovieData.cpp, file to
stop the Plugin from adding extra pixels to the width of a movie which
has a width that is not a multiple of 8:
_textureWidth = ((_movieWidth + 7) 3) 3;
Does
Paul Melis wrote:
martin.lavery wrote:
We would love here your opinion on logo, constructive criticism is
very much welcome. :-)
Well, I like the outlined look, especially on the earth + (err)
thingies. But using the typewriter font makes it look like Robert is
building his scenegraph
Stephan Huber wrote:
Does osgmovie work for you? What Mac OS X are you using, and what
media/codec did you try? Did the media play back in Quicktime Player?
You're right. Quicktime Player doesn't play them either. Who would've
thought with exotic formats such as mpg and avi/divx. Guess I'm
Jose Luis Hidalgo wrote:
Just to satisfy community curiosity and give more options, this is
the original submission of the logo made by kraptor. There are
another ones completely different, but this was Robert's choice :)
Wow. Maybe we could use the new logo and the text from this one?
Jose Luis Hidalgo wrote:
HI Serge,
Sure, here is attached (but it is a png file).
Oh good, your's has the gray background as well...
It actually only has a gray outline on the rounded box around the text.
Attached is a slightly modified version similar to the 'old' logo.
/Ulrich
attachment:
Tommes wrote:
osgDB::writeNodeFile(*scene.get(), cow_copy.osg);
all textures got lost, even texture paths. Changing to *.ive as
recommended in a previous post doesn't solve the problem. What could
be the reason for this? What did I do wrong?
The Optimizer threw away the images after
Ulrich Hertlein wrote:
all textures got lost, even texture paths. Changing to *.ive as
recommended in a previous post doesn't solve the problem. What could
be the reason for this? What did I do wrong?
The Optimizer threw away the images after they've been uploaded to
texture memory
Marcus Fritzen wrote:
for me osgDB::writeNodeFile( std::string name ) works fine. How do you
attach the texture to your node? With a stateset?
litingbaotou schrieb:
I use OSG V1.0. I want to write a node as an osg file, I tried
osgDB::Registry::instance()-writeNodeImplementation(),
Marcus Fritzen wrote:
file ( ... new osg::texture2d( osgDB::readimagefile(...) ) ). This
texture I attach with a stateset to the geode. Now I want to blend just
the texture. I can blend the whole geode, but I don't know how to blend
just the texture.
Could you be a bit more specific what you
Ulrich Hertlein wrote:
Marcus Fritzen wrote:
file ( ... new osg::texture2d( osgDB::readimagefile(...) ) ). This
texture I attach with a stateset to the geode. Now I want to blend just
the texture. I can blend the whole geode, but I don't know how to blend
just the texture.
Could you
Oliver Kutter wrote:
unsigned char* data = image-data();
int size = image-s() * image-t();
// just as an example: I want to set the image color to black
for (int i=0; isize*3; i++) {
data[i] = 0;
}
But I don't get the image color set to black. I wonder what kind of data
I get
Hi Guy,
Guy Lifchitz wrote:
... Thanks for answering. I looked at the samples. Please help me verify that I
understand
correctly the texturing process: 1. The samplers uniforms are only integers for
the texture unit.
Yes.
2. When creating osg::Texture{nD} object the actual glGenTexture
Pushpak Karnick wrote:
I just downloaded OSG 1.9.7 and am trying to write a simple (?) MFC
application (based on the osgViewerMFC example code).
My application worked pretty well with 1.9.6, but changing to 1.9.7
introduces the following linker error:
Hi Marcus,
Robert Osfield wrote:
The answer is yes, yes. To see node and traversal masks in action see
the osgstereoimage example.
just a simple question ( I hope so ;) ) to check if I have understand
nodemasks the right way. So I can set nodemasks in order to render a
node ( nodemask !=
Guy Lifchitz wrote:
suppose I'm loading two osg models, both using textures and both define
their texture with the same texturing unit, will the system change one of
texture texturing unit, or every time one of the object is drawn the
texture will be replaced on the graphic card, or will
Robert Osfield wrote:
We haven't yet checked in the changes to the XCode projects to match
these changes, currently SVN access has hung at our end, don't know
the cause yet. Once things are back working we'll get the XCode
The website is down as well.
/Ulrich
Martin Spott wrote:
Robert Osfield wrote:
On 6/5/07, Mathias Froehlich [EMAIL PROTECTED] wrote:
http://www.oflebbe.de/FgShow2/
Great photo's of the three screens, it looks like it really makes a
huge difference ;-)
Damn! You should've posted a short notice. I've been thinking about
going
Hi Andreas, hi Eric,
Andreas Goebel wrote:
And the CMake support isn't ready yet. There are a bunch of things I
haven't finished implementing, plus there are features missing from
CMake itself, and I've encountered some additional bugs in CMake
itself which produces incorrect behavior. You
Hi Blasius,
Blasius Czink wrote:
do you have OpenSceneGraph-InstallPath/lib/osgPlugins in
DYLD_LIBRARY_PATH ?
No I don't but I copied the osgPlugins directory to
~/Library/Application\ Support/OpenSceneGraph/PlugIns and
OSG_NOTIFY_LEVEL tells me it found the plugin and is using it but then
Hi,
can somebody verify that osgmovie is broken in r6747 when using
TextureRectangles on Linux? Audio is playing but the image is not
updated. It works when using the '--texture2D' commandline switch.
Cheers,
/Ulrich
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Mark Hurry wrote:
I have a scenegraph that looks like
/TransformMatrix1\
/ \
Root/Node--Geometry
\/
\ /
TransformMatrix2/
I want to be able unlink and delete either or both of
priyadarshi wrote:
Robert Osfield wrote:
Using a custom visitor to find your named node, overload the
apply(Transform) and within this do a dynamic_cast to DOFTransform.
osgplanets has a find named node visitor.
I loaded a .ac model in osg (an aircraft model), after finding a given
named
Pieter du Plooy wrote:
I followed the instructions from Jason L Howlett, and it works until the
Gui part of osgEphemeris starts to compile. The following occurs:
make[2]: Entering directory `/tmp3/osgEphemeris/src/Gui'
make[3]: Entering directory `/tmp3/osgEphemeris/src/Gui/Linux32.Opt'
g++
Alberto Jaspe wrote:
I'm using a cylinder that must be viewed from inside, so in the
ShapeDrawable I have my texcoords inverted. Is there any reasonable way
to correct this?
You could use a scaling (-1,1,1) texture matrix (unless I misunderstand
you). But you might run into other problems
Stephan Maximilian Huber wrote:
there is a major drawback when playing videos (with quicktime) inside a
scene. Currently a separate thread updates an image as fast as possible,
so on fast computers or with small movies you'll see tearing inside the
movie-texture (this is not a vsync-issue!).
Stou Sandalski wrote:
I was wondering what the status of the python bindings for osg are? I
noticed there is a trac web-site for osgPython but it doesn't have
links to svn or anything. I found another trac site for PyOSG but I
am not sure if I should use them or osgPython.
The two projects
Paul Martz wrote:
Okay, the /Quick Start Guide/ is now available!
Congratulations on the book! I'm looking forward to reading it.
Is it possible to make the pdf available for download somewhere except
lulu.com? (I hate to have to open an account every time I want to make a
purchase. Imagine
Robert Osfield wrote:
In general OpenGL attributes are clapped to 0 to 1 range. I have to
recommend that you do some reading up on glLight on the web as it'll
do a much better job of explain things than I can do.
Oddly enough (or not, if you think about its uses) this isn't the case
for
Hi Robert,
Robert Osfield wrote:
On 3/27/07, Alberto Luaces [EMAIL PROTECTED] wrote:
Nevermind, actually it was my fault, because the problem was the
executables not finding the DLLs. All the examples I tried have worked
correctly so far.
Now I can state that the old OSG's Makefile system
Bentley, Tim AMRDEC/Torch wrote:
Unfortunately I need to set the ambient, diffuse, specular, and
shininess for each material at each vertex in the model. The lowest
level I have been able to find that allows me to apply materials in OSG
is at the Geometry class, through a StateSet. Is this the
Christian Verbeek wrote:
I also tried the InfinitePlane:
osg::InfinitePlane* plane = new osg::InfinitePlane;
osg::ShapeDrawable* planeDrawable = new osg::ShapeDrawable(plane);
osg::Geode* planeGeode = new osg::Geode();
planeGeode-setStateSet( gridState );
planeGeode-addDrawable(planeDrawable);
Hi all,
is there a SVN repository browser on openscenegraph.com that I didn't
find? Or isn't it just not up (yet hopefully)?
(trac supports SVN browsing so we might be almost there...)
Cheers!
/ulrich
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Farshid Lashkari wrote:
10. Should these be #defined or enumed in some header file so that
more complicated bin arrangements can be future-proof and easier to
design just by looking at the headers?
This is a good idea. You should probably add these definitions in the
header file for StateSet.
Gazi Alankus wrote:
You can write:
operator^(a, b)
I can, but I wouldn't because it's ugly and it doesn't solve the
I'd agree it's ugly and would vote for additional aliases for cross and
dot product as well.
/Ulrich
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Alan Harris wrote:
New name? I prefer osgPlanet of those suggested. However, could lighten
Personally I like PlanetBuilder. (Reminds me of 'Ringworld Engineers' if
anyone remembers that.)
/Ulrich
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Robert Osfield wrote:
On 2/20/07, Matthew Koichi Grimes [EMAIL PROTECTED] wrote:
I didn't. I just cvs-updated osg and re-ran make, but I then had to cd
to the src/osgWrappers/osgViewer directory and make from there in order
to build osgWrapper_osgViewer.so. Maybe there's a bug in the root
Hi Miguel,
Miguel Escriva wrote:
I have not tested osgPython with latest CVS/SVN source, but I think
osgPython should work fine with osgViewer if you have the wrappers compiled.
I will test it as soon as I can.
I had to make some tweaks regarding the osgIntrospection changes
Hi all,
where is the osgPython repository? Is it down? moved?
The only repository I found is at mescriva.okode.com but I can't even
ping that host.
Thanks,
/ulrich
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Martin Spott wrote:
Currently I'm hunting severe rendering errors with FlightGear that were
introduced with the changes at 2007-01-21 between 18:24:00 and 18:25:00
UTC, but I'll post this into a new thread,
http://foxtrot.mgras.net/bitmap/FGFS/FGFS-OSG_2007-01-21_18:25:00.jpg
Actually this
Ulrich Hertlein wrote:
Specifying vertex attribs is similar to specifying
vertex,normal,color,sec-color etc. i.e. you can specify vertex using
either glVertex/glVertexArray/etc. or by specifying vertex attrib 0.
If you're specifying vertex attrib 3 I believe you're actually passing
Hi,
it's possible to do threading of QGLWidget using QThreads (at least it
was possible three years ago).
It was written about in the Qt newsletter at that time so if you have
that... ;-) if not take a look at
http://lists.trolltech.com/qt-interest/2000-11/thread00052-0.html
Cheers,
Ulrich Hertlein wrote:
It was written about in the Qt newsletter at that time so if you have
that... ;-)
Qt Quarterly, Issue 6, Q2 2003
http://doc.trolltech.com/qq/qq06-glimpsing.html
(towards the bottom 'Writing Multithreaded GL Applications')
/ulrich
Hi Daniel,
Daniel Larimer wrote:
Internally osg::Image could maintain a union of all of the dirty rects
and then update only the part that needs it.
Looking through the OSG code I see that there is already support for a
subload callback. I would rather not have to implement that and I
Hi Raymond,
Raymond de Vries wrote:
As I promised a while ago I have added support for using regular texture
coordinates while using the TextureRectangle class (which is especially
useful for video streaming as is implemented in the osgmovie example right
now).
I've done this by manipulating
[EMAIL PROTECTED] wrote:
terrainNormal = heightTestResults.getWorldIntersectNormal();
angle = terrainNormal.y();
tankXform-setAttitude(osg::Quat(osg::DegreesToRadians(angle),
osg::Vec3(0,0,1) ) );
Maybe someone spots an error ?
It's unusual to use the y component of the
[EMAIL PROTECTED] wrote:
I am trying to have the tank following terrain in a simple application
following tutorial on NPS site.
The problem I have is that while tank moves with right height from terrain
trough an intersectVisitor I can't get it to follow terrain ondulation (
setAttitude )..
Is
massimodisasha wrote:
Warning: Could not find plugin to read objects from file glider.osg.
Warning: Could not find plugin to read objects from file cessna.osg.
osgautotransform
Warning: font file fonts/arial.ttf not found.
osgbillboard
Warning: Could not find plugin to read objects from file
Hi Frank,
Frank Güttler wrote:
thank you for your information, setting a texture to a box is no problem,
sorry i expressed it unclear. What I mean, is wrapping a texture to a box,
but that the texture is repeated. I have set the WrapParameter to WRAP_S and
WRAP_T with texture-setWrap
Hello Frank,
Frank Güttler wrote:
I would like to wrap textures on a simple Box, attached to a ShapeDrawable.
Adjusting the appropriate StateSet doesn't seem to function. Is there
any trick?
No, there's no special trick. Texture coordinates are generated
automatically so all you have to do
Robert Osfield wrote:
22Eric Sokolowsky
2Eric Sokolowski
Close as brothers...
1EventQueue
/Ulrich
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Hi Dorian,
[EMAIL PROTECTED] wrote:
In fact I'm doing a 3D converter from a format that my society has
developped to osg's format.
In this format there is a bouding box which is apply to all the scene so in
my OSG version I want to
apply a bounding box to the group ( which is the root of my
Andreas Ekstrand wrote:
1. Does a Direct X model have to contain texture coordinates?
ReaderWriterDirectX::convertFromDX returns NULL if it doesn't.
I wrote the loader specifically for the number of .x models I
had in hand at the time and they all have exactly one set of
texture coordinate
Hi all,
I recently started playing around with OT/P/OSG on my new MacBook Pro
and have a few questions regarding Producer apps on MacOS X that I hope
people with more Apple experience than I can answer.
- the examples all don't have keyboard or mouse focus, i.e. I can't
switch on wire-frame
jOan wrote:
I have a problem with pointsprite and Collision detection.
I'm building a pointSprite in the same way as in sample osgpointsprite (
osg::Geode with a Pointsprites stateset).
I'd like to pick my object with an associated pointsprite stateset like
in the osg-Picking example. I can
I'd also be interested in a BOF.
/Ulrich
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Mike Weiblen
Sent: Wednesday, 7 June 2006 2:55 PM
To: osg users
Subject: [osg-users] SIGGRAPH 2B0ST0N6?
Hi,
Any interest in meeting other OSGers at
Patrik Stellmann wrote:
I'd like my application using osg to be able to generate video-files
from the displayed scene. As far as I know, osg has only the ability
to save single pictures/frames so I'll probably need a library that
generates videos from a frame-sequence. Is there one anybody can
Shuxing Xiao wrote:
For example: I want to attain the following effect:
I can use the method osg::TessellationHints:: setDetailRatio to adjust the
numSegments when drawing a sphere, how can I set different numSegments
for spheres in different levels?
Do I have to create a LOD group node and
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