osg | Universal sitemap generator | Sitemap library
kandi X-RAY | osg Summary
kandi X-RAY | osg Summary
Optimus Sitemap Generator (OSG) is a universal XML sitemap generator that works by crawling your website, avoiding excessive bandwidth overhead by only scanning the contents of pages that have changed since the last time the sitemap was generated.
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Top functions reviewed by kandi - BETA
- GetLinks returns a list of links from r .
- Crawl fetches the URL for the given URL .
- generateSitemap generates an Sitemap from a given URL .
- Basic example for testing
- Get makes a GET request
- Get urls from the Sitemap
- getRoot returns a shallow copy of u .
osg Key Features
osg Examples and Code Snippets
Community Discussions
Trending Discussions on osg
QUESTION
I want to read a 3D Model through OSG and learn the 3D model information about vertices, normals and texture coordinates etc.
I do not understand the code below (complete tutorial from here ). why are we using prset->index(ic)
as an index? I am confused. (* verts)
is the vertex array but what is the prset->index(ic)
?
ANSWER
Answered 2021-Mar-24 at 13:39If your drawable uses indexed primitives, you need to de-reference the triangle vertices looking into the indices array, as you might re-use shared vertices of the vertex array. Something like this.
QUESTION
I'm trying to do simple mesh viewer using OpenSceneGraph and I want to use Conan for dependencies. The compilation is working well in both debug and release mode (I'm compiling on Windows for now with msvc toolchain).
As soon as I try to load any kind of mesh, the osgDB::readNodeFiles just fail. Looks like the plugin are not linked to the final binary. I checked in the Conan's package, the plugin list of .lib exists and are supposed to be linked I guess. What could I miss ?
There is my conanfile.txt :
...ANSWER
Answered 2021-Mar-01 at 09:19I found the solution. I'm compiling statically the program, the plugins are linked to the final binary but the plugin registry look for a dynamic library (osgdb_obj.dll for example).
If you have the same problem, you have to register manually the plugin :
QUESTION
I'd like to show my Qt Quick content on a virtual screen inside my OpenSceneGraph scene.
The approach I'm using right now is highly inefficient:
- Render Qt Quick to the offscreen surface using FBO (FrameBufferObject)
- Download pixels with QOpenGLFramebufferObject::toImage()
- Upload pixels to the OSG
So it's GPU-CPU-GPU transfer. Source code
A proper solution should somehow utilize existing FBO and be able to transfer data solely inside the GPU.
There are two options exist:
- Create FBO on the Qt side and use its texture on the OSG side
- Create FBO on the OSG side and feed it to the Qt Quick renderer
The Qt part is OK. And I'm completely lost with the OSG. Could anyone provide me with some pointers?
...ANSWER
Answered 2020-Oct-08 at 19:57Finally made it.
General idea:
Render QtQuick to texture using FBO - there are some examples over the internet available.
Use this texture inside OpenSceneGraph
The whole thing includes several tricks.
Context SharingTo perform certain graphics operations, we must initialize OpenGL global state, also known as context.
When a texture is created, context stores it's id. Ids are not globally unique, so when another texture is created within another context, it may get the same id, but with different resource behind it.
If you just pass your texture's id to another renderer (operating within different context), expecting it to show your texture, you end up showing another texture or black screen or crash.
The remedy is context sharing, which effectively means sharing ids.
OpenSceneGraph and Qt abstractions are not compatible, so you need to tell OSG not to use its own context abstraction. This is done by calling setUpViewerAsEmbeddedInWindow
Code:
QUESTION
I have the following directory structure:
...ANSWER
Answered 2020-May-27 at 15:54It appears that CMake drops the last component of the globbing expression when using GLOB_RECURSE
to filter directories. This is why CMake does not filter further for the include
directory in your example. This may be a bug in the CMake GLOB_RECURSE
implementation for directories, or an oversight in the CMake documentation.
EDIT: Solution 1 (does not work):
You can instead simulate recursion using the globbing pattern itself. Use CMake's GLOB
instead, and use **
in the globbing pattern to match on anything with one or more characters between deps/
and /include
:
QUESTION
My goal is to "multiplicate" two OSG::Textures, where one is a Light-Distribution (RGBA picture) the other a black and white filter Image/Texture, that I generate myself. For now both Textures have the same size, even though it would be nice, if its possible that they don't. You can imagine, that I'm trying to remove the black areas on the filter texture from the light texture.
Currently my code works as far as making the whole screen one color, no matter what. I think that something around the gl_MultiTexCoord0
or gl_TexCoord[0]
is not correct. I had a look at multiple online sources, but could not get anything else to work.
Sadly I have to use an old version of glew (2.1.0) [-> ? OpenGL #version 120
] and OSG (3.0.1) due to framework restrictions.
Because nothing is working correctly, I'll try for now just to show the filterTexture (because if I show the lightTexture, everything is black)... Inside init and update I have multiple "checkError" in place, to see whats going on, but atm there are no errors. Here are my shaders:
...ANSWER
Answered 2020-Mar-03 at 20:36You are not supplying gl_Multitexcoord1
at all:
QUESTION
I'm tring to test a component class, but, my test won't work.
This is the part of stack error:
...ANSWER
Answered 2018-Apr-17 at 13:58In my case, after delete the file and re-create a new file with the same content, everything works fine. I don't know whats happened but, I imagine that some bits of infomation can be corrupted on original file.
QUESTION
From the pymunk examples I've seen that there's a difference between the pymunk coordinates and pygame coordinates. Also, that pymunk is meant just for the 2D physics, while pygame is for rendering objects/sprites on the screen.
So when searching for how to build an environment where the camera follows the player, people (including me) end up getting confused. I've seen the examples here, here, here and here (even surprised that nobody answered this), but given the number of questions related to the same topic being asked repeatedly, I honestly feel the answers do not adequately explain the concept and request that the simplest possible example be shown to the community, where all the code is explained with comments.
I've worked in 3D environments like OGRE and OSG where the camera was a proper concept that could be defined with a view frustum, but I'm surprised the 2D world does not have a pre-defined function for it. So:
If not in the official tutorials of pymunk or pygame, at least could a simple example be provided (with a pymunk body as the player and few pymunk bodies in the world) as an answer here, where a player moves around in a 2D pymunk+pygame world and the camera follows the player?
...ANSWER
Answered 2019-Dec-03 at 13:08OK, I'll try to make this simple (I assume basic pygame knowledge).
First, let's start with something basic. A little sprite that you can move around the world:
QUESTION
I'm a newbie on OpenSceneGraph and 3D development.
I have a dxf file that contains a bunch of 3DPOLYLINES (with different colors). So far I have been able to read and display them on a viewer, but I haven been able to change the color of the rendered lines. I believe that I'm not understanding properly the graph relationships.
I'm modifying this example and using the "Quick Start Guide" as reference.
A code snippet of what I have:
...ANSWER
Answered 2019-Oct-28 at 18:59I got help to my problem from the OSG forum, credits to Chris Hanson to point me in to the right direction and Gordon Tomlison's OSG Samples for the actual solution.
The code of the visitor (header):
QUESTION
When installing Sumo-0.30.0 on Ubuntu 16.04, make
resulted in the following error:
ANSWER
Answered 2019-Feb-22 at 17:49Install the libswscale-dev package. It provides /usr/include/*/libswscale/swscale.h
.
QUESTION
I am using a nested Case in my code. There are two variables to check, "src" and "dis"
The first case checks whether the src is within a list
...ANSWER
Answered 2019-Oct-21 at 14:10You have to reformulate your SELECT CASE. (The src
bit doesn't need LIKE at all as you are checking exact values.)
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