Hi,
You are saying that you built OSG from sources. Are you completely sure that
you set up PNG_LIBRARY and PNG_PNG_INCLUDE_DIR ?
Because if you don't, osg_png plugin won't compile.
Cheers,
Filip
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Hi,
in OpenGL if GL_LIGHTING is disabled, the final color of polygon is determined
by glColor.
If you see ShapeDrawable::drawImplemenation(), there is glColor call.
Code:
osg::State state = *renderInfo.getState();
GLBeginEndAdapter gl = state.getGLBeginEndAdapter();
if
Hi,
How I can implement text without anti-aliasing. If I zoom too close, it looks
horrible.
Than you,
Cheers,
Filip
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Yes, which is what I wrote:
What is the idea behind having a color in ShapeDrawable?
I cant see any reason why there would be a color associated to a shape?
Create a triangle, and by the way, its red. That was my question.
So if you WOULD like to control the color by disabling light and use
Hi, Guys,
I think I see the reason why Robert commented it. For spotlights ambient
factor should be attenuated with distance from light. It would be hard to
compute attenuation in frag shader without assistance of vertex shader. I
would bet it would be possible but very tricky, though. Anyway,
Hello OSG-Users,
(I'm writing a display application, using osgviewerQt)
I'm looking for a way to check, whether I need to redraw the scene to skip a
redraw, if would be the same as the previous (fixed image). Or is this already
done by osg-library?
I figured, I only need a redraw, if
a) Camera
thank you filip! this might just be what i was looking for :)
but i'm getting OpenGL errors here ...
Code:
Warning: detected OpenGL error 'invalid operation' at end of SceneView::draw()
Warning: detected OpenGL error 'invalid operation' at start of State::apply()
the letter one keeps piling
Hi,
for redrawing, call function requestRedraw() on View(er) you want to redraw. I
suppose you are changing the scene by yourself.
If you want redraw on demand, other than calling frame by yourself use
osgViewer::Viewerbase::setRunFrameScheme(ON_DEMAND);
In QtViewer example there's QTimer
Hi,
The most simple thing that could it be is this:
did you set up stencil buffer by calling
osg::DisplaySettings::instance()-setMinimumNumStencilBits(); or creating
context with stencil buffer?
Cheers,
Filip
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filip, that line of code solved the problem! thank you so much!
now i have to bend the code i have a bit for my purpose.
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Hi,
I would like to thank you for your answers. Especially for the website Skylark
, it really got me started on the subject. I will definitely search more info
on the 4x4 matrix.
Now about the distances I admit that I wasn't clear :). I need the distance
from the camera to the center of a
Hi,
I am loading a large number of 3D points (X, Y, Z) on OSG. I want to draw line
on screen not necessarily passing through loaded points. I am using
osgUtil::PolytopeIntersector but it draws lines which essentially pass through
loaded points. What can be done to draw line by movement of
On 12/2/2011 6:09 AM, Stefanos Kougiou wrote:
Hi,
I would like to thank you for your answers. Especially for the website Skylark
, it really got me started on the subject. I will definitely search more info
on the 4x4 matrix.
Now about the distances I admit that I wasn't clear :). I need
Nevermind... I decided to get a second opinion and installed Visual Leak
Detector for VS2010 and it tells me there are no leaks.
Cheers,
Sean
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Hi Jason,
On Fri, Dec 2, 2011 at 11:30 AM, Jason Daly jd...@ist.ucf.edu wrote:
I don't understand what you mean here. If you disable lighting, material
colors are irrelevant. The ShapeDrawable's colors are the ONLY way to set
the color.
That's actually not the case with OSG. If you look
On 12/02/2011 03:18 PM, Farshid Lashkari wrote:
Hi Jason,
On Fri, Dec 2, 2011 at 11:30 AM, Jason Daly jd...@ist.ucf.edu
mailto:jd...@ist.ucf.edu wrote:
I don't understand what you mean here. If you disable lighting,
material colors are irrelevant. The ShapeDrawable's colors are
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Hi,
use the zip file inside
https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build/
And install it on blender 2.6 with the function install addons in the
user preference.
Cedric
On 12/02/2011 10:50 PM, Nate Hopkins wrote:
Hi
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Using 'install addons' should install it in the good place. Anyway if
you run blender from command line it should write on it what's wrong,
can you send the log please ?
Cedric
On 12/03/2011 02:34 AM, Nate Hopkins wrote:
It still dosn't work. The
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To install last version of the exporter go in user preference, then
'install addons' with the zip file inside blender-2.5/build/
(https://github.com/cedricpinson/osgexport/blob/master/blender-2.5/build/osgexport-0.9.0.zip)
user the zip with 'install
Hi Everyone,
I'm trying to implement a fairly dense forested area and simply adding
in a bunch of osg::MatrixTransform nodes predictably causes the cull to
crash. I could try reorganizing the scene around an oct-tree as was
suggested by a previous discussion on this topic, but for draw
performance
Hi Everyone,
Sorry, the last copy of this went out without a subject. Please
disregard, it has been a long day.
I'm trying to implement a fairly dense forested area and simply adding
in a bunch of osg::MatrixTransform nodes predictably causes the cull to
crash. I could try reorganizing the scene
Hi Michael,
How would I set it up for instanced drawing?
My guess is that I would need to write a node-visitor that collects all
of the geometry - drawables and sets them up to use the instanced call
overload instead of the default. I have tried doing this, but my
implementation has gotten
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