Hi,
just uncomment the line:
mPreRenderCamera->setComputeNearFarMode(osg::Camera::DO_NOT_COMPUTE_NEAR_FAR);
jp
Brett Thomas Lee wrote:
Hi,
Here I attached another quad at some distance but Im unable to see the
projection of one quad over the other.I am unable figure the reason why I dont
se
Hi,
Brett Thomas Lee wrote:
Hi again thank you Mr. delport for spending your time.I have a last
and final question. setProjectionMatrixAsOrtho() is not working in
the code.can you please tell me the reason for that please.
It is working, OSG just by default automatically computes near and far
Hi Brett,
problem seems to be that lighting was on in your RTT camera. See
attached. I added
geode->getOrCreateStateSet()->setMode( GL_LIGHTING,
osg::StateAttribute::OFF);
Also be aware of the way OSG blends your RTT texture with your final
geometry. OSG defaults to GL_MODULATE. Search
h
Hi,
what do you get on screen with the code I attached? Should be a red
square. What is your desired output?
jp
Brett Thomas Lee wrote:
Hi,
Thank you very much for the reply.Even though i changed those two things im
unable get my desired output.
--
Read this topic onli
Hi,
fix attached. There is no magic here, you should have been able to find
out the problems by looking at the osg examples.
You forgot to attach the prerender camera to you main scene. Also, the
prerender camera usually operates in the default OpenGL coord system, ie
z coming out of the scr
Hi Brett,
Perhaps others can devine what is going wrong in your code, I'm afraid
I have way too much of work backlog to go reviewing uncommented
application code. If you want others to help you'll want to explain
what you are trying to achieve, and what artifacts you are getting.
Robert.
On Mon
Hi Brett,
Your email doesn't really provide enough details to help you. For
pre-render examples have a look at osgprerender or
osgprerendercubemap. Please note the viewer level Camera controls
what the overall scene looks at, the viewer doesn't need a
CameraManipulator though, you can set the vi
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