Martin, thank You for Your answers!
Right now I did a bit "unproper" hack, "pulling-out" water of the surface.
While reading of BTG file in SG I look for a material name, and
according to it give a osg::Node an identifier, in my case "Water" or
"Ground", Then, at FG side I use NodeVisitor pattern t
Szia Csaba!
Thank You very much for such cool idea ! Probally it will work.
> I have used something similar for streaming video. Just dump the raw
> image data into a fifo, and have an instance of mplayer play it.
>
> --
> Csaba/Jester
>
>
> -
Hello !
I'm trying to debug reflection shader I'm working on.
I have a camera attached to a scene graph, which pre-renders
(osg::Camera::PRE_RENDER) scene into offscreen surface
(osg::Camera::FRAME_BUFFER_OBJECT);
For a debugging purposes I have to see the result of that render pass.
I'm not very
Hello !
In past couple of weeks I wrote GLSL-based shader for fluid surfaces and now
trying to deploy it into FlightGear.
As far as I know - there's no diference between solid and liquid surfaces
from FG/SG point of view. In other words
- rivers, lakes, ocean are a part of TerraGear scenery (except
James, if it doesn't mean problem for you, could You send me your framework
and SG patches ?
About libsnd - Yes, you may be right in case of libsndfile. I've coded a
simple WAV reader,
which does nothig but read uncompressed wav file and fill out OpenAL buffer
by PCM data.
The whole code is about 4
Eric, the only problem with ALUT - it is not a part of OpenAL, and
it doesn't have any strict specs. So nobody can guarantee it's reliability.
In fact, I have to agree with Melchior FRANZ, about the whole OpenAL
subsystem. Since Creative abadoned the development - it's completely dead.
FMOD seems
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