Hello all,
thanks for the answers! I have tried a look to the osgFX and to the
source code (thanks Christian).
One question I have. See I that right that I can just use Multipass
sading at the time in OSG. I have to write my own solution like what
you have posted Christian, or do the
Hi Guillaume
This look like a use of library with different version
Have you rebuild and reinstall OSG before run your test.
David
2007/10/11, Poirier, Guillaume [EMAIL PROTECTED]:
Hello !
I just downloaded version 2.2 and switched. The only modification I've
made
to my code that was
Bonjour Guillaume,
I am attaching some code I've made that works for me to do
what I call ModelEffects (multi-pass shaders on models) and PostEffects
(multi-pass post-rendering on screen) that work with both Cg and glsl.
I'm interested in seeing what you developed, but your attachment came
2007/10/12, Argentieri, John-P63223 [EMAIL PROTECTED]:
To clarify,
I create OpenGL contexts, not osg::GraphicsContexts, and use a sceneview
per window. If switching to osg::GraphicsContext would fix my texture memory
issues, I would do it. If that is the case, is there a good example of
To clarify,
I create OpenGL contexts, not osg::GraphicsContexts, and use a sceneview
per window. If switching to osg::GraphicsContext would fix my texture
memory issues, I would do it. If that is the case, is there a good
example of using a osgUtil::SceneView with a osg::GraphicsContext that
John Donovan pravi:
andrej spilak wrote:
Hi!
I've exported an object from SolidWorks and stored it in .osg format.
Now I'm trying to get rendered the edges of an object (without triangles
as are seen in wireframe in the osgviewer - only the edges wireframe).
What would be best
Hi!
I'd like to know whether hidden line removed (silhouette edges)
rendering can be achieved with OccluderGeometry class ?
In addition, i have found Shi Yazheng's article
(http://www.cs.umu.se/education/examina/Rapporter/ShiYazheng.pdf)
implementing SEDGeode, which seems a good solution
Correct, for performance reasons OSG does not save/restore the GL state
across GL calls. There is simply too much state to do that efficiently
(without the deeper knowledge encapsulated in the non-OSG GL code)
Instead, OSG keeps track of the state as OSG changes it. If you change
that state
I've seen a lot of posts lately regarding multi-pass shading. I think
the core osg should probably offer more high level capabilities wrt
shaders. I am attaching some code I've made that works for me to do
what I call ModelEffects (multi-pass shaders on models) and PostEffects
(multi-pass
Hello,
I read a message concerning texture memory cleanup. Robert asked the
user if he was opening and closing contexts. I am also having texture
memory issues, and I AM opening and closing contexts. How are these two
things related?
Thanks for your help.
Sincerely,
John
good afternoon-
I was looking at the NPS tutorials and it was mentioned in tutorial
11.1that a osgGA::TrackerManipulator can be used to attach a camera to
a node.
I tried this, (by attaching the TrackerManipulator to the node in question,
then manually setting my view matrix using the
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Hash: SHA1
Poirier, Guillaume wrote:
I've seen a lot of posts lately regarding multi-pass shading. I think
the core osg should probably offer more high level capabilities wrt
shaders. I am attaching some code I've made that works for me to do
what I call
I manage my own OpenGL texture sharing. Each of my multiple OS-Windows
has a SceneView and the scene graph is shared. When I set my smart
pointers to zero, it seems as if the textures are not properly
unloading. This is a big problem for us. How can I correct it? If I
extend
Santosh-
Yes, I did. But I'm sure I made a mistake somewhere :) After instantiating
the node tracker manipulator, I bind it to a node, set the minimum distance,
tracker mode and rotation mode like so:
nodeTracker-setTrackNode( rootNode-getChild(1)-asGroup()-getChild(0)
);
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