Hi Every one,
I am using osgUtil::Tessellator to tessellate a few polygons. However
I don't want to use the viewer to draw them. I just want the vertices of
the new structure returned.
I am using the following options
Hi,
has someone of you already implemented a OSG plugin to load SEDRIS data?
Thanks,
Dominik
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Hi Carlos,
I havn't got to osg::TriMesh (yet( so you'll have to dig the source on that.
I wrote terrain nodetree, so could be anything from flt to ive to
3ds, i.e the algo the I described need only vertices and drawables.
I dont' know what your software will eventually do, and you may need
the
try
http://nuclearplayground.com/NuclearPlayground/MemStatus/content.php
Jason Daly wrote:
Bob Balfour wrote:
I've used RivaTuner to monitor video memory usage on WinXP, but it
doesn't do it on Vista (it says due to Vista's virtualization of video
memory?). Does anyone know of a way to
Hi Sherman,
I don't think your code is in error, nor that AutoTransform or small
feature culling is in error, rather it's unfortunately chicken and the
egg which came first? type dependency.
The ways to break the culling of custom node in the first frame would be:
To switch off small feature
Hi Coz,
If your RTT is set up correctly, then It might be simply that the
texturing you are using in your shaders of your main scene graph (that
uses the RTT textures) aren't doing what you want. From your texture
it does kinda sound like your aren't using texturing though... There
is so much
Hi Sherman,
I download the FontForge http://fontforge.sourceforge.net/ editor on
sourceforge.
When I examine a Glyph of arial.ttf font with a size of 12 :
- A, there are 9 line for the glyph and 3 blank line under.
- a, there are 2 blank line on the top, 7 line for the glyph and 3
blank
I have an update callback that needs the current frames (i.e. the one
that's about to be rendered with the cull/draw traversals to follow)
eyepoint. When I used the camera's view matrix, I seemed to be getting
last frame's eyepoint - it hadn't been updated yet? When I changed my
update
Hi Bob,
The default setting of the view matrix is done at the end of
Viewer::updateTraversal(), after the update visitor runs through the
scene graph calling update callbacks. This is done so that any camera
manipulators that track nodes can set themselves correctly.
In your case you are
Hello forum,
Quite new to this rendering system.
I would like to know which file does contain the mapping of the OSG
matrix(2D) to the OpenGL matrix(1D) in the Source?
Regards
Sajjad
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Hi Sajjad,
The OSG only has 4x4 Matrix classes, OpenGL itself also just has 4x4
matrices, save for some specific uniforms that have 4x3 matrices.
There are no 2D or 1D matrices in either the OSG or OpenGL.
Could you please explain what you are trying to achieve, then perhaps
others will be able
Sounds like he is referring to how OpenGL stores the matrices, as a 1d array
of 16 elements, while OSG stores them as a 2d array of 4x4.
biv
On 8/25/08 10:43 AM, Robert Osfield [EMAIL PROTECTED] wrote:
Hi Sajjad,
The OSG only has 4x4 Matrix classes, OpenGL itself also just has 4x4
How should I make visualization of many objects-links (Geometry Instancing)?
How can I use extetion OpenGL EXT_draw_instanced for that?
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Hi, I was trying to enable QUAD_BUFFER stereo in my OSG based application
but failed. OSG reports error message saying error reported in OpenGL after
Renderbin:draw().
I am using osgViewer::setUpViewerAsEmbeddedInWindow() to use OSG with
fox-toolkit:
//parepare fox OpenGL canvas
m_pGLVisual =
Paul,
Thanks a million for taking care of this for all of us.
Sincerely,
John
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul
Martz
Sent: Friday, August 22, 2008 1:19 PM
To: 'OpenSceneGraph Users'
Subject: Re: [osg-users] FLT writer
Hi
I am going the the quick starter guide and also the Math Link in the
website where Robert and Don explained some issues related to matrix.
At some point it is specified that the pre-multiplication style matrix
operation are the opposite of what we usually find in OpenGL
documentation.
I
Paul Melis wrote:
Martin Spott wrote:
FlightGear typically uses the AC3D format for drawing aircraft models
and scenery buildings. This works quite nicely - this is one of our
usual eye-catchers:
http://foxtrot.mgras.net/bitmap/FGFS/ggb-ac.png
[...]
Hi,
I have built a PageLOD terrain database with osgdem and now I want to modify
osgviewer to add diferents images for each terrain tile and LOD. I try to
add a texture2D to the root-getChild Node but only can see the texture2D in
the areas where there arenĀ“t terrain images.
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