Hi,
Is it possible to blur the edges of a model in OSG with whatever is behind?
Currently the edges of the models in my scene are too sharp and would look
better if there was a translucent overlap at the edges.
Is this possible to achieve in OSG, or is this kind of functionality more
relevant t
Wow. That article is like 13 years old. I think I wrote it with VC4 and
OpenGL 1.1.
As a debugging technique, try to separate the heightfield population
algorithm from the rendering issue. For example, try populating the
heightfield with an array of linearly increasing values and see if it
render
Robert,
I didn't mean to annoy, I tried to see if there is a conventional
solution within the tools I already used. I didn't want to change the
Projection to camera.
For me the problem was to keep the Z order when using different
projection matrices.
What finally solved the solution was to proj
2009/3/22 Guy
> Is it possible to prevent near-far planes calculations locally without
> using osg::Camera?
>
Just disable the computation of near/far planes on the viewer's camera.
Robert.
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HI Ajjad,
I don't have time to go chase online articles, but as a general note please
use osgTerrain for rendering terrain, node ShapeDrawable.
Robert.
2009/3/22 ami guru
> Hello forum,
>
> I have been using the Paul's article about generating terrain using
> fractals
>
> http://gameprogrammer
It's the top - left corner of the window
Guy.
Thank you Robert,
> You can set an environment variable to set the initial size set
> OSG_WINDOW="100 100 500 500"
I've choosen this solution, it's working very well. What exactly are the
first two values of 100 ? First i thought minimum width a
good news :)
this weekend i m trying to do ffmpeg run in my home computer.
Here I have ubuntu too .
The error dont appear here :)
but , when I enter the directory OSG/bin and run the osgmovie example the
terminal stay waiting and nothing happens . no errors.
i m trying these commands :
./osgmovie
Thank you Robert,
> You can set an environment variable to set the initial size set
> OSG_WINDOW="100 100 500 500"
I've choosen this solution, it's working very well. What exactly are the first
two values of 100 ? First i thought minimum width and height, but it must be
something else.
@Gor
Is it possible to prevent near-far planes calculations locally without
using osg::Camera?
Thanks,
Guy.
Hi Guy,
I can't easily follow your email, but I think the answer is no.
Robert.
2009/3/22 Guy
An os
Hello forum,
I have been using the Paul's article about generating terrain using fractals
http://gameprogrammer.com/fractal.html
I am populating the values in the osg height map structure.
But The rendering is giving me a flat surface.
I hope that Paul sees that as well.
**
osgShadow really have problem with my VGA card, I use ati radeon 2400xt and the
same problem appeared when I run osgShadow Example.
Ricky Do
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Robert Osfield wrote:
> Hi Uli,
>
> Perhaps another solution would be to render the OSG scene to a a
> pbuffer and then use the pbuffer as a texture source for the original
> graphics context. This would isolate the OSG and your own OpenGL
> context completely from each other.
>
> Robert.
>
>
Hi Guy,
I can't easily follow your email, but I think the answer is no.
Robert.
2009/3/22 Guy
>
>
>
> --
>
>
>
>
> An osg::Camera that has it's RenderOrder to NESTED will just set the
> project and view matrices, it want clear any buffers and will nest all
> enclos
An osg::Camera that has it's RenderOrder to NESTED will just set the
project and view matrices, it want clear any buffers and will nest all
enclosed sugraph within the current RenderStage. This makes it pretty
close to the use of Projection node and Matr
Hi
You can set an environment variable to set the initial size set
OSG_WINDOW="100 100 500 500"
>From the command line you can use : --window 100 100 500 500
e.g. osgviewer cow.osg --window 100 100 500 500
You can also use a config file to set the windows up osgviewer cow.osg -c
OpenSceneGaph
Hi Yafes,
On Sun, Mar 22, 2009 at 8:58 AM, Yafes
wrote:
> guys, i would like to know, how it is possible to start the application in
> window?
>
This is rather an open ended question what type of application are we
talking about here?
If you mean an osg example or the osgviewer then try:
Hi Guy,
On Sun, Mar 22, 2009 at 8:10 AM, Guy wrote:
> While reading through the mailing list I read somewhere that
> osg::Projection is obsolete and replaced by osg::Camera that has much
> more functionality.
>
> I thought that having another camera, means another pass of rendering,
> which is
HI Laurence,
In svn trunk there is support for morphing between geometries so have a look
at this. See osganimationmorph.
Robert.
2009/3/20 Laurence Muller
> Hi,
>
> In the application I am working on, I am trying to create a smooth
> (transition) animation on the vertices inside an object.
>
Hi Michael,
Normally this is pretty straight forward, you just need to point you library
path at the libraries, either via LD_LIBRARY_PATH or your /etc/ld.so.conf.
Obviously you are doing something wrong along the route, but there is no way
for me to know what this is though as I don't have you ma
Hi Su Hu,
I'm afraid I know nothing about ms3d format so can't answer specific
questions on this. On a more general note have you looked at using
osgAnumation for your models rather than your own custom OpenGL code?
Robert.
2009/3/21 su hu
> Hi all,
>
> In our application, hundreds of human a
HI Mark,
I would recommend using CMake 2.6.x under Windows.
Robert.
On Sat, Mar 21, 2009 at 12:55 AM, Mark Sciabica wrote:
> Hello all,
>
> I'd like to report a build error I encountered on Windows using CMake 2.4
> and default CMAKE_INSTALL_PREFIX. The default value for the install prefix
> is
Hi,
guys, i would like to know, how it is possible to start the application in
window?
Thank you.
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Hi all,
While reading through the mailing list I read somewhere that
osg::Projection is obsolete and replaced by osg::Camera that has much
more functionality.
I thought that having another camera, means another pass of rendering,
which is a quite difference since osg::projection only push the
Amit,
You should place AttitudeAndPosition transform above your geode, there
is also a transformation that deals with 6DOF under osgSimulation.
You should add a callback that updates the position ond direction of the
transform, and you have it.
Guy.
Hello All,
Does anyone have a prog
I think you just need to use update callback for your geometry, in this
callback you set the vertex array with the new locations and then call
dirty() to ensure the update of the display list.
Guy.
Hi,
In the application I am working on, I am trying to create a smooth
(transition) animation on
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