Hello Robert,
Thanks for the feedback.
I am trying to design the interface as follows:
if(userEvent == "Toon Shader")
{
//adding the corresponding shader to the program for the StateSet of the
model
}
else if(userEvent == "Gooch Shader")
{
//adding the corresponding shader to the program
Followup:
After some brain-twisting, I did realize that even with z comparison off, OGL
is
probably rejecting the skydome because it's beyond the far clip plane. I've
been trying to
think of a way to fool this, but it seems like it is unavoidable.
I wonder if there were somehow a callback
Im using the following code for orthographic projection:
Code:
// set the projection matrix
camera->setProjectionMatrix(osg::Matrix::ortho(-2.0, 2.0, -2.0, 2.0, 0.0,
1.0));
// set the view matrix
camera->setReferenceFrame(osg::Transform::ABSOLUTE_RF);
camera->setViewMatrix(o
Hello All,
I might be missing something obvious here...
Is there any easy way to use gdal's ability to import CADRG map data to
create a basic moving map window in an osg application?
Thanks much - best regards to the osg user community!
-Joe
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hi everyone,
i recently move my scenegraph beginner's work from ogre engine to
openscenegraph wich i feel is more powerful.
i read the quick start guide (about 100 page, very quick lol ) to learn basic
concepts of osg
i would like to use java langugae and swing (for MIH), so osgintrospection i
Thanks, i did do a search through the source, but i spelled it wrong.
Thanks again. lol
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http://forum.openscenegraph.org/viewtopic.php?p=10865#10865
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HI
One place would be to look at the source code such as camera header files
it might contain that information and even function
You could have tried searching the examples with a key word such as 'ortho'
you will see osghud.cpp has this info
You could have tried searching the OSG archive and
Hi, how do I enable orphographic 3d camera mode?
Thank you.
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Hello J-S,
Is the solution you posted below the final solution you settled on? I
had trouble determining what you finally ended up deciding was the
best path forward. Thanks for posting this information on the list.
Doug
On Apr 22, 2009, at 12:40 AM, Jean-Sébastien Guay wrote:
Hi again P
On Sat, Apr 25, 2009 at 2:22 PM, Judd Tracy wrote:
> It would be nice if the stats handler could display on the screen when the
> frame rate is limited and to what value. That might help some of the people
> realize that there is an artificial limitation. And maybe it should also
> report when v
It would be nice if the stats handler could display on the screen when the
frame rate is limited and to what value. That might help some of the people
realize that there is an artificial limitation. And maybe it should also
report when vsync is enabled too.
On Sat, Apr 25, 2009 at 4:39 AM, Rober
Hello forum,
I am using the Qt's GUI framework to interact with the osg scene.
i am using AdapterWidget and i would like to capture the GUI events from the
Qt and pass that
to the OSG's key-board handler.
in the AdapterWidget.cpp there is a function :
*'
void Ada
HI Sajjad,
osg::Program has have a list of shaders, think of shaders like .cpp's
that go together to make a C++ program. You can have just the main or
a whole series of separate files. The osg::Program is what tells the
OSG/OpenGL what shaders should linked together to make the final
program dow
HI Paul,
On Fri, Apr 24, 2009 at 11:53 PM, Paul Martz wrote:
> Hi Robert -- You said the code isn't final yet, but I wondered if the
> osgviewer options and environment variables are final? Or do you intend to
> remove them after development?
Subject to feedback on typos and suggestions of bette
Hi Dat,
El Jueves 23 Abril 2009ES 16:39:36 tien dat escribió:
> Dear all,
> I have a little problem with stereo display. When I run osgviewer with
> "--stereo HORIZONTAL_SPLIT" and the cow.osg, it looks great. But when
> I try to run osgviewer with my own model, it
> looks weird. It seems that the
Hi Henry,
El Jueves 23 Abril 2009ES 15:35:30 Mrs. Mister escribió:
> now i updraded to osg 2.6 and i read trough the header files
> of osgViewer::Viewer and View and osg::Camera. sadly i had
> no idea where to start or how the procedure for obtaining
> the position and orientation of the actual Ca
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