Depth sorting for transparency happens at a course level in osg.
I think it uses the center of the bounding box of the geometry object.
For your specific example you'll need to place the 6 cube faces into
separate geometries to get
the result you expect.
If you want to make a complex model
Hello
I was trying to place some osgText in my scene, the text seems to become
distorted however.
A picture of the distorted text is attached, please comment if any one has
faced such problem before.
I am using osg2.6.1.
Thanks and Regards
Vaibahv Bansal
attachment:
Hi All,
Thanks for the well wishes, I'm now back home after a great week away.
It was back to back sun shine for 2 days, and bit cloudy and windy
for the others, but for the west coast of Scotland is actually really
impressive, even the non sunny days we were up and about enjoying the
stunning
Hi John,
When using osgViewer you should never need to assign the DatabasePager
yourself, as the viewer will automatically do it in the correct way
for you. In your case it's likely that your assignment of separate
pagers for each view is the problem - a single DatabasePager should
only work on
Hi Adrian,
Sorry about this, it was an accidental check-in that looked to be
checked in with some changes that were appropriate to check in. I've
now reverted this change. Could you do an svn update and double check
that svn/trunk is now working once more.
Thanks,
Robert.
On Mon, Jul 6, 2009
Hi Martin,
Rather than copy the data could you just use a GLSL shader and read
both textures and choose between the two based on the tex coords that
are valid for each segment.
If you can't do this then you'll need to copy the data back to the CPU
using osg::Image::readImageFromCurrentTexture
Hi Andrew,
The scale of number of separate objects you want to handle is
extremely high, so will require a range of different techniques to get
performance to an acceptable level.
Techniques you'll want to employ will certainly including LOD's,
PagedLOD's, flattening static transforms (as per
Hi Sukender,
If you can try your app out on different hardware as well as different
OS's as it's pretty likely that this issue is driver specific.
Robert.
On Thu, Jul 9, 2009 at 12:10 AM, Sukendersuky0...@free.fr wrote:
Hi,
I got a strange thing on a double sided model...
Under Windows
Hi Brad,
Could you just use osgWidget instead? I've played with CEGUI in the
past and found it's design very poor for doing general purpose
graphics application integration - it can't handle multiple graphics
context nor multi-threading, I learnt enough about it's short coming
in design and
Hi Gordon,
On Thu, Jul 9, 2009 at 4:13 PM, Gordon
Tomlinsongor...@gordon-tomlinson.com wrote:
Hi Garrett
Unfortunately the OSG only supports one node mask that is shared by all
process app, cull, draw, update, data, isectors, visitors etc...
Being an old fart I much preferred the old
Hi Falko,
Could you send the whole file you modified to osg-submission, I'll
review it once it arrives.
As for texture orientation, could you provide a model example to
illustrate the problem.
Robert.
On Fri, Jul 10, 2009 at 9:16 AM, Falko
Kellnerfkell...@mip.informatik.uni-kiel.de wrote:
On Fri, Jul 10, 2009 at 9:52 PM, Jonathan
Richardjonathan.richa...@gmail.com wrote:
Hi,
is this approach allows the use of FBO?
Embedded views does support FrameBufferObjects (FBO) as they are part
of the existing graphics context. PBuffers or other multiple graphics
context and
Hi Vaibahv,
I've never seen a problem like this before. Exactly how are you
setting your text? Do you see the problem across platforms and
different hardware/drivers? What happens you run the osgtext example.
Robert.
On Sun, Jul 12, 2009 at 3:41 PM, Vaibhav Bansalvaib...@darshan3d.com wrote:
Hi Manual,
Could you please fix your mail address and/or sign, as it makes it
difficult to following who's saying what in which threads without
proper names being used. I had to trace back up the thread to guess at
your real name.
As the the stereo problem, this sounds like you've zoomed into to
Ok, I m studying callback and nodevisitors from the OSG book these days and
I have some advance. :)
I have this class :
class FindNamedNode : public osg::NodeVisitor
{
public:
FindNamedNode( )
: osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ){}
virtual void apply(
Hi Robert,
Thanks for your reply. Yes I did guess that I'm using the scene graph wrong.
Fortunately with regard to our scene, while we have a lot of objects, the
detail is not significant. The application allows users to simulate certain
conditions that would occur in an industrial plant. So long
Hi Robert,
What a great holiday! :)
I had attended The Beijing International Marathon once when I was a collage
student. I spent over 4 hours to finish the 42 kilometers distance with my
legs twitching, but was also excited to have tens of thousands of audiences
and an interesting experience of
Maybe the scene isn't being rendered for human eyes.
Wyatt
On 7/11/09, Paul Speed psp...@progeeks.com wrote:
I have to be pedantic here... the eye can most _certainly_ detect
movement beyond 60 hz. But there is no point in displaying faster than
that if your display can't render faster than
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