Hey, I'm the author of osgCairo (are you using osgPango too :)) and I
just got them both to compile and work nicely on Windows. Let me get
home from work and I'll check these out and have you an svn update in
not time...
On Thu, 2009-11-05 at 19:44 +0100, Riccardo Corsi wrote:
> Hi all,
>
> I'm t
Wyatt Earp wrote:
I am working on this now and another question has arisen. How do I apply
different shaders for different render passes.
For example, I want one set of shaders to be in effect when I render to
texture, but a different set of shaders for the other camera(s), which will
use the t
Hi all,
I expect most of you have already seen this:
http://www.develop-online.net/news/33198/Epic-releases-free-version-of-Unreal-Engine
I'm mostly interested in this for the toolset, which is apparently very
robust. If the file formats are reasonably open and we can make plugins
to read the
Yeah I spent quite a bit of time playing with the UT editor way back
with the release before UT 2K3
It was crap then and I doubt it's got any better. The last UT sucked
nads. And actually so did the one
before that.
It was pretty much on a par with Valve's 'Hammer Editor' which is also
a massive b
Hi Simon,
Yeah I spent quite a bit of time playing with the UT editor way back
with the release before UT 2K3
It was crap then and I doubt it's got any better.
This release is not the level editor that shipped with any of the games.
It's the toolset that was used to create the assets for the
Hello everyone,
OSGChina.org has established a new wiki for Chinese OSG developer. Address
is http://wiki.osgchina.org. If you visit the old www.osgchina.org without
click the old site url, it will automatically redirect you to the new wiki.
Wiki is based on MediaWiki program and now has a few pag
Thank you!
Cheers,
Mike
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=19264#19264
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