Hi,
Thanks for the reply! I partially solved the problem by activating the Facing
cull. But as you explain, if overlaps the arm with the body, for example, I
still have the same problem ... I'll try to fix it!
Thank you!
Cheers,
Aitor
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Hi Thomas,
I'm afraid I don't have any specific to recommend as there type of
problem really requires one to see the problem first hand and step
through all the relevant code. So if you can get an example together
than illustrates the problem then this would be a big help.
Cheers,
Robert.
On
Hi list,
Can we used OSG for our ES 2.0 project on linux project .
I am asking because its still in beta duild no stable build.
Guys please help me out on this.
Thank you!
Cheers,
Rakesh
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Hi,
i'm still trying to enable or disable stereo during runtime. I created a small
app, which simply recreates the graphic context when you press g.
It does not enable or disable stereo at all (due to lack of stereo hw at the
moment), but i think the actual stereo on/off can be easily added
Hi Robert
I've rolledback a minor version to 2.8.3 and that has fixed the problem (no
changes to my code). I've had to do this as we are on a deadline. However my
home project uses a similar setup so I will be back with an example app
showing the issue at some point
Cheers
Tom
Hi Andreas,
Enable stereo with:
osg::DisplaySettings::instance()-setStereo( true );
and set to false to disable it.
Wang Rui
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Hi Rakesh,
On Tue, Aug 24, 2010 at 3:24 PM, Rakesh Parmar rakes...@kpitcummins.com wrote:
Can we used OSG for our ES 2.0 project on linux project .
I am asking because its still in beta duild no stable build.
Guys please help me out on this.
Linux was the development platform I used for
I'm afraid it's a bit more complicated than your suggested line.
Wang Rui wrote:
osg::DisplaySettings::instance()-setStereo( true );
I want to enable/disable stereo mode during the runtime of my application. The
line above only changes the display settings for the next graphic context
Hi Andreas,
It can work as a runtime switch of stereo mode. The SceneView will
check the getStereo() method every cull() and draw() to see if it
should use stereo parameters to render the scene. In that case you
won't have to reallocate the graphics context all the time. I've
already done the
Thank you Wang Rui!
I haven't thought it would be so easy ;-)
I use the quad buffer stereo mode. Do i have to create my graphic context with
quad buffer enabled or can i turn it on later (during runtime)? Is there a draw
back when quad buffer is enabled but stereo is not enabled (concerning
All,
I have a question about LineSegmentIntersector. Does it always return all
intersections or does it have a feature that tells you whether or not you
got a hit or not? I have a need to use something for terrain masking from a
viewpoint to another location. In this case, all I want to know
In the past I would simply write my own 'LineSegementIntersector' to
return just a hit and simply use a node mask to just test against
terrain nodes, just subclass or make a copy of the current
'LineSegementIntersector' and just later what it returns and data it
collects etc
Gordon
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(c) 2010,
I sort of figured that I might have to write my own. I just wanted to make
sure there wasn't already something out there before I pressed forward. It
probably might be a good thing to have in osgSim since terrain masking is a
heavily used feature in simulation environments...
Thanks for your
Hi,
I have a very strange problem. I've written an FLTK application, which use the
viewer (pretty similar to the FLTKViewer in the OSG examples), that compose and
show LOD models. I can load multiples models and I inserted these models as
childs of an osg::LOD node. Then, I've tried to write
Hi,
I have tried to implement fade quad following the code of osgText::FadeText.
However, I found my drawImplementation not being called every frame. The code
is almost identical except using osg::Geometry instead of osg::Text.
Code is attached. Would anyone please give me some light?
Thank
Hi Andreas,
Yes, you have to set traits-quadBufferStereo to true and create you
graphics context. It will automatically add a WGL_STEREO_ARB attribute
to the WGL pixel format settings. I haven't heard of any obvious draw
back here.
Wang Rui
2010/8/25, Andreas Roth osgfo...@tevs.eu:
Thank you
Hi Yun-Ta,
Have you disabled display list with setUseDisplayList(false)?
Otherwise the drawImplementation() method will be called only once to
create the display list. And the latter will be actually used for
rendering every frame.
Cheers,
Wang Rui
2010/8/25, Yun-Ta Tsai bbns.t...@gmail.com:
Hi Dario,
On 25/08/10 4:26 , Dario Minieri wrote:
Now, I've a strange behaviour. In the viewer ALL WORKS FINE, I can see the
models
switch and all relatives textures correctly. The written LOD model is correct
in terms
of meshes (I see the correct models transition when the bound is
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