Hi,
- Vivien Delage vdel...@gmail.com a écrit :
Hi,
I have an issue with rendering transparent textures and activating
linear filtering on them. I am using TRANSPARENT_BIN with
DepthSortedBin.
My textures are not semi transparent, they only have parts with either
alpha 1 or with
Hi,
I have the same problem. I'm using win7 x64 with GeForce 9800 GTS. I've grabed
the code from osgwindow example and added traits-vsync = false;
It looks like this:
Well I could'n post because:
You must have 2 posts before you can post URL's/Links.
And there was none.
Aside from that I do
Hi Thomas.
VSync could be switched on explicitly in the driver settings
overriding any application setting.
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Thanks, but as I've wrote earlier: Driver change isn't an option. I believe,
that OSG have some clean way to do this. I just can't figure it out.
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Le 05/09/2010 19:06, Tomas Starka a écrit :
Thanks, but as I've wrote earlier: Driver change isn't an option. I believe,
that OSG have some clean way to do this. I just can't figure it out.
I don't think OSG is able to override driver settings. You have to
switch it off in the user settings
Well, my mistake, I didn't make myself clear. I , of course, have vsync set as
Use application settings in drivers (nVidia Control Panel). It's by the way a
default value. But I can't seem to make my application to disable vsync. In OGL
I did it quite simply by wglSwapInterwalEXT, but since OSG
Hi Tomas,
On 6/09/10 3:27 , Tomas Starka wrote:
Well, my mistake, I didn't make myself clear. I , of course, have vsync set
as Use
application settings in drivers (nVidia Control Panel). It's by the way a
default value.
But I can't seem to make my application to disable vsync. In OGL I did
Hi Jean, Nick, Paul
Thanks for all your suggestions thus far.
I was able to extract the triangles and after using the nodeVisitor as
suggested by Jean, it is much easier than using a for loop as the code is
generic using a visitor.
My problem is that I am collecting triangles from a complex
Hi Sanat,
When you find geometry (triangles) with your node visitor, apply the
accumulated transform that you traversed to the triangles. NodeVisitors have a
NodeList, which you can use with osg::ComputeLocalToWorld (I think) to get the
accumulated matrix you need. Then each triangle will be
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