I'm working on extending the bsp plugin to support the .dif (Dynamix Interior
Format) used by Torque Game Engine and its successors. I am attempting to read
the png lightmaps from the file stream, using the following code:
Code:
osg::ref_ptr reader =
osgDB::Registry::instance()->getReaderWrite
Hello forum,
I have created a heightmap from a texture and then get the bounding sphere
of it. then i instantiated a bounding box and expanded it to contain the
bounding box.
Now if i scale the heightmap uniformly do i have retrieve the bounding
sphere again and re-initialize the bounding box a
Hi Lucie,
you can add the node you want to draw last under new camera,and set the
render order to big number (see Camera::setRenderOrder). You would then need
to sync the new camera matrices with the main camera (probably via update
callback). This is how I did it and it works
-Nick
On Fri, Oct
Hello Simon,
Calling the "setVertexArray" every frame, however, brings the frame rate down
dramatically, which isn't very acceptable.
Is there a way to change vertices' positions in real time more effectively?
This is an FAQ. Searching the list archives would have turned up many
threads wher
Hi,
so basically I have this problem: I have an OSG program that is supposed to
edit a 3D model (only positions of vertices) in real time. Right now I have
this code:
Graphic initialization function:
{
...
ref_ptr mesh = new Geometry();
mesh->setVertexArray(vertices); // Pre-computed Vec3Array
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