Hello,
First off, I have to give out props to everyone for OSG 3amazing! I've been
doing OSG dev on a Mac for roughly 4 years now and the new release has made my
life s much easier!
Anyways, onto business. I'm currently working on a custom volume renderer on
iOS that uses OSG underneat
Hi all,
I vaguely remember there being a discussion about this when vc10 came
out, but I don't remember the conclusion or what fixed it for OSG, so...
I'm trying to compile osgPPU for vc10, and I'm getting this error when
building the INSTALL target:
2> -- Installing:
C:/Dev/OSG_Nodekits/
Hi all,
I have a class extended from osg::Group called FireEffect, which contains 3
particle systems: a yellow flame, a red flame, and a smoke trail. I also have a
truck model in the scene.
The truck model and FireEffect object are children of the Root, thus they are
siblings in the scenegraph
Ok, I found the solution...
An error in my shader code
:-*
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43164#43164
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Hi,
I just compiled osgCompute trunk with the latest OSG trunk and Cuda 4.0
on a 64-bit machine with gcc/g++ 4.4.
I had to make some minor changes, I think the diff below should be OK to
notice them. gl->GL for case sensitive Linux and cstring or string.h is
needed for memcpy.
Also, I had
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Hi,
osg.Light has changed in the trunk. Now the StateAttribute compute
lighting per pixel and support Directional/Point/Spot light.
An example should come quickly to demonstrate it.
Cheers,
Cedric
- --
Cedric Pinson
Provide OpenGL, WebGL and OpenS
You're right, I've just tried a clean checkout from the trunk with OSG 3.0.1
and everything compiles files, including Alexander's fix.
Thanks,
Luca
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=43161#43161
Currently, I have this code.
I try to do a simple operation : invert Red and Green color components, but I
get only a black screen.
Could anyone help me ?
Thanks.
Code:
// Configure Camera
p_osgCamera->setRenderTargetImplementation(osg::Camera::FRAME_BUFFER_OBJECT);
p_osgCamera->setViewport(n
I already was suspicious of the empty right square. Looks like the shaders are
not functioning somehow. Here are some more results:
ShadowMap: Overall dimming, empty DebugHUD camera. See picture below
PSSM: Application crash...
ShadowVolume: Shadow pointing down: Blank screen. Other light directi
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