HI Akilan,
On 17 January 2012 05:04, Akilan Thangamani akilan.thangam...@gmail.com wrote:
Is there any easy way to find vertices's index for the shapes like Cone, Cube
etc., in osg::shape?
Otherwise, should it be done thru graph note book only?
The osg::Shape subclasses don't have any
Hello list,
osgViewer::RecordAnimationPath will always store the AnimationPath to a
file. This looks very limited to me. For my use-case extracting a
osg::AnimationPath would be enough and it seems possible to extend the
current interface with this functionality. Otherwise it would be nice,
if
Hi Phillipp,
RecordAnimationPath is just a simple utility class. It's quite easy
to roll your own so this may well be the most convenient way for your
to do it. Alternatively you could just modify the existing class to
just populate an AnimationPath and now write out to disk.
Robert.
On 17
image-dirty() does it. Thanks JP.
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Hello all,
A few weeks ago, I want to render my scene into a texture, which I want to use
in the final rendering on a screen aligned quad. My first problem was I lost
the shadows, because view dependent shadow techniques don't work with nested
cameras. So I used a RTT slave camera. Now my
Hello Martin,
So now my rtt camera is the master camera and my ortho camera for the quad is a
nested camera (see the render_to_texture_scene_graph.png). It looks fine, but I
am not sure whether it is a good idea.
That's always how I've done it too. I think it's fine.
For me, the motivation
Hello,
my shader compile stage throws out such warnings:
0(8) : warning C7532: global type sampler2DRect requires #version 140
or later
0(8) : warning C: ... or #extension GL_ARB_texture_rectangle : enable
and Then I add
#version 140
#extension GL_ARB_texture_rectangle : enable
at the
Hello,
when I write gl_FragColor = vec4(0.174977,0,0,1) in Frag shader,
then I get through a related image: float Vec4: (0.176471,0,0,1)
so why 0.174977 changed into 0.176471?
I think there should be no process there after per fragment operations
that can change this element in the
Hello Jean-Sébastien,
yes, it helps. :-)
thank you very much for your feedback.
Cheers
Martin
Am 17.01.2012 18:21, schrieb Jean-Sébastien Guay:
Hello Martin,
So now my rtt camera is the master camera and my ortho camera for the
quad is a nested camera (see the
Here's a breadcrumb trail for anyone wishing to go the NaCl route. It's a zip
containing a detailed list of changes needed for osg 3.0.1, a custom
GraphicsWindow derivative (GraphicsWindowNaCl), and a sample application that
will render a triangle as shown above. If something is not clear or
Thanks Robert.
The example is not quite suitable on my case because my application is
running on MFC window, but I still got some idea from the example to locate the
axes on corner. I created a camera for axes geometry and then added as slave
to view, but the axes cannot be rotated. Do you
Hi,
what format is the texture you are rendering to? If it is UNSIGNED CHAR
then your data would be discretised.
e.g. 45/255 = 0.176471
jp
On 17/01/2012 21:11, wang shuiying wrote:
Hello,
when I write gl_FragColor = vec4(0.174977,0,0,1) in Frag shader,
then I get through a related image:
I suppose you are using a normal framebuffer.
I this case it is pretty normal, that your original value that is in the
image (you unfortunately didn't tell use if the value comes from a texture)
doesn't exactly match the value in the framebuffer. Usually the
framebuffer has 8bit per color
Hi,
try without the version and just
#extension GL_ARB_texture_rectangle : enable
jp
On 17/01/2012 20:15, wang shuiying wrote:
Hello,
my shader compile stage throws out such warnings:
0(8) : warning C7532: global type sampler2DRect requires #version 140
or later
0(8) : warning C: ... or
Hello shuiying,
either your card doesn't support glsl version 1.40 or you might have
some other error in the shader.
GLSL comes in different versions that are (AFAIK) defined by the GPU
Architecture/Driver and Base OpenGL version.
I had such warning sometimes if there was another problem in
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