Hi,
it is becoming more and more difficult to obtain the filenames of fonts in OS
X. Actually, it seems to be that all system functions are depreciated that
obtain from a font object (like NSFont) the font's filename (directly or
indirectly).
What do you do to get from a native font object in
Hi,
I have a strange problem. Runing the following code will cause
StateSetManipulator doesn't work. That is I can't enble/ disable texture by
clicking key T (And the Lighting, CyclePolygonMode).
I've tried. If keep only one geom-addPrimitiveSet of the first two POLYGONs,
remove the
Hi Barry,
On 18 March 2012 22:01, Barry evan...@telusplanet.net wrote:
I would like to know if there are libraries of public domain shapes for Open
Scene Graph, other than the basic ones provided?
I'm rather perplexed by what your actually mean, I'm sure others will
be similarly confused by
I am not the original poster, but I'd love to see a library of
implicitly (mathematically) defined shapes that use GLSL
raytracing/raymarching for rendering. So you can get perfect spheres
without any geometry load.
Spheres, Cones, etc... that kind of stuff that is hard to tacke with meshes.
If
Quoting Robert Osfield robert.osfi...@gmail.com:
Hi Barry,
On 18 March 2012 22:01, Barry evan...@telusplanet.net wrote:
I would like to know if there are libraries of public domain shapes
for Open Scene Graph, other than the basic ones provided?
I'm rather perplexed by what your actually
zonk wrote:
Hi Sergey,
why don't you use OSGs standard nodetrackermanipulator?
You can track a node and configure which DOF are controllable via the
manipulator.
Cheers,
Torben
Hi Torben nodetrackermanipulator allow to sen node as point of view and camera
flying around this node.
Hi,
What are some sites where I can get free bumpmaps and free textures?
Thank you!
Cheers,
Zachary
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Hi y'all
I'm trying to implement shadow in my scene. My scene makes use of up to 4
texture levels in its models. I read in some comments that the lipsm and other
shader based shadow techniques are not really made for multi texturing. Ist
here anybody out there that made a custom shader that
Hi Robert,
I appreciated your details explanation. My program was using coin3D for
volume rendering previously and it was working fine on Intel graphics machine,
so I expected osg can work the same. I absolutely agree with your point of
view. I have set the minimum requirement for
Hi all,
I'm trying to implement a rubber band selection tool (and also a polygonal
selection tool), and I'm wondering which is best approach since there are a
number of options in OSG and it's a bit confusing...
Note that I don't really need the PolytopeIntersector, because I need to
create a bit
Hi,
So the porting shouldn't be that ard, that is good to hear.
Unfortunately, the problem still exists after trying to change the makefile in
many ways.
A possibly important bit of information I forgot to mention was that while the
compiling did not produce any errors, it did produce the
Ok, thank you, I will take a look at all of that.
Eric
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HI Mark,
On 19 March 2012 15:08, Mark Green hlgamead...@hotmail.com wrote:
A possibly important bit of information I forgot to mention was that while
the compiling did not produce any errors, it did produce the following
warning:
warning: libstdc++.so.5, needed by /usr/local/lib/libosg.so,
Hi Clement,
On 19 March 2012 14:41, clement@csiro.au wrote:
I appreciated your details explanation. My program was using coin3D for
volume rendering previously and it was working fine on Intel graphics
machine, so I expected osg can work the same. I absolutely agree with your
Hi Daniel,
All the osgShadow techniques can work with multi-texturing and it's
certainly how I'd expect most users to use it. However, the built in
shaders they provide can't handle all the types of effects you might
want to use so you'll need to replace these with your own custom
shaders.
I'm trying to resize the textures attached to my framebuffer during run-time,
however the viewport size that the scene is rendered into stays the same. If
the framebuffer starts off at 64x64 pixels and I then resize to 512x512, the
output only contains rendered pixels in the lower left 64x64
Hi,
Lets say I have a texture 800 * 480.
I have a quad which is 10 * 10.
If I render the texture to the quad, the texture will be squashed on the x axis.
How do I compensate for this, correct the aspect ratio?
...
Thank you!
Cheers,
Paul
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On Mon, Mar 19, 2012 at 6:32 PM, Paul Griffiths gaffe...@gmail.com wrote:
Hi,
Lets say I have a texture 800 * 480.
I have a quad which is 10 * 10.
If I render the texture to the quad, the texture will be squashed on the x
axis.
How do I compensate for this, correct the aspect ratio?
Hi Robert
Thanks for your answer. I was hoping all osgShadow techniques support
multi-texturing... but in my application, i tried every single one, and I only
have strange effects. What happens basically is the following: I can manage to
have a shadow with standardshadowmap, and all the view
Hi,
in osgView::PixelBufferCocoa::realizeImplementation there is a line
Code:
std::cout PixelBufferCocoa :: realizeImplementation not implemented yet
std::endl;
Isn't this message obsolete? At least it seems to me that the method is
implemented.
Thank you!
Cheers,
Hartwig
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