Hi Wang
In your latest submission update, there is the possibility to set splitvalues.
I somehow have a hard time to figure out how to use it.
In my settings I calculate shadows up to 500 m max distance, with two shadows
for my sun-light. Can't I just say that I want a shadowmap going from 0..10
Hi Anthony,
Thanks for the information. Could you try the svn/trunk version of
the OSG? This week I checked in refactor of the
Viewer::advance()/eventTraversals() methods so that the call to
EventQueue::frame() is done after the events are collected from the
graphics windows. This refactor was
Hi Robert, hi all,
During the past few days, I was thinking of implementing a resource system,
as well as a rendering structure which could support both forward and
deferred rendering for OSG. This could help developers design complex
materials and effects, test cutting-edge GPU techniques, and im
Hi,
I must use osgUtil::SceneView because I use VRJuggler.
I want to use mouse events with osgUtil::SceneView.
With osgViewer, we can write this :
viewer.addEventHandler(new osgWidget::MouseHandler(wm));
Is it possible to use this with osgUtil::SceneView?
How do I do?
Thank you!
Cheers,
lucie
Hi Rui,
Great timing. I've been wondering about the value of developing a
high level scene effects library for the OSG that would sit between
the viewer and model scene graph to enable effects such as you've
mentioned that take advantage of viewer level threading as well
integrate with existing O
Great and valuable design and works!
06,21,2012
在2012-06-21,"Wang Rui" 写道:
-原始邮件-
发件人: "Wang Rui"
发送时间: 2012年6月21日 星期四
收件人: "OpenSceneGraph Users"
主题: [osg-users] Ideas about a resource system, and deferred rendering framework
Hi Robert, hi all,
During the past few days, I was
Permission granted to use my osgrvo2 integration example (massive
agent simulation)
Christian
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(I am reposting this because of a mailing list error I received the first time)
I am having trouble with osgWidget::Frame and the included osgwidgetframe
example program.
There are pixel gaps in between the corners and borders that make the frame
look quite awful. I am guessing there are some
Hi.
I'm going to use OSG as one of my game engine components. Currently I
have Timer singleton. Classes that wish to be notified regularly
should inherit from TimerListener and add themselves to the queue like
Timer->addListener(this, 30); where 30 is 30 milliseconds, i.e., they
will be notified ap
Wang Rui wrote on 2012-06-21:
> 2. A rendering framework uses one or more techniques, passes, and
connect
> their inputs/outputs for complex render work. It can also be recorded
by the
> resource system and is implemented as a group node in the scene graph,
> which performs actual forward/deferred
Hi Christian,
Thank you. So I would add osgrvo2 to this new project as soon as possible,
with your copyrights preserved.
Wang Rui
2012/6/21 Christian Buchner
> Permission granted to use my osgrvo2 integration example (massive
> agent simulation)
>
> Christian
> ___
Thanks Bryan,
Yes, I paid close attention to osgPPU since it appeared. I believe it would
be very helpful for me to design the framework, although the script system
we are going to use may differ. :-)
Wang Rui
2012/6/21 Thrall, Bryan
> Wang Rui wrote on 2012-06-21:
> > 2. A rendering framewor
I've been doing some thought of this kind of stuff myself, and it was actually
a part of the reason I was considering hopping over to Ogre3D. I would actually
suggest however taking a look at Light Indexed Deferred Rendering or Inferred
Rendering as possible alternate implementations however, wh
Hi Wang,
might be not quite a significant point,
but osg based Flightgear has a ongoing Project Rembrandt
http://wiki.flightgear.org/Project_Rembrandt
it has some similar things done,
so could serve for inspiration.
Regards
Sergey
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Robert,
How would you feel about changing the osg::Vec4 BlinkSequence::color(double
time,double length) const to virtual?
I would like to customize the behaviour of this call but I'm currently unable
to because it is inlined and not virtual.
Thank you!
Cheers,
Brad
--
Read t
Hello Jason,
There are pixel gaps in between the corners and borders that make the frame
look quite awful. I am guessing there are some ever so slight rounding errors
when computing the quad locations.
Most often, borders like that come from the default wrapping mode OpenGL
uses on textures
Hi Preet,
Did you make any progress on this? I'm getting a similar error and I am
stumped. I have a fedora 16 32bit machine with osg 3.0.1 where my code compiles
fine and then I have a fedora 17 64bit machine also with osg 3.0.1 where I get
this undefined reference.
I added a "virtual void req
Hi,
Solution Found...
(*texCoords)[j].set((float)k/heightMap->t(),
(float)i/heightMap->s());
(*vertices)[j].set( c1*(r+(*heightMap->data(i, k))/10),k,
s1*(r+(*heightMap->data(i, k))/10));
(*texCoords)[j+1].set((float)k/heightMap->t(),
(float
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