Hi Jorge,
Could you please post the crash log or explain better what problem are you
experiencing? This may help others to see what is happening.
Now I'm going for a trip so I cant probably help on this till next
thursday. But I will check it building everything from scrath when I come
back.
Che
Hi Olivier,
On 13 March 2013 18:44, Olivier Tournaire wrote:
> However, having a detailed look at the original data, I saw that (A PagedLOD
> has always a single Geode with a single Drawable):
> * PagedLOD center/radius is not the same as the Geode bound center/radius
The PageLOD's coordinate f
When I tried two sided lighting yesterday, I found that the back faces were
lit, but not in the same way as the front faces.
Also note that on most recent Geforce cards two sided lighting will not be
hardware accelerated. They did that to boost the sale of their professional
Quadro series of cards
Ok, so I found this:
http://www.openscenegraph.org/projects/osg/wiki/Support/OpenGL2OSGLookup
So I am now doing this:
Code:
osg::ref_ptr lightModel = new osg::LightModel;
// http://www.glprogramming.com/red/chapter05.html
// "OpenGL reverses the surface normals for back-facing polygons; typica
Hi Robert,
2013/3/14 Robert Osfield
> Hi Olivier,
>
>
> On 13 March 2013 18:44, Olivier Tournaire wrote:
> > However, having a detailed look at the original data, I saw that (A
> PagedLOD
> > has always a single Geode with a single Drawable):
> > * PagedLOD center/radius is not the same as the
@cbuchner1
Hmm, well I bet a lot of software relies on that feature...
By the way I am using NVIDIA GeForce GTX 550 Ti and it works here.
> When I tried two sided lighting yesterday, I found that the back faces were
> lit, but not in the same way as the front faces.
Well what I did was to mak
@cbuchner1
> Hmm, well I bet a lot of software relies on that feature...
I found threads by the Blender team who had to create workarounds because
on some newer Geforce cards (4xx and 5xx series) suddenly the viewport
update were orders of magnitude slower.
http://blairwillems.com/2012/04/28/blen
The crash log is random and the last call depends on compilation. The error
is a sigsegv when loading the library. I think i've pinpointed the error as
a static initialzation. When i'm sure i'll write the conclussions.
2013/3/14 Jordi Torres
> Hi Jorge,
>
> Could you please post the crash log o
On Thu, Mar 14, 2013 at 3:43 AM, Christian Buchner <
christian.buch...@gmail.com> wrote:
>
> When I tried two sided lighting yesterday, I found that the back faces
> were lit, but not in the same way as the front faces.
>
Are your front and back material colors set to the same values, or to
diffe
Hi there every one,
I've been trying to build the pdf plugin but it seems to miss some poppler
features during linking, is there any specific version of Poppler to build the
plugin with?
(currently using poppler 0.22.2 under windows - vs10)
Thanks in advance!
Best Regards
Danilo
__
Hi,
I use powerpoint to erase the background
Thank you!
Cheers,
Lv
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http://l
Hi,
I don't understand the Jeremy answer... when you say call update() function,
you are refering to osgWidget::Box update?
I need to reposition some GUI box when the window is resized. If I call..
void HyperPatientVRGUI::resize(int w, int h)
{
_hyperLogoBox->setPosition(0.0f, h-500, 0
The front and back material properties were set to same values, it's just
that when doing the calculations for the back side, the normal vector is
not pointing towards the light source but away from it.
I only looked at this issue briefly, and concluded that it would take some
GLSL to fix it.
Chr
If you enable two-sided lighting, the driver flips the lighting normals
so that the back side of the polygon is lit correctly. There should be
no need to do this in a shader (with OGL that supports fixed
functionality...).
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
There are a couple different scenarios.
If a surface is composed of triangles that all have a normal consistent
with the winding order, but some of the triangles are facing the wrong way,
then two-sided lighting will address the issue. That's why I asked the OP
if he had tried this.
If your surfa
I'd really appreciate somehelp on this because I'm working on my degree thesis
and this is the last thing I need to solve.
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what is the problem?
Nick
On Thu, Mar 14, 2013 at 9:35 PM, Daniel Peraza wrote:
> I'd really appreciate somehelp on this because I'm working on my degree
> thesis and this is the last thing I need to solve.
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/v
I described the problem in a previous post under the same thread, maybe you are
reading this through the email list system, please just locate the thread at
the forums.
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yes, I am on the list. Do you have the link handy?
Recently I was into CameraManipulators so I might give some hints
Nick
On Thu, Mar 14, 2013 at 10:00 PM, Daniel Peraza wrote:
> I described the problem in a previous post under the same thread, maybe
> you are reading this through the email lis
Lv,
It sounds like you will need a better image manipulation program. Here are
some you can get for free:
http://www.gimp.org/
http://www.getpaint.net/
In these programs they should have an option to set the background as
transparent, here are some tutorial links:
http://graphicdesign.stackexchan
Paul,
Thanks for pointing that out. I failed to mention the winding rule
dependency...
-Shayne
-Original Message-
From: osg-users-boun...@lists.openscenegraph.org
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Paul
Martz
Sent: Thursday, March 14, 2013 1:44 PM
To: OpenSc
I am having this same problem here. Did anyone find a solution for it? Does
anyone not have this problem?
Thanks,
Alex
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Hi,
Is there a way to create particles from particles position?
let me explain... I would like to create an explosion with debris. The way I
would create it is one particle system shooting particles that represent debris
and another particle system creating smoke as the debris is flying (at th
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