Hi, guys
is there some way to render thunder?
i think that i could use the thunder image but
what i wanna know is how to render the flashing or lightning with images?
i mean how to flicker(blink) the light of thunder at specified area(part of
area)
Thanks in advance
Cheers,
Kim
On 5 June 2013 06:45, Robert Osfield robert.osfi...@gmail.com wrote:
Right now I feel that sticking with the same naming convention that
users have been used will make for a smoother transition to the new
osg::Geometry. Ideally I want most users just to recompile their code
and not have any
Hi,
I use textured axial billboard starting from the cloud layer to the
ground to render lightnings.
A short-lived light source is used to illuminate the surrounding objects.
The light source use quadratic attenuation.
On 05/06/2013 08:17, Kim JongBum wrote:
Hi, guys
is there some way to
Thanks Farshid, that explains it all.
Farshid Lashkari wrote:
Hi Fred,
OSG does compute the correct near/far values for pre-render cameras, assuming
it is enabled for it.
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Hi,
I have two different programs, the first one of which uses GL_PATCHES
primitives and has program-setPatchParameter(GL_PATCH_VERTICES) set to 1. The
second program does not specify a value as it does not use GL_PATCHES.
I see PatchParameter called at link time with a value of 1 for the first
hi, errno (Lionel Lagarde)
First, thanks for your kind reply
and i was surprised because
what you did for thunder is exactly same as i thought
but it was just theory because i m new in OSG
so could you let me know how to do that for thunder?
did you use OSG libray and which library did u use
While out this morning it occurred to me that the conundrum of how to
support the GeometryDeprecated from the existing .osg, .ive and
.osgt/.osgb/.osgx serializers might be to load the data as the new
streamlined osg::Geometry but place the extra data that osg::Geometry
no longer stores as
Hi,
Thanks for the info guys. I'm having a look at osgPoster now.
Thanks again.
Cheers,
Jonathan
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Hi,
when I create a PrecipitationEffect, I can set it up the way I want, and
everything is fine, but after adding it to the graph, if I try to change it's
properties, be it the particle's color, speed, or anything, it has no effect.
I set OSG_NOTIFY_LEVEL to INFO, and saw that the update()
false alarm, I *was* missing something... the problem was on my end,
PrecipitationEffect works as intended.
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Hi,
It was casued by the 3d buffer being LINEAR_MIPMAP_LINEAR, I didn't know that
was the default, and I didn't quite understand how this could cause the problem
I had, until someone at the opengl forum explained that. But it was still
pretty hard to understand what the GPU exactly does with
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