Hi Robert,
I guess what I am trying to convey is that the successful (FILE_SAVED)
code paths works correctly, the Chain-Of-Responsibility for that case
works fine (first to succeed wins). The problem is when I try to write a
file that is not writable (i.e. try to write to a file that is open b
Hi Judson,
On 10 June 2013 21:12, Judson Weissert wrote:
> One of the major behavior changes is that once ERROR_IN_WRITING_FILE is
> encountered, no more attempts are made to write the file.
This breaks the Chain-Of-Responsibility design pattern used by the
plugins, it's up to plugins whether or
Hi Robert,
Once again, thank you for your time.
I continued to look into the scene export issues I was having, and here
are some of my findings (against OSG 3.1.7 development release).
I attached an alternate implementation of
osgDB::Registry::writeNodeImplementation(). The same changes woul
Hi,
Thanks fo the details.
Thank you!
Cheers,
Gaëtan
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On 10 June 2013 18:10, Gaëtan André wrote:
>
> reflectionMap->setFilter(osg::TextureCubeMap::MIN_FILTER,osg::TextureCubeMap::LINEAR);
>
> reflectionMap->setFilter(osg::TextureCubeMap::MAG_FILTER,osg::TextureCubeMap::LINEAR);
>
> These two line solved my problem.
>
> What is the default f
Hi,
reflectionMap->setFilter(osg::TextureCubeMap::MIN_FILTER,osg::TextureCubeMap::LINEAR);
reflectionMap->setFilter(osg::TextureCubeMap::MAG_FILTER,osg::TextureCubeMap::LINEAR);
These two line solved my problem.
What is the default filter and why does not it work with it ?
Thank you!
Hi Judson.
On 10 June 2013 16:27, Judson Weissert wrote:
> First pass, result status is FILE_NOT_HANDLED message is "Warning: Write to
> "path" not supported."
> Second pass, result status is ERROR_IN_WRITING_FILE message is "Warning:
> Could not find plugin to write nodes to file "path."
> The f
Hi Robert,
On 6/10/2013 4:48 AM, Robert Osfield wrote:
Hi Judson,
When you say the WriteResult is different could you explain what the
result is in each case? Is there file written out OK in ech case.
First pass, result status is FILE_NOT_HANDLED message is "Warning: Write
to "path" not suppo
Hi,
Thanks again for replying.
In my code
camera->setRenderOrder(osg::Camera::PRE_RENDER);
is present.
I looked at the examples, there does not seem to have much difference.
Cheers,
Gaëtan
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Hi Gaëtan,
On 10 June 2013 15:26, Gaëtan André wrote:
> Then this CubeMap is used twice per cycle.
>
> First on a object, via shaders.
> Second on two quads,displayed by a HUD camera (in order to see what is in the
> map).
>
> On the object, a still image is displayed corresponding to a render
Hi,
I followed your advice and applied directly the cubemap on the quad using 3D
texture coordinates.
Allow me to ask another question are things are very weird !
I render the scene in the CubeMap
Code:
reflectionMap = new osg::TextureCubeMap;
reflectionMap->setTextureSize( 256, 256 );
Hi there,
Thanks for you interest in osgOcean, I'm glad that you like it. I'm afraid
there isn't any formal documentation for the project but I have tried to
document as many functions and classes as possible within the code so have
a root around in there. Unfortunately due my other commitments th
Dear Kim,
I am a postgraduate student in schools of remote sensing and
engineering , WuHan University , China . I am greatly intersted in the open
scene graph project , especially in the OSGOcean. It is genuinely attractive
and charming.
However , I have some questions about the
Hi All,
A wee update on this thread. I have now checked in a fix that fixes
both the NodeCallback::addNestedCallback() so it appends the nested
callback to the last callback in the chain - previously it would
insert the new nested callback rather than append leading to less than
obvious ordering,
Hi Gaëtan,
There is too much information about the usage of the textures and
associated images to know what is going on, but my best guess is that
your first texture is being used and has the UnRefImageDataAfterApply
set to true (this is the default) so once it's used the image will be
discarded,
Hi Judson,
When you say the WriteResult is different could you explain what the
result is in each case? Is there file written out OK in ech case.
W.r.t binary planting, the most secure way to avoid any plugins being
loaded that aren't purka is to build your application as a static
binary with al
Hi,
Ok I will try to make it clearer.
I have a generated CubeMap, and I want to display each face on a quad with a
HUD Camera. I first tried to generate on face in a Texture2D and it worked
welll since I don't have to copy the image in the original texture in a new
texture (on the opposite if
Hi Gaëtan,
If you are assigning a new Image to an already existing and possibly
bound texture, try to set the image dirty.
Secondly, you might want to try to set the texture explicitly to:
stateset->setTextureAttributeAndModes( 0,map, osg::StateAttribute::ON |
osg::StateAttribute::OVERRIDE);
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