I am using osg in the MFC simple document application,and now I want to draw
ocean in the window,in fact there is a plugin called osgocean which can draw
ocean perfectly.but it not satisfied my need,because I should treat the ocean
as a osg node for the further process. I look for the info in th
Hi,
Does the following line return a complete texture object
Code:
osg::Texture::TextureObject* tex = _texref->getTextureObject(
osgCompute::GLMemory::getContext()->getState()->getContextID() );
I am going through a source and to map it to my own requirement i need to know
if
Hi Simon,
The OSG by default uses double Matrices (osg::Matrix is typedef'd to
osg::Matrixd) for all internal transforms and camera matrices. The
matrices are all accumulated in doubles and passed to OpenGL as doubles.
Most OpenGL drivers will then cast the matrices down to floats when passing
do
Alberto Luaces writes:
> Maybe it is removed on purpose,
> but I couldn't spot where in the code it is done.
>
I have discovered that osgViewer::Viewer::realize calls setStartTick(),
which in turns clears the event queue, because the time stamps from
previous events would be then incorrect. It
Hi,
I am using MatrixTransform nodes with matrices that contain quite large
numbers. When I stack two of these transforms, I notice severe floating point
inaccuracies in the scene, although I use double precision matrices to set up
my transform nodes. Is it possible that OSG uses only single pr
Hi Robert,
Yes, I understand it is not properly a resize, but this usage is common
in some frameworks in order to know the initial dimensions of the window
and properly initialize projection matrices, etc. Besides that, OSG
indeed creates the event —at least on X11
(osgGA::EventQueue::windowResiz
Hi Alberto,
Strictly speaking I would interpret a resize event as one relating to when
a resized. When a window is first created it isn't being resized so a
resize event isn't probably appropriate. I could see how it might be
convenient a resize event for those using it this way.
For tracking t
Hi,
I need to know the dimensions of the window OSG creates because I have
to adapt the GUI of my program to the proportions of the view.
An elegant way of doing it is to capture the RESIZE events in order to
get the current dimensions of the window. However, at window creation
OSG creates the e
Hi Sebastian,
Thank You for Your suggestions. I will try their various combonations to
distinguish which one gives the closest results to what I wanted to achieve.
...
Thank you!
Cheers,
Mateusz
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=
Hi Mateusz,
From reading your message I'd say you don't really need semitransparent
geometries at all. Try to stick to a wireframe box or coloring the
selction set.
Regarding the order: yes. If you draw your instanced spheres first, you
can safely render the sides of your box in perfect orderi
Hi Sebastian ,
Well, I need instancing as I render about 1M spehers presenting material atoms
structure. The Box I want to add is just a marker for a part of the whole
material, so user can focus easier on it. Moreover, box will always contain
instanced spheres inside, so the order is somehow f
Hi Mateusz,
[quote="SMesserschmidt"]
When you use instanced drawing you cannot have correct semi-transparent
objects, as there is no sorting involved.
One option is to sort your instanced obejcts in every frame or to use some
order independent transparency approach.
[quote]
Could You provide
[quote="SMesserschmidt"]
When you use instanced drawing you cannot have correct semi-transparent
objects, as there is no sorting involved.
One option is to sort your instanced obejcts in every frame or to use some
order independent transparency approach.
[quote]
Could You provide me avaiable te
Hello Mateusz,
When you use instanced drawing you cannot have correct semi-transparent
objects, as there is no sorting involved.
One option is to sort your instanced obejcts in every frame or to use
some order independent transparency approach.
Also concerning your Material and stateset proble
Hi,
I have implemented the simplest fragment shader applying only particular color
to my primitives as this was sufficient. However now I want to create a
composition of a simple osg::ShapeDrawable for a osg::Box and my instanced
material (spheres), where Box should be semitransparent and so sh
Thanks for the tip, Alistair.
I found precompiled Mesa libraries at the two links below and copied
open32.dll and glu32.dll into the executable's directory. It seems to be
working better now, though I get the following error messages. But I
understand this is beyond OSG, I'll try to figure it ou
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