Hi Here,
Recently , I want to build a grid model by OSG. However , the model really
bother me a lot. The following is core codes I have use:
for (int u = 0; u < XSize; u++)
{
osg::ref_ptr linesGeom = new osg::Geometry();
osg::ref_ptr pointsVec = new osg::Vec3Array();
fo
Hi,
I've got the same picking problem with several mesh (which use vertex
displacement or tesselation).
To solve that, I always render my scene in a FBO, with 2 color attachements :
- first draw buffer is a regular color texture
- second draw buffer is a texture with only 1 channel, in "int" for
hahaha .. come on all the option :-)
Nick
On Fri, Sep 27, 2013 at 9:08 PM, Kim Bale wrote:
> Traitor ;)
>
> K.
>
>
> On 27 September 2013 20:00, Trajce Nikolov NICK <
> trajce.nikolov.n...@gmail.com> wrote:
>
>> >3 -for the sea I use osgOcean,
>>
>> Nothing against osgOcean. I have used
Traitor ;)
K.
On 27 September 2013 20:00, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> >3 -for the sea I use osgOcean,
>
> Nothing against osgOcean. I have used it as well in a project, but
> switched over to Triton (check it out, same coming from sundog-soft as
> SilverLining
and if you are really after fully opensource you can look for osgEphemeris,
a work I think done by Don Burns years ago, but that was my initial step
before figuring out SilverLining as well
Nick
On Fri, Sep 27, 2013 at 9:00 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> >3 -
>3 -for the sea I use osgOcean,
Nothing against osgOcean. I have used it as well in a project, but switched
over to Triton (check it out, same coming from sundog-soft as SilverLining )
Nick
On Fri, Sep 27, 2013 at 8:56 PM, Chris Hanson wrote:
> 4-for the sky I am trying with Silverlight(the
4-for the sky I am trying with Silverlight(the demo),
I think you mean Silver Lining.
Good luck and you're welcome!
--
Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com
http://www.alphapixel.com/
Training • Consulting • Contracting
3D • Scene Graphs (Open Scene Graph/OSG) • Ope
Hi,
Thanks for the answers, so unfortunately there is no trace for its creator, so
I must make some others efforts to find the problem and correct it.
In my case I think that to create a realistic 3D environement, the integration
of the forest,building,roads,rivers, ocean and skys are very impo
Hi Max,
I would not recommend trying to to use rendering to do picking, it requires
a round trip to the graphics card making it a very slow way to do picking.
If you can do picking on the CPU.
Robert.
On 27 September 2013 17:34, Max Bandazian wrote:
> Hi,
>
> I'm trying to implement picking
Ideally I'd be doing it on the CPU, but the particular objects I'm picking
are skinned meshes drawn in a 3rd party library, so I don't think there's
any reasonable way to do that, since the vertex positions aren't known on
the CPU.
Max
On Fri, Sep 27, 2013 at 2:00 PM, Robert Osfield wrote:
> Hi
Hi Mohammed,
I can answer your first question. osgRiver was never integrated into the
trunk because I felt that the way it had been combined in its current state
needed some work and sadly I simply haven't had time to work on it. I
haven't gone over the code for a long time but I seem to remember
Just to be clear, AlphaPixel has no affiliation with osgRiver. I just
snagged a copy when it was posted years ago, and when it disappeared from
mailing-list archives, I made my copy available to anyone who wants it.
It seems like there is renewed interest in it, so I would love to see some
of thes
Hi,
I'm trying to implement picking via rendering a single frame with unique
colors set on each object in the scene, and getting segfaults in the
graphics driver. I'm about out of debugging ideas, so any help would be
appreciated. The general outline is I create a viewer, give it a shared
context,
Hi,
I have just tested osgRiver(from alphapixel.com) and the river is not displyed
correctly, the water is on the right corner of the river.3DS but only 1 segment
of 9 is displayed (-15 to 0).
I had tried to change the code of osgRiver in
RiverGraph::MergeRiverFromPoints(vector points) at :
Riv
Hi Dario,
I would take a look inside the surface fragment shader and then tone down
the mix function that blends the reflection texture with the surface. It
should be pretty simple.
Regards,
Kim.
On 27 September 2013 17:37, Dario Minieri wrote:
> Hi,
>
> I'm looking to modify the amount of r
Hi,
I'm looking to modify the amount of reflections intensity inside ocean. I'm
using last trunk rev 258.
I'm stuck into this piece of code inside OceanScene:
Code:
_reflectionMatrix = osg::Matrixf( 1, 0, 0, 0,
0, 1, 0, 0,
Robert, osg_ViewMatrixInverse seam to not be set properly in case of nested
cameras
nick
On Wed, Sep 25, 2013 at 7:23 PM, Trajce Nikolov NICK <
trajce.nikolov.n...@gmail.com> wrote:
> Thanks Robert. Didn't know where to search for it eaither. Thanks !
>
> Nick
>
>
> On Wed, Sep 25, 2013 at 7:19
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