Can anyone please explain the relation among:
* shadow projection view matrix;
* projected shadow map depth value;
* fragment position depth value in the projected shadow map?
I have the values, but I don't understand how to scale/transform/etc those
values to get the shadow mapping working.
Hi All,
I have a scene with moving objects (basically cars) in a 3D view and a fixed
object (i.e. the track). Now I need to show a simplified track (just the
centerline of the track, coming from a separate graphic file, if needed) in one
corner of the 3D viewer with runnig cars as simple
In my app I wrote this class function
void InitWindowsSystem (osgViewer::Viewer viewer, const char* const title,
int x, int y, int width, int height)
{
viewer.setUpViewInWindow(x, y, width, height);
//Get the traits of the current window
osg::ref_ptr
Hi,
My build worked quite well (at least at MAC OS) with qt 5.1 when setting the
CMAKE_PREFIX_PATH to the root folder of my qt 5.1 installation. Have you tried
it this way ?
Thank you!
Cheers,
Jan
--
Read this topic online here:
Hi,
i just upgraded my xcode installation to 5.0 and tried to recompile a newer
version of osg.
This did'nt work out well since i am getting a linking error when building
osgdb_serializers_osgga.so
it seems that several symbols an not be found. Does anyone has a clue how to
get it to compile
Hi Gianni,
have a look at osgcompositeviewer example. You can add another view in the
corner (no need of osgWidget::Window). There is a class
osgViewer::CompositeViewer and osgViewer::View. The example demonstrated
how to have multiple views each with separate renderings.
Nick
On Tue, Oct 15,
If you have an Nvidia card, you can set the environment variable
__GL_SYNC_TO_VBLANK=1 or =0 to enable or disable vertical syncing, but this
must be done before the graphics context is initialized. I'm not sure how
to do it for ATI or Intel chips. A google search turned up this tip for ATI
cards:
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