Hi Tim,
That exporter should behave correctly, meaning it should export the model
in OSGs Z-up coordinate system. Which version were you previously using
that exported as Y-up?
Cheers,
Farshid
On Mon, Oct 21, 2013 at 7:31 AM, Tim Larson wrote:
> We are using Version 1.1.0, installed from here
We are using Version 1.1.0, installed from here:
http://sourceforge.net/projects/osgmaxexp/files/OpenSceneGraph%20Max%20Exporter/1.1.0/
Tim
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Hi.
Can the third bug be related to different view projection matrices? My
shadow camera uses ortho.
Thanks.
2013/10/21 Marcel Pursche
> Hi,
>
> the shadow on the wall is probably created, because the wall is outside of
> the shadow cameras view frustum. How do you setup the wrapping of your
>
Hi,
the shadow on the wall is probably created, because the wall is outside of the
shadow cameras view frustum. How do you setup the wrapping of your depth
texture? You could fix it, if you set the mode to clamp to border and set the
border "color" to your far plane. This way everything that ca
Hi Community,
is there some materials on this topic available somewhere? I know Wang Rui
pointed to some code in osgRecipes for this, I am more into books, papers
etc.
Thanks,
Nick
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trajce nikolov nick
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Hi Robert,
As you suggested, I am ordering the sequence of intersection points with
extra code after intersecting operation.
But, I am wondering which operation of my program affects the algorithm
stitching all the triangle intersection segments together and generate
different order of intersectio
Hi.
I see.
After I made shadowViewProjectionMatrix = V * P * translate(1, 1, 1) *
scale(0.5, 0.5, 0.5) I finally got almost correct shadows:
http://youtu.be/8KOCxiUkNsQ
The final fragment shader is: http://goo.gl/cSYYfN
Although, there are 3 problems:
* there's wrong shadow at the left wall;
* the
Hi Tianyun,
The sequence that the points are joined up in will depend upon the
algorithm which stitches all the triangle intersection segments together,
it's objective is to stick things together not sort things into an order
governed by the user - it's a complicated enough task that adding extra
Hi,
I am trying to get the intersection points between an intersection
plane and a terrain using osgUtil::PlaneIntersector。
The code is listed as following:
osg::Plane planeLeft( osg::Vec3(1,0,0), osg::Vec3(0+1,0,0) );//define
an intersetion plane
osg::Polytope polytopeLeft;//define the range of p
HI Michael,
On 21 October 2013 03:30, michael kapelko wrote:
> Hi.
> Why is it the other way around?
>
History :-)
The OSG uses row major because it was the predominant convention used at
the time of the OSG's inception, row major has the advantage that one
doesn't need to transpose the vector
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