On 4 March 2014 12:17, ttaw wattha...@qq.com wrote:
hello, everyone.
I am an osg learner in China.Recently, when I read the source code of
osg::Impostor class, something about multi-threading confused me a lot.That
is, in the case of CULL_VISITOR of osg::Impostor::traverse, no mutex
Hi John,
Is there a chance to get the presentations/slides/picks/whatever from past
year? It would be nice to have it in the osg website.
BTW I'm going to post your mail as a community new in the website.
Thanks!
2014-05-07 0:47 GMT+02:00 John Richardson richa...@spawar.navy.mil:
Greetings
Hi strean,
I didn't resolve this, but I'm back looking at building OSG for Android, so
I'll let you know how I get on.
Cheers,
Nathan
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http://forum.openscenegraph.org/viewtopic.php?p=59309#59309
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Hi,
I'm currently working with osgShadow, and it's driving me crazy! I'm really
not an expert with shader and so on, but I try to make an omnidirectionnal
shadow on my scenes, and I really don't know how to proceed. Every already
implement way of making shadow in OSG aren't producing good
Hi,
On Wed, May 7, 2014 at 5:07 PM, Mickael Fleurus mickaelfleu...@ymail.comwrote:
Hi,
I'm currently working with osgShadow, and it's driving me crazy! I'm
really not an expert with shader and so on, but I try to make an
omnidirectionnal shadow on my scenes, and I really don't know how to
Hi Robert, all,
I have an application that will load a model from file and attach a custom
cull callback to the node. I recently discovered that my cull callback does
not work properly if the root node of the model is a Geode. When
encountering a Geode, the CullVisitor will handle the cull
Hi Mickael,
this is not that that simple as you already found out, but it is achievable
with proper use of some of the shadowmaps available. I am using
osgShadow::LightSpacePerspectiveShadowMapDB for large paged scenes (this
one worked best for me) and it is also based on one light 0 as Jan
Hi Farshid,
On 7 May 2014 17:26, Farshid Lashkari fla...@gmail.com wrote:
I have an application that will load a model from file and attach a custom
cull callback to the node. I recently discovered that my cull callback does
not work properly if the root node of the model is a Geode. When
nathan wrote:
Hi strean,
I didn't resolve this, but I'm back looking at building OSG for Android, so
I'll let you know how I get on.
Cheers,
Nathan
Please, tell us how it is going. I am interested too in compile osg for
Android. It would be great if you could give us some tips.
I ended up solving 1 and 2 by using a single texture for the RTT to render the
whole window, then setting the drawable's tex coords such that each quad zoomed
in on the appropriate area. I haven't decided what to do about the resizing,
but it doesn't seem to be stretching the texture (which I
Hi Robert,
On Wed, May 7, 2014 at 10:52 AM, Robert Osfield robert.osfi...@gmail.comwrote:
Feel free to have bash implementing it, see what happens when you try
to make the changes. Unfortunately I'm just too hazy on the whole
issue to know of the potential issues that might need resolving
Is there a quick/convenient way to get the tex-coord for the vertex/drawable
returned from an intersection (i.e. the way that osgpick example returns the
vertex world and local coordinates)? Or do you have to compute the tex coord
yourself?
Cheers,
Nick
--
Read this topic
nathan wrote:
Hi Jordi,
thanks for getting back to me. I did compile with OSG in static mode. Here
are the flags I'm using:
OSG_GLES2_VARS=-DOSG_GL1_AVAILABLE=OFF
-DOSG_GL2_AVAILABLE=OFF
-DOSG_GL3_AVAILABLE=OFF
-DOSG_GLES1_AVAILABLE=OFF
-DOSG_GLES2_AVAILABLE=ON
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