Hi Sonya,
You are asking very basic questions so I agree with Michael that the book
will enlighten you in the "secrets" of OSG. In short to answer your
questions:
1. There are examples in OSG how to embed views into current windowing
frameworks. Like Qt, MFC, even in .NET. Browse the source for ex
Hi Michael,
>> Not sure what the 3rd one means, but handling mouse events is described,
>> too.If you have ever used 3DsMax, AutoCAD (If I'm not wrong, even
>> Blender)and those sort of applicationsyou would notice that user doesn't
>> have to pan and zoom any targeted object on the viewpo
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On 05/11/2014 02:32 PM, Yann Takvorian wrote:
> I fixed the artifact problem by increasing the texture size of the
> ShadowMap:
>
> sm->setTextureSize(osg::Vec2s(8192,8192));
>
> Now, I have to twicke the softShadowMap which is so soft that I
> canno
Hi.
I think it would be good to join forces with Wang Rui on Effect Compositor:
https://github.com/xarray/osgRecipes/tree/master/effectcompositor
I've used it for deferred rendering, normal mapping, glow mapping, parallax
mapping, cube mapping ( http://youtu.be/MczUHwixPYU ) and liked it very
much.
Hi all,
I have been thinking about implementing an open-source high level library on
top of OSG supporting advanced lighting and rendering features. I wanted to ask
all of you if there are specific features you would like to see. As an example:
in one of the recent posts I have read that there
Hi,
it has somethink like setTextureSize(). You can try large texture like
8192x8192
Nick
On Sun, May 11, 2014 at 1:22 PM, Yann Takvorian
wrote:
> Hi Nick,
>
> Thanks for your reply.
> Unfortunately, with the LightSpacePerspectiveShadowMapDB, it is even
> worse. I have set the TraversalMask an
Hi.
I won't go into each of the questions, but I recommend you read
"OpenSceneGraph 3.0: Beginner's guide" and OpenSceneGraph 3 Cookbook". The
first book describes your first 2 questions with working examples. Not sure
what the 3rd one means, but handling mouse events is described, too.
Examples' s
I fixed the artifact problem by increasing the texture size of the ShadowMap:
sm->setTextureSize(osg::Vec2s(8192,8192));
Now, I have to twicke the softShadowMap which is so soft that I cannot even see
the shadows ! If you guys have some hints...
Thank you!
Cheers,
Yann
--
Read
Hi there,
Have you gone thru such terrible shadow problems using the
basic osgShadow sample (v-3.1.5) and adding just two nodes
to the shadowscene: terrain (ive format) and truck (osg)
https://www.youtube.com/watch?v=NBoUaNzYfn0
...
Thank you!
Cheers,
Yann
--
Read this topic o
Hi Nick,
Thanks for your reply.
Unfortunately, with the LightSpacePerspectiveShadowMapDB, it is even worse. I
have set the TraversalMask and the only combinaison that works is:
terrain->setNodeMask(ReceivesShadowTraversalMask);
truck->setNodeMask(CastsShadowTraversalMask);
When I do:
terrain->se
Dear All,
I'm working with OSG 3.0 in C::B with GNU compiler, I have the following
questions, probably those can be found by delving deep into the source code but
by and large its troublsome and time consuming.
How to embedd the OSG rendering context into another window or widget? What I
wan
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