Robert,
Thanks for the speedy reply and commit. I've just rebuilt and my application
acts properly now :).
Thanks,
Kuba
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http://forum.openscenegraph.org/viewtopic.php?p=59723#59723
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https://github.com/XenonofArcticus/libPRC
We just completed a project for a client who wishes to remain anonymous,
devising an OSG exporter plugin that uses the PRC intermediate file format
to embed 3D models into PDF files.
PRC is superior to the previous 3D-in-PDF format, U3D in that it is more
hi,robert: I think I can use shader to achieve my goal:clipping child nodes
without these limitations.Am i right?-- Original
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From: "Robert Osfield"
Date: Thu, Jun 12, 2014 10:44 PM
To: "OpenSceneGraph Users";
Subject: Re: [osg-users] a bug with clipnode?
HI
Hi!
I've playing a bit with the camera and viewer classes but I wasn't able to fix
this.
However, I tried the QT Reader viewer with a LAS file and found something
interesting.
When zooming with the mouse wheel, I think the camera is updating its position
getting closer to the cloud, not just
Hi Kuba,
I have just reviewed the code and I you are correct, adding if
(_useVertexAttributeAlias) would be appropriate. I've added this and
also added an if (_useModelViewAndProjectionUniforms) for the
appropriate block. I've checked this fix into svn/trunk and OSG-3.2
branch.
Could you try it
HI Wu,
ClipNode has limitations because it controls position state - OpenGL
state that has to be applied with a specific modelview matrix that
gets encoded when that attribute is applied. This means that you
can't just apply positional state at any time as it's value would be
affected by renderin
Hi,
While working with a pretty basic osg-based app I noticed that shader code
modification related vertex attribute aliasing (e.g. renaming from gl_Normal to
osg_Normal and then treating it as a generic vertex attribute) is active if
State::setUseModelViewAndProjectionUniforms(true) is called
By the way, the right_upper cow shows using the above code while the
left_bottom cow shows if I swap the following lines:
rootnode->addChild(mt1);
rootnode->addChild(mt2);
It seems strange.
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Failure is the mother of success.
Wu Zhicheng
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Hi, everyone:
In my opinion, the clip effect of a clipnode only affects its child nodes,
and a new clipnode only uses its own clipplanes. But the fact seems different
from this. In the following project, a clipnode with a cow is added to two
parents, but only one cow is shown. How can I get
HI Jamie,
When using shaders it's the shader itself that controls the lighting
so the standard OpenGL lighting modes won't affect it.
If you want to toggle lighting in shaders you'll need to assign a
different shader or use a uniform that controls whether lighting is
applied or not.
Robert.
On
Hi,
I want to disable specific lights with OSG, and it affects models with shaders.
How can I do it?
What I have now, it is not working. I apply shaders with:
osg::StateSet* stateset = new osg::StateSet;
[...load shader...]
stateset->setAttributeAndModes(programObject, osg::StateAttribute::ON
NOTE: Yesterday I posted this question with some images attached. Since the
post size was bigger than the allowed, I received a mail that stated the post
was awaiting approval and that I could either wait for it or cancel the post. I
decided to cancel it and, instead of attaching the images, upl
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