It's fixed!
Code:
osg::ref_ptr blendFunc = new
osg::BlendFunc(osg::BlendFunc::SRC_ALPHA, osg::BlendFunc::DST_ALPHA,
osg::BlendFunc::ZERO, osg::BlendFunc::ONE);
label->getOrCreateStateSet()->setAttributeAndModes(blendFunc);
I didn't know you could/should specify the alpha ble
On 21 July 2014 19:11, Trajce Nikolov NICK
wrote:
> if I set my camera to RTT into FBO, will the Camera Read/Write buffers
> points to this FBO?
>
Yes.
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Got it. Thank you for the quick answer.
Cheers,
Mikhail
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Hi Community,
if I set my camera to RTT into FBO, will the Camera Read/Write buffers
points to this FBO?
Thanks a bunch!
Nick
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Hi,
Will answer by myself. This wasn't problem with plugins, just forget to set
checking z-buffer for loaded node in my plugin, so quite obvious error :/. So,
probably this thread could be deleted (if possible) as not very interesting
problem.
Thank you!
Cheers,
Robert
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Rea
Hi
I have written custom plugin to save/load my scene with custom user data. My
solution stores scene tree, but geodes are stored as paths to separate model
files (not geometry data). When scene is loaded, geodes are created using such
piece of code:
Code:
osgDB::ReaderWriter* plyReader
Hi Bram,
>From the sound of it you have a blending issue that is either down to
blending being done or the order that things are being written to the
colour and depth buffers. As such I wouldn't expect using CompositeView
with multiple View to help. It'll be down to the find details of how you
se
Hi Mikhail,
Patience please, your submission is being ignored, it's just sitting
waiting for me to get to it.
FYI, I had a weeks holiday after the 3.2.1 release, had client work to
complete last week and have now just got back to looking at submissions.
The unpaid work has to be juggled with pai
I'm pretty sure I found the problem, but not sure how to fix it (probably easy
for someone with more openGL knowledge ;)
What I do:
On the canvas I first draw a full solid background. Now all the alpha values
are 1.
Then I draw the text on top of that background. Now the problem is: it seems t
I'll try the multiple viewer to see if that makes a difference.
When I render a texture to the framebuffer, it seems exactly the same as when I
render it to the screen, so it seems there is problem of rendering the quad to
the screen, or else everything would be different. Could it be that the t
Hi Mikhail,
You're not doing anything wrong. I guess Robert has some higher priority
tasks to attend too.
Usually he sort of batch-processes the pending submission before
creating a new version.
So be patient;-)
cheers
Sebastian
Hi,
I have posted a submission with a bug fix me and several o
Hi,
I have posted a submission with a bug fix me and several other users have
experienced: http://forum.openscenegraph.org/viewtopic.php?t=14029
But there is no response during two weeks for now. Why? Am I doing something
wrong?
Best regards, Mikhail
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Hi All,
In order to provide the guidance for the others and since I discovered it
recently I 'd like to point out that there is example for creating 2D ad-hoc
manipulator in OSG cookbook which provide paning zooming (scaling) in Chapter
4 Designing a 2D camera manipulator.
Regards,Date: Sat,
Hi Björn,
On 20 July 2014 18:43, Björn Blissing wrote:
> I tried both options and they both seem to work. Although I guess some
> deeper benchmarking would be in order. Are there any of the examples and/or
> datasets that would be good candidates for benchmarking the different
> versions?
The
Hi Bram,
Even with the extra info it's still hard to guess what might be amiss.
As general notes, if the GUI elements are screen aligned rather than being
part of the 3D scene then I'd be inclined to use CompositeViewer and
multiple View, one for the 3D view and one for the GUI overlay.
As for t
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