Hi Grey,
Could you point us in the direction of an stl file that reproduces this
problem?
Robert.
On 3 November 2014 22:26, Michael Grey chaotic.actua...@gmail.com wrote:
Hi, Robert
Thanks for your advice! I finally got back to this issue, and did as you
recommended. I loaded a few of the
Hi Mike,
2014-11-04 8:22 GMT+01:00 Mike Connell michael.conn...@gmail.com:
1 Read your data into a Vec3Darray - as doubles
2 Decide upon a local origin - best may be the centroid of your data, but
the first point is somewhat quicker to find.
3 Subtract the local origin from all the points in
Hey all,
I have a shadowed scene that hosts a detailed city model and some 15000
objects using instanced geometry that also casts shadows. The instance
positions are provided through a 2D float texture (128x128) to the vertex
shader.
To reduce the render times I was thinking that I should maybe
Hi, Robert
I think the one that generated the output I posted was found here:
http://www.thingiverse.com/thing:60726
--Grey
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61509#61509
___
osg-users
Hi Grey,
I have just tested the OSG-3.2 branch and OSG svn/trunk and both load the
two .stl ( CoffeeSpoonHolder.stl and CoffeeSpoonHolder2.stl) perfectly,
with no odd lighting affects.
From the svn log for stl plugin there was a patch applied a couple months
after the OSG-3.2.0 release:
$ svn
Thank you so much! Now it makes perfect sense why the behavior I was seeing
didn't match the code; I didn't realize that the version on the repo wasn't
released yet. I guess I'll see about putting 3.2.1 on all my computers.
Thanks again!
--Grey
--
Read this topic online here:
Just to follow up on this, I've confirmed that the behavior we're each seeing
is caused by the same bug. The STL plugin for 3.2.0 does not initialize its
normal vector array correctly (it reserves all the memory it needs, but only
fills in 1/3 of it), which results in undefined behavior. For
Hello,
I'm looking to get the following scenario working:
A scene with a HUD rendering on a distortion mesh using slave
cameras.
What I've tried so far is...
1. A normal Viewer class with two Cameras in the scene graph, one on a
pre-render pass that renders the main
Hi Ben,
Have a look at the osgdistortion example as it does exactly what you
describe you want to do.
Robert.
On 4 November 2014 19:53, Ben Strukus ben.stru...@flyte.com wrote:
Hello,
I'm looking to get the following scenario working:
A scene with a HUD rendering on a
Hi Robert,
The osgdistortion example is a great resource and I've used it quite a bit to
set up the RTT and the distortion mesh, however when it comes to rendering a
HUD (text, in my case) to that texture using slaves, I'm not seeing that being
done in the example.
Here's what I have:
-
Hi Christion,
you could use a switch above the 2 geometries or different cullmasks for
the geodes and control it via the cameras cullmask/setting the switch
before culling
Hey all,
I have a shadowed scene that hosts a detailed city model and some
15000 objects using instanced geometry that
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