Hi Olmun,
the textures in the ive file do not show because you do not have texture
coordinates. The probably did not export from blender.
Hope that helps,
Laurens.
On Tue, Sep 22, 2015 at 1:10 AM, Olmun Hilderbran wrote:
> Hello,
>
> I have created a scene in blender with two simple textures. I
I am having some trouble after rebuilding various thirdparty dependencies for
our Mac product, including OpenSceneGraph. We are using Clang 6.1 and targeting
OSX 10.9, although my Mac is running 10.10.
The application builds, but when it runs, I get a popup dialog with this
message:
Dyld Error
Hi everyone!
How can I compute the view matrix and the projection matrix from a set of
lookat parameters (eye, center, and up)?
I'm asking because I need to compute the MVPW for a given lookat before the
camera is actually at that lookat.
I'm totally stumped and any help would be greatly appre
You can make the view matrix:
osg::Matrix::lookAt(eye, center, up)
This has nothing to do with the projection matrix though; that doesn't
depend on your look vector.
Glenn Waldron
On Tue, Sep 22, 2015 at 9:24 AM, Erik Hensens wrote:
> Hi everyone!
>
> How can I compute the view matrix and t
Thank you for the reply Glenn!
You say that the projection matrix doesn't depend on the lookat parameters;
what does it depend on?
Thanks in advance!
gwaldron wrote:
> You can make the view matrix:
>
> osg::Matrix::lookAt(eye, center, up)
>
>
> This has nothing to do with the projection m
Am 22.09.2015 um 16:08 schrieb Erik Hensens:
Thank you for the reply Glenn!
You say that the projection matrix doesn't depend on the lookat parameters;
what does it depend on?
The projection matrix depends on the size of your viewing frustum.
Usually near/far plane and the dimensions (angles)
Thank you Sebastian!
The issue here is that the camera is not yet at the lookat in question.
Basically, I have an eye, a center, and an up vector, and I need to be able to
convert between 3D world coordinates and 2D screen pixel coordinates before the
camera actually gets to the final lookat.
I had an issue with OSG 3.4.0 when using a compressed 32x32 texture causing an
INVALID_OPERATION in Texture::applyTexImage2D_load when calling
glCompressTexSubImage2D. This is called only when the texture storage object
is used. This resulted in the texture rendering as black. Note that the
Dear OSG email moderator,
Following my email being hacked at my ISP, I seem to have lost the usual
emails from the OSG list, unless there has been no activity for a week!
I know from bounces that at least two junk emails were sent to the OSG
mailing list and rejected.
Please advise me
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