Hi,
Here is a screenshot which shows the bump map capability we're interested in,
but really what it does it let you set up a bunch of parameters and textures
which can be sent to your shaders. This way you can do modern rendering effects
from your FLTs:
[Image: http://i59.tinypic.com/2hqtdg4.
Hi Chris,
Hi,
I've started writing an update to the OpenFlight plugin to support the "extended
material" options in Creator, mainly so we can use the auto-generated bump-map
textures in our shaders.
I'm not familiar with this feature set of OpenFlight, maybe you can give
a more detailed view
Hi,
I've started writing an update to the OpenFlight plugin to support the
"extended material" options in Creator, mainly so we can use the auto-generated
bump-map textures in our shaders.
I don't want to have to redo it every time there's an OSG update though, so I'm
wondering what the proces
Hi all,
I was wondering if anyone has been successful in using the
NVX_gpu_memory_info extension with OpenSceneGraph, and the best place to
call glGetIntegerv to get the associated values.
Details on the extension here:
https://www.opengl.org/registry/specs/NVX/gpu_memory_info.txt
I'm usin
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Hello,
On 29/09/15 12:22, Antoine Galluet wrote:
> Hi,
>
> Please tell me if you prefer me to post my issue in another thread
> to keep this one clean.
>
Please, don't hijack threads with unrelated issues. Make a new
thread/topic.
> I'm starting w
Hi,
Please tell me if you prefer me to post my issue in another thread to keep this
one clean.
I'm starting with openscenegraph and the oculus. I compiled the viewer and I
can load the basic example (cow, plane).
But I have an error when I try to load one of my own .osgb.
The viewer returns me
Hi,
I'm new to OSG, so I think I have simple question, but I cannot find answer for
it.
Actually I'm working with osgEarth and have some osgEarth::PlaceNodes on the
terrain, some models and so on.
So, I have lots of views.
For some needs, I need a mechanism which will allow me to get all the vi
Hi Sebastian,
In OSG-3.4 there is a new osgDB::ClassInterface that provides a easy easy
to access properties of scene graph classes in a generic way, and a way to
invoke methods. Another component for scripting support is the new
osg::ScriptEngine, osg::Script and ScriptNodeCallback classes whic
Hi Sebastian,
I have some experience with this and all I did I just exposed the viewer to
C# and used unmanaged dlls for the implementation. Here is the link with
the source code
http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/83902
If it helps
Cheers,
Nick
On Tue, Sep 29,
Hi folks,
There has been some scripting support/reflection interface in OSG for
quite a while now. Does anyone have some experiences here?
I didn't find any specific examples in source, nor some mail on this
list explaining the interface.
Can anyone provide a minimal example?
The background o
Hi all,
I recently switched from Ogre to OpenSceneGraph so that I can take advantage of
the OpenGL 3+ possiblities, but i'm facing some issues getting some of what was
working in Ogre work in OSG.
What I need to do is to render the same scene on different windows, each with a
different materia
Hi Jan,
On 28/09/15 17:36, Jan Ciger wrote:
On Sun, Sep 27, 2015 at 9:28 PM, Garth D
wrote:
As a side note, I have to say that I am really liking the ability to hang
Uniforms off arbitrary parts of the scene graph- generally on Geometry or
Groups depending on the scope that I need the Uniform
Hi Rafa
Thank you for the pointer. I managed to compile and run the application in
an Android device successfully.
I have also managed to compile and run the osgAndroidExampleGLES1 on my
mobile device. I can see the blue background for the example together with
three buttons.
However, now when i
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