Well, the FFP material state info doesn't exist in ES 2.0. So, it's getting
skipped.
You need to write a visitor that traverses your model converting OSG
Material class attributes into Uniforms that your shaders then read and
understand and react to.
On Sun, Oct 25, 2015 at 11:12 AM, Şan Güneş
Hi Community,
I am trying to work with the sample particle effects, and to change their
speed. I thought it is enough to change the default particle template
velocity, but whatwever I do it seams it has no effect. Here is some
snippet of my approach. Anyone with hint? Thanks a bunch as always
Hello,
I'm playing around with OpenSceneGraph with OpenGL ES 2.0. I managed to
show some primitives, and later a model that I loaded with osgDB.
However at the moment I'm assigning a random color to the gl_FragColor
in the fragment shader. When doing this I'm getting the following warning:
>
Hi Nick,
the particle template's velocity isn't used, it's the particle emitter that
determines initial particle velocity. Have a look at the ModularEmitter /
Shooter classes in osgParticle.
If you wanted to globally make particles simulate faster (as in a time lapse)
you could just change
Hi All,
I'm struggling with finding out why I have some discrepancy between my
texture and what my osg is drawing. I have setup a label and put a texture
against it as follows:
[image: Inline image 1]
But unfortunately I get that thin white bar at the bottom of the label. It
seems to change
Wops, too fast .. Pressed wrong keys
void osgParticle::ModularEmitter::emitParticles(double dt)
Particle* P = getParticleSystem()->createParticle(getUseDefaultTemplate()?
0: ());
if (P)
{
_placer->place(P);
Hi Jannik,
thanks for the hint. Here is what I see in ModularEmitter:
On Sun, Oct 25, 2015 at 7:25 PM, Jannik Heller
wrote:
> Hi Nick,
>
> the particle template's velocity isn't used, it's the particle emitter
> that determines initial particle velocity. Have a look at
Jannik, you were right .. Here is the thing (bellow) .. Thanks a bunch for
the pointer !!
inline void RadialShooter::shoot(Particle* P) const
{
float theta = _theta_range.get_random();
float phi = _phi_range.get_random();
float speed = _speed_range.get_random();
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