Re: [osg-users] Shaders for textures with OpenGL ES 2.0

2015-10-25 Thread Chris Hanson
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

[osg-users] particle speed in OSG Particle Effects

2015-10-25 Thread Trajce Nikolov NICK
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

[osg-users] Shaders for textures with OpenGL ES 2.0

2015-10-25 Thread Şan Güneş
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: >

Re: [osg-users] particle speed in OSG Particle Effects

2015-10-25 Thread Jannik Heller
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

[osg-users] Issue with texturing label

2015-10-25 Thread sam
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

Re: [osg-users] particle speed in OSG Particle Effects

2015-10-25 Thread Trajce Nikolov NICK
Wops, too fast .. Pressed wrong keys void osgParticle::ModularEmitter::emitParticles(double dt) Particle* P = getParticleSystem()->createParticle(getUseDefaultTemplate()? 0: ()); if (P) { _placer->place(P);

Re: [osg-users] particle speed in OSG Particle Effects

2015-10-25 Thread Trajce Nikolov NICK
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

Re: [osg-users] particle speed in OSG Particle Effects

2015-10-25 Thread Trajce Nikolov NICK
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();