my code is here (its about 220 Kb) in RAR:
http://vvb.nailedgames.com/osg/cessna_texture_trouble.rar (220 Kb)
within an archive there are CMakeLists.txt, texture image, main.cpp and
cessna.osg
so there are all needed files to compile project with 'cmake ./' and 'make'
--
Read th
here is my code:
http://vvb.nailedgames.com/osg/main.htm
Code:
#include
#include
#include
#include
#include
#include
#include
#include
#include
int main ()
{
osg::Material *material = new osg::Material();
material->setEmission(osg::Material::FRONT, osg::Vec4(0.8, 0.8, 0.8, 1
I have trouble with applying texture to cessna osg model.
The texture is showing, but is not fitting model at all. When I rotate plane,
texture is not rotating.
Could you please point my error? Thanks
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=
I have two separate issues with DDS textures. First and the most annoying is
after moving from OSG-3.2.x to OSG-3.4.0 my grayscale textures now show up
red. I did not change the source textures or models between versions.
I have another problem with mip mapped dds textures. I have a number of
Hi,
This turned out to be an issue with the FBX exporter in Blender. The issue only
occurred when I was exporting my model as the "FBX 7.4 binary" option. When I
switched to the "FBX 6.1 ascii" option, then the model exported with the
correct scale and coordinate frame. Evidently, the osg fbx p
Hi Lv,
osgText::Text implementation is very pretty old now, with a design driven
by the needs of very old hardware. If I were to rewrite osgText I would
not implement it the has been. I would not recommend adding OpenGL coding
into osgText::Text as this breaks OSG's ability to do lazy state upda
Thx!Robert!
The situation is,we have modified the text.cpp to create some other styles
rather than boundingbox.
Like a BoundingLine,one end to one of the corner of a BoundingBox,the other
end linked to a osg::Node.
So if a text have a BoundingLine and a BoundingBox,I just want draw
Hi Lv,
I haven't tried modifying the drawing style of bounding box of an
osgText::Text before, but it should be possible by decorating the Text
subgraph with an osg::StateSet with the osg::LineStipple and osg::LineWidth
StateAttributes attached to the StateSet to control the stipple and line
width
Hi,
I want to modify text.cpp so can set osgText::BoundingBox's width and line
Stipple.
Here is how osg draw BOUNDINGBOX in text.cpp:
if (_drawMode & BOUNDINGBOX)
{
if (_textBB.valid())
{
state.applyTextureMode(0,GL_TEXTURE_2D,osg::StateAttribute::OFF);
Hi Ignitus,
On 27 October 2015 at 15:43, Ignitus Boyone wrote:
> I can spend sometime exploring render order. The scene has a few dynamic
> elements and I believe if the uploads for those elements happens after the
> VBO draw-calls then I am likely suffering a longer pipeline stall then I
> rea
Hi,
I can spend sometime exploring render order. The scene has a few dynamic
elements and I believe if the uploads for those elements happens after the VBO
draw-calls then I am likely suffering a longer pipeline stall then I really
can afford.
...
Thank you!
Cheers,
Ignitus
Hi Ignitus,
I can't help feel that you are diving into low level stuff way you've
established that it's required.
The OSG can manage update's to VBO's for you, it doesn't current support
updating parts of osg::Array, potentially you can implement this yourself
with a custom draw callback or custo
Hi,
I'm starting to work my way through the source for Geometry and Drawable, but
more experienced minds might be able to point me in the right directions sooner.
I'm working on a AR HUD and because a later point in the project might require
the loading of complex models to represent avatars o
Thanks Robert for the hints and the explanation!
Cheers,
Nick
On Tue, Oct 27, 2015 at 2:25 PM, Robert Osfield
wrote:
> HI Nick,
>
> The way the OSG implement node callbacks are as traversal callbacks that
> are nested within the traverse of the node itself, so it's in effect a
> traverse childr
HI Nick,
The way the OSG implement node callbacks are as traversal callbacks that
are nested within the traverse of the node itself, so it's in effect a
traverse children callback. In the case of osgSim::LightPointNode it's
implemented as a leaf node so doesn't bother calling
NodeVisitor::travers
Hi community,
I installed an update callback to a osgSim::LightPointNode .. However it is
never called. Any hints, clue?
Thanks as always!
Nick
--
trajce nikolov nick
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Chris Hanson wrote:
> Is the additional performance penalty for OGL apps (versus DX) from context
> sharing still an issue?
Well, I still see some frame drops in the OpenGL example compared to the
DirectX version, which is running without any drops at all. But it's much
better compared to the
Hi.
I failed to implement shadows myself and failed to understand osgShadow, so
ended up simply using it in a separate pass, as you outlined. Can't help
here, sorry.
2015-10-27 16:02 GMT+07:00 Sebastian Messerschmidt <
sebastian.messerschm...@gmx.de>:
> Hi folks,
>
> Sorry for hijacking this thre
Hi folks,
Sorry for hijacking this thread, but after a relatively long time I'll
have to work on deferred shadow mapping again.
I did sample implementation using mentioned osgRecipes'
EffectCompositor some time ago:
https://bitbucket.org/kornerr/osg-deferred-shading
I checked out the exam
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