Thanks for that. I found my answer about an hour after posting this one.
By the way what are the following fields in
osgUtil::LineSegmentIntersector::Intersection :
double ratio;
osg::NodePath nodePath;
osg::ref_ptr drawable;
Hi,
I have a problem when using two cameras and both of them attach to the same
osg::Image as target. My purpose is to blend the results of two cameras(they
have different projection and view matrix). But I just get the second camera
rendered result. If I don't attach two osg::Image, then the r
H i Nikita,
Handling updates to lots of dynamic models can be done with update
callbacks and needn't be a bottleneck, in your case right now it's not
a bottleneck - the cull, draw dispatch are so it's these areas that
you need to look at optimizing.
I would however suggest that you do realistic b
Hi Nikita,
I know this post
http://3dcgtutorials.blogspot.ru/2013/08/instancing-with-openscenegraph.html
and
I used it too. The way how I managed to have like 1000x1000 grid of a real
model (at 60hz) using UpdateCallbacks was by having a Visitor to "compile"
the model into one DrawArrays so you c
The GL_RGB32F_ARB was a dangler ... I tried all sorts of options for that
parameter. GL_LUMINANCE16F_ARB doesn't work
things are more like they are now than they have ever been before
--
Read this topic online here:
http://forum.openscenegraph.org/viewtop
Hi Werner,
Except from protecting them in the source/file-system chances are very
slim to protect them.
It seem the glShaderBinary[1] source thing is not the way to go, as they
don't seem to be binary compatible from computer to computer. I,ve seen
programs however which somehow prevented atta
Hi all,
we are using OSG with big success since many years now. Thanks Robert
and the community.
We are in a commercial context and we have to care about the know-how.
We use Open-GL 3 and make heavy use of shaders.
So my question is:
Is there any way of hiding shader sources so they cannot be
Hi,
I will start from afar.
I'm developing an application using osgEarth. The basic idea is to visualize
objects like aircrafts, cars, ships. These objects should move by updating
their coordinates and angles (pitch, roll, yaw).
Currently I'm using an UpdateCallback on the group, containing al
Hi Tony,
The TraversalMask is part of the osg::NodeVisitor base class, so simply do:
intersectionVisitor.setTraversalMask(0x01);
Cheers,
Robert.
On 21 January 2016 at 07:57, Tony Vasile wrote:
> Okay so I found this code:
>
>
> Code:
>
> osg::ref_ptr intersectorGroup = new
> osgUtil::Inter
Hi James,
Your suggested fix is correct, this fix had actually been applied
already to master but I had missed backporting to the
OpenSceneGraph-3.4 branch. I have just update 3.4 branch to have this
fix.
As to why others haven't reported it, I can only guess the number of
users using the 3.4 br
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