Hi Alexandre,
Your right, but you could use osgconv to strip the paths in a temporary flt
file and then convert the temporary flt file to osg.
Tony V
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66401#66401
__
Tony,
Thanks for your answer. Correct me if I'm wrong, but isn't this option used
when you want to output .flt files? I'm trying to output .osg files.
Thanks!
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Alexandre Vaillancourt
2016-02-23 7:44 GMT-05:00 Tony Vasile :
> Hi Alexandre,
> There is an export option for the OpenFlight plugin
On 23 February 2016 at 12:08, Renato Semadeni wrote:
> Hi Robert
>
> Thanks a lot for point me to the source code responsible of handling the
> lights. I will take a look at it later on.
>
> Just another question: Would it be possible to control multiple lights
> with the same directional sector?
Hi Tony,
It happens for the mailing list too (I guess the reply-mail for the
forum post is related to the duplication to the mailing list).
It seems that you get one every time you post something of the forum. I posted
two things tonight and got two of these.
Tony V
It seems that you get one every time you post something of the forum. I posted
two things tonight and got two of these.
Tony V
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66397#66397
___
Hi Alexandre,
There is an export option for the OpenFlight plugin "stripTextureFilePath".
This should would do what you want.
Tony V
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=66396#66396
_
Hi Robert
Thanks a lot for point me to the source code responsible of handling the
lights. I will take a look at it later on.
Just another question: Would it be possible to control multiple lights with the
same directional sector?
Kind regards,
Renato
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Read this topic online
Is there an equivalent of this Performer call to the following:
>
> The function, pfdConverterMode_flt, is provided for affecting the
> behavior of the loader.
>
> void pfdConverterMode_flt ( int mode, int val );
>
> PFFLT_GSTATE_TABLES - Selects the number of "indexed pfGeoState"
>
Hi all,
I am running into issues using direct OpenGL calls inside a camera's pre-draw
(or post-draw) callback while having the camera render into a framebuffer
object. The texture is bound to a geode which is displayed in the default
framebuffer on screen. The OpenGL calls should render an anim
On 23 February 2016 at 09:13, Renato Semadeni wrote:
> Hi Robert
>
> Thanks a lot for the quick answer. And yes, I forgot that I could change
> the osg code and recompile it from scratch.
>
> The behavior was just bizarre, since there was no symmetrie between the
> behavior on the left side of th
Hi Robert
Thanks a lot for the quick answer. And yes, I forgot that I could change the
osg code and recompile it from scratch.
The behavior was just bizarre, since there was no symmetrie between the
behavior on the left side of the two lights compared to the right side. Since
it would be obvio
Hi Renato,
The light point functionality was indeed written a long time ago, over a
decade me thinks, so I'm rather rusty on the topic.
Having a near light point appear/disappear at different times to a distant
one would be a function of the sector you define for it, so if this is not
happening h
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