Hi, Hartwig,
I think you have to use multi-pass rendering to make this special depth
test work.
Here is my idea,
pass 1: render foot separately to a texture without depth test, and writes
only 1 or 0 to the texture, 1 while the pixel is part of foot, 0 otherwise.
pass 2:
Hi,
I would like to show a complete billboard when a certain part of the billboard
is visible. Although other parts may be (partially) hidden by other items.
Example: assume that the billboard is a sign consisting out of a foot, pole and
the sign itself. Whenever the foot is visible (depth
Hi,
I have two graphs that have completely different content. One is used for
initialising the depth buffer, the other one for showing the scene.
Code:
visibleGraphPtr = ...
depthGraphPtr = ...
depthGraphPtr->getOrCreateStateSet()->setAttributeAndModes(new
Hi Robert,
Once again thanks for the detailed replies!
> Do you see anything on screen with any of the examples of models
> passed to osgviewer? Cow.osgt should work with just OpenGL 1.1. so
> all your hardware should be able to handle.
The only things I saw were the console output and
On 06/01/17 10:02, Sebastian Messerschmidt wrote:
> Are you by any chance Rambabu's little brother?
> ...
> Cheers
> Sebastian
More like a teammate on a student project.
J.
signature.asc
Description: OpenPGP digital signature
___
osg-users mailing
Hi,
isn't it also a viable solution to use a slave camera that just pre-renders its
depth related scene into the depth buffer and use the main camera to render the
real scene afterwards? Both cameras operate on the same context. Though I do
not know whether it causes any problems.
Cheers,
HI Denis,
I cannot comment on specific of librocket.
If you want to use 2D elements in a 3D scene the standard way of doing
this is to use a Camera that sets the project and view matrices to
creates a 2D projection. The osghud example illustrates how to do
this. Perhaps this would be useful to
Hi Robert,
Implementation librocket, which are published them in order. Problem is only in
the GUI display is on the node that rotates around the axis XYZ. Myself but
needs to appear as a 2D GUI, something like over the base OSG viewport. I
should if you would like to display scores and other
Hi Pei,
You can disable the build by just setting one the include vars to empty:
cmake . -DFFMPEG_LIBAVCODEC_INCLUDE_DIRS=""
make
W.r.t ffmpeg API, it's constantly changing and breaking backwards
compatibility, it's the single worst offender of all the 3rd party
dependencies that we
On 7 January 2017 at 08:10, Denis Colesnicov wrote:
> I am sorry. Those rights, I need advice. I do not know how much English use
> Translate. I tried librocket implement the OSG but it did not like it. What
> you have here 3D GUI. I would like to but needed the
Hi Chris,
Just my two cents:
As a beginner, when I started to use OSG, learning from the beginner guide and
the net tutorials, I was quickly able to get a good rendering.
However, due to my lack of knowledge in OpenGL, at some point I get stuck in m
development.
So I've decided to buy a book
Hi,
I have been given an assignment at University to build an interactive solar
system. We have been give a choice to build it in OSG or OpenGL.
I have never used either and a beginner in C and c++ but I have time to
research and learn the languages properly.
But before I start I wanted to know
Hi,
Trying to build OSG from source, under Ubuntu 16.04.1, with GCC/G++ 5.4.0. It
seems there is NO Option for FFMPEG (Enable or NOT), but it automatically look
for FFMPEG related directories by default, and found the following:
Code:
Hi,
I am sorry. Those rights, I need advice. I do not know how much English use
Translate. I tried librocket implement the OSG but it did not like it. What you
have here 3D GUI. I would like to but needed the implementation to 2D. I was
able to implement 2D + ImGui OSG, SFGUI + OSG, MyGUI +
14 matches
Mail list logo