Hi,
Converting an obj file to ive with osgconv gives me unexpected results with the
option noTriStripPolygons in the OSG-3.4.1 release. The osgviewer stats tell me
that the created model has more than four times as many vertices than the
original obj file and only triangle fan primitives. One d
Hi,
Is it possible to clear just certain textures in a framebuffer with multi
target rendering?
i am searching for equivalent functionality for glClearBufferfv.
Any help would be greatly appreciated.
example shader code:
out vec4 fragcolor1; // first target
out vec4 fragcolor2; // second targ
Hi,
This can usually done by setting the explicit drawbuffer and a
consecutive call to glClear with the appropriate color set.
In OSG-terms I'd use a separate camera pass with the appropriate buffers
bound. Another option, if you need to selectively write to a certain
color buffer only is to u
Hi Kari,
Without testing the data or similar first hand is not possible to give you
a definitive answer to what is going on.
Could you post a link to your data or other data that exhibits similar
behaviour?
As a general comment, it sounds like the scene graph is not well balanced,
it might be th
Thanks!
Cheers,
Mike
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Hi,
this is probably a trivial question but what is the most straithforward way to
mirror a node?
I would like to use a MatrixTransformation so I simply set a negative scaling
but the resulting node is totally black.
Is it the expected result or did I miss something?
I thought it was usefull to
Hi Sebastian,
Thanks for your reply.
It worked using 2 cameras passes to achieve the result. I was wondering to
achieve the same result with single pass. I will be working huge models and i
didn't want to run 2 passes.
Is there any plan to add this extension to OSG?
Thank you!
Thanks and Regar
Hi Amudhan,
Hi Sebastian,
Thanks for your reply.
It worked using 2 cameras passes to achieve the result. I was wondering to
achieve the same result with single pass. I will be working huge models and i
didn't want to run 2 passes.
Since you're doing MRT and multiple passes anyway, can't you sim
I forgot to mention that the geode inherit from the root node a 2-sided
lighting with different materials in front and back side.
Cheers,
Ale
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Hi Ale,
You have several layers of different of effects that you are decorating
your subgraph with - ClipNode, ShadowedScene, osgFX::Outline, I haven't
come across anyone using such a combination before so it could be that some
interaction is at play, none of these nodes are written with the other
IMO, it happens that, because of the mirror transformation (i.e. a negative
scale factor in the global transformation),
back facets do appear as front facets on the projection plane, and viceversa.
And because of the 2-sided model lighting, normals are reverted when rendering
the front facets (as
Hi Robert,
I get your point about the ill-defined target. It makes sense.
PS: it is usually a good sign when people get old (that is slowly) but this is
another debate.
Thanks for your answer ;)
Antoine
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Hi Robert,
thank you for the quick answer.
I use this scene graph structure to set some standard rendering features to
scene objects... so it is not easy to change it for me.
Anyway I tried to export the scene in osg format and change manually all groups
that can give problems (clipnode, outlin
Hi Gianluca,
I tried your suggestion and it worked.
It is a little tricky for me becouse I need to analyze on the fly the
transformation matrix and apply osg::FrontFace by consequence but it works.
Thank you.
Ale
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Happy to hear that it works.
BTW, actually the check is a bit more complicated, because you might want to
apply mirroring against several axes in sequence.
Once you have the global transformation of the mirrored object, the correct
check is the following.
Get the determinant of that global trans
Hi,
yes, I can have mirror on each axis so I have already implemented a check
similar to the one you suggested.
Thank you for the clarification.
Ciao,
Ale
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