Hi Rômulo,
Hi,
I have used normal mapping using GLSL and OSG for my application (an imaging
sonar simulation) and I got problems by calculating the TBN matrix on shaders.
The normal vectors contain lower resolution on border in comparison with the
center of image.
You cannot get a valid
Hi Romulo,
You can use TangentSpaceGenerator to get the values of the T B and N. Here
you have a code example:
https://github.com/sketchfab/osg/blob/5d35b2a2d55e92b4c736ea5edcd9eeedf9ea6786/src/osgPlugins/gles/TangentSpaceVisitor.cpp#L46
Cheers.
2017-11-07 21:48 GMT+01:00 Rômulo Cerqueira :
> H
Ouch bad link:
https://github.com/openscenegraph/OpenSceneGraph/blob/master/src/osgPlugins/gles/TangentSpaceVisitor.cpp#L46
this one is the right one!
2017-11-08 9:19 GMT+01:00 Jordi Torres :
> Hi Romulo,
>
> You can use TangentSpaceGenerator to get the values of the T B and N. Here
> you have
Hi Rakesh,
If you want us to help you please reproduce the scenario by posting a minimal
project (like modifying the MFC example) like I asked you to. The sooner you do
that the sooner you will get help. Any other attempt like posting log files you
are really just wasting time.
...
Thank you!
Hi Rakesh,
If you are not willing to put in the effort to reproduce the scenario then
maybe you don't really want help.
...
Cheers,
Lincoln
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I have just built 3.4.1 from github on the mac (MacOS Sierra, 10.12.6). The
early tutorials Tut2 etc work fine. Tutorial 12, which introduces shadows,
runs but dumps out warning messages. No shadows appear.
here is the console output:
Code:
StatsHandler::StatsHandler() Setting up GL2 compati
Hi,
how can I get my PickHandler edited from the osgpick (see attachment) example
working inside the osgoculusviewer?
Cheers,
Michael
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// class to handle events with a pick
class PickHa
Hi Michael,
The OsgOculusViewer only renders to textures. What you see on your normal
monitor is mirrored through the facilities provided by the Oculus SDK. I really
do not know how mouse events are propagated through this window back to the osg
application.
The second assumption your code mak
Hi Björn,
thanks for the reply.
I only have the DK2 without the controllers.
Actually, I want to do picking using eyetracking.
There I also get window coordinate and therefore need the same intersection
methods.
So if I unterstood you correctly, setting up a valid master camera, the picking
sho
Hi Michael,
I guess you mean head tracking and not eye tracking.
But that should be fairly straight forward. Create a line segment emanating
from a point between the eyes and use that to calculate the intersections.
There is no need to go from 2D to 3D in this case. The only thing you need to
No, I actually mean eyetracking!
I have an integrated eyetracker.
Cheers,
Michael
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Hi again,
I do not know which version of the OsgOculusViewer you are currently using. I
just checked my own code and the OculusDevice class have had public interfaces
to both head position and orientation since 3 years back (SDK version 0.4.2).
Regards,
Björn
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mmaurus wrote:
> No, I actually mean eyetracking!
> I have an integrated eyetracker.
>
Nice!
Ok.. Well then you have to add the eyetracking rotations on top of the head
rotations.
Regards
Björn
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Hi Robert,
robertosfield wrote:
> Which version of the OSG are you using?
>
I'm talking about master git (haven't check out the branch)
robertosfield wrote:
> Is the standard osgshadercomposition example generating this issue or is it
> modified version?
>
Yes, no mod required in the osgs
Hi Jordi and Sebastian,
thanks for your replies. I will have a look on osg::TangentSpaceVisitor,
however I have a question: I will have in my OSG scene a lot of objects
with/without normal mapping. How can I handle different normal textures using
the same osg::TangentSpaceVisitor?
...
Thank
UNCLASSIFIED
Hi
I am in the process of porting an MFC application from plib to osg.
Currently, if I want to actually modify the scene graph (adding, deleting nodes
etc) while the render thread is running I do the following:
parentNode->setNodeMask(0);
modify scene graph below parent node
parent
Hi Russell,
I suppose setting the threading model to SingleThreaded is not an
option, maybe set Root Node to DYNAMIC variance? I can't remember the
actual call.
good luck,
On 09/11/17 14:49, Thamm, Russell wrote:
*UNCLASSIFIED*
Hi
I am in the process of porting an MFC application from p
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