I am working with OSG 3.5.9 - downloaded the zip file from github.
Henrique
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Hi,
I’m trying to correctly support both OSG 3.2.x and 3.4.x in a codebase (since
we need to support older versions of Debian / Ubuntu which still ship OSG 3.2.x
as the supported version)
I have some FBO camera which I’m resizing: in 3.4.x I use
osg::Camera::resizeAttachments. In 3.2.x
..settings rttcams stateset in each technique seams more flexible than mod
ShadowTechnique::CameraCullCallback...
mp3butcher wrote:
> Hi,
>
> Hi
> Shouldn't there be an overriding "simple gl_depth output" program for
> shadowscene traversal?!
> I'll try to hack my way in
>
> Code:
> void
Hi,
Hi
Shouldn't there be an overriding "simple gl_depth output" program for
shadowscene traversal?!
I'll try to hack my way in
Code:
void ShadowTechnique::CameraCullCallback::operator()(osg::Node*,
osg::NodeVisitor* nv)
{
if (_shadowTechnique->getShadowedScene())
{
Thanks very much @robertosfield && @Bjorn!
I will check your suggestions out.
...
Thank you!
Cheers,
Jishen
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Hi Jishen,
Have a look at the osgdistortion example, this use a render the 3d
scene to a texture, then a rendering this texture to the screen using
a distorted mesh. Alternatively you can do wha Bjorn suggested and
use a simple quad and shader to do the distortion during the second
pass.
Hi Jishen,
I did the opposite, i.e. corrected the optical distortion from a captured
image. This was done by applying the captured camera image to a plane and then
using a fragment shader to rectify the image.
https://github.com/bjornblissing/osgueye/blob/master/src/camerarectification.frag
Trajce Nikolov NICK wrote:
> Hi Bjorn,
>
> the LightWave obj exporter can do the job with osgconv. We use this format
> for interchange amond Blender, 3ds, Modo etc
>
>
> Nick
>
> --
> trajce nikolov nick
>
Worked perfectly!
Thank you for your quick reply!
Regards,
Björn
Hi,
I would like to simulate a real camera with intrinsics and distortion
parameters.
To make it more clear: I want to have a viewer, which I could assign a real
camera model (pinhole, fisheye, etc) to, then I could get the real camera view.
(I want to record the sequence for some later
Thanks a lot, Nick.
I will have a look in this source code. If I have some doubts, I will ask.
...
Thank you!
Cheers,
Rômulo
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Hi Bjorn,
the LightWave obj exporter can do the job with osgconv. We use this format
for interchange amond Blender, 3ds, Modo etc
Nick
On Fri, Dec 8, 2017 at 10:49 AM, Björn Blissing
wrote:
> Hi,
>
> Sorry, if this is a basic question. I have tried to find the online,
Hi,
Sorry, if this is a basic question. I have tried to find the online, but all
search results only give me export options from 3D studio.
I need to export a model from native OSG format into a format that can be
imported into 3D studio Max. There is no need for animations or textures. I
Hi Vlad,
osg::ClipNode uses osg::ClipPlane(wrapper around glClipPlane) and
enabling of the fixed function pipeline's support for clip plans.
OpenGL ES doesn't provide support for clip planes, and 2.0 doesn't
have the fixed function pipeline either.
So to implement clipping you'll need to find
HI Henrique,
What version of the OSG are your working with?
Robert.
On 7 December 2017 at 23:21, Henrique Bucher wrote:
> Hi,
>
> I built OSG with VS2017
> I used the pre-compiled dependencies from osgvisual - as suggested in the osg
> dependencies page.
>
> However I got
Hi, I start work with OSG(OpenSceneGraph) and got some problem on iOS. iOS use
OpenGL ES 2.0 and OpenGL ES 3.0 for A7 GPU based devices. I use ClipNode for
clipping other object, but it's not work. My code based on example on GitHub:
OpenSceneGraph/include/osg/ClipPlane
Sorry, can not post
Hi,
I built OSG with VS2017
I used the pre-compiled dependencies from osgvisual - as suggested in the osg
dependencies page.
However I got several linker errors regarding NVTT plugin.
I saw that there were some threads with the same subject but it seems that the
windows build has not been
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